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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>
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2 changed files with 14 additions and 14 deletions
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@ -443,7 +443,7 @@ void SP_fx_drip( gentity_t *ent )
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ent->nextthink = level.time + 1000;
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//TiM
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ent->s.time = 10000;
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ent->s.powerups = 10000;
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trap_LinkEntity( ent );
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}
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@ -669,7 +669,7 @@ void SP_fx_blow_chunks( gentity_t *ent )
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if(!ent->distance) // check for spawnTEnt
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G_SpawnFloat( "radius", "65", &ent->distance ); // was: ent->radius
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if(!ent->s.powerups) // check for spawnTEnt
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G_SpawnInt( "material", "0", &ent->s.powerups );
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G_SpawnInt( "material", "1", &ent->s.powerups );
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VectorCopy( ent->s.origin, ent->s.pos.trBase );
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@ -240,12 +240,12 @@ void SP_fx_fire(gentity_t *ent);
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// Additional ports from SP by Harry Young
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void SP_fx_cooking_steam( gentity_t *ent );
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void SP_fx_electricfire( gentity_t *ent );
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void SP_fx_forge_bolt( gentity_t *ent );
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void SP_fx_plasma( gentity_t *ent );
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void SP_fx_stream( gentity_t *ent );
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void SP_fx_transporter_stream( gentity_t *ent );
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void SP_fx_explosion_trail( gentity_t *ent );
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void SP_fx_borg_energy_beam( gentity_t *ent );
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//void SP_fx_forge_bolt( gentity_t *ent );
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//void SP_fx_plasma( gentity_t *ent );
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//void SP_fx_stream( gentity_t *ent );
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//void SP_fx_transporter_stream( gentity_t *ent );
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//void SP_fx_explosion_trail( gentity_t *ent );
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//void SP_fx_borg_energy_beam( gentity_t *ent );
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void SP_fx_shimmery_thing( gentity_t *ent );
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void SP_fx_borg_bolt( gentity_t *ent );
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@ -437,12 +437,12 @@ spawn_t spawns[] = {
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// Additional ports from SP by Harry Young
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{"fx_cooking_steam", SP_fx_cooking_steam},
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{"fx_elecfire", SP_fx_electricfire},
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{"fx_forge_bolt", SP_fx_forge_bolt},
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{"fx_plasma", SP_fx_plasma},
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{"fx_energy_stream", SP_fx_stream},
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{"fx_transporter_stream", SP_fx_transporter_stream},
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{"fx_explosion_trail", SP_fx_explosion_trail},
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{"fx_borg_energy_beam", SP_fx_borg_energy_beam},
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//{"fx_forge_bolt", SP_fx_forge_bolt},
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//{"fx_plasma", SP_fx_plasma},
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//{"fx_energy_stream", SP_fx_stream},
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//{"fx_transporter_stream", SP_fx_transporter_stream},
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//{"fx_explosion_trail", SP_fx_explosion_trail},
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//{"fx_borg_energy_beam", SP_fx_borg_energy_beam},
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{"fx_shimmery_thing", SP_fx_shimmery_thing},
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{"fx_borg_bolt", SP_fx_borg_bolt},
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