NSRenderableEntity: RM_ADDITIVE ignores rendercolor 0 0 0 it appears. (zpo_contingency)
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dcb17255a3
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0d6d881437
1 changed files with 11 additions and 8 deletions
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@ -230,14 +230,14 @@ NSRenderableEntity::SendEntity(entity ePEnt, float flChanged)
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SENDENTITY_COORD(avelocity[2], RDENT_CHANGED_ANGULARVELOCITY)
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SENDENTITY_COORD(avelocity[2], RDENT_CHANGED_ANGULARVELOCITY)
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SENDENTITY_BYTE(m_iRenderMode, RDENT_CHANGED_RENDERMODE)
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SENDENTITY_BYTE(m_iRenderMode, RDENT_CHANGED_RENDERMODE)
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SENDENTITY_BYTE(m_iRenderFX, RDENT_CHANGED_RENDERMODE)
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SENDENTITY_BYTE(m_iRenderFX, RDENT_CHANGED_RENDERMODE)
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SENDENTITY_COLOR(m_vecRenderColor[0], RDENT_CHANGED_RENDERCOLOR)
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SENDENTITY_BYTE(m_vecRenderColor[0], RDENT_CHANGED_RENDERCOLOR)
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SENDENTITY_COLOR(m_vecRenderColor[1], RDENT_CHANGED_RENDERCOLOR)
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SENDENTITY_BYTE(m_vecRenderColor[1], RDENT_CHANGED_RENDERCOLOR)
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SENDENTITY_COLOR(m_vecRenderColor[2], RDENT_CHANGED_RENDERCOLOR)
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SENDENTITY_BYTE(m_vecRenderColor[2], RDENT_CHANGED_RENDERCOLOR)
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/* these need more precision for shader hacks... */
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/* these need more precision for shader hacks... */
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SENDENTITY_FLOAT(glowmod[0], RDENT_CHANGED_RENDERCOLOR)
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SENDENTITY_FLOAT(glowmod[0], RDENT_CHANGED_RENDERCOLOR)
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SENDENTITY_FLOAT(glowmod[1], RDENT_CHANGED_RENDERCOLOR)
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SENDENTITY_FLOAT(glowmod[1], RDENT_CHANGED_RENDERCOLOR)
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SENDENTITY_FLOAT(glowmod[2], RDENT_CHANGED_RENDERCOLOR)
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SENDENTITY_FLOAT(glowmod[2], RDENT_CHANGED_RENDERCOLOR)
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SENDENTITY_ANGLE(m_flRenderAmt, RDENT_CHANGED_RENDERAMT)
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SENDENTITY_BYTE(m_flRenderAmt, RDENT_CHANGED_RENDERAMT)
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SENDENTITY_ANGLE(m_flBoneControl1, RDENT_CHANGED_CONTROLLER)
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SENDENTITY_ANGLE(m_flBoneControl1, RDENT_CHANGED_CONTROLLER)
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SENDENTITY_ANGLE(m_flBoneControl2, RDENT_CHANGED_CONTROLLER)
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SENDENTITY_ANGLE(m_flBoneControl2, RDENT_CHANGED_CONTROLLER)
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SENDENTITY_ANGLE(m_flBoneControl3, RDENT_CHANGED_CONTROLLER)
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SENDENTITY_ANGLE(m_flBoneControl3, RDENT_CHANGED_CONTROLLER)
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@ -290,14 +290,14 @@ NSRenderableEntity::ReceiveEntity(float flNew, float flChanged)
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READENTITY_COORD(avelocity[2], RDENT_CHANGED_ANGULARVELOCITY)
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READENTITY_COORD(avelocity[2], RDENT_CHANGED_ANGULARVELOCITY)
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READENTITY_BYTE(m_iRenderMode, RDENT_CHANGED_RENDERMODE)
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READENTITY_BYTE(m_iRenderMode, RDENT_CHANGED_RENDERMODE)
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READENTITY_BYTE(m_iRenderFX, RDENT_CHANGED_RENDERMODE)
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READENTITY_BYTE(m_iRenderFX, RDENT_CHANGED_RENDERMODE)
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READENTITY_COLOR(m_vecRenderColor[0], RDENT_CHANGED_RENDERCOLOR)
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READENTITY_BYTE(m_vecRenderColor[0], RDENT_CHANGED_RENDERCOLOR)
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READENTITY_COLOR(m_vecRenderColor[1], RDENT_CHANGED_RENDERCOLOR)
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READENTITY_BYTE(m_vecRenderColor[1], RDENT_CHANGED_RENDERCOLOR)
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READENTITY_COLOR(m_vecRenderColor[2], RDENT_CHANGED_RENDERCOLOR)
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READENTITY_BYTE(m_vecRenderColor[2], RDENT_CHANGED_RENDERCOLOR)
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/* these need more precision for shader hacks... */
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/* these need more precision for shader hacks... */
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READENTITY_FLOAT(glowmod[0], RDENT_CHANGED_RENDERCOLOR)
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READENTITY_FLOAT(glowmod[0], RDENT_CHANGED_RENDERCOLOR)
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READENTITY_FLOAT(glowmod[1], RDENT_CHANGED_RENDERCOLOR)
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READENTITY_FLOAT(glowmod[1], RDENT_CHANGED_RENDERCOLOR)
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READENTITY_FLOAT(glowmod[2], RDENT_CHANGED_RENDERCOLOR)
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READENTITY_FLOAT(glowmod[2], RDENT_CHANGED_RENDERCOLOR)
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READENTITY_ANGLE(m_flRenderAmt, RDENT_CHANGED_RENDERAMT)
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READENTITY_BYTE(m_flRenderAmt, RDENT_CHANGED_RENDERAMT)
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READENTITY_ANGLE(m_flBoneControl1, RDENT_CHANGED_CONTROLLER)
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READENTITY_ANGLE(m_flBoneControl1, RDENT_CHANGED_CONTROLLER)
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READENTITY_ANGLE(m_flBoneControl2, RDENT_CHANGED_CONTROLLER)
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READENTITY_ANGLE(m_flBoneControl2, RDENT_CHANGED_CONTROLLER)
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READENTITY_ANGLE(m_flBoneControl3, RDENT_CHANGED_CONTROLLER)
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READENTITY_ANGLE(m_flBoneControl3, RDENT_CHANGED_CONTROLLER)
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@ -387,6 +387,9 @@ NSRenderableEntity::RenderFXPass(void)
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glowmod[0] = 0.5f;
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glowmod[0] = 0.5f;
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break;
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break;
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case RM_ADDITIVE:
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case RM_ADDITIVE:
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if (m_vecRenderColor == g_vec_null)
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colormod = [1,1,1];
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effects = EF_ADDITIVE;
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effects = EF_ADDITIVE;
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break;
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break;
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case RM_ADDFRAC: /* TODO: Figure out what this does differently */
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case RM_ADDFRAC: /* TODO: Figure out what this does differently */
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