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Make blob shadows respond to gamecode a bit more naturally.
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parent
f54b9b8459
commit
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1 changed files with 2 additions and 2 deletions
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@ -3231,7 +3231,7 @@ void CLQ1_AddShadow(entity_t *ent)
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scenetris_t *t;
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cl_adddecal_ctx_t ctx;
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if (!r_blobshadows || !ent->model || (ent->model->type != mod_alias && ent->model->type != mod_halflife))
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if (!r_blobshadows || !ent->model || (ent->model->type != mod_alias && ent->model->type != mod_halflife) || (ent->flags & RF_NOSHADOW))
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return;
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s = R_RegisterShader("shadowshader", SUF_NONE,
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@ -3295,7 +3295,7 @@ void CLQ1_AddShadow(entity_t *ent)
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}
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ctx.t = t;
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Vector4Set(ctx.rgbavalue, 0, 0, 0, r_blobshadows);
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Vector4Set(ctx.rgbavalue, 0, 0, 0, r_blobshadows*((ent->flags & RF_TRANSLUCENT)?ent->shaderRGBAf[3]:1));
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Mod_ClipDecal(cl.worldmodel, shadoworg, ctx.axis[0], ctx.axis[1], ctx.axis[2], radius, 0,0, CL_AddDecal_Callback, &ctx);
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if (!t->numidx)
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cl_numstris--;
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