Ejemplo n.º 1
0
void CG_QFlashEvent( vec3_t org ) {
	localEntity_t	*le;

	le = FX_AddParticle( org, vec3_origin, qfalse, 110.0f, 109.0f, 
							1.0f, 1.0f, 0, 0, 
							290, cgs.media.qFlashSprite,  0 );
	le->leFlags = LEF_SINE_SCALE | LEF_REVERSE_SCALE;

	le->refEntity.renderfx |= RF_DEPTHHACK;
}
Ejemplo n.º 2
0
//---------------------------------------------------
void FX_AddSprite( vec3_t origin, vec3_t vel, vec3_t accel, 
							float scale, float dscale, 
							float sAlpha, float eAlpha, 
							float rotation, float bounce,  
							int life, qhandle_t shader, int flags )
{
	FX_AddParticle( origin, vel, accel, scale, scale, 0, 
							sAlpha, eAlpha, FX_ALPHA_LINEAR,
							WHITE, WHITE, 0,
							rotation, 0,
							vec3_origin, vec3_origin, bounce,
							0, 0,
							life, shader, flags );
}
Ejemplo n.º 3
0
static void CGFX_AddSprite( addspriteArgStruct_t *s ) {
	vec3_t rgb = { 1.0f, 1.0f, 1.0f };
	FX_AddParticle( s->origin, s->vel, s->accel, s->scale, s->dscale, 0, s->sAlpha, s->eAlpha, 0, rgb, rgb, 0, s->rotation, 0, vec3_origin, vec3_origin, s->bounce, 0, 0, s->life, s->shader, s->flags );
}