Ensure railgun colouration is correct on weapon selector

This commit is contained in:
Simon 2022-03-06 19:52:21 +00:00
parent c69d43461a
commit bd68d221af

View file

@ -2122,17 +2122,35 @@ void CG_DrawHolsteredWeapons( void )
VectorScale(ent.axis[2], SCALE + (selected ? 0.04f : 0), ent.axis[2]);
ent.nonNormalizedAxes = qtrue;
if( weapons[w] == WP_RAILGUN ) {
clientInfo_t *ci = &cgs.clientinfo[cg.predictedPlayerState.clientNum];
if( cg_entities[cg.predictedPlayerState.clientNum].pe.railFireTime + 1500 > cg.time ) {
int scale = 255 * ( cg.time - cg_entities[cg.predictedPlayerState.clientNum].pe.railFireTime ) / 1500;
ent.shaderRGBA[0] = ( ci->c1RGBA[0] * scale ) >> 8;
ent.shaderRGBA[1] = ( ci->c1RGBA[1] * scale ) >> 8;
ent.shaderRGBA[2] = ( ci->c1RGBA[2] * scale ) >> 8;
ent.shaderRGBA[3] = 255;
}
else {
Byte4Copy( ci->c1RGBA, ent.shaderRGBA );
}
}
ent.hModel = cg_weapons[weapons[w]].weaponModel;
trap_R_AddRefEntityToScene(&ent);
if ( cg_weapons[weapons[w]].barrelModel ) {
if ( cg_weapons[weapons[w]].barrelModel )
{
refEntity_t barrel;
memset( &barrel, 0, sizeof( barrel ) );
memset(&barrel, 0, sizeof(barrel));
barrel.hModel = cg_weapons[weapons[w]].barrelModel;
AnglesToAxis( vec3_origin, barrel.axis );
CG_PositionRotatedEntityOnTag( &barrel, &ent, cg_weapons[weapons[w]].weaponModel, "tag_barrel" );
AnglesToAxis(vec3_origin, barrel.axis);
CG_PositionRotatedEntityOnTag(&barrel, &ent, cg_weapons[weapons[w]].weaponModel,
"tag_barrel");
trap_R_AddRefEntityToScene(&barrel);
}
}
else
{