Changed hyperblaster turret to use effects for blaster color instead of sounds.

This commit is contained in:
Knightmare66 2020-08-04 22:53:56 -04:00
parent a4b5a70fff
commit 689ea4d497

View file

@ -400,23 +400,20 @@ void turret_breach_fire (edict_t *self)
break;
}
case 6: // Hyperblaster
case 8: // Blue Hyperblaster
case 9: // Green Hyperblaster
#ifdef KMQUAKE2_ENGINE_MOD
case 10: // Red Hyperblaster
#endif // KMQUAKE2_ENGINE_MOD
{
unsigned int effect, color;
if (self->sounds == 6)
{ effect = EF_HYPERBLASTER; color = BLASTER_ORANGE; }
if (self->sounds == 8)
if (self->effects == 1) // Blue
{ effect = EF_BLUEHYPERBLASTER; color = BLASTER_BLUE; }
if (self->sounds == 9)
else if (self->effects == 2) // Green
{ effect = EF_HYPERBLASTER|EF_TRACKER; color = BLASTER_GREEN; }
#ifdef KMQUAKE2_ENGINE_MOD
if (self->sounds == 10)
else if (self->effects == 3) // Red
{ effect = EF_HYPERBLASTER|EF_IONRIPPER; color = BLASTER_RED; }
#endif // KMQUAKE2_ENGINE_MOD
else // (self->effects == 0) // Orange
{ effect = EF_HYPERBLASTER; color = BLASTER_ORANGE; }
HB_Shots++;
//CW++
if (self->moreflags & FL2_TURRET_DOUBLE)