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@ -1111,9 +1111,13 @@ R_ParticleExplosion2 |
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void GAME_EXPORT R_ParticleExplosion2( const vec3_t org, int colorStart, int colorLength ) |
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void GAME_EXPORT R_ParticleExplosion2( const vec3_t org, int colorStart, int colorLength ) |
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{ |
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{ |
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int i, j; |
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int i, j; |
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int colorMod = 0; |
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int colorMod = 0, packedColor; |
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particle_t *p; |
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particle_t *p; |
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if( FBitSet( host.features, ENGINE_QUAKE_COMPATIBLE )) |
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packedColor = 255; // use old code for blob particles
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else packedColor = 0; |
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for( i = 0; i < 512; i++ ) |
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for( i = 0; i < 512; i++ ) |
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{ |
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{ |
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p = R_AllocParticle( NULL ); |
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p = R_AllocParticle( NULL ); |
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@ -1121,7 +1125,7 @@ void GAME_EXPORT R_ParticleExplosion2( const vec3_t org, int colorStart, int col |
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p->die = cl.time + 0.3f; |
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p->die = cl.time + 0.3f; |
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p->color = colorStart + ( colorMod % colorLength ); |
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p->color = colorStart + ( colorMod % colorLength ); |
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p->packedColor = 255; // use old code for blob particles
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p->packedColor = packedColor; |
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colorMod++; |
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colorMod++; |
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p->type = pt_blob; |
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p->type = pt_blob; |
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@ -1143,15 +1147,19 @@ R_BlobExplosion |
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void GAME_EXPORT R_BlobExplosion( const vec3_t org ) |
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void GAME_EXPORT R_BlobExplosion( const vec3_t org ) |
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{ |
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{ |
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particle_t *p; |
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particle_t *p; |
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int i, j; |
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int i, j, packedColor; |
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if( FBitSet( host.features, ENGINE_QUAKE_COMPATIBLE )) |
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packedColor = 255; // use old code for blob particles
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else packedColor = 0; |
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for( i = 0; i < 1024; i++ ) |
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for( i = 0; i < 1024; i++ ) |
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{ |
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{ |
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p = R_AllocParticle( NULL ); |
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p = R_AllocParticle( NULL ); |
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if( !p ) return; |
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if( !p ) return; |
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p->die = cl.time + COM_RandomFloat( 2.0f, 2.4f ); |
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p->die = cl.time + COM_RandomFloat( 1.0f, 1.4f ); |
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p->packedColor = 255; // use old code for blob particles
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p->packedColor = packedColor; |
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if( i & 1 ) |
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if( i & 1 ) |
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{ |
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{ |
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