fx_spark: make it use our sound shader definitions

This commit is contained in:
Marco Cawthorne 2021-04-07 12:57:23 +02:00
parent fca8620cba
commit 54be70da80
1 changed files with 3 additions and 1 deletions

View File

@ -1,5 +1,5 @@
/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
* Copyright (c) 2016-2021 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
@ -20,6 +20,7 @@ var float PARTICLE_SPARK;
void
FX_Spark_Init(void)
{
Sound_Precache("env_spark.sfx");
PARTICLE_SPARK = particleeffectnum("fx_spark.effect");
}
#endif
@ -40,5 +41,6 @@ FX_Spark(vector pos, vector ang)
multicast(pos, MULTICAST_PVS);
#else
pointparticles(PARTICLE_SPARK, pos, ang, 1);
Sound_PlayAt(pos, "env_spark.sfx");
#endif
}