Make use of env_sprite APIs for FX_Impact. Remove mention of GS_RENDERFX

This commit is contained in:
Marco Cawthorne 2022-07-07 09:14:17 -07:00
parent 7b3a98fdb1
commit edf5c19e05
Signed by: eukara
GPG key ID: CE2032F0A2882A22
3 changed files with 7 additions and 9 deletions

View file

@ -5,7 +5,6 @@
#define CLIENT
#define CSTRIKE
#define CLASSIC_VGUI
#define GS_RENDERFX
#includelist
../../../src/shared/fteextensions.qc

View file

@ -7,7 +7,6 @@
#define CSTRIKE
#define BULLETPENETRATION
#define BULLETPATTERNS
#define GS_RENDERFX
#includelist
../../../src/shared/fteextensions.qc

View file

@ -156,13 +156,13 @@ FX_Impact(impactType_t iType, vector vecPos, vector vNormal)
break;
}
eBlood.drawmask = MASK_ENGINE;
eBlood.maxframe = modelframecount(eBlood.modelindex);
eBlood.loops = 0;
eBlood.scale = 0.25f;
eBlood.m_vecRenderColor = [1,1,1];
eBlood.m_iRenderMode = RM_ADDITIVE;
eBlood.m_flRenderAmt = 0.25f;
eBlood.framerate = 30;
eBlood.SetMaxFrame(modelframecount(eBlood.modelindex));
eBlood.SetLoopFlag(false);
eBlood.SetScale(0.25f);
eBlood.SetRenderColor([1,1,1]);
eBlood.SetRenderMode(RM_ADDITIVE);
eBlood.SetRenderAmt(0.25f);
eBlood.SetFramerate(30);
eBlood.nextthink = time + 0.05f;
makevectors(vectoangles(vNormal));
eBlood.velocity = v_forward * 64;