mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2025-01-17 22:50:51 +00:00
Whitespace.
This commit is contained in:
parent
510ce73d65
commit
db87121c2b
1 changed files with 39 additions and 40 deletions
|
@ -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 (¤tentity->model->cache);
|
||||
c_alias_polys += paliashdr->mdl.numtris;
|
||||
|
|
Loading…
Reference in a new issue