Whitespace.

This commit is contained in:
Ragnvald Maartmann-Moe IV 2001-10-10 04:59:43 +00:00
parent 510ce73d65
commit db87121c2b

View file

@ -567,50 +567,49 @@ R_DrawAliasModel (entity_t *e, qboolean cull)
VectorCopy (currententity->origin, r_entorigin);
VectorSubtract (r_origin, r_entorigin, modelorg);
// get lighting information
shadelight = R_LightPoint (currententity->origin);
// always give the gun some light
if (e == r_view_model)
shadelight = max (shadelight, 24);
for (lnum = 0; lnum < r_maxdlights; lnum++) {
if (r_dlights[lnum].die >= r_realtime) {
VectorSubtract (currententity->origin, r_dlights[lnum].origin,
dist);
add = (r_dlights[lnum].radius * r_dlights[lnum].radius * 8) /
(DotProduct (dist, dist)); // FIXME Deek
if (add > 0)
shadelight += add;
}
}
// clamp lighting so it doesn't overbright as much
shadelight = min (shadelight, 100); // was 200
// never allow players to go totally black
if (strequal (clmodel->name, "progs/player.mdl")) {
shadelight = max (shadelight, 8);
}
if (strnequal (clmodel->name, "progs/flame", 11)
|| strnequal (clmodel->name, "progs/bolt", 10)) {
|| strnequal (clmodel->name, "progs/bolt", 10)) {
modelIsFullbright = true;
shadelight = 255; // make certain models full brightness always
shadelight = 1.0; // make certain models full brightness always
} else {
// get lighting information
shadelight = R_LightPoint (currententity->origin);
// always give the gun some light
if (e == r_view_model)
shadelight = max (shadelight, 24);
for (lnum = 0; lnum < r_maxdlights; lnum++) {
if (r_dlights[lnum].die >= r_realtime) {
VectorSubtract (currententity->origin, r_dlights[lnum].origin,
dist);
add = (r_dlights[lnum].radius * r_dlights[lnum].radius * 8) /
(DotProduct (dist, dist)); // FIXME Deek
if (add > 0)
shadelight += add;
}
}
// clamp lighting so it doesn't overbright as much
shadelight = min (shadelight, 100); // was 200
// never allow players to go totally black
if (strequal (clmodel->name, "progs/player.mdl")) {
shadelight = max (shadelight, 8);
}
shadelight *= 0.005;
shadedots = r_avertexnormal_dots[(int) (e->angles[1] *
(SHADEDOT_QUANT / 360.0)) &
(SHADEDOT_QUANT - 1)];
an = e->angles[1] * (M_PI / 180);
shadevector[0] = cos (-an);
shadevector[1] = sin (-an);
shadevector[2] = 1;
VectorNormalize (shadevector);
}
shadedots = r_avertexnormal_dots[(int) (e->angles[1] *
(SHADEDOT_QUANT / 360.0)) &
(SHADEDOT_QUANT - 1)];
shadelight *= 0.005;
an = e->angles[1] * (M_PI / 180);
shadevector[0] = cos (-an);
shadevector[1] = sin (-an);
shadevector[2] = 1;
VectorNormalize (shadevector);
// locate the proper data
paliashdr = Cache_Get (&currententity->model->cache);
c_alias_polys += paliashdr->mdl.numtris;