Client: add IMPACT_SLOSH effect for water based impacts.
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1 changed files with 17 additions and 0 deletions
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@ -43,6 +43,8 @@ FX_Impact_Init(void)
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precache_model("sprites/wall_puff2.spr");
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precache_model("sprites/wall_puff3.spr");
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precache_model("sprites/wall_puff4.spr");
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precache_model("sprites/wsplash3.spr");
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}
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#endif
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@ -170,6 +172,21 @@ FX_Impact(impactType_t iType, vector vecPos, vector vNormal)
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eBlood.customphysics = Wallpuff_Travel;
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break;
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case IMPACT_SLOSH:
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env_sprite splash = spawn(env_sprite);
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setorigin(splash, vecPos + [0,0,24]);
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setmodel(splash, "sprites/wsplash3.spr");
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splash.SetRenderMode(RM_ADDITIVE);
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splash.SetRenderAmt(1.0f);
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splash.SetRenderColor([1,1,1]);
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splash.drawmask = MASK_ENGINE;
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splash.m_iMaxFrame = modelframecount(splash.modelindex);
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splash.m_bLoops = 0;
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splash.m_flFramerate = 20;
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splash.nextthink = time + 0.05f;
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break;
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}
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switch (iType) {
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