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engine: client: cl_tent: rewrite R_Sprite_Explode to be closer to original function but support Xash extensions
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@ -1245,37 +1245,28 @@ apply params for exploding sprite
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*/
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void GAME_EXPORT R_Sprite_Explode( TEMPENTITY *pTemp, float scale, int flags )
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{
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if( !pTemp ) return;
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qboolean noadditive, drawalpha, rotate;
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if( FBitSet( flags, TE_EXPLFLAG_NOADDITIVE ))
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{
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// solid sprite
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pTemp->entity.curstate.rendermode = kRenderNormal;
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pTemp->entity.curstate.renderamt = 255;
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}
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else if( FBitSet( flags, TE_EXPLFLAG_DRAWALPHA ))
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{
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// alpha sprite (came from hl2)
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pTemp->entity.curstate.rendermode = kRenderTransAlpha;
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pTemp->entity.curstate.renderamt = 180;
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}
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else
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{
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// additive sprite
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pTemp->entity.curstate.rendermode = kRenderTransAdd;
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pTemp->entity.curstate.renderamt = 180;
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}
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if( !pTemp )
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return;
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if( FBitSet( flags, TE_EXPLFLAG_ROTATE ))
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{
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// came from hl2
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pTemp->entity.angles[2] = COM_RandomLong( 0, 360 );
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}
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noadditive = FBitSet( flags, TE_EXPLFLAG_NOADDITIVE );
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drawalpha = FBitSet( flags, TE_EXPLFLAG_DRAWALPHA );
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rotate = FBitSet( flags, TE_EXPLFLAG_ROTATE );
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pTemp->entity.curstate.renderfx = kRenderFxNone;
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pTemp->entity.baseline.origin[2] = 8;
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pTemp->entity.origin[2] += 10;
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pTemp->entity.curstate.scale = scale;
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pTemp->entity.baseline.origin[2] = 8.0f;
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pTemp->entity.origin[2] = pTemp->entity.origin[2] + 10.0f;
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if( rotate )
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pTemp->entity.angles[2] = COM_RandomFloat( 0.0, 360.0f );
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pTemp->entity.curstate.rendermode = noadditive ? kRenderNormal :
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drawalpha ? kRenderTransAlpha : kRenderTransAdd;
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pTemp->entity.curstate.renderamt = noadditive ? 0xff : 0xb4;
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pTemp->entity.curstate.renderfx = 0;
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pTemp->entity.curstate.rendercolor.r = 0;
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pTemp->entity.curstate.rendercolor.g = 0;
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pTemp->entity.curstate.rendercolor.b = 0;
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}
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/*
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