fix beams, grens, nails, etc

This commit is contained in:
Bill Currie 2001-05-19 21:09:48 +00:00
parent e9857d8213
commit 9698c19921
2 changed files with 22 additions and 4 deletions

View file

@ -178,6 +178,8 @@ CL_ClearState (void)
memset (cl_dlights, 0, sizeof (cl_dlights));
memset (cl_lightstyle, 0, sizeof (cl_lightstyle));
CL_ClearTEnts ();
// allocate the efrags and chain together into a free list
cl.free_efrags = cl_efrags;
for (i = 0; i < MAX_EFRAGS - 1; i++)

View file

@ -347,8 +347,8 @@ CL_ParseUpdate (int bits)
int num;
int skin;
if (cls.signon == SIGNONS - 1) { // first update is the final signon
// stage
if (cls.signon == SIGNONS - 1) {
// first update is the final signon stage
cls.signon = SIGNONS;
CL_SignonReply ();
}
@ -357,6 +357,7 @@ CL_ParseUpdate (int bits)
i = MSG_ReadByte (net_message);
bits |= (i << 8);
}
if (bits & U_LONGENTITY)
num = MSG_ReadShort (net_message);
@ -374,6 +375,15 @@ CL_ParseUpdate (int bits)
else
forcelink = false;
if (forcelink) {
//FIXME do this right (ie, protocol support)
ent->alpha = 1;
ent->scale = 1;
ent->glow_color = 254;
ent->glow_size = 0;
ent->colormod[0] = ent->colormod[1] = ent->colormod[2] = 1;
}
ent->msgtime = cl.mtime[0];
if (bits & U_MODEL) {
@ -394,8 +404,7 @@ CL_ParseUpdate (int bits)
else
ent->syncbase = 0.0;
} else
forcelink = true; // hack to make null model players
// work
forcelink = true; // hack to make null model players work
if (num > 0 && num <= cl.maxclients)
CL_NewTranslation (num - 1);
}
@ -624,6 +633,13 @@ CL_ParseStatic (void)
ent->skinnum = ent->baseline->skin;
ent->effects = ent->baseline->effects;
ent->alpha = ent->baseline->alpha / 255.0;
ent->scale = ent->baseline->scale / 16.0;
ent->glow_color = ent->baseline->glow_color;
ent->glow_size = ent->baseline->glow_size;
//FIXME need to get this from baseline
ent->colormod[0] = ent->colormod[1] = ent->colormod[2] = 1;
VectorCopy (ent->baseline->origin, ent->origin);
VectorCopy (ent->baseline->angles, ent->angles);
R_AddEfrags (ent);