#ifdef SVQC
float rainsnow_SendEntity(entity to, float sf)
-{
+{SELFPARAM();
WriteByte(MSG_ENTITY, ENT_CLIENT_RAINSNOW);
WriteByte(MSG_ENTITY, self.state);
WriteCoord(MSG_ENTITY, self.origin_x + self.mins_x);
"count"
adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000
*/
-void spawnfunc_func_rain()
+spawnfunc(func_rain)
{
self.dest = self.velocity;
self.velocity = '0 0 0';
"count"
adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000
*/
-void spawnfunc_func_snow()
+spawnfunc(func_snow)
{
self.dest = self.velocity;
self.velocity = '0 0 0';
}
#elif defined(CSQC)
void Draw_Rain()
-{
+{SELFPARAM();
te_particlerain(self.origin + self.mins, self.origin + self.maxs, self.velocity, floor(self.count * drawframetime + random()), self.glow_color);
}
void Draw_Snow()
-{
+{SELFPARAM();
te_particlesnow(self.origin + self.mins, self.origin + self.maxs, self.velocity, floor(self.count * drawframetime + random()), self.glow_color);
}
void Ent_RainOrSnow()
-{
+{SELFPARAM();
self.impulse = ReadByte(); // Rain, Snow, or Whatever
self.origin_x = ReadCoord();
self.origin_y = ReadCoord();