remove the no-longer needed test to determine whether dlights should be added

to a player
This commit is contained in:
Bill Currie 2001-01-29 06:23:35 +00:00
parent b2c282de93
commit 6025486e15

View file

@ -53,8 +53,6 @@ extern cvar_t *cl_predict_players;
extern cvar_t *cl_predict_players2;
extern cvar_t *cl_solid_players;
extern cvar_t *gl_flashblend;
cvar_t *r_firecolor;
static struct predicted_player {
@ -900,30 +898,27 @@ CL_LinkPlayers (void)
continue; // not present this frame
// spawn light flashes, even ones coming from invisible objects
// but not for the player if using gl_flashblend
if (!gl_flashblend->int_val || j != cl.playernum) {
if (j == cl.playernum) {
VectorCopy (cl.simorg, org);
} else
VectorCopy (state->origin, org);
if (j == cl.playernum) {
VectorCopy (cl.simorg, org);
} else
VectorCopy (state->origin, org);
if ((state->effects & (EF_BLUE | EF_RED)) == (EF_BLUE | EF_RED))
CL_NewDlight (j, org[0], org[1], org[2], 200 + (rand () & 31),
0.1, 3);
else if (state->effects & EF_BLUE)
CL_NewDlight (j, org[0], org[1], org[2], 200 + (rand () & 31),
0.1, 1);
else if (state->effects & EF_RED)
CL_NewDlight (j, org[0], org[1], org[2], 200 + (rand () & 31),
0.1, 2);
else if (state->effects & EF_BRIGHTLIGHT)
CL_NewDlight (j, org[0], org[1], org[2] + 16,
400 + (rand () & 31), 0.1, 0);
else if (state->effects & EF_DIMLIGHT)
CL_NewDlight (j, org[0], org[1], org[2], 200 + (rand () & 31),
0.1, 0);
if ((state->effects & (EF_BLUE | EF_RED)) == (EF_BLUE | EF_RED))
CL_NewDlight (j, org[0], org[1], org[2], 200 + (rand () & 31),
0.1, 3);
else if (state->effects & EF_BLUE)
CL_NewDlight (j, org[0], org[1], org[2], 200 + (rand () & 31),
0.1, 1);
else if (state->effects & EF_RED)
CL_NewDlight (j, org[0], org[1], org[2], 200 + (rand () & 31),
0.1, 2);
else if (state->effects & EF_BRIGHTLIGHT)
CL_NewDlight (j, org[0], org[1], org[2] + 16,
400 + (rand () & 31), 0.1, 0);
else if (state->effects & EF_DIMLIGHT)
CL_NewDlight (j, org[0], org[1], org[2], 200 + (rand () & 31),
0.1, 0);
}
// the player object never gets added
if (j == cl.playernum)
continue;