#include "quakedef.h"
#include "image.h"
-cvar_t r_lightningbeam_thickness = {CVAR_SAVE, "r_lightningbeam_thickness", "8", "thickness of the lightning beam effect"};
-cvar_t r_lightningbeam_scroll = {CVAR_SAVE, "r_lightningbeam_scroll", "5", "speed of texture scrolling on the lightning beam effect"};
-cvar_t r_lightningbeam_repeatdistance = {CVAR_SAVE, "r_lightningbeam_repeatdistance", "128", "how far to stretch the texture along the lightning beam effect"};
-cvar_t r_lightningbeam_color_red = {CVAR_SAVE, "r_lightningbeam_color_red", "1", "color of the lightning beam effect"};
-cvar_t r_lightningbeam_color_green = {CVAR_SAVE, "r_lightningbeam_color_green", "1", "color of the lightning beam effect"};
-cvar_t r_lightningbeam_color_blue = {CVAR_SAVE, "r_lightningbeam_color_blue", "1", "color of the lightning beam effect"};
-cvar_t r_lightningbeam_qmbtexture = {CVAR_SAVE, "r_lightningbeam_qmbtexture", "0", "load the qmb textures/particles/lightning.pcx texture instead of generating one, can look better"};
+cvar_t r_lightningbeam_thickness = {CF_CLIENT | CF_ARCHIVE, "r_lightningbeam_thickness", "8", "thickness of the lightning beam effect"};
+cvar_t r_lightningbeam_scroll = {CF_CLIENT | CF_ARCHIVE, "r_lightningbeam_scroll", "5", "speed of texture scrolling on the lightning beam effect"};
+cvar_t r_lightningbeam_repeatdistance = {CF_CLIENT | CF_ARCHIVE, "r_lightningbeam_repeatdistance", "128", "how far to stretch the texture along the lightning beam effect"};
+cvar_t r_lightningbeam_color_red = {CF_CLIENT | CF_ARCHIVE, "r_lightningbeam_color_red", "1", "color of the lightning beam effect"};
+cvar_t r_lightningbeam_color_green = {CF_CLIENT | CF_ARCHIVE, "r_lightningbeam_color_green", "1", "color of the lightning beam effect"};
+cvar_t r_lightningbeam_color_blue = {CF_CLIENT | CF_ARCHIVE, "r_lightningbeam_color_blue", "1", "color of the lightning beam effect"};
+cvar_t r_lightningbeam_qmbtexture = {CF_CLIENT | CF_ARCHIVE, "r_lightningbeam_qmbtexture", "0", "load the qmb textures/particles/lightning.pcx texture instead of generating one, can look better"};
static texture_t cl_beams_externaltexture;
static texture_t cl_beams_builtintexture;
static void CL_Beams_SetupExternalTexture(void)
{
- if (Mod_LoadTextureFromQ3Shader(r_main_mempool, "r_lightning.c", &cl_beams_externaltexture, "textures/particles/lightning", false, false, TEXF_ALPHA | TEXF_FORCELINEAR, MATERIALFLAG_WALL | MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOCULLFACE))
+ if (Mod_LoadTextureFromQ3Shader(r_main_mempool, "r_lightning.c", &cl_beams_externaltexture, "textures/particles/lightning", false, false, TEXF_ALPHA | TEXF_FORCELINEAR, MATERIALFLAG_WALL | MATERIALFLAG_NOCULLFACE | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX | MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW))
Cvar_SetValueQuick(&r_lightningbeam_qmbtexture, false);
}
}
skinframe = R_SkinFrame_LoadInternalBGRA("lightningbeam", TEXF_FORCELINEAR, data, texwidth, texheight, 0, 0, 0, false);
- Mod_LoadCustomMaterial(r_main_mempool, &cl_beams_builtintexture, "cl_beams_builtintexture", 0, MATERIALFLAG_WALL | MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOCULLFACE | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX, skinframe);
+ Mod_LoadCustomMaterial(r_main_mempool, &cl_beams_builtintexture, "cl_beams_builtintexture", 0, MATERIALFLAG_WALL | MATERIALFLAG_NOCULLFACE | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX | MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW, skinframe);
Mem_Free(data);
}
// (and realize that the whole polygon assembly orients itself to face
// the viewer)
- mod = &cl_meshentitymodels[MESH_PARTICLES];
+ mod = CL_Mesh_Scene();
surf = Mod_Mesh_AddSurface(mod, r_lightningbeam_qmbtexture.integer ? &cl_beams_externaltexture : &cl_beams_builtintexture, false);
// polygon 1
VectorM(r_lightningbeam_thickness.value, right, offset);