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engine: client: apply local client effects only if it wasn't rejected by clientdll

pull/2/head
Alibek Omarov 3 years ago
parent
commit
df4f21680c
  1. 14
      engine/client/cl_frame.c

14
engine/client/cl_frame.c

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

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