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Patched for QSG Standard 2 (Extend Protocol).
Unfinished, renderer effects are only half implimented at this point.
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16 changed files with 273 additions and 64 deletions
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@ -89,6 +89,8 @@ mleaf_t *r_viewleaf, *r_oldviewleaf;
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int d_lightstylevalue[256]; // 8.8 fraction of base light value
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vec3_t shadecolor; // Ender (Extend) Colormod
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void R_MarkLeaves (void);
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cvar_t *r_norefresh;
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@ -390,7 +392,12 @@ void GL_DrawAliasFrame (aliashdr_t *paliashdr, int posenum)
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// normals and vertexes come from the frame list
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l = shadedots[verts->lightnormalindex] * shadelight;
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glColor3f (l, l, l);
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// Ender: Test (Colormod)
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// if (shadecolor[0] || shadecolor[1] || shadecolor[2]) {
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// glColor3f(shadecolor[0] * l, shadecolor[1] * l, shadecolor[2] * l);
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// } else {
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glColor3f (l, l, l);
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// }
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glVertex3f (verts->v[0], verts->v[1], verts->v[2]);
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verts++;
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} while (--count);
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@ -494,7 +501,6 @@ void R_SetupAliasFrame (int frame, aliashdr_t *paliashdr)
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}
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/*
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=================
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R_DrawAliasModel
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@ -531,6 +537,11 @@ void R_DrawAliasModel (entity_t *e)
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ambientlight = shadelight = R_LightPoint (currententity->origin);
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// Ender (Extend)
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shadecolor[0] = currententity->colormod[0];
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shadecolor[1] = currententity->colormod[1];
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shadecolor[2] = currententity->colormod[2];
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// allways give the gun some light
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if (e == &cl.viewent && ambientlight < 24)
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ambientlight = shadelight = 24;
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