Client: Make sure glow effects are rendered after other entities and camera manipulation.
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1dd3fe0eff
commit
e827c51e4b
4 changed files with 8 additions and 1 deletions
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@ -34,6 +34,8 @@
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#define PRINT_HIGH 2
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#define PRINT_CHAT 3
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const float MASK_GLOWS = 16;
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/* fonts */
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font_s FONT_16;
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font_s FONT_20;
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@ -344,6 +344,7 @@ CSQC_UpdateView(float w, float h, float focus)
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}
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#endif
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addentities(MASK_GLOWS);
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setproperty(VF_DRAWWORLD, 1);
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SkyCamera_Setup(getproperty(VF_ORIGIN));
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@ -208,7 +208,7 @@ env_glow::env_glow(void)
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m_flScale = 1.0f;
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m_flMaxAlpha = 1.0f;
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m_vecColor = [1,1,1];
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drawmask = MASK_ENGINE;
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drawmask = MASK_GLOWS;
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setsize(this, [0,0,0], [0,0,0]);
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effects &= ~EF_NOSHADOW;
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Init();
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@ -543,6 +543,8 @@ NSMonster::NewRoute(vector destination)
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}
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}
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const int CONTENTBITS_MONSTER = CONTENTBIT_SOLID|0x00000002i|CONTENTBIT_BODY|CONTENTBIT_MONSTERCLIP;
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void
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NSMonster::Physics(void)
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{
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@ -564,6 +566,8 @@ NSMonster::Physics(void)
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CheckRoute();
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WalkRoute();
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hitcontentsmaski = CONTENTBITS_MONSTER;
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runstandardplayerphysics(this);
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SetOrigin(origin);
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IdleNoise();
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