diff --git a/src/shared/NSRenderableEntity.qc b/src/shared/NSRenderableEntity.qc index 08f6288a..161aeca3 100644 --- a/src/shared/NSRenderableEntity.qc +++ b/src/shared/NSRenderableEntity.qc @@ -230,14 +230,14 @@ NSRenderableEntity::SendEntity(entity ePEnt, float flChanged) SENDENTITY_COORD(avelocity[2], RDENT_CHANGED_ANGULARVELOCITY) SENDENTITY_BYTE(m_iRenderMode, RDENT_CHANGED_RENDERMODE) SENDENTITY_BYTE(m_iRenderFX, RDENT_CHANGED_RENDERMODE) - SENDENTITY_COLOR(m_vecRenderColor[0], RDENT_CHANGED_RENDERCOLOR) - SENDENTITY_COLOR(m_vecRenderColor[1], RDENT_CHANGED_RENDERCOLOR) - SENDENTITY_COLOR(m_vecRenderColor[2], RDENT_CHANGED_RENDERCOLOR) + SENDENTITY_BYTE(m_vecRenderColor[0], RDENT_CHANGED_RENDERCOLOR) + SENDENTITY_BYTE(m_vecRenderColor[1], RDENT_CHANGED_RENDERCOLOR) + SENDENTITY_BYTE(m_vecRenderColor[2], RDENT_CHANGED_RENDERCOLOR) /* these need more precision for shader hacks... */ SENDENTITY_FLOAT(glowmod[0], RDENT_CHANGED_RENDERCOLOR) SENDENTITY_FLOAT(glowmod[1], RDENT_CHANGED_RENDERCOLOR) SENDENTITY_FLOAT(glowmod[2], RDENT_CHANGED_RENDERCOLOR) - SENDENTITY_ANGLE(m_flRenderAmt, RDENT_CHANGED_RENDERAMT) + SENDENTITY_BYTE(m_flRenderAmt, RDENT_CHANGED_RENDERAMT) SENDENTITY_ANGLE(m_flBoneControl1, RDENT_CHANGED_CONTROLLER) SENDENTITY_ANGLE(m_flBoneControl2, RDENT_CHANGED_CONTROLLER) SENDENTITY_ANGLE(m_flBoneControl3, RDENT_CHANGED_CONTROLLER) @@ -290,14 +290,14 @@ NSRenderableEntity::ReceiveEntity(float flNew, float flChanged) READENTITY_COORD(avelocity[2], RDENT_CHANGED_ANGULARVELOCITY) READENTITY_BYTE(m_iRenderMode, RDENT_CHANGED_RENDERMODE) READENTITY_BYTE(m_iRenderFX, RDENT_CHANGED_RENDERMODE) - READENTITY_COLOR(m_vecRenderColor[0], RDENT_CHANGED_RENDERCOLOR) - READENTITY_COLOR(m_vecRenderColor[1], RDENT_CHANGED_RENDERCOLOR) - READENTITY_COLOR(m_vecRenderColor[2], RDENT_CHANGED_RENDERCOLOR) + READENTITY_BYTE(m_vecRenderColor[0], RDENT_CHANGED_RENDERCOLOR) + READENTITY_BYTE(m_vecRenderColor[1], RDENT_CHANGED_RENDERCOLOR) + READENTITY_BYTE(m_vecRenderColor[2], RDENT_CHANGED_RENDERCOLOR) /* these need more precision for shader hacks... */ READENTITY_FLOAT(glowmod[0], RDENT_CHANGED_RENDERCOLOR) READENTITY_FLOAT(glowmod[1], RDENT_CHANGED_RENDERCOLOR) READENTITY_FLOAT(glowmod[2], RDENT_CHANGED_RENDERCOLOR) - READENTITY_ANGLE(m_flRenderAmt, RDENT_CHANGED_RENDERAMT) + READENTITY_BYTE(m_flRenderAmt, RDENT_CHANGED_RENDERAMT) READENTITY_ANGLE(m_flBoneControl1, RDENT_CHANGED_CONTROLLER) READENTITY_ANGLE(m_flBoneControl2, RDENT_CHANGED_CONTROLLER) READENTITY_ANGLE(m_flBoneControl3, RDENT_CHANGED_CONTROLLER) @@ -387,6 +387,9 @@ NSRenderableEntity::RenderFXPass(void) glowmod[0] = 0.5f; break; case RM_ADDITIVE: + if (m_vecRenderColor == g_vec_null) + colormod = [1,1,1]; + effects = EF_ADDITIVE; break; case RM_ADDFRAC: /* TODO: Figure out what this does differently */