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Difference between revisions of "DP SV POINTPARTICLES"

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(New page: Function definitions: <pre> float(string effectname) particleeffectnum = #335; // same as in CSQC void(entity ent, float effectnum, vector start, vector end) trailparticles = #336; // same...)
 
 
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Warning: server must have same order of effects in effectinfo.txt as client does or the numbers would not match up, except for standard quake effects which are always the same numbers.
 
Warning: server must have same order of effects in effectinfo.txt as client does or the numbers would not match up, except for standard quake effects which are always the same numbers.
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[[Category:DarkPlaces]]

Latest revision as of 02:22, 25 March 2013

Function definitions:

float(string effectname) particleeffectnum = #335; // same as in CSQC
void(entity ent, float effectnum, vector start, vector end) trailparticles = #336; // same as in CSQC
void(float effectnum, vector org, vector vel, float howmany) pointparticles = #337; // same as in CSQC

Provides the ability to spawn non-standard particle effects, typically these are defined in a particle effect information file such as effectinfo.txt in darkplaces.

This is a port of particle effect features from clientside QC EXT_CSQC to server QC, as these effects are potentially useful to all games even if they do not make use of EXT_CSQC.

Warning: server must have same order of effects in effectinfo.txt as client does or the numbers would not match up, except for standard quake effects which are always the same numbers.