diff options
author | Michael Levin <risujin@fastmail.fm> | 2009-10-03 11:20:08 +0000 |
---|---|---|
committer | Tim Angus <tim@ngus.net> | 2013-01-03 00:14:53 +0000 |
commit | c9083efba65343e9242ab05acd82ee7fcfa17e54 (patch) | |
tree | 717e309c90f141ffa600d45da78fbe241dfc0c66 /src/cgame/cg_ents.c | |
parent | b6fd1bffca359783d14cd2000d39cd422ce64eb3 (diff) |
* Pulse Rifle has a small impact "particle system" to show impact flash
Lucifer Cannon aesthetic changes:
* Secondary fire has a blaster-like trail and impact flash
* Primary fire missile sprite and impact particles scale their size with charge strength
* Other players can hear Humans overcharge
Diffstat (limited to 'src/cgame/cg_ents.c')
-rw-r--r-- | src/cgame/cg_ents.c | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/src/cgame/cg_ents.c b/src/cgame/cg_ents.c index c6597b6b..e8a217db 100644 --- a/src/cgame/cg_ents.c +++ b/src/cgame/cg_ents.c @@ -396,6 +396,7 @@ static void CG_LaunchMissile( centity_t *cent ) { CG_SetAttachmentCent( &ps->attachment, cent ); CG_AttachToCent( &ps->attachment ); + ps->charge = es->torsoAnim; } } @@ -466,7 +467,8 @@ static void CG_Missile( centity_t *cent ) if( wim->usesSpriteMissle ) { ent.reType = RT_SPRITE; - ent.radius = wim->missileSpriteSize; + ent.radius = wim->missileSpriteSize + + wim->missileSpriteCharge * es->torsoAnim; ent.rotation = 0; ent.customShader = wim->missileSprite; ent.shaderRGBA[ 0 ] = 0xFF; |