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Make r_torch work regardless of whether the player model is visible or not.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@6093 fc73d0e0-1445-4013-8a0c-d673dee63da5
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1 changed files with 16 additions and 14 deletions
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@ -4096,6 +4096,22 @@ void CL_LinkPacketEntities (void)
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#endif
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}
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if (r_torch.ival && state->number <= cl.allocated_client_slots)
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{
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dlight_t *dl;
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dl = CL_NewDlight(state->number, ent->origin, 300, r_torch.ival, 0.9, 0.9, 0.6);
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dl->flags |= LFLAG_SHADOWMAP|LFLAG_FLASHBLEND;
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dl->fov = 90;
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VectorCopy(le->angles, angles);
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angles[0] *= 3;
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// angles[1] += sin(realtime)*8;
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// angles[0] += cos(realtime*1.13)*5;
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AngleVectorsMesh(angles, dl->axis[0], dl->axis[1], dl->axis[2]);
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VectorInverse(dl->axis[1]);
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VectorMA(dl->origin, 16, dl->axis[0], dl->origin);
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}
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// if set to invisible, skip
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if (state->modelindex<1 || (state->effects & NQEF_NODRAW))
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{
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@ -4391,20 +4407,6 @@ void CL_LinkPacketEntities (void)
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CLQ1_AddShadow(ent);
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CLQ1_AddPowerupShell(ent, false, state->effects);
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if (r_torch.ival && ent->keynum <= cl.allocated_client_slots)
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{
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dlight_t *dl;
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dl = CL_NewDlight(ent->keynum, ent->origin, 300, r_torch.ival, 0.9, 0.9, 0.6);
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dl->flags |= LFLAG_SHADOWMAP|LFLAG_FLASHBLEND;
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dl->fov = 90;
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angles[0] *= 3;
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// angles[1] += sin(realtime)*8;
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// angles[0] += cos(realtime*1.13)*5;
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AngleVectors(angles, dl->axis[0], dl->axis[1], dl->axis[2]);
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VectorMA(dl->origin, 16, dl->axis[0], dl->origin);
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}
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if (model2)
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CL_AddVWeapModel (ent, model2);
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