nuclide/base/src/shared/fx_spark.qc

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/*
* Copyright (c) 2016-2020 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
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
#ifdef CLIENT
var float PARTICLE_SPARK;
void
FX_Spark_Init(void)
{
PARTICLE_SPARK = particleeffectnum("fx_spark.effect");
}
#endif
void
FX_Spark(vector pos, vector ang)
{
#ifdef SERVER
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EV_SPARK);
WriteCoord(MSG_MULTICAST, pos[0]);
WriteCoord(MSG_MULTICAST, pos[1]);
WriteCoord(MSG_MULTICAST, pos[2]);
WriteCoord(MSG_MULTICAST, ang[0]);
WriteCoord(MSG_MULTICAST, ang[1]);
WriteCoord(MSG_MULTICAST, ang[2]);
msg_entity = self;
multicast(pos, MULTICAST_PVS);
#else
pointparticles(PARTICLE_SPARK, pos, ang, 1);
#endif
}