NSRenderableEntity: Simplify RM_SOLID in RenderFXPass()
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37eceb3677
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1 changed files with 3 additions and 13 deletions
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@ -324,10 +324,7 @@ fields that the engine cares about
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void
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NSRenderableEntity::RenderFXPass(void)
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{
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vector vecPlayer;
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int s = (float)getproperty(VF_ACTIVESEAT);
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pSeat = &g_seats[s];
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vecPlayer = pSeat->m_vecPredictedOrigin;
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vector vecPlayer = g_view.GetCameraOrigin();
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/* HACK: this tells our GLSL to render this masked */
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//glowmod = [1.0,0.0,1.0];
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@ -382,7 +379,8 @@ NSRenderableEntity::RenderFXPass(void)
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break;
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case RM_SOLID:
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colormod = [1,1,1];
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alpha = (m_flRenderAmt == 0.0) ? 0.0f : 1.0f;
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alpha = 1.0f;
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glowmod[0] = 0.5f;
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break;
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case RM_ADDITIVE:
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effects = EF_ADDITIVE;
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@ -513,13 +511,6 @@ NSRenderableEntity::RenderFXPass(void)
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default:
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break;
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}
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/* HACK: This marks this entity as alphatested in platform's defaultwall.glsl */
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if (m_iRenderMode != RM_NORMAL) {
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glowmod[0] = 0.5f;
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} else {
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glowmod[0] = 1.0f;
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}
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}
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void
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@ -1026,7 +1017,6 @@ NSRenderableEntity::HandleAnimEvent(float flTimeStamp, int iCode, string strData
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Input(this, testInput, strData); /* no parms passed. */
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tokenize(m_strModelEventCB); /* ensure argv() is 'rewound'... */
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return;
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}
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}
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