Ejemplo n.º 1
0
void SP_gfx_light_flare( gentity_t *self )
{
	self->s.eType = ET_LIGHTFLARE;
	self->s.modelindex = G_ShaderIndex( self->shaderKey );
	VectorCopy( self->activatedPosition, self->s.origin2 );

	//try to find a spot near to the flare which is empty. This
	//is used to facilitate visibility testing
	findEmptySpot( self->s.origin, 8.0f, self->s.angles2 );

	self->act = gfx_light_flare_toggle;

	if( !self->config.speed )
		self->config.speed = 200;

	self->s.time = self->config.speed;

	G_SpawnInt( "mindist", "0", &self->s.generic1 );

	if ( self->spawnflags & SPF_SPAWN_DISABLED )
	{
		self->s.eFlags |= EF_NODRAW;
	}

	trap_LinkEntity( self );
}
Ejemplo n.º 2
0
/*
===============
SP_misc_light_flare

Spawn function for light flare
===============
 */
void SP_misc_light_flare(gentity_t *self) {
  self->s.eType = ET_LIGHTFLARE;
  self->s.modelindex = G_ShaderIndex(self->targetShaderName);
  VectorCopy(self->pos2, self->s.origin2);

  //try to find a spot near to the flare which is empty. This
  //is used to facilitate visibility testing
  findEmptySpot(self->s.origin, 8.0f, self->s.angles2);

  self->use = SP_use_light_flare;

  G_SpawnFloat("speed", "200", &self->speed);
  self->s.time = self->speed;

  G_SpawnInt("mindist", "0", &self->s.generic1);

  if (self->spawnflags & 1)
    self->s.eFlags |= EF_NODRAW;

  trap_LinkEntity(self);
}