diff options
author | Tim Angus <tim@ngus.net> | 2003-09-27 03:16:58 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2003-09-27 03:16:58 +0000 |
commit | 2c917c986c82fafafe2b58a61479657997d80718 (patch) | |
tree | 7cf2cd7195f30481e073d1c1c32034d6b0d9b52a /src/cgame/cg_buildable.c | |
parent | a17c3a4d4a9a719a630e7a3a78d640e950337d21 (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.c | 16 |
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 ); |