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@ -4207,8 +4207,7 @@ byte *pfnSetFatPVS( const float *org )
@@ -4207,8 +4207,7 @@ byte *pfnSetFatPVS( const float *org )
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if( !FBitSet( sv.hostflags, SVF_MERGE_VISIBILITY )) |
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{ |
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vec3_t viewPos, offset; |
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ASSERT( pfnGetCurrentPlayer() != -1 ); |
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qboolean client_active = pfnGetCurrentPlayer() != -1; |
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// see code from client.cpp for understanding:
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// org = pView->v.origin + pView->v.view_ofs;
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@ -4218,7 +4217,7 @@ byte *pfnSetFatPVS( const float *org )
@@ -4218,7 +4217,7 @@ byte *pfnSetFatPVS( const float *org )
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// }
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// so we have unneeded duck calculations who have affect when player
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// is ducked into water. Remove offset to restore right PVS position
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if( FBitSet( sv.current_client->edict->v.flags, FL_DUCKING )) |
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if( client_active && FBitSet( sv.current_client->edict->v.flags, FL_DUCKING )) |
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{ |
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VectorSubtract( svgame.pmove->player_mins[0], svgame.pmove->player_mins[1], offset ); |
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VectorSubtract( org, offset, viewPos ); |
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@ -4227,7 +4226,9 @@ byte *pfnSetFatPVS( const float *org )
@@ -4227,7 +4226,9 @@ byte *pfnSetFatPVS( const float *org )
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// build a new PVS frame
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Mod_FatPVS( viewPos, FATPVS_RADIUS, fatpvs, world.fatbytes, false, fullvis ); |
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VectorCopy( viewPos, viewPoint[pfnGetCurrentPlayer()] ); |
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if( client_active ) |
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VectorCopy( viewPos, viewPoint[pfnGetCurrentPlayer()] ); |
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} |
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else |
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{ |
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@ -4257,8 +4258,7 @@ byte *pfnSetFatPAS( const float *org )
@@ -4257,8 +4258,7 @@ byte *pfnSetFatPAS( const float *org )
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if( !FBitSet( sv.hostflags, SVF_MERGE_VISIBILITY )) |
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{ |
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vec3_t viewPos, offset; |
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ASSERT( pfnGetCurrentPlayer() != -1 ); |
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qboolean client_active = pfnGetCurrentPlayer() != -1; |
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// see code from client.cpp for understanding:
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// org = pView->v.origin + pView->v.view_ofs;
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@ -4268,7 +4268,7 @@ byte *pfnSetFatPAS( const float *org )
@@ -4268,7 +4268,7 @@ byte *pfnSetFatPAS( const float *org )
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// }
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// so we have unneeded duck calculations who have affect when player
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// is ducked into water. Remove offset to restore right PVS position
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if( FBitSet( sv.current_client->edict->v.flags, FL_DUCKING )) |
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if( client_active && FBitSet( sv.current_client->edict->v.flags, FL_DUCKING )) |
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{ |
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VectorSubtract( svgame.pmove->player_mins[0], svgame.pmove->player_mins[1], offset ); |
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VectorSubtract( org, offset, viewPos ); |
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