pressure change
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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//
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// $Log$
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// $Log$
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// Revision 1.86 2002/06/06 01:54:26 niceass
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// pressure change
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//
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// Revision 1.85 2002/06/05 23:36:07 niceass
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// Revision 1.85 2002/06/05 23:36:07 niceass
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// "ready" command lag fix
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// "ready" command lag fix
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//
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//
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@ -1081,7 +1084,8 @@ typedef struct {
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qhandle_t shotgunSmokePuffShader;
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qhandle_t shotgunSmokePuffShader;
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qhandle_t plasmaBallShader;
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qhandle_t plasmaBallShader;
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qhandle_t waterBubbleShader;
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qhandle_t waterBubbleShader;
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qhandle_t waterParticleShader;
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qhandle_t waterPressureShader;
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qhandle_t flamePressureShader;
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qhandle_t bloodTrailShader;
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qhandle_t bloodTrailShader;
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#ifdef MISSIONPACK
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#ifdef MISSIONPACK
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qhandle_t nailPuffShader;
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qhandle_t nailPuffShader;
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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//
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// $Log$
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// $Log$
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// Revision 1.15 2002/06/06 01:54:07 niceass
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// pressure change
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//
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// Revision 1.14 2002/05/26 05:14:14 niceass
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// Revision 1.14 2002/05/26 05:14:14 niceass
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// pressure stuff
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// pressure stuff
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//
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//
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@ -852,7 +855,7 @@ void CG_AddPressureEntity ( localEntity_t *le ) {
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if (le->leFlags == LEF_WATER)
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if (le->leFlags == LEF_WATER)
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CG_ParticleWater(le->pos.trBase, velocity, 200 + rand() % 120, alpha, 2, 1 );
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CG_ParticleWater(le->pos.trBase, velocity, 200 + rand() % 120, alpha, 2, 1 );
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else if (le->leFlags == LEF_FLAME)
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else if (le->leFlags == LEF_FLAME)
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CG_ParticleSteam(le->pos.trBase, velocity, 200 + rand() % 120, alpha, 2, 1, cgs.media.grenadeExplosionShader );
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CG_ParticleSteam(le->pos.trBase, velocity, 200 + rand() % 120, alpha, 2, 1, cgs.media.flamePressureShader );
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else
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else
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CG_ParticleSteam(le->pos.trBase, velocity, 200 + rand() % 120, alpha, 2, 1, cgs.media.smokePuffShader );
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CG_ParticleSteam(le->pos.trBase, velocity, 200 + rand() % 120, alpha, 2, 1, cgs.media.smokePuffShader );
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}
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}
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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//
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// $Log$
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// $Log$
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// Revision 1.72 2002/06/06 01:53:51 niceass
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// pressure change
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//
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// Revision 1.71 2002/06/05 23:35:42 niceass
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// Revision 1.71 2002/06/05 23:35:42 niceass
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// "ready" command lag fix
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// "ready" command lag fix
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//
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//
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@ -1278,7 +1281,10 @@ static void CG_RegisterGraphics( void ) {
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cgs.media.bloodTrailShader = trap_R_RegisterShader( "bloodTrail" );
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cgs.media.bloodTrailShader = trap_R_RegisterShader( "bloodTrail" );
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cgs.media.lagometerShader = trap_R_RegisterShader("lagometer" );
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cgs.media.lagometerShader = trap_R_RegisterShader("lagometer" );
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cgs.media.connectionShader = trap_R_RegisterShader( "disconnected" );
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cgs.media.connectionShader = trap_R_RegisterShader( "disconnected" );
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cgs.media.waterParticleShader = trap_R_RegisterShader( "gfx/misc/water.tga" ); // NiceAss: Used in pressure entities
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cgs.media.waterPressureShader = trap_R_RegisterShader( "waterpressure" ); // NiceAss: Used in pressure entities
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cgs.media.flamePressureShader = trap_R_RegisterShader( "flamepressure" ); // NiceAss: Used in pressure entities
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cgs.media.waterBubbleShader = trap_R_RegisterShader( "waterBubble" );
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cgs.media.waterBubbleShader = trap_R_RegisterShader( "waterBubble" );
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cgs.media.tracerShader = trap_R_RegisterShader( "gfx/misc/tracer" );
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cgs.media.tracerShader = trap_R_RegisterShader( "gfx/misc/tracer" );
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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//
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// $Log$
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// $Log$
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// Revision 1.10 2002/06/06 01:53:26 niceass
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// pressure change
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//
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// Revision 1.9 2002/05/26 05:14:05 niceass
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// Revision 1.9 2002/05/26 05:14:05 niceass
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// pressure stuff
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// pressure stuff
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//
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//
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@ -2329,7 +2332,7 @@ void CG_ParticleWater (vec3_t org, vec3_t vel, int duration, float alpha, float
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p->endheight = 1.0 * scale;
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p->endheight = 1.0 * scale;
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p->endwidth = 1.0 * scale;
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p->endwidth = 1.0 * scale;
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p->pshader = cgs.media.waterParticleShader;
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p->pshader = cgs.media.waterPressureShader;
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p->type = P_SMOKE;
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p->type = P_SMOKE;
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