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authorTim Angus <tim@ngus.net>2003-09-27 03:16:58 +0000
committerTim Angus <tim@ngus.net>2003-09-27 03:16:58 +0000
commit2c917c986c82fafafe2b58a61479657997d80718 (patch)
tree7cf2cd7195f30481e073d1c1c32034d6b0d9b52a /src/cgame/cg_buildable.c
parenta17c3a4d4a9a719a630e7a3a78d640e950337d21 (diff)
* weapon.cfg files changed a bit to include sections for alternate fire modes
* Close to zero weapon specific client side code now remains * Poison cloud effect now uses new particle system * Fixed a couple of bugs in the particle system
Diffstat (limited to 'src/cgame/cg_buildable.c')
-rw-r--r--src/cgame/cg_buildable.c16
1 files changed, 10 insertions, 6 deletions
diff --git a/src/cgame/cg_buildable.c b/src/cgame/cg_buildable.c
index f185b026..d0c286f4 100644
--- a/src/cgame/cg_buildable.c
+++ b/src/cgame/cg_buildable.c
@@ -935,21 +935,25 @@ void CG_Buildable( centity_t *cent )
//weapon effects for turrets
if( es->eFlags & EF_FIRING )
{
- weaponInfo_t *weapon = &cg_weapons[ es->weapon ];
+ weaponInfo_t *weapon = &cg_weapons[ es->weapon ];
if( cg.time - cent->muzzleFlashTime > MUZZLE_FLASH_TIME ||
BG_FindProjTypeForBuildable( es->modelindex ) == WP_TESLAGEN )
{
- if( weapon->flashDlightColor[ 0 ] || weapon->flashDlightColor[ 1 ] || weapon->flashDlightColor[ 2 ] )
+ if( weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 0 ] ||
+ weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 1 ] ||
+ weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 2 ] )
{
- trap_R_AddLightToScene( cent->lerpOrigin, 300 + ( rand( ) & 31 ), weapon->flashDlightColor[ 0 ],
- weapon->flashDlightColor[ 1 ], weapon->flashDlightColor[ 2 ] );
+ trap_R_AddLightToScene( cent->lerpOrigin, 300 + ( rand( ) & 31 ),
+ weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 0 ],
+ weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 1 ],
+ weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 2 ] );
}
}
- if( weapon->firingSound )
+ if( weapon->wim[ WPM_PRIMARY ].firingSound )
{
- trap_S_AddLoopingSound( es->number, cent->lerpOrigin, vec3_origin, weapon->firingSound );
+ trap_S_AddLoopingSound( es->number, cent->lerpOrigin, vec3_origin, weapon->wim[ WPM_PRIMARY ].firingSound );
}
else if( weapon->readySound )
trap_S_AddLoopingSound( es->number, cent->lerpOrigin, vec3_origin, weapon->readySound );