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fixes and changes to ctb
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1 changed files with 17 additions and 11 deletions
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.39 2002/07/09 06:08:09 niceass
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// fixes and changes to ctb
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//
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// Revision 1.38 2002/06/29 21:58:14 niceass
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// no more enemy bubbles
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//
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@ -1937,7 +1940,8 @@ static void CG_TrailItem(centity_t * cent, qhandle_t hModel, refEntity_t *torso)
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*/
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// NiceAss: This way kicks more ass
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refEntity_t flag;
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refEntity_t flag;
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vec3_t angles;
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// show the flag pole model
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memset(&flag, 0, sizeof(flag));
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@ -1947,19 +1951,21 @@ static void CG_TrailItem(centity_t * cent, qhandle_t hModel, refEntity_t *torso)
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VectorCopy(torso->lightingOrigin, flag.lightingOrigin);
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flag.shadowPlane = torso->shadowPlane;
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flag.renderfx = torso->renderfx;
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angles[YAW] = 140;
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AnglesToAxis(angles, flag.axis);
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// THE hack. Position the flag where the head is
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CG_PositionEntityOnTag(&flag, torso, torso->hModel, "tag_head");
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CG_PositionRotatedEntityOnTag(&flag, torso, torso->hModel, "tag_head");
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// 50% smaller.
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VectorScale(flag.axis[0], 0.5, flag.axis[0]);
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VectorScale(flag.axis[1], 0.5, flag.axis[1]);
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VectorScale(flag.axis[2], 0.5, flag.axis[2]);
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// Move the flag back a little
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VectorMA(flag.origin, -40, flag.axis[0], flag.origin);
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// Move the flag forward a little
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VectorMA(flag.origin, -17, flag.axis[0], flag.origin);
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// Move the flag down a little
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VectorMA(flag.origin, -40, flag.axis[2], flag.origin);
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VectorMA(flag.origin, -14, flag.axis[2], flag.origin);
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VectorScale(flag.axis[0], 0.8f, flag.axis[0]);
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VectorScale(flag.axis[1], 0.8f, flag.axis[1]);
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VectorScale(flag.axis[2], 0.8f, flag.axis[2]);
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trap_R_AddRefEntityToScene(&flag);
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}
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@ -2152,7 +2158,7 @@ static void CG_PlayerFloatSprite(centity_t * cent, qhandle_t shader)
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refEntity_t ent;
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// NiceAss: Don't draw floating sprites for enemies in TP
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if ( cgs.gametype >= GT_TEAM &&
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if ( cgs.gametype == GT_TEAMPLAY &&
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cgs.clientinfo[cent->currentState.clientNum].team != cg.snap->ps.persistant[PERS_SAVEDTEAM] &&
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( cg.snap->ps.persistant[PERS_SAVEDTEAM] == TEAM_RED ||
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cg.snap->ps.persistant[PERS_SAVEDTEAM] == TEAM_BLUE ) )
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