+ if (r->effects & EF_BRIGHTFIELD)
+ {
+ if (gamemode == GAME_NEXUIZ)
+ {
+ dlightcolor[0] += 100.0f;
+ dlightcolor[1] += 200.0f;
+ dlightcolor[2] += 400.0f;
+ trailtype = 8;
+ }
+ else
+ CL_EntityParticles(e);
+ }
+ if (r->effects & EF_MUZZLEFLASH)
+ p->muzzleflash = 100.0f;
+ if (r->effects & EF_DIMLIGHT)
+ {
+ dlightcolor[0] += 200.0f;
+ dlightcolor[1] += 200.0f;
+ dlightcolor[2] += 200.0f;
+ }
+ if (r->effects & EF_BRIGHTLIGHT)
+ {
+ dlightcolor[0] += 400.0f;
+ dlightcolor[1] += 400.0f;
+ dlightcolor[2] += 400.0f;
+ }
+ // LordHavoc: added EF_RED and EF_BLUE
+ if (r->effects & EF_RED) // red
+ {
+ dlightcolor[0] += 200.0f;
+ dlightcolor[1] += 20.0f;
+ dlightcolor[2] += 20.0f;
+ }
+ if (r->effects & EF_BLUE) // blue
+ {
+ dlightcolor[0] += 20.0f;
+ dlightcolor[1] += 20.0f;
+ dlightcolor[2] += 200.0f;
+ }
+ if (r->effects & EF_FLAME)
+ {
+ mins[0] = r->origin[0] - 16.0f;
+ mins[1] = r->origin[1] - 16.0f;
+ mins[2] = r->origin[2] - 16.0f;
+ maxs[0] = r->origin[0] + 16.0f;
+ maxs[1] = r->origin[1] + 16.0f;
+ maxs[2] = r->origin[2] + 16.0f;
+ // how many flames to make
+ temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
+ CL_FlameCube(mins, maxs, temp);
+ d = lhrandom(200, 250);
+ dlightcolor[0] += d * 1.0f;
+ dlightcolor[1] += d * 0.7f;
+ dlightcolor[2] += d * 0.3f;
+ }
+ if (r->effects & EF_STARDUST)
+ {
+ mins[0] = r->origin[0] - 16.0f;
+ mins[1] = r->origin[1] - 16.0f;
+ mins[2] = r->origin[2] - 16.0f;
+ maxs[0] = r->origin[0] + 16.0f;
+ maxs[1] = r->origin[1] + 16.0f;
+ maxs[2] = r->origin[2] + 16.0f;
+ // how many particles to make
+ temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
+ CL_Stardust(mins, maxs, temp);
+ d = 100;
+ dlightcolor[0] += d * 1.0f;
+ dlightcolor[1] += d * 0.7f;
+ dlightcolor[2] += d * 0.3f;
+ }