teamplay irvision

This commit is contained in:
Bryce Hutchings 2003-04-07 18:21:34 +00:00
parent 0cdab1faf5
commit e7bc378953
3 changed files with 19 additions and 1 deletions

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.143 2003/04/07 18:21:34 niceass
// teamplay irvision
//
// Revision 1.142 2003/04/06 18:28:30 makro
// SSG crosshairs
//
@ -1286,6 +1289,7 @@ typedef struct {
// Elder: rq3 misc shaders
qhandle_t irPlayerShader;
qhandle_t irPlayerShaderFriendly;
// weapon effect models
qhandle_t bulletFlashModel;

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@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.133 2003/04/07 18:21:34 niceass
// teamplay irvision
//
// Revision 1.132 2003/04/06 18:28:30 makro
// SSG crosshairs
//
@ -2010,6 +2013,7 @@ static void CG_RegisterGraphics(void)
// Elder: RQ3 misc. shaders
cgs.media.irPlayerShader = trap_R_RegisterShader("powerups/irdetail");
cgs.media.irPlayerShaderFriendly = trap_R_RegisterShader("powerups/irdetailfriendly");
cgs.media.itemStrobeShader = trap_R_RegisterShader("rq3-itemstrobe");
if (cgs.gametype == GT_CTF || cg_buildScript.integer) {

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.60 2003/04/07 18:21:34 niceass
// teamplay irvision
//
// Revision 1.59 2003/04/07 11:30:10 jbravo
// Forgot a skin change for reactionmale
//
@ -2367,7 +2370,14 @@ void CG_AddRefEntityWithPowerups(refEntity_t * ent, entityState_t * state, int t
if (state->eType == ET_PLAYER) {
if ((cg.snap->ps.stats[STAT_HOLDABLE_ITEM] & (1 << HI_BANDOLIER)) &&
cg.rq3_irvision && !(state->eFlags & EF_DEAD)) {
ent->customShader = cgs.media.irPlayerShader;
// NiceAss: On your team
if (cgs.gametype >= GT_TEAM && cg.snap->ps.persistant[PERS_TEAM] == cgs.clientinfo[state->clientNum].team )
ent->customShader = cgs.media.irPlayerShaderFriendly;
// Not on your team
else
ent->customShader = cgs.media.irPlayerShader;
trap_R_AddRefEntityToScene(ent);
}
}