|
|
@ -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 )) |
|
|
|
return false; |
|
|
|
{ |
|
|
|
|
|
|
|
cl.local.apply_effects = true; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if( !CL_IsThirdPerson( ) && ( ent->index == cl.viewentity )) |
|
|
|
|
|
|
|
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++ ) |
|
|
|