fixed particle type guesswork
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@6878 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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+10
-10
@@ -168,29 +168,29 @@ void renderentities()
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if(ice) continue;
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vec v(e.x, e.y, e.z);
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if(vec(v).sub(camera1->o).dot(camdir) < 0) continue;
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//particle_splash(i == closest ? 12 : 2, 2, 40, v);
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int sc = 17; // "carrot" (orange) - entity slot currently unused, possibly "reserved"
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//particle_splash(i == closest ? PART_ELIGHT : PART_ECLOSEST, 2, 40, v);
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int sc = PART_ECARROT; // "carrot" (orange) - entity slot currently unused, possibly "reserved"
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if(i==closest)
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{
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sc = 2; // blue
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sc = PART_ECLOSEST; // blue
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}
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else switch(e.type)
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{
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case LIGHT : sc = 12; break; // white
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case PLAYERSTART: sc = 13; break; // green
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case LIGHT : sc = PART_ELIGHT; break; // white
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case PLAYERSTART: sc = PART_ESPAWN; break; // green
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case I_CLIPS:
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case I_AMMO:
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case I_GRENADE: sc = 14; break; // red
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case I_GRENADE: sc = PART_EAMMO; break; // red
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case I_HEALTH:
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case I_HELMET:
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case I_ARMOUR:
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case I_AKIMBO: sc = 15; break; // yellow
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case I_AKIMBO: sc = PART_EPICKUP; break; // yellow
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case MAPMODEL:
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case SOUND: sc = 16; break; // magenta
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case SOUND: sc = PART_EMODEL; break; // magenta
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case LADDER:
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case CLIP:
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case PLCLIP: sc = 18; break; // grey
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case CTF_FLAG: sc = 19; break; // turquoise
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case PLCLIP: sc = PART_ELADDER; break; // grey
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case CTF_FLAG: sc = PART_EFLAG; break; // turquoise
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default: break;
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}
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//particle_splash(sc, i==closest?6:2, i==closest?120:40, v);
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