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turns out that beams coming from the player entity get their start position
updated which can cause the beam to shrink which can cause lightning ents to get stranded.
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parent
98fea9ff55
commit
8a8e62f4c2
1 changed files with 14 additions and 12 deletions
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@ -198,6 +198,17 @@ CL_AllocBeam (int ent)
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return 0;
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}
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void
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CL_ClearBeam (beam_t *b)
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{
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if (b->ent_count) {
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entity_t *e = b->ent_list + b->ent_count;
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while (e != b->ent_list)
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R_RemoveEfrags (e-- - 1);
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b->ent_count = 0;
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}
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}
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void
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CL_ParseBeam (model_t *m)
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{
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@ -211,12 +222,7 @@ CL_ParseBeam (model_t *m)
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MSG_ReadCoordV (net_message, end);
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if ((b = CL_AllocBeam (ent))) {
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if (b->ent_count) {
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entity_t *e = b->ent_list + b->ent_count;
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while (e != b->ent_list)
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R_RemoveEfrags (e-- - 1);
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b->ent_count = 0;
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}
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CL_ClearBeam (b);
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b->entity = ent;
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b->model = m;
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b->endtime = cl.time + 0.2;
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@ -414,17 +420,13 @@ CL_UpdateBeams (void)
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// update lightning
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for (i = 0, b = cl_beams; i < MAX_BEAMS; i++, b++) {
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if (!b->model || b->endtime < cl.time) {
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if (b->ent_count) {
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entity_t *e = b->ent_list + b->ent_count;
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while (e != b->ent_list)
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R_RemoveEfrags (e-- - 1);
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b->ent_count = 0;
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}
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CL_ClearBeam (b);
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continue;
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}
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// if coming from the player, update the start position
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if (b->entity == cl.viewentity) {
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CL_ClearBeam (b);
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VectorCopy (cl.simorg, b->start);
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}
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// calculate pitch and yaw
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