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Fix for #23
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@ -857,6 +857,75 @@ void R_DrawEntitiesOnList (void)
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}
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}
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/*
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=============
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R_DrawView2Model
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=============
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*/
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void R_DrawView2Model (void)
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{
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float ambient[4], diffuse[4];
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int j;
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int lnum;
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vec3_t dist;
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float add;
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dlight_t *dl;
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int ambientlight, shadelight;
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if (!r_drawviewmodel.value)
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return;
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if (chase_active.value)
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return;
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if (envmap)
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return;
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if (!r_drawentities.value)
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return;
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if (cl.stats[STAT_HEALTH] <= 0)
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return;
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currententity = &cl.viewent;
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if (!currententity->model)
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return;
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j = R_LightPoint (currententity->origin);
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if (j < 24)
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j = 24; // allways give some light on gun
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ambientlight = j;
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shadelight = j;
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// add dynamic lights
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for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
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{
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dl = &cl_dlights[lnum];
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if (!dl->radius)
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continue;
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if (!dl->radius)
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continue;
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if (dl->die < cl.time)
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continue;
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VectorSubtract (currententity->origin, dl->origin, dist);
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add = dl->radius - Length(dist);
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if (add > 0)
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ambientlight += add;
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}
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ambient[0] = ambient[1] = ambient[2] = ambient[3] = (float)ambientlight / 128;
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diffuse[0] = diffuse[1] = diffuse[2] = diffuse[3] = (float)shadelight / 128;
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// hack the depth range to prevent view model from poking into walls
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glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
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R_DrawAliasModel (currententity);
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glDepthRange (gldepthmin, gldepthmax);
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}
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/*
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=============
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R_DrawViewModel
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@ -1358,6 +1427,7 @@ void R_RenderView (void)
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R_RenderScene ();
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R_DrawViewModel ();
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R_DrawView2Model ();
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R_DrawWaterSurfaces ();
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// More fog right here :)
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