From bc793e217b6f31cab6f3f1ee2e2edbad59b00761 Mon Sep 17 00:00:00 2001 From: Marco Cawthorne Date: Tue, 7 Feb 2023 17:35:04 -0800 Subject: [PATCH] Client: add IMPACT_SLOSH effect for water based impacts. --- src/shared/fx_impact.qc | 17 +++++++++++++++++ 1 file changed, 17 insertions(+) diff --git a/src/shared/fx_impact.qc b/src/shared/fx_impact.qc index 468c8b5..750dff5 100644 --- a/src/shared/fx_impact.qc +++ b/src/shared/fx_impact.qc @@ -43,6 +43,8 @@ FX_Impact_Init(void) precache_model("sprites/wall_puff2.spr"); precache_model("sprites/wall_puff3.spr"); precache_model("sprites/wall_puff4.spr"); + + precache_model("sprites/wsplash3.spr"); } #endif @@ -170,6 +172,21 @@ FX_Impact(impactType_t iType, vector vecPos, vector vNormal) eBlood.customphysics = Wallpuff_Travel; break; + case IMPACT_SLOSH: + + env_sprite splash = spawn(env_sprite); + setorigin(splash, vecPos + [0,0,24]); + setmodel(splash, "sprites/wsplash3.spr"); + splash.SetRenderMode(RM_ADDITIVE); + splash.SetRenderAmt(1.0f); + splash.SetRenderColor([1,1,1]); + splash.drawmask = MASK_ENGINE; + splash.m_iMaxFrame = modelframecount(splash.modelindex); + splash.m_bLoops = 0; + splash.m_flFramerate = 20; + splash.nextthink = time + 0.05f; + + break; } switch (iType) {