i = Mod_PointInLeaf(org, cl.worldmodel)->contents;
if (i == CONTENTS_SLIME || i == CONTENTS_WATER)
+ {
for (i=0 ; i<128 ; i++)
particle2(pt_bubble, (rand()&3) + 12, bubbleparticletexture, lhrandom(1, 2), 255, 2, org, 16, 96);
+ }
+ else
+ {
+ for (i = 0;i < 256;i++)
+ particle(pt_fallfadespark, ramp3[rand()%6], particletexture, 1.5, lhrandom(0, 255), 5, lhrandom(-16, 16) + org[0], lhrandom(-16, 16) + org[1], lhrandom(-16, 16) + org[2], lhrandom(-192, 192), lhrandom(-192, 192), lhrandom(-192, 192) + 192);
+ }
+
}
/*
particle(pt_smokecloud, 12+(rand()&3), smokeparticletexture[rand()&7], 8, 64, 99, org[0], org[1], org[2], 0, 0, 0);
// sparks
while(count--)
- particle2(pt_fallfadespark, ramp3[rand()%6], particletexture, 1, lhrandom(0, 255), 5, org, 4, 96);
+// particle2(pt_fallfadespark, ramp3[rand()%6], particletexture, 1, lhrandom(0, 255), 5, org, 4, 96);
+ particle(pt_fallfadespark, ramp3[rand()%6], particletexture, 1, lhrandom(0, 255), 5, lhrandom(-4, 4) + org[0], lhrandom(-4, 4) + org[1], lhrandom(-4, 4) + org[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64) + 64);
}
void R_BloodPuff (vec3_t org)