- Switched to custom pmove code (early, WIP) instead of the engine one, again - Made nightvision compatible with splitscreen modes - Player animation fixes - Prediction fixes - Fixed radius damage, so grenades and bombs should apply proper damage now - Added func_wall_toggle - Small entity fixes
38 lines
776 B
C++
38 lines
776 B
C++
/***
|
|
*
|
|
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
|
|
*
|
|
* See the file LICENSE attached with the sources for usage details.
|
|
*
|
|
****/
|
|
|
|
enumflags {
|
|
SF_NORENDERFX,
|
|
SF_NORENDERAMT,
|
|
SF_NORENDERMODE,
|
|
SF_NORENDERCOLOR
|
|
};
|
|
|
|
class env_render:CBaseTrigger
|
|
{
|
|
virtual void() Trigger;
|
|
};
|
|
|
|
void env_render::Trigger(void)
|
|
{
|
|
for (entity eFind = world;
|
|
(eFind = find(eFind, CBaseTrigger::m_strTargetName, m_strTarget));) {
|
|
CBaseEntity trigger = (CBaseEntity) eFind;
|
|
if (!(spawnflags & SF_NORENDERMODE)) {
|
|
trigger.m_rendermode = m_rendermode;
|
|
}
|
|
if (!(spawnflags & SF_NORENDERCOLOR)) {
|
|
trigger.m_rendercolor = m_rendercolor;
|
|
}
|
|
if (!(spawnflags & SF_NORENDERAMT)) {
|
|
trigger.m_renderamt = m_renderamt;
|
|
}
|
|
trigger.RendermodeUpdate();
|
|
}
|
|
}
|
|
|