shockwave.sw_time = time;
}
-.vector beam_rgb;
+.vector beam_color;
.float beam_alpha;
.float beam_thickness;
.float beam_traileffect;
.float beam_hiteffect;
.float beam_muzzleflash;
//.string beam_muzzlemodel;
-//.vector beam_muzzlecolor; // todo: should we just use beam_rgb?
+//.vector beam_muzzlecolor; // todo: should we just use beam_color?
.string beam_image;
.float beam_usevieworigin;
vector bottom = hitorigin - (thickdir * self.beam_thickness);
R_BeginPolygon(self.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
- R_PolygonVertex(top, '0 0.5 0' + ('0 0.5 0' * (self.beam_thickness / maxthickness)), self.beam_rgb, self.beam_alpha);
- R_PolygonVertex(last_top, '0 0.5 0' + ('0 0.5 0' * (lastthickness / maxthickness)), self.beam_rgb, self.beam_alpha);
- R_PolygonVertex(last_bottom, '0 0.5 0' * (1 - (lastthickness / maxthickness)), self.beam_rgb, self.beam_alpha);
- R_PolygonVertex(bottom, '0 0.5 0' * (1 - (self.beam_thickness / maxthickness)), self.beam_rgb, self.beam_alpha);
+ R_PolygonVertex(top, '0 0.5 0' + ('0 0.5 0' * (self.beam_thickness / maxthickness)), self.beam_color, self.beam_alpha);
+ R_PolygonVertex(last_top, '0 0.5 0' + ('0 0.5 0' * (lastthickness / maxthickness)), self.beam_color, self.beam_alpha);
+ R_PolygonVertex(last_bottom, '0 0.5 0' * (1 - (lastthickness / maxthickness)), self.beam_color, self.beam_alpha);
+ R_PolygonVertex(bottom, '0 0.5 0' * (1 - (self.beam_thickness / maxthickness)), self.beam_color, self.beam_alpha);
R_EndPolygon();
// check if we're going to proceed with drawing
{
case ARC_BT_MISS:
{
- self.beam_rgb = '-1 -1 1';
+ self.beam_color = '-1 -1 1';
self.beam_alpha = 0.5;
self.beam_thickness = 8;
self.beam_traileffect = FALSE;
}
case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
{
- self.beam_rgb = '0.5 0.5 1';
+ self.beam_color = '0.5 0.5 1';
self.beam_alpha = 0.5;
self.beam_thickness = 8;
self.beam_traileffect = FALSE;
}
case ARC_BT_HEAL:
{
- self.beam_rgb = '0 1 0';
+ self.beam_color = '0 1 0';
self.beam_alpha = 0.5;
self.beam_thickness = 8;
self.beam_traileffect = FALSE;
}
case ARC_BT_HIT:
{
- self.beam_rgb = '1 0 1';
+ self.beam_color = '1 0 1';
self.beam_alpha = 0.5;
self.beam_thickness = 8;
self.beam_traileffect = FALSE;
}
case ARC_BT_BURST_MISS:
{
- self.beam_rgb = '-1 -1 1';
+ self.beam_color = '-1 -1 1';
self.beam_alpha = 0.5;
self.beam_thickness = 14;
self.beam_traileffect = FALSE;
}
case ARC_BT_BURST_WALL:
{
- self.beam_rgb = '0.5 0.5 1';
+ self.beam_color = '0.5 0.5 1';
self.beam_alpha = 0.5;
self.beam_thickness = 14;
self.beam_traileffect = FALSE;
}
case ARC_BT_BURST_HEAL:
{
- self.beam_rgb = '0 1 0';
+ self.beam_color = '0 1 0';
self.beam_alpha = 0.5;
self.beam_thickness = 14;
self.beam_traileffect = FALSE;
}
case ARC_BT_BURST_HIT:
{
- self.beam_rgb = '1 0 1';
+ self.beam_color = '1 0 1';
self.beam_alpha = 0.5;
self.beam_thickness = 14;
self.beam_traileffect = FALSE;
// shouldn't be possible, but lets make it colorful if it does :D
default:
{
- self.beam_rgb = randomvec();
+ self.beam_color = randomvec();
self.beam_alpha = 1;
self.beam_thickness = 8;
self.beam_traileffect = FALSE;