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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_event.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_event.c')
-rw-r--r--src/cgame/cg_event.c19
1 files changed, 12 insertions, 7 deletions
diff --git a/src/cgame/cg_event.c b/src/cgame/cg_event.c
index 9aa0028b..5a0c29a1 100644
--- a/src/cgame/cg_event.c
+++ b/src/cgame/cg_event.c
@@ -587,17 +587,17 @@ void CG_EntityEvent( centity_t *cent, vec3_t position )
case EV_FIRE_WEAPON:
DEBUGNAME( "EV_FIRE_WEAPON" );
- CG_FireWeapon( cent, 0 );
+ CG_FireWeapon( cent, WPM_PRIMARY );
break;
case EV_FIRE_WEAPON2:
DEBUGNAME( "EV_FIRE_WEAPON2" );
- CG_FireWeapon( cent, 1 ); //FIXME:??
+ CG_FireWeapon( cent, WPM_SECONDARY );
break;
case EV_FIRE_WEAPON3:
DEBUGNAME( "EV_FIRE_WEAPON3" );
- CG_FireWeapon( cent, 2 ); //FIXME:??
+ CG_FireWeapon( cent, WPM_TERTIARY );
break;
//=================================================================
@@ -646,19 +646,19 @@ void CG_EntityEvent( centity_t *cent, vec3_t position )
case EV_MISSILE_HIT:
DEBUGNAME( "EV_MISSILE_HIT" );
ByteToDir( es->eventParm, dir );
- CG_MissileHitPlayer( es->weapon, position, dir, es->otherEntityNum, es->generic1 );
+ CG_MissileHitPlayer( es->weapon, es->generic1, position, dir, es->otherEntityNum );
break;
case EV_MISSILE_MISS:
DEBUGNAME( "EV_MISSILE_MISS" );
ByteToDir( es->eventParm, dir );
- CG_MissileHitWall( es->weapon, 0, position, dir, IMPACTSOUND_DEFAULT, es->generic1 );
+ CG_MissileHitWall( es->weapon, es->generic1, 0, position, dir, IMPACTSOUND_DEFAULT );
break;
case EV_MISSILE_MISS_METAL:
DEBUGNAME( "EV_MISSILE_MISS_METAL" );
ByteToDir( es->eventParm, dir );
- CG_MissileHitWall( es->weapon, 0, position, dir, IMPACTSOUND_METAL, es->generic1 );
+ CG_MissileHitWall( es->weapon, es->generic1, 0, position, dir, IMPACTSOUND_METAL );
break;
case EV_BUILDABLE_EXPLOSION:
@@ -804,7 +804,12 @@ void CG_EntityEvent( centity_t *cent, vec3_t position )
case EV_POISONCLOUD:
DEBUGNAME( "EV_POISONCLOUD" );
- cg.firstPoisonedTime = cg.time;
+ cg.poisonedTime = cg.time;
+ {
+ particleSystem_t *ps = CG_SpawnNewParticleSystem( cgs.media.poisonCloudPS );
+ CG_SetParticleSystemCent( ps, &cg.predictedPlayerEntity );
+ CG_AttachParticleSystemToCent( ps );
+ }
break;
case EV_PLAYER_RESPAWN: