From /dev/humancontroller:

to further reduce confusion, rename constants like MAX_ENTITIES to MAX_REFENTITIES
This commit is contained in:
Zack Middleton 2012-10-17 21:20:29 +00:00
parent bc4ca164e0
commit 037565293f
5 changed files with 16 additions and 15 deletions

View file

@ -1127,7 +1127,7 @@ void R_DecomposeSort( unsigned sort, int *entityNum, shader_t **shader,
int *fogNum, int *dlightMap ) {
*fogNum = ( sort >> QSORT_FOGNUM_SHIFT ) & 31;
*shader = tr.sortedShaders[ ( sort >> QSORT_SHADERNUM_SHIFT ) & (MAX_SHADERS-1) ];
*entityNum = ( sort >> QSORT_ENTITYNUM_SHIFT ) & MAX_ENTITIES;
*entityNum = ( sort >> QSORT_REFENTITYNUM_SHIFT ) & REFENTITYNUM_MASK;
*dlightMap = sort & 3;
}
@ -1208,7 +1208,7 @@ void R_AddEntitySurfaces (void) {
ent->needDlights = qfalse;
// preshift the value we are going to OR into the drawsurf sort
tr.shiftedEntityNum = tr.currentEntityNum << QSORT_ENTITYNUM_SHIFT;
tr.shiftedEntityNum = tr.currentEntityNum << QSORT_REFENTITYNUM_SHIFT;
//
// the weapon model must be handled special --