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-rw-r--r--src/cgame/cg_consolecmds.c1
-rw-r--r--src/cgame/cg_ents.c32
-rw-r--r--src/cgame/cg_weapons.c6
3 files changed, 23 insertions, 16 deletions
diff --git a/src/cgame/cg_consolecmds.c b/src/cgame/cg_consolecmds.c
index 697796de..63e095df 100644
--- a/src/cgame/cg_consolecmds.c
+++ b/src/cgame/cg_consolecmds.c
@@ -324,6 +324,7 @@ void CG_InitConsoleCommands( void ) {
trap_AddCommand ("sell");
trap_AddCommand ("deposit");
trap_AddCommand ("withdraw");
+ trap_AddCommand ("spawnbody");
trap_AddCommand ("itemact");
trap_AddCommand ("itemdeact");
trap_AddCommand ("itemtoggle");
diff --git a/src/cgame/cg_ents.c b/src/cgame/cg_ents.c
index a7e95e1c..8cc0fe1b 100644
--- a/src/cgame/cg_ents.c
+++ b/src/cgame/cg_ents.c
@@ -289,20 +289,21 @@ static void CG_Missile( centity_t *cent )
break;
case WP_FLAMER:
- fraction = ( ( cg.time - s1->pos.trTime ) / FIREBALL_LIFETIME );
-
- if( fraction > 1.0f )
- fraction = 1.0f;
+ {
+ fraction = ( ( cg.time - s1->pos.trTime ) / FIREBALL_LIFETIME );
- ent.reType = RT_SPRITE;
- ent.radius = fraction * 32;
- ent.shaderTime = s1->pos.trTime / 1000.0f;
- ent.rotation = 0;
-
- index = (int)( fraction * 31 );
- ent.customShader = cgs.media.flameShader[ index ];
- trap_R_AddRefEntityToScene( &ent );
- return;
+ if( fraction > 1.0f )
+ fraction = 1.0f;
+
+ ent.reType = RT_SPRITE;
+ ent.radius = fraction * 32;
+ ent.rotation = s1->generic1;
+
+ index = (int)( fraction * 31 );
+ ent.customShader = cgs.media.flameShader[ index ];
+ trap_R_AddRefEntityToScene( &ent );
+ return;
+ }
break;
default:
@@ -910,7 +911,7 @@ void CG_AddPacketEntities( void ) {
cgIP.numAlienClients = 0;
cgIP.numHumanClients = 0;
- for ( num = 0 ; num < cg.snap->numEntities ; num++ )
+ for( num = 0 ; num < cg.snap->numEntities ; num++ )
{
cent = &cg_entities[ cg.snap->entities[ num ].number ];
@@ -953,7 +954,8 @@ void CG_AddPacketEntities( void ) {
//Com_Printf( "%d %d\n", cgIP.numAlienClients, cgIP.numHumanClients );
// add each entity sent over by the server
- for ( num = 0 ; num < cg.snap->numEntities ; num++ ) {
+ for( num = 0; num < cg.snap->numEntities; num++ )
+ {
cent = &cg_entities[ cg.snap->entities[ num ].number ];
CG_AddCEntity( cent );
}
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c
index 1df76a89..089df54f 100644
--- a/src/cgame/cg_weapons.c
+++ b/src/cgame/cg_weapons.c
@@ -650,6 +650,8 @@ void CG_RegisterWeapon( int weaponNum )
switch( weaponNum )
{
case WP_TESLAGEN:
+ case WP_AREA_ZAP:
+ case WP_DIRECT_ZAP:
MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f );
weaponInfo->readySound = trap_S_RegisterSound( "sound/weapons/melee/fsthum.wav", qfalse );
weaponInfo->firingSound = trap_S_RegisterSound( "sound/weapons/lightning/lg_hum.wav", qfalse );
@@ -1741,6 +1743,8 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, im
{
default:
case WP_TESLAGEN:
+ case WP_AREA_ZAP:
+ case WP_DIRECT_ZAP:
mod = cgs.media.lightningExplosionModel;
shader = cgs.media.lightningShader;
sfx = cgs.media.sfx_lghit;
@@ -1754,7 +1758,7 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, im
isSprite = qtrue;
break;
case WP_FLAMER:
- sfx = cgs.media.sfx_lghit;
+ sfx = cgs.media.sfx_plasmaexp;
mark = cgs.media.burnMarkShader;
radius = 32;
break;