vec3_t pos;
vec3_t dir;
vec3_t pos2;
+ vec3_t color;
int rnd;
int colorStart, colorLength, count;
float velspeed, radius;
FindNonSolidLocation(pos);
R_ParticleExplosion (pos, false);
// R_BlastParticles (pos, 120, 120);
- CL_AllocDlight (NULL, pos, 350, MSG_ReadByte() * (1.0 / 255.0), MSG_ReadByte() * (1.0 / 255.0), MSG_ReadByte() * (1.0 / 255.0), 700, 0.5);
+ color[0] = MSG_ReadByte() * (1.0 / 255.0);
+ color[1] = MSG_ReadByte() * (1.0 / 255.0);
+ color[2] = MSG_ReadByte() * (1.0 / 255.0);
+ CL_AllocDlight (NULL, pos, 350, color[0], color[1], color[2], 700, 0.5);
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
break;
FindNonSolidLocation(pos);
radius = MSG_ReadByte() * 8;
velspeed = (MSG_ReadByte() + 1) * (1.0 / 256.0);
- CL_AllocDlight (NULL, pos, radius, MSG_ReadByte() * (1.0 / 255.0), MSG_ReadByte() * (1.0 / 255.0), MSG_ReadByte() * (1.0 / 255.0), radius / velspeed, velspeed);
+ color[0] = MSG_ReadByte() * (1.0 / 255.0);
+ color[1] = MSG_ReadByte() * (1.0 / 255.0);
+ color[2] = MSG_ReadByte() * (1.0 / 255.0);
+ CL_AllocDlight (NULL, pos, radius, color[0], color[1], color[2], radius / velspeed, velspeed);
break;
case TE_FLAMEJET:
case TE_LIGHTNING1: // lightning bolts
CL_ParseBeam (Mod_ForName("progs/bolt.mdl", true));
break;
-
+
case TE_LIGHTNING2: // lightning bolts
CL_ParseBeam (Mod_ForName("progs/bolt2.mdl", true));
break;