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authorTim Angus <tim@ngus.net>2002-10-23 00:43:40 +0000
committerTim Angus <tim@ngus.net>2002-10-23 00:43:40 +0000
commit28e5e2f078984294a3430c97223f9508c891fac6 (patch)
treec4e5218a77cfd3dcb8e6c0e001e4adbfd80bfd24 /src/game/g_misc.c
parenta68abe96d8ab594c220e683da773bd0ac98c01fd (diff)
* Improved performance of real fading light flares
* Added timed light flares and cg_ to switch between flare types
Diffstat (limited to 'src/game/g_misc.c')
-rw-r--r--src/game/g_misc.c12
1 files changed, 11 insertions, 1 deletions
diff --git a/src/game/g_misc.c b/src/game/g_misc.c
index eac7f2f0..2d35e73c 100644
--- a/src/game/g_misc.c
+++ b/src/game/g_misc.c
@@ -452,12 +452,22 @@ void SP_misc_anim_model( gentity_t *self )
trap_LinkEntity( self );
}
-//TA: spawn function for lens flares
+//TA: use function for light flares
+void SP_use_light_flare( gentity_t *self, gentity_t *other, gentity_t *activator )
+{
+ self->s.eFlags ^= EF_NODRAW;
+}
+
+//TA: spawn function for light flares
void SP_misc_light_flare( gentity_t *self )
{
self->s.eType = ET_LIGHTFLARE;
self->s.modelindex = G_ShaderIndex( self->targetShaderName );
VectorCopy( self->pos2, self->s.origin2 );
+ self->use = SP_use_light_flare;
+
+ G_SpawnFloat( "speed", "200", &self->speed );
+ self->s.time = self->speed;
if( self->spawnflags & 1 )
self->s.eFlags |= EF_NODRAW;