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Hexen2: Match vanilla quake's placement of EF_BRIGHTLIGHT dlights. This should also stop hexen2's torches from being in the ground.

This commit is contained in:
Shpoike 2023-06-05 22:43:20 +01:00
parent 4577ffcbb1
commit ef4a7ace26

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@ -4205,7 +4205,12 @@ void CL_LinkPacketEntities (void)
if (radius) if (radius)
{ {
radius += r_lightflicker.value?((flicker + state->number)&31):0; radius += r_lightflicker.value?((flicker + state->number)&31):0;
CL_NewDlight(state->number, ent->origin, radius, 0.1, colour[0], colour[1], colour[2]); dl = CL_NewDlight(state->number, ent->origin, radius, 0.1, colour[0], colour[1], colour[2]);
if (state->effects & EF_BRIGHTLIGHT)
{ //urgh. apparently correct for vanilla quake. puts the bright effect about where the firing point is. broken for hexen2, yet still consistent with the hexen2 engine...
dl->origin[2] += 16;
}
} }
} }
if ((state->lightpflags & (PFLAGS_FULLDYNAMIC|PFLAGS_CORONA)) && ((state->lightpflags&PFLAGS_FULLDYNAMIC)||state->light[3])) if ((state->lightpflags & (PFLAGS_FULLDYNAMIC|PFLAGS_CORONA)) && ((state->lightpflags&PFLAGS_FULLDYNAMIC)||state->light[3]))