From 55cdde81da09522c8d92b7248cfc31e948116014 Mon Sep 17 00:00:00 2001 From: Bill Currie Date: Mon, 19 Aug 2002 04:15:46 +0000 Subject: [PATCH] rename clmodel to model --- libs/video/renderer/gl/gl_mod_alias.c | 20 ++++++++++---------- 1 file changed, 10 insertions(+), 10 deletions(-) diff --git a/libs/video/renderer/gl/gl_mod_alias.c b/libs/video/renderer/gl/gl_mod_alias.c index 1e5543993..308ab9bab 100644 --- a/libs/video/renderer/gl/gl_mod_alias.c +++ b/libs/video/renderer/gl/gl_mod_alias.c @@ -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);