fx_spark: make it use our sound shader definitions
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1 changed files with 3 additions and 1 deletions
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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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* Copyright (c) 2016-2021 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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@ -20,6 +20,7 @@ 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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Sound_Precache("env_spark.sfx");
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PARTICLE_SPARK = particleeffectnum("fx_spark.effect");
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}
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#endif
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@ -40,5 +41,6 @@ FX_Spark(vector pos, vector ang)
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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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Sound_PlayAt(pos, "env_spark.sfx");
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#endif
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}
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