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Finally fixed lightning beam origins for spectated players.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@2845 fc73d0e0-1445-4013-8a0c-d673dee63da5
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1 changed files with 1 additions and 11 deletions
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@ -2471,7 +2471,7 @@ void CL_UpdateBeams (void)
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{
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for (j = 0; j < cl.splitclients; j++)
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{
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if (b->entity == (autocam[j]?spec_track[j]:(cl.playernum[j]+1)))
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if (b->entity == (autocam[j]?spec_track[j]+1:(cl.playernum[j]+1)))
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{
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player_state_t *pl;
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// VectorSubtract(cl.simorg, b->start, org);
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@ -2576,16 +2576,6 @@ void CL_UpdateBeams (void)
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pitch += 360;
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}
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/* if (1) //cool funky particle mode.
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{
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CL_LightningParticleBeam(b->start, b->end);
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continue;
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}
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*/
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// if (part_type[rt_lightning1].loaded)
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// if (!P_ParticleTrail(b->start, b->end, rt_lightning1, NULL))
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// continue;
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if (ruleset_allow_particle_lightning.value)
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if (b->particleeffect >= 0 && !P_ParticleTrail(b->start, b->end, b->particleeffect, &b->trailstate))
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continue;
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