Client: Make sure the weaponFX gets wiped upon any weapon-switch, to avoid
anything from still drawing upon respawn or forced switches
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parent
136b274d36
commit
b702f166d1
3 changed files with 26 additions and 5 deletions
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@ -4,15 +4,29 @@ r_part beam
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tcoords 0 0 16 16 32
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scale 1
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scalefactor 0.8
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step 0.25
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alpha 0.1
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step 1
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alpha 0.25
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spawnmode spiral 32
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spawnorg 3
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spawnvel 18
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blend adda
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rgbf 0.5 0.5 1.0
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}
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}
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r_part +beam
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{
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texture "particles/fteparticlefont.tga"
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tcoords 97 97 191 191 256
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scale 2
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scaledelta 0.25
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rgbf 1 1 1
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alpha 0.25
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blend add
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step 4
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randomvel 0
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type beam
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}
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r_part trail
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{
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texture "classicparticle"
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tcoords 0 0 16 16 32
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@ -66,10 +66,10 @@ FXEgon::Draw(void)
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endpos = src + v_forward * 1024;
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traceline(src, endpos, FALSE, pl);
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dynamiclight_add(trace_endpos + v_forward * -16, 128, [0.25, 0.25, 1.0]);
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dynamiclight_add(trace_endpos + v_forward * -16, 128, [0.5, 0.5, 1.0]);
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trailparticles(TRAIL_EGONBEAM, pl, gunpos, trace_endpos);
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setorigin(this, trace_endpos + v_forward * -16);
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/*
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R_BeginPolygon(SPRITE_EGONIMPACT, 1, 0);
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R_PolygonVertex(trace_endpos + v_right * 24 - v_up * 24 + v_forward * -16, [1,1], [1,1,1], 1.0f);
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@ -76,6 +76,13 @@ void Weapons_Draw(void)
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pl.w_idle_next = 2.5f;
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pl.viewzoom = 1.0f;
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#ifdef CLIENT
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entity eold = self;
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self = pSeat->m_pWeaponFX;
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spawnfunc_CBaseFX();
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self = eold;
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#endif
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/* make sure this is all wiped */
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pl.a_ammo1 = pl.a_ammo2 = pl.a_ammo3 = 0;
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