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Comparing 2006 Base SDK to Fortress Forever 2.46

cl_dll/fx_sparks.cpp

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PMaterialHandle g_Material_Spark = NULL; //----------------------------------------------------------------------------- // Purpose: // Input : &pos -
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PMaterialHandle g_Material_Spark = NULL; // dlight scale extern ConVar cl_ffdlight_explosion; extern ConVar cl_ffdlight_generic; //----------------------------------------------------------------------------- // Purpose: // Input : &pos -
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// /* dlight_t *dl= effects->CL_AllocDlight ( 0 ); dl->origin = pos; dl->color.r = dl->color.g = dl->color.b = 250; dl->radius = random->RandomFloat(16,32); dl->die = gpGlobals->curtime + 0.001; */ #endif // !_XBOX
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// /* // dlight scale float flDLightScale = cl_ffdlight_generic.GetFloat(); dlight_t *dl = NULL; if (flDLightScale > 0.0f) dl= effects->CL_AllocDlight ( 0 ); if (dl) { dl->origin = pos; dl->color.r = dl->color.g = dl->color.b = 192; dl->radius = random->RandomFloat(24,32) * flDLightScale; dl->die = gpGlobals->curtime + 0.01; } */ #endif // !_XBOX
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// Dlight // dlight_t *dl= effects->CL_AllocDlight ( 0 ); dl->origin = offset; dl->color.r = dl->color.g = dl->color.b = 64; dl->radius = random->RandomFloat(128,256); dl->die = gpGlobals->curtime + 0.1; // // Moving lines
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// Dlight // // dlight scale float flDLightScale = cl_ffdlight_explosion.GetFloat(); dlight_t *dl = NULL; if (flDLightScale > 0.0f) dl = effects->CL_AllocDlight ( 0 ); if (dl) { dl->origin = offset; dl->color.r = dl->color.g = dl->color.b = 64; dl->radius = random->RandomFloat(112,144) * flDLightScale; dl->die = gpGlobals->curtime + 0.1; } // // Moving lines