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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_main.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_main.c')
-rw-r--r--src/cgame/cg_main.c6
1 files changed, 1 insertions, 5 deletions
diff --git a/src/cgame/cg_main.c b/src/cgame/cg_main.c
index e42f1f50..cee6422d 100644
--- a/src/cgame/cg_main.c
+++ b/src/cgame/cg_main.c
@@ -715,10 +715,6 @@ static void CG_RegisterGraphics( void )
cgs.media.greenBloodExplosionShader = trap_R_RegisterShader( "greenBloodExplosion" );
cgs.media.greenBloodMarkShader = trap_R_RegisterShader( "greenBloodMark" );
cgs.media.explosionTrailShader = trap_R_RegisterShader( "explosionTrail" );
- cgs.media.poisonCloudShader = trap_R_RegisterShader( "poisonCloud" );
-
- for( i = 0; i < 32; i++ )
- cgs.media.flameShader[ i ] = trap_R_RegisterShader( va( "fireball%d", i + 1 ) );
cgs.media.scannerBlipShader = trap_R_RegisterShader( "gfx/2d/blip" );
cgs.media.scannerLineShader = trap_R_RegisterShader( "white" );
@@ -792,7 +788,7 @@ static void CG_RegisterGraphics( void )
cgs.media.wakeMarkShader = trap_R_RegisterShader( "wake" );
cgs.media.bloodMarkShader = trap_R_RegisterShader( "bloodMark" );
- cgs.media.testParticleSystem = CG_RegisterParticleSystem( "blah" );
+ cgs.media.poisonCloudPS = CG_RegisterParticleSystem( "poisonCloud" );
// register the inline models
cgs.numInlineModels = trap_CM_NumInlineModels( );