diff options
Diffstat (limited to 'src/cgame/cg_event.c')
-rw-r--r-- | src/cgame/cg_event.c | 19 |
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: |