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Order of operations fix for R_AddEfrags.
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f1ced33e92
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1 changed files with 5 additions and 4 deletions
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@ -118,7 +118,7 @@ CL_NewDlight (int key, vec3_t org, int effects, byte glow_size,
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if (effects & ~EF_DIMLIGHT)
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radius -= 100;
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dl->radius = radius;
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dl->die = cl.time + 0.1; // FIXME: killing a merged dlight is bad?
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dl->die = cl.time + 0.1;
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switch (effects & (EF_RED | EF_BLUE)) {
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case EF_RED | EF_BLUE:
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VectorCopy (purple, dl->color);
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@ -138,6 +138,7 @@ CL_NewDlight (int key, vec3_t org, int effects, byte glow_size,
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if (glow_size) {
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dl->radius += glow_size < 128 ? glow_size * 8.0 :
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(glow_size - 256) * 8.0;
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dl->die = cl.time + 0.1;
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if (glow_color) {
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if (glow_color == 255) {
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dl->color[0] = dl->color[1] = dl->color[2] = 1.0;
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@ -854,9 +855,6 @@ CL_LinkPlayers (void)
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|| i == 93 || i == 102))
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continue;
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// stuff entity in map
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R_AddEfrags (ent);
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// only predict half the move to minimize overruns
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msec = 500 * (playertime - state->state_time);
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if (msec <= 0 || (!cl_predict_players->int_val)) {
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@ -903,6 +901,9 @@ CL_LinkPlayers (void)
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ent->skin = NULL;
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}
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// stuff entity in map
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R_AddEfrags (ent);
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if (state->effects & EF_FLAG1)
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CL_AddFlagModels (ent, 0, j);
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else if (state->effects & EF_FLAG2)
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