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NX/VITA: Add contextual muzzleflash colors
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1 changed files with 44 additions and 16 deletions
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@ -2336,29 +2336,57 @@ float pap_detr(int weapon)
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}
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//R00k added particle muzzleflashes
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qboolean red_or_blue_pap;
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void QMB_MuzzleFlash(vec3_t org)
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{
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double frametime = fabs(cl.time - cl.oldtime);
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col_t color;
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if (cl.stats[STAT_ACTIVEWEAPON] == W_RAY) {
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color[0] = 0;
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color[1] = 255;
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color[2] = 0;
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} else if (cl.stats[STAT_ACTIVEWEAPON] == W_PORTER) {
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color[0] = 255;
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color[1] = 0;
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color[2] = 0;
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} else if (pap_detr(cl.stats[STAT_ACTIVEWEAPON]) == 0) {
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color[0] = color[1] = color[2] = 255;
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} else {
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color[0] = 132;
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color[1] = 44;
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color[2] = 139;
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// No muzzleflash for the Panzerschreck or the Flamethrower
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if (cl.stats[STAT_ACTIVEWEAPON] == W_PANZER || cl.stats[STAT_ACTIVEWEAPON] == W_LONGINUS ||
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cl.stats[STAT_ACTIVEWEAPON] == W_M2 || cl.stats[STAT_ACTIVEWEAPON] == W_FIW)
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return;
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// Start fully colored
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color[0] = color[1] = color[2] = 255;
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// Alternate red and blue if it's a Pack-a-Punched weapon
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if (pap_detr(cl.stats[STAT_ACTIVEWEAPON])) {
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if (red_or_blue_pap) {
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color[0] = 255;
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color[1] = 10;
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color[2] = 22;
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} else {
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color[0] = 22;
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color[1] = 10;
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color[2] = 255;
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}
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red_or_blue_pap = !red_or_blue_pap;
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}
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if (!qmb_initialized) {
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return;
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// Weapon overrides for muzzleflash color
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switch(cl.stats[STAT_ACTIVEWEAPON]) {
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case W_RAY:
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color[0] = 0;
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color[1] = 255;
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color[2] = 0;
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break;
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case W_PORTER:
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color[0] = 255;
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color[1] = 0;
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color[2] = 0;
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break;
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case W_TESLA:
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color[0] = 22;
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color[1] = 139;
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color[2] = 255;
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break;
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case W_DG3:
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color[0] = 255;
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color[1] = 89;
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color[2] = 22;
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break;
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}
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float size, timemod;
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