From cb9511b472d4375bf0d6555c0be247d346e94517 Mon Sep 17 00:00:00 2001 From: Mircea Kitsune Date: Sat, 2 Apr 2011 19:40:55 +0300 Subject: [PATCH] First code that causes damage particles to show! Functional with the Laser so far. --- qcsrc/client/gibs.qc | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/qcsrc/client/gibs.qc b/qcsrc/client/gibs.qc index 3a548a319..4527239b7 100644 --- a/qcsrc/client/gibs.qc +++ b/qcsrc/client/gibs.qc @@ -279,7 +279,7 @@ void Ent_DamageEffect() { float type, specnum1, specnum2; vector org; - string specstr; + string specstr, effectnum; entity e; type = ReadByte(); // damage weapon @@ -296,5 +296,8 @@ void Ent_DamageEffect() specnum2 = (specnum1 & 0x78) / 8; // blood type: using four bits (0..7, bit indexes 3,4,5) specstr = species_prefix(specnum2); + effectnum = strcat("weapondamage_", e.netname); + dprint(strcat("Origin is: ", vtos(org), " and weapon is: ", e.netname, " and species is: ", specstr, "\n")); + pointparticles(particleeffectnum(effectnum), org, '0 0 0', 1); } -- 2.39.2