Factor out the extra entity effects code.

NQ only (not applicable to QW). Makes the entity loop a little easier to
read.
This commit is contained in:
Bill Currie 2012-06-20 19:53:14 +09:00
parent 2295c1e4f7
commit 0dbdf6e1ac

View file

@ -241,12 +241,36 @@ CL_ModelEffects (entity_t *ent, int num, int glow_color)
r_funcs->particles->R_GlowTrail (ent, glow_color);
}
static void
CL_EntityEffects (int num, entity_t *ent, cl_entity_state_t *state)
{
dlight_t *dl;
if (state->effects & EF_BRIGHTFIELD)
r_funcs->particles->R_EntityParticles (ent);
if (state->effects & EF_MUZZLEFLASH) {
vec_t *fv = ent->transform;
dl = r_funcs->R_AllocDlight (num);
if (dl) {
VectorMultAdd (ent->origin, 18, fv, dl->origin);
dl->origin[2] += 16;
dl->radius = 200 + (rand () & 31);
dl->die = cl.time + 0.1;
dl->minlight = 32;
dl->color[0] = 0.2;
dl->color[1] = 0.1;
dl->color[2] = 0.05;
dl->color[3] = 0.7;
}
}
}
void
CL_RelinkEntities (void)
{
entity_t *ent;
cl_entity_state_t *state;
dlight_t *dl;
float bobjrotate, frac, f, d;
int i, j;
vec3_t delta;
@ -352,25 +376,7 @@ CL_RelinkEntities (void)
angles[YAW] = bobjrotate;
CL_TransformEntity (ent, angles, false);
}
if (state->effects & EF_BRIGHTFIELD)
r_funcs->particles->R_EntityParticles (ent);
if (state->effects & EF_MUZZLEFLASH) {
vec_t *fv = ent->transform;
dl = r_funcs->R_AllocDlight (i);
if (dl) {
VectorMultAdd (ent->origin, 18, fv, dl->origin);
dl->origin[2] += 16;
dl->radius = 200 + (rand () & 31);
dl->die = cl.time + 0.1;
dl->minlight = 32;
dl->color[0] = 0.2;
dl->color[1] = 0.1;
dl->color[2] = 0.05;
dl->color[3] = 0.7;
}
}
CL_EntityEffects (i, ent, state);
CL_NewDlight (i, ent->origin, state->effects, 0, 0);
if (VectorDistance_fast (state->msg_origins[1], ent->origin)
> (256 * 256))