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Prevent black screen on Bakura level
..when enemies use their clocking devices Also use old style force effect for push/pull as the new effect doesn't actually work correctly (compared with flatscreen)
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1 changed files with 5 additions and 1 deletions
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@ -4054,7 +4054,8 @@ static void CG_ForcePushRefraction( vec3_t org, centity_t *cent )
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float alpha;
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float alpha;
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int tDif;
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int tDif;
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if (!cg_renderToTextureFX.integer)
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//Use classic force push blur - refraction effect not working in GLES
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//if (!cg_renderToTextureFX.integer)
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{
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{
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CG_ForcePushBlur(org);
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CG_ForcePushBlur(org);
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return;
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return;
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@ -4746,6 +4747,8 @@ void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, centity_t *cen
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}
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}
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else
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else
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{
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{
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//Causes screen to go black - just don't use this at all
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/*
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if (cg_renderToTextureFX.integer && cg_shadows.integer != 2 && cgs.glconfig.stencilBits >= 4)
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if (cg_renderToTextureFX.integer && cg_shadows.integer != 2 && cgs.glconfig.stencilBits >= 4)
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{
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{
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cgi_R_SetRefractProp(1.0f, 0.0f, qfalse, qfalse); //don't need to do this every frame.. but..
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cgi_R_SetRefractProp(1.0f, 0.0f, qfalse, qfalse); //don't need to do this every frame.. but..
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@ -4754,6 +4757,7 @@ void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, centity_t *cen
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ent->customShader = 0;
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ent->customShader = 0;
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}
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}
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else
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else
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*/
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{ //stencil buffer's in use, sorry
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{ //stencil buffer's in use, sorry
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ent->renderfx = 0;//&= ~(RF_RGB_TINT|RF_ALPHA_FADE);
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ent->renderfx = 0;//&= ~(RF_RGB_TINT|RF_ALPHA_FADE);
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ent->shaderRGBA[0] = ent->shaderRGBA[1] = ent->shaderRGBA[2] = ent->shaderRGBA[3] = 255;
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ent->shaderRGBA[0] = ent->shaderRGBA[1] = ent->shaderRGBA[2] = ent->shaderRGBA[3] = 255;
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