mirror of
https://github.com/ReactionQuake3/reaction.git
synced 2024-11-27 14:32:15 +00:00
fixes and changes to ctb
This commit is contained in:
parent
07bb6b208d
commit
b907328cbc
1 changed files with 17 additions and 11 deletions
|
@ -5,6 +5,9 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Log$
|
||||
// Revision 1.39 2002/07/09 06:08:09 niceass
|
||||
// fixes and changes to ctb
|
||||
//
|
||||
// Revision 1.38 2002/06/29 21:58:14 niceass
|
||||
// no more enemy bubbles
|
||||
//
|
||||
|
@ -1938,6 +1941,7 @@ static void CG_TrailItem(centity_t * cent, qhandle_t hModel, refEntity_t *torso)
|
|||
|
||||
// NiceAss: This way kicks more ass
|
||||
refEntity_t flag;
|
||||
vec3_t angles;
|
||||
|
||||
// show the flag pole model
|
||||
memset(&flag, 0, sizeof(flag));
|
||||
|
@ -1948,18 +1952,20 @@ static void CG_TrailItem(centity_t * cent, qhandle_t hModel, refEntity_t *torso)
|
|||
flag.shadowPlane = torso->shadowPlane;
|
||||
flag.renderfx = torso->renderfx;
|
||||
|
||||
angles[YAW] = 140;
|
||||
AnglesToAxis(angles, flag.axis);
|
||||
|
||||
// THE hack. Position the flag where the head is
|
||||
CG_PositionEntityOnTag(&flag, torso, torso->hModel, "tag_head");
|
||||
CG_PositionRotatedEntityOnTag(&flag, torso, torso->hModel, "tag_head");
|
||||
|
||||
// 50% smaller.
|
||||
VectorScale(flag.axis[0], 0.5, flag.axis[0]);
|
||||
VectorScale(flag.axis[1], 0.5, flag.axis[1]);
|
||||
VectorScale(flag.axis[2], 0.5, flag.axis[2]);
|
||||
|
||||
// Move the flag back a little
|
||||
VectorMA(flag.origin, -40, flag.axis[0], flag.origin);
|
||||
// Move the flag forward a little
|
||||
VectorMA(flag.origin, -17, flag.axis[0], flag.origin);
|
||||
// Move the flag down a little
|
||||
VectorMA(flag.origin, -40, flag.axis[2], flag.origin);
|
||||
VectorMA(flag.origin, -14, flag.axis[2], flag.origin);
|
||||
|
||||
VectorScale(flag.axis[0], 0.8f, flag.axis[0]);
|
||||
VectorScale(flag.axis[1], 0.8f, flag.axis[1]);
|
||||
VectorScale(flag.axis[2], 0.8f, flag.axis[2]);
|
||||
|
||||
trap_R_AddRefEntityToScene(&flag);
|
||||
}
|
||||
|
@ -2152,7 +2158,7 @@ static void CG_PlayerFloatSprite(centity_t * cent, qhandle_t shader)
|
|||
refEntity_t ent;
|
||||
|
||||
// NiceAss: Don't draw floating sprites for enemies in TP
|
||||
if ( cgs.gametype >= GT_TEAM &&
|
||||
if ( cgs.gametype == GT_TEAMPLAY &&
|
||||
cgs.clientinfo[cent->currentState.clientNum].team != cg.snap->ps.persistant[PERS_SAVEDTEAM] &&
|
||||
( cg.snap->ps.persistant[PERS_SAVEDTEAM] == TEAM_RED ||
|
||||
cg.snap->ps.persistant[PERS_SAVEDTEAM] == TEAM_BLUE ) )
|
||||
|
|
Loading…
Reference in a new issue