FX_Impact: Spawn water splash sprite when shooting at water volumes.
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31e6ff118a
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1 changed files with 17 additions and 0 deletions
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@ -79,6 +79,8 @@ FX_Impact_Init(void)
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DECAL_IMPACT_TILE = particleeffectnum("decal_impact.tile");
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DECAL_IMPACT_WOOD = particleeffectnum("decal_impact.wood");
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DECAL_IMPACT_CONCRETE = particleeffectnum("decal_impact.concrete");
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precache_model("sprites/wsplash3.spr");
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}
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#endif
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@ -152,6 +154,21 @@ FX_Impact(impactType_t iType, vector vecPos, vector vNormal)
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case IMPACT_METAL:
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pointparticles(FX_IMPACT_SPARK, vecPos, vNormal, 1);
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pointparticles(FX_IMPACT_BLACKBITS, vecPos, vNormal, 1);
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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.maxframe = modelframecount(splash.modelindex);
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splash.loops = 0;
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splash.framerate = 20;
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splash.nextthink = time + 0.05f;
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break;
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case IMPACT_FLESH:
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FX_Blood(vecPos, vNormal);
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