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Attempts to fix the quad/pent glows not appearing on bots (normal style). More changes than strictly necessary to clean up combined gl_flashblend and r_dynamic usage.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@2877 fc73d0e0-1445-4013-8a0c-d673dee63da5
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3 changed files with 21 additions and 16 deletions
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@ -1597,8 +1597,8 @@ void CL_LinkPacketEntities (void)
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VectorCopy(le->origin, ent->origin)
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//bots or powerup glows. Bots always glow, powerups can be disabled
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if (state->modelindex != cl_playerindex && r_powerupglow.value)
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//bots or powerup glows. items always glow, powerups can be disabled
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if (state->modelindex != cl_playerindex || r_powerupglow.value)
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{
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flicker = r_lightflicker.value?(rand()&31):0;
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// spawn light flashes, even ones coming from invisible objects
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@ -1900,8 +1900,8 @@ void CL_LinkPacketEntities (void)
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ent->origin[i] = cl.lerpents[s1->number].origin[i] +
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f * (s1->origin[i] - cl.lerpents[s1->number].origin[i]);
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//bots or powerup glows. Bots always glow, powerups can be disabled
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if (s1->modelindex != cl_playerindex && r_powerupglow.value)
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//bots or powerup glows. items always glow, powerups can be disabled
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if (s1->modelindex != cl_playerindex || r_powerupglow.value)
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{
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flicker = r_lightflicker.value?(rand()&31):0;
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// spawn light flashes, even ones coming from invisible objects
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@ -2709,6 +2709,7 @@ void CL_LinkPlayers (void)
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frame_t *fromf;
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int oldphysent;
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vec3_t angles;
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float *org;
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playertime = realtime - cls.latency + 0.02;
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if (playertime > realtime)
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@ -2724,18 +2725,20 @@ void CL_LinkPlayers (void)
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continue; // not present this frame
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// spawn light flashes, even ones coming from invisible objects
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if ((!r_flashblend.value || j != cl.playernum[0]) && r_powerupglow.value)
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if (r_powerupglow.value && !(r_powerupglow.value == 2 && j == cl.playernum[0]))
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{
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org = (j == cl.playernum[0]) ? cl.simorg[0] : state->origin;
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if ((state->effects & (EF_BLUE | EF_RED)) == (EF_BLUE | EF_RED))
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CL_NewDlight (j+1, state->origin[0], state->origin[1], state->origin[2], 200 + (r_lightflicker.value?(rand()&31):0), 0.1, 3)->noppl = (j != cl.playernum[0]);
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CL_NewDlight (j+1, org[0], org[1], org[2], 200 + (r_lightflicker.value?(rand()&31):0), 0.1, 3)->noppl = (j != cl.playernum[0]);
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else if (state->effects & EF_BLUE)
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CL_NewDlight (j+1, state->origin[0], state->origin[1], state->origin[2], 200 + (r_lightflicker.value?(rand()&31):0), 0.1, 1)->noppl = (j != cl.playernum[0]);
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CL_NewDlight (j+1, org[0], org[1], org[2], 200 + (r_lightflicker.value?(rand()&31):0), 0.1, 1)->noppl = (j != cl.playernum[0]);
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else if (state->effects & EF_RED)
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CL_NewDlight (j+1, state->origin[0], state->origin[1], state->origin[2], 200 + (r_lightflicker.value?(rand()&31):0), 0.1, 2)->noppl = (j != cl.playernum[0]);
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CL_NewDlight (j+1, org[0], org[1], org[2], 200 + (r_lightflicker.value?(rand()&31):0), 0.1, 2)->noppl = (j != cl.playernum[0]);
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else if (state->effects & EF_BRIGHTLIGHT)
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CL_NewDlight (j+1, state->origin[0], state->origin[1], state->origin[2] + 16, 400 + (r_lightflicker.value?(rand()&31):0), 0.1, 0)->noppl = (j != cl.playernum[0]);
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CL_NewDlight (j+1, org[0], org[1], org[2] + 16, 400 + (r_lightflicker.value?(rand()&31):0), 0.1, 0)->noppl = (j != cl.playernum[0]);
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else if (state->effects & EF_DIMLIGHT)
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CL_NewDlight (j+1, state->origin[0], state->origin[1], state->origin[2], 200 + (r_lightflicker.value?(rand()&31):0), 0.1, 0)->noppl = (j != cl.playernum[0]);
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CL_NewDlight (j+1, org[0], org[1], org[2], 200 + (r_lightflicker.value?(rand()&31):0), 0.1, 0)->noppl = (j != cl.playernum[0]);
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}
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if (state->modelindex < 1)
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@ -3244,7 +3244,7 @@ void CL_MuzzleFlash (int destsplit)
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if (s1->number == i)
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{
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dl = CL_AllocDlight (i);
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dl = CL_AllocDlight (-i);
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VectorCopy (s1->origin, dl->origin);
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break;
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}
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@ -3253,13 +3253,9 @@ void CL_MuzzleFlash (int destsplit)
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{ //that ent number doesn't exist, go for a player with that number
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if ((unsigned)(i) <= MAX_CLIENTS && i > 0)
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{
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// don't draw our own muzzle flash in gl if flashblending
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if (i-1 == cl.playernum[destsplit] && r_flashblend.value && qrenderer == QR_OPENGL)
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return;
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pl = &cl.frames[parsecountmod].playerstate[i-1];
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dl = CL_AllocDlight (i);
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dl = CL_AllocDlight (-i);
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VectorCopy (pl->origin, dl->origin); //set it's origin
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AngleVectors (pl->viewangles, fv, rv, uv); //shift it up a little
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@ -190,6 +190,12 @@ void GLR_RenderDlights (void)
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if (!l->radius || l->noflash)
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continue;
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//dlights emitting from the local player are not visible as flashblends
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if (l->key == cl.playernum[r_refdef.currentplayernum]+1)
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continue; //was a glow
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if (l->key == -(cl.playernum[r_refdef.currentplayernum]+1))
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continue; //was a muzzleflash
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if (r_flashblend.value == 2)
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{
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if (TraceLineN(r_refdef.vieworg, l->origin, waste1, waste2))
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