Hexen2: Match vanilla quake's placement of EF_BRIGHTLIGHT dlights. This should also stop hexen2's torches from being in the ground.
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1 changed files with 6 additions and 1 deletions
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@ -4205,7 +4205,12 @@ void CL_LinkPacketEntities (void)
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if (radius)
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if (radius)
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{
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{
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radius += r_lightflicker.value?((flicker + state->number)&31):0;
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radius += r_lightflicker.value?((flicker + state->number)&31):0;
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CL_NewDlight(state->number, ent->origin, radius, 0.1, colour[0], colour[1], colour[2]);
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dl = CL_NewDlight(state->number, ent->origin, radius, 0.1, colour[0], colour[1], colour[2]);
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if (state->effects & EF_BRIGHTLIGHT)
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{ //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...
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dl->origin[2] += 16;
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}
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}
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}
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}
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}
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if ((state->lightpflags & (PFLAGS_FULLDYNAMIC|PFLAGS_CORONA)) && ((state->lightpflags&PFLAGS_FULLDYNAMIC)||state->light[3]))
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if ((state->lightpflags & (PFLAGS_FULLDYNAMIC|PFLAGS_CORONA)) && ((state->lightpflags&PFLAGS_FULLDYNAMIC)||state->light[3]))
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