Just inherit the fx_spark from Nuclide's base SDK, as it's essentially the
same thing now.
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2 changed files with 1 additions and 52 deletions
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@ -1,51 +0,0 @@
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/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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#ifdef CLIENT
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var float PARTICLE_SPARK;
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void
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FX_Spark_Init(void)
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{
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precache_sound("buttons/spark1.wav");
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precache_sound("buttons/spark2.wav");
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precache_sound("buttons/spark3.wav");
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precache_sound("buttons/spark4.wav");
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precache_sound("buttons/spark5.wav");
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precache_sound("buttons/spark6.wav");
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PARTICLE_SPARK = particleeffectnum("fx_spark.effect");
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}
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#endif
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void
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FX_Spark(vector pos, vector ang)
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{
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#ifdef SERVER
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EV_SPARK);
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WriteCoord(MSG_MULTICAST, pos[0]);
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WriteCoord(MSG_MULTICAST, pos[1]);
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WriteCoord(MSG_MULTICAST, pos[2]);
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WriteCoord(MSG_MULTICAST, ang[0]);
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WriteCoord(MSG_MULTICAST, ang[1]);
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WriteCoord(MSG_MULTICAST, ang[2]);
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msg_entity = self;
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multicast(pos, MULTICAST_PVS);
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#else
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pointparticles(PARTICLE_SPARK, pos, ang, 1);
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pointsound(pos, sprintf("buttons/spark%d.wav", floor(random() * 6) + 1), 1, ATTN_STATIC);
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#endif
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}
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@ -12,7 +12,7 @@ fx_blood.qc
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fx_breakmodel.qc
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fx_explosion.qc
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fx_gibhuman.qc
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fx_spark.qc
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../../../base/src/shared/fx_spark.qc
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fx_impact.qc
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items.h
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