Order of operations fix for R_AddEfrags.

This commit is contained in:
Ragnvald Maartmann-Moe IV 2002-06-19 17:32:39 +00:00
parent f1ced33e92
commit a246015053

View file

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