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authorPetr Pudlak <petr.mvd@gmail.com>2014-08-19 22:24:50 +0200
committerPetr Pudlak <petr.mvd@gmail.com>2014-08-19 22:24:50 +0200
commit943539a1a7741d395667f2830b31cfdfea5e0816 (patch)
treee76f922ef468a6230cb97e26f5a72d135eca0e67 /src/cgame/cg_particles.c
parenta7ca0aa8c8a66adce30b8ac21d4849b91e4fc75b (diff)
The head-shot mod: headshots on humans splash blood around
.. using the particle system. Blood drops splat on impact.
Diffstat (limited to 'src/cgame/cg_particles.c')
-rw-r--r--src/cgame/cg_particles.c13
1 files changed, 13 insertions, 0 deletions
diff --git a/src/cgame/cg_particles.c b/src/cgame/cg_particles.c
index c2374c7..b718600 100644
--- a/src/cgame/cg_particles.c
+++ b/src/cgame/cg_particles.c
@@ -2156,6 +2156,19 @@ static void CG_EvaluateParticlePhysics( particle_t *p )
return;
}
+ if( bp->bounceMarkName[ 0 ] && p->bounceMarkCount > 0 )
+ {
+ CG_ImpactMark( bp->bounceMark, trace.endpos, trace.plane.normal,
+ random( ) * 360, 1, 1, 1, 1, qtrue, bp->bounceMarkRadius, qfalse );
+ p->bounceMarkCount--;
+ }
+
+ if( bp->bounceSoundName[ 0 ] && p->bounceSoundCount > 0 )
+ {
+ trap_S_StartSound( trace.endpos, ENTITYNUM_WORLD, CHAN_AUTO, bp->bounceSound );
+ p->bounceSoundCount--;
+ }
+
//remove particles that get into a CONTENTS_NODROP brush
if( ( trap_CM_PointContents( trace.endpos, 0 ) & CONTENTS_NODROP ) ||
( bp->cullOnStartSolid && trace.startsolid ) )