Fixes to FX-System

fixed drip-entity (was stowing duration in wrong state-var)
fixed defaultstate for chunks-entity (material was 0 = none, fixed to 1 = metal)
disabled spawnfunction for all non-functional SP-Ports (I might look into them gain... maybe I just need to find their shaders)

Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>
This commit is contained in:
Harry Young 2012-10-15 14:50:09 +02:00
parent cde51336e8
commit f98de9a8e1
2 changed files with 14 additions and 14 deletions

View file

@ -443,7 +443,7 @@ void SP_fx_drip( gentity_t *ent )
ent->nextthink = level.time + 1000;
//TiM
ent->s.time = 10000;
ent->s.powerups = 10000;
trap_LinkEntity( ent );
}
@ -669,7 +669,7 @@ void SP_fx_blow_chunks( gentity_t *ent )
if(!ent->distance) // check for spawnTEnt
G_SpawnFloat( "radius", "65", &ent->distance ); // was: ent->radius
if(!ent->s.powerups) // check for spawnTEnt
G_SpawnInt( "material", "0", &ent->s.powerups );
G_SpawnInt( "material", "1", &ent->s.powerups );
VectorCopy( ent->s.origin, ent->s.pos.trBase );

View file

@ -240,12 +240,12 @@ void SP_fx_fire(gentity_t *ent);
// Additional ports from SP by Harry Young
void SP_fx_cooking_steam( gentity_t *ent );
void SP_fx_electricfire( gentity_t *ent );
void SP_fx_forge_bolt( gentity_t *ent );
void SP_fx_plasma( gentity_t *ent );
void SP_fx_stream( gentity_t *ent );
void SP_fx_transporter_stream( gentity_t *ent );
void SP_fx_explosion_trail( gentity_t *ent );
void SP_fx_borg_energy_beam( gentity_t *ent );
//void SP_fx_forge_bolt( gentity_t *ent );
//void SP_fx_plasma( gentity_t *ent );
//void SP_fx_stream( gentity_t *ent );
//void SP_fx_transporter_stream( gentity_t *ent );
//void SP_fx_explosion_trail( gentity_t *ent );
//void SP_fx_borg_energy_beam( gentity_t *ent );
void SP_fx_shimmery_thing( gentity_t *ent );
void SP_fx_borg_bolt( gentity_t *ent );
@ -437,12 +437,12 @@ spawn_t spawns[] = {
// Additional ports from SP by Harry Young
{"fx_cooking_steam", SP_fx_cooking_steam},
{"fx_elecfire", SP_fx_electricfire},
{"fx_forge_bolt", SP_fx_forge_bolt},
{"fx_plasma", SP_fx_plasma},
{"fx_energy_stream", SP_fx_stream},
{"fx_transporter_stream", SP_fx_transporter_stream},
{"fx_explosion_trail", SP_fx_explosion_trail},
{"fx_borg_energy_beam", SP_fx_borg_energy_beam},
//{"fx_forge_bolt", SP_fx_forge_bolt},
//{"fx_plasma", SP_fx_plasma},
//{"fx_energy_stream", SP_fx_stream},
//{"fx_transporter_stream", SP_fx_transporter_stream},
//{"fx_explosion_trail", SP_fx_explosion_trail},
//{"fx_borg_energy_beam", SP_fx_borg_energy_beam},
{"fx_shimmery_thing", SP_fx_shimmery_thing},
{"fx_borg_bolt", SP_fx_borg_bolt},