rename clmodel to model

This commit is contained in:
Bill Currie 2002-08-19 04:15:46 +00:00
parent b1a180b25e
commit 55cdde81da

View file

@ -512,21 +512,21 @@ R_DrawAliasModel (entity_t *e, qboolean cull)
int lnum, i, texture;
int fb_texture = 0;
aliashdr_t *paliashdr;
model_t *clmodel;
model_t *model;
vec3_t dist, mins, maxs, scale;
vert_order_t *vo;
clmodel = e->model;
model = e->model;
VectorAdd (e->origin, clmodel->mins, mins);
VectorAdd (e->origin, clmodel->maxs, maxs);
VectorAdd (e->origin, model->mins, mins);
VectorAdd (e->origin, model->maxs, maxs);
if (cull && R_CullBox (mins, maxs))
return;
VectorSubtract (r_origin, e->origin, modelorg);
if (!clmodel->fullbright) {
if (!model->fullbright) {
// get lighting information
R_LightPoint (e->origin);
ambientcolor[0] *= e->colormod[0];
@ -558,7 +558,7 @@ R_DrawAliasModel (entity_t *e, qboolean cull)
}
// always give the gun some light
shade = max (shadecolor[0], max (shadecolor[1], shadecolor[2]));
minshade = clmodel->min_light / 200.0;
minshade = model->min_light / 200.0;
if (e == r_view_model && shade < minshade) {
shadecolor[0] += minshade - shade;
shadecolor[1] += minshade - shade;
@ -602,7 +602,7 @@ R_DrawAliasModel (entity_t *e, qboolean cull)
skindesc = R_AliasGetSkindesc (e->skinnum, paliashdr);
texture = skindesc->texnum;
if (gl_fb_models->int_val && !clmodel->fullbright)
if (gl_fb_models->int_val && !model->fullbright)
fb_texture = skindesc->fb_texnum;
}
@ -614,7 +614,7 @@ R_DrawAliasModel (entity_t *e, qboolean cull)
if (modelalpha < 1.0)
qfglDepthMask (GL_FALSE);
if (clmodel->fullbright) {
if (model->fullbright) {
qfglBindTexture (GL_TEXTURE_2D, texture);
GL_DrawAliasFrame_fb (vo);
} else if (!fb_texture) {
@ -649,13 +649,13 @@ R_DrawAliasModel (entity_t *e, qboolean cull)
// FIXME: Translucent objects should cast colored shadows
// torches, grenades, and lightning bolts do not have shadows
if (r_shadows->int_val && clmodel->shadow_alpha) {
if (r_shadows->int_val && model->shadow_alpha) {
qfglPushMatrix ();
R_RotateForEntity (e);
qfglDisable (GL_TEXTURE_2D);
qfglDepthMask (GL_FALSE);
color_black[3] = modelalpha * ((clmodel->shadow_alpha + 1) / 2);
color_black[3] = modelalpha * ((model->shadow_alpha + 1) / 2);
qfglColor4ubv (color_black);
GL_DrawAliasShadow (paliashdr, vo);