Make use of env_sprite APIs for FX_Impact. Remove mention of GS_RENDERFX
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7b3a98fdb1
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3 changed files with 7 additions and 9 deletions
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@ -5,7 +5,6 @@
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#define CLIENT
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#define CSTRIKE
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#define CLASSIC_VGUI
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#define GS_RENDERFX
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#includelist
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../../../src/shared/fteextensions.qc
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@ -7,7 +7,6 @@
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#define CSTRIKE
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#define BULLETPENETRATION
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#define BULLETPATTERNS
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#define GS_RENDERFX
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#includelist
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../../../src/shared/fteextensions.qc
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@ -156,13 +156,13 @@ FX_Impact(impactType_t iType, vector vecPos, vector vNormal)
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break;
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}
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eBlood.drawmask = MASK_ENGINE;
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eBlood.maxframe = modelframecount(eBlood.modelindex);
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eBlood.loops = 0;
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eBlood.scale = 0.25f;
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eBlood.m_vecRenderColor = [1,1,1];
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eBlood.m_iRenderMode = RM_ADDITIVE;
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eBlood.m_flRenderAmt = 0.25f;
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eBlood.framerate = 30;
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eBlood.SetMaxFrame(modelframecount(eBlood.modelindex));
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eBlood.SetLoopFlag(false);
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eBlood.SetScale(0.25f);
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eBlood.SetRenderColor([1,1,1]);
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eBlood.SetRenderMode(RM_ADDITIVE);
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eBlood.SetRenderAmt(0.25f);
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eBlood.SetFramerate(30);
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eBlood.nextthink = time + 0.05f;
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makevectors(vectoangles(vNormal));
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eBlood.velocity = v_forward * 64;
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