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@ -2624,7 +2624,7 @@ CL_UpdateFlashlight |
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update client flashlight |
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update client flashlight |
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================ |
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================ |
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*/ |
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*/ |
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void CL_UpdateFlashlight( cl_entity_t *ent ) |
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static void CL_UpdateFlashlight( cl_entity_t *ent ) |
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{ |
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{ |
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vec3_t forward, view_ofs; |
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vec3_t forward, view_ofs; |
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vec3_t vecSrc, vecEnd; |
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vec3_t vecSrc, vecEnd; |
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@ -2684,6 +2684,41 @@ void CL_UpdateFlashlight( cl_entity_t *ent ) |
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dl->radius = 80; |
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dl->radius = 80; |
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} |
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} |
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static void R_EntityDimlight( cl_entity_t *ent, int key ) |
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{ |
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dlight_t *dl = CL_AllocDlight( key ); |
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VectorCopy( ent->origin, dl->origin ); |
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dl->color.r = dl->color.g = dl->color.b = 100; |
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dl->radius = COM_RandomFloat( 200.0f, 231.0f ); |
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dl->die = cl.time + 0.001; |
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} |
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static void R_EntityLight( cl_entity_t *ent, int key ) |
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{ |
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dlight_t *dl = CL_AllocDlight( key ); |
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VectorCopy( ent->origin, dl->origin ); |
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dl->color.r = dl->color.g = dl->color.b = 100; |
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dl->radius = 200; |
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dl->die = cl.time + 0.001; |
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R_RocketFlare( ent->origin ); |
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} |
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static void R_EntityBrightlight( cl_entity_t *ent, int key, int radius ) |
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{ |
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dlight_t *dl = CL_AllocDlight( key ); |
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VectorCopy( ent->origin, dl->origin ); |
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dl->origin[2] += 16.0f; |
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dl->color.r = dl->color.g = dl->color.b = 250; |
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if( !radius ) |
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dl->radius = COM_RandomFloat( 400.0f, 431.0f ); |
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else dl->radius = 400; |
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dl->die = cl.time + 0.001; |
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} |
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/*
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/*
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================ |
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================ |
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CL_AddEntityEffects |
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CL_AddEntityEffects |
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@ -2693,50 +2728,41 @@ apply various effects to entity origin or attachment |
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*/ |
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*/ |
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void CL_AddEntityEffects( cl_entity_t *ent ) |
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void CL_AddEntityEffects( cl_entity_t *ent ) |
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{ |
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{ |
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// yellow flies effect 'monster stuck in the wall'
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// players have special set of effects, from CL_LinkPlayers
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if( FBitSet( ent->curstate.effects, EF_BRIGHTFIELD ) && !RP_LOCALCLIENT( ent )) |
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if( ent->player && ent->index != cl.viewentity ) |
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R_EntityParticles( ent ); |
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{ |
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if( FBitSet( ent->curstate.effects, EF_BRIGHTLIGHT )) |
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R_EntityBrightlight( ent, ent->index /* 4 in GoldSrc */, 0 ); |
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if( FBitSet( ent->curstate.effects, EF_DIMLIGHT )) |
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if( FBitSet( ent->curstate.effects, EF_DIMLIGHT )) |
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R_EntityDimlight( ent, ent->index /* 4 in GoldSrc */ ); |
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} |
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else if( RP_LOCALCLIENT( ent )) |
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{ |
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{ |
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if( ent->player && !Host_IsQuakeCompatible( )) |
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// from CL_PlayerFlashlight
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{ |
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if( FBitSet( ent->curstate.effects, EF_BRIGHTLIGHT )) |
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R_EntityBrightlight( ent, ent->index /* 1 in GoldSrc */, 400 ); |
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else if( FBitSet( ent->curstate.effects, EF_DIMLIGHT )) |
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CL_UpdateFlashlight( ent ); |
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CL_UpdateFlashlight( ent ); |
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} |
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} |
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else |
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else |
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{ |
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{ |
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dlight_t *dl = CL_AllocDlight( ent->index ); |
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// from CL_LinkPacketEntities
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dl->color.r = dl->color.g = dl->color.b = 100; |
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if( FBitSet( ent->curstate.effects, EF_BRIGHTFIELD )) |
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dl->radius = COM_RandomFloat( 200, 231 ); |
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R_EntityParticles( ent ); |
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VectorCopy( ent->origin, dl->origin ); |
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dl->die = cl.time + 0.001; |
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} |
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} |
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if( FBitSet( ent->curstate.effects, EF_BRIGHTLIGHT )) |
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if( FBitSet( ent->curstate.effects, EF_BRIGHTLIGHT )) |
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{ |
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R_EntityBrightlight( ent, ent->index, 0 ); |
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dlight_t *dl = CL_AllocDlight( ent->index ); |
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dl->color.r = dl->color.g = dl->color.b = 250; |
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if( FBitSet( ent->curstate.effects, EF_DIMLIGHT )) |
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if( ent->player ) dl->radius = 400; // don't flickering
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R_EntityDimlight( ent, ent->index ); |
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else dl->radius = COM_RandomFloat( 400, 431 ); |
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VectorCopy( ent->origin, dl->origin ); |
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dl->die = cl.time + 0.001; |
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dl->origin[2] += 16.0f; |
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} |
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// add light effect
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if( FBitSet( ent->curstate.effects, EF_LIGHT )) |
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if( FBitSet( ent->curstate.effects, EF_LIGHT )) |
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{ |
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R_EntityLight( ent, ent->curstate.number ); |
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dlight_t *dl = CL_AllocDlight( ent->index ); |
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dl->color.r = dl->color.g = dl->color.b = 100; |
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VectorCopy( ent->origin, dl->origin ); |
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R_RocketFlare( ent->origin ); |
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dl->die = cl.time + 0.001; |
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dl->radius = 200; |
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} |
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} |
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// studio models are handle muzzleflashes difference
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// studio models are handle muzzleflashes difference
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if( FBitSet( ent->curstate.effects, EF_MUZZLEFLASH ) && Mod_AliasExtradata( ent->model )) |
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if( FBitSet( ent->curstate.effects, EF_MUZZLEFLASH ) && ent->model && ent->model->type == mod_alias ) |
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{ |
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{ |
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dlight_t *dl = CL_AllocDlight( ent->index ); |
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dlight_t *dl = CL_AllocDlight( ent->index ); |
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vec3_t fv; |
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vec3_t fv; |
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