cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"};
+cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0"};
+
mempool_t *cl_refdef_mempool;
mempool_t *cl_entities_mempool;
ent->render.colormap = -1; // no special coloring
ent->render.scale = 1;
ent->render.alpha = 1;
+ VectorSet(ent->render.colormod, 1, 1, 1);
return ent;
}
else
e->render.colormap = -1; // no special coloring
e->render.skinnum = e->state_current.skin;
+ VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
if (e->render.flags & RENDER_VIEWMODEL)
{
if (!r_drawviewmodel.integer || chase_active.integer || envmap)
// transfer certain model flags to effects
if (e->render.model->flags2 & EF_FULLBRIGHT)
e->render.effects |= EF_FULLBRIGHT;
+ if (cl_prydoncursor.integer && (e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e - cl_entities)
+ VectorScale(e->render.colormod, 2, e->render.colormod);
}
// animation lerp
ent->render.flags = RENDER_SHADOW;
if (!r_fullbright.integer)
ent->render.flags |= RENDER_LIGHT;
+ VectorSet(ent->render.colormod, 1, 1, 1);
}
static void CL_RelinkStaticEntities(void)
// hide player shadow during intermission or nehahra movie
if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
e->render.flags |= RENDER_SHADOW;
+ VectorSet(e->render.colormod, 1, 1, 1);
R_LerpAnimation(&e->render);
r_refdef.entities[r_refdef.numentities++] = &e->render;
}
ent->state_current.flags = RENDER_VIEWMODEL;
if (cl.stats[STAT_HEALTH] <= 0 || cl.intermission)
ent->state_current.modelindex = 0;
- else if (cl.items & IT_INVISIBILITY)
+ else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
{
if (gamemode == GAME_TRANSFUSION)
ent->state_current.alpha = 128;
ent->render.frame = ent->render.frame2;
ent->render.colormap = -1; // no special coloring
ent->render.alpha = 1;
+ VectorSet(ent->render.colormod, 1, 1, 1);
Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
CL_SendCmd
=================
*/
-void CL_SendCmd(usercmd_t *cmd)
+void CL_SendCmd(void)
{
if (cls.signon == SIGNONS)
- CL_SendMove(cmd);
+ CL_SendMove();
if (cls.demoplayback)
{
Cvar_RegisterVariable(&cl_beams_lightatend);
Cvar_RegisterVariable(&cl_noplayershadow);
+ Cvar_RegisterVariable(&cl_prydoncursor);
+
if (gamemode == GAME_NETHERWORLD)
{
Cvar_RegisterVariable (&cl_playermodel);