From 163451a29a095ae176e7eda6a05627a86e444a2b Mon Sep 17 00:00:00 2001 From: Bill Currie Date: Fri, 12 Jan 2024 23:15:06 +0900 Subject: [PATCH] [qw] Test the muzzle_flash flag I had forgotten this when doing dynamic lights on entities. Fixes the eternal flickering light. --- qw/source/cl_ents.c | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/qw/source/cl_ents.c b/qw/source/cl_ents.c index 4ed4c549d..df2dfd830 100644 --- a/qw/source/cl_ents.c +++ b/qw/source/cl_ents.c @@ -399,6 +399,7 @@ muzzle_flash (entity_t ent, player_state_t *state, bool is_player) VectorCopy (f, fv); VectorCopy (state->pls.es.origin, position); CL_MuzzleFlash (ent, position, fv, 0, cl.time); + state->muzzle_flash = false; } /* @@ -469,7 +470,9 @@ CL_LinkPlayers (void) state->pls.es.glow_size, state->pls.es.glow_color, cl.time); } - muzzle_flash (ent, state, j == cl.playernum); + if (state->muzzle_flash) { + muzzle_flash (ent, state, j == cl.playernum); + } // Draw player? if (!Cam_DrawPlayer (j))