By hzqst

 void R_RicochetSprite(float *pos, model_t *pmodel, float duration, float scale)
{
TEMPENTITY *tent; tent = efx.CL_TempEntAlloc(pos, pmodel);
if( tent )
{
tent->entity.curstate.rendermode = kRenderGlow;
tent->entity.curstate.renderfx = kRenderFxNoDissipation;
tent->entity.curstate.renderamt = ;
tent->entity.baseline.renderamt = ;
tent->flags = FTENT_FADEOUT;
VectorClear(tent->entity.baseline.origin);
tent->entity.curstate.scale = scale;
VectorCopy(pos, tent->entity.origin);
tent->fadeSpeed = 8.0;
tent->die = cl.time;
tent->entity.curstate.frame = ;
tent->entity.angles[] = * RandomLong(, );
}
}

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