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@ -978,8 +978,13 @@ qboolean CL_AddVisibleEntity( cl_entity_t *ent, int entityType ) |
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} |
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} |
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// don't add the player in firstperson mode
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// don't add the player in firstperson mode
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if( RP_LOCALCLIENT( ent ) && !CL_IsThirdPerson( ) && ( ent->index == cl.viewentity )) |
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if( RP_LOCALCLIENT( ent )) |
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{ |
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cl.local.apply_effects = true; |
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if( !CL_IsThirdPerson( ) && ( ent->index == cl.viewentity )) |
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return false; |
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return false; |
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} |
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if( entityType == ET_BEAM ) |
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if( entityType == ET_BEAM ) |
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{ |
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{ |
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@ -993,12 +998,8 @@ qboolean CL_AddVisibleEntity( cl_entity_t *ent, int entityType ) |
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// because pTemp->entity.curstate.effects
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// because pTemp->entity.curstate.effects
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// is already occupied by FTENT_FLICKER
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// is already occupied by FTENT_FLICKER
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if( entityType != ET_TEMPENTITY ) |
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if( entityType != ET_TEMPENTITY && !RP_LOCALCLIENT( ent ) ) |
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{ |
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{ |
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// no reason to do it twice
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if( RP_LOCALCLIENT( ent )) |
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cl.local.apply_effects = false; |
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// apply client-side effects
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// apply client-side effects
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CL_AddEntityEffects( ent ); |
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CL_AddEntityEffects( ent ); |
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@ -1050,7 +1051,6 @@ void CL_LinkPlayers( frame_t *frame ) |
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// apply muzzleflash to weaponmodel
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// apply muzzleflash to weaponmodel
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if( ent && FBitSet( ent->curstate.effects, EF_MUZZLEFLASH )) |
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if( ent && FBitSet( ent->curstate.effects, EF_MUZZLEFLASH )) |
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SetBits( clgame.viewent.curstate.effects, EF_MUZZLEFLASH ); |
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SetBits( clgame.viewent.curstate.effects, EF_MUZZLEFLASH ); |
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cl.local.apply_effects = true; |
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// check all the clients but add only visible
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// check all the clients but add only visible
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for( i = 0, state = frame->playerstate; i < MAX_CLIENTS; i++, state++ ) |
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for( i = 0, state = frame->playerstate; i < MAX_CLIENTS; i++, state++ ) |
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