.float HookSilent;
.float HookRange;
-void Draw_CylindricLine(vector from, vector to, float thickness, string texture, float aspect, float shift, vector rgb, float alpha, float drawflag, vector vieworg)
+void Draw_CylindricLine(vector from, vector to, float thickness, string texture, float aspect, float shift, vector rgb, float theAlpha, float drawflag, vector vieworg)
{
// I want to draw a quad...
// from and to are MIDPOINTS.
// direction is perpendicular to the view normal, and perpendicular to the axis
thickdir = normalize(cross(axis, vieworg - from));
-/*
- print("from ", vtos(from), "\n");
- print("to ", vtos(to), "\n");
- print("org ", vtos(view_origin), "\n");
- print("dir ", vtos(thickdir), "\n");
-*/
-
A = from - thickdir * (thickness / 2);
B = from + thickdir * (thickness / 2);
C = to + thickdir * (thickness / 2);
D = to - thickdir * (thickness / 2);
R_BeginPolygon(texture, drawflag);
- R_PolygonVertex(A, '0 0 0' + shift * '1 0 0', rgb, alpha);
- R_PolygonVertex(B, '0 1 0' + shift * '1 0 0', rgb, alpha);
- R_PolygonVertex(C, '0 1 0' + (shift + length_tex) * '1 0 0', rgb, alpha);
- R_PolygonVertex(D, '0 0 0' + (shift + length_tex) * '1 0 0', rgb, alpha);
+ R_PolygonVertex(A, '0 0 0' + shift * '1 0 0', rgb, theAlpha);
+ R_PolygonVertex(B, '0 1 0' + shift * '1 0 0', rgb, theAlpha);
+ R_PolygonVertex(C, '0 1 0' + (shift + length_tex) * '1 0 0', rgb, theAlpha);
+ R_PolygonVertex(D, '0 0 0' + (shift + length_tex) * '1 0 0', rgb, theAlpha);
R_EndPolygon();
}
if(self.teleport_time)
if(time > self.teleport_time)
{
- sound (self, CHAN_PROJECTILE, "misc/null.wav", VOL_BASE, ATTN_NORM); // safeguard
+ sound (self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTN_NORM); // safeguard
self.teleport_time = 0;
}
void Remove_GrapplingHook()
{
- sound (self, CHAN_PROJECTILE, "misc/null.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTN_NORM);
}
void Ent_ReadHook(float bIsNew, float type)
self.drawmask = MASK_NORMAL;
break;
case ENT_CLIENT_LGBEAM:
- sound (self, CHAN_PROJECTILE, "weapons/lgbeam_fly.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_SHOTS_SINGLE, "weapons/lgbeam_fly.wav", VOL_BASE, ATTN_NORM);
break;
case ENT_CLIENT_GAUNTLET:
- sound (self, CHAN_PROJECTILE, "weapons/gauntletbeam_fly.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_SHOTS_SINGLE, "weapons/gauntletbeam_fly.wav", VOL_BASE, ATTN_NORM);
break;
}
}