render->shadertime = shadertime;
render->alpha = 1;
VectorSet(render->colormod, 1, 1, 1);
+ VectorSet(render->glowmod, 1, 1, 1);
return render;
}
flagrender->skinnum = skin;
flagrender->alpha = 1;
VectorSet(flagrender->colormod, 1, 1, 1);
+ VectorSet(flagrender->glowmod, 1, 1, 1);
// attach the flag to the player matrix
Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
e->render.flags = e->state_current.flags;
e->render.effects = e->state_current.effects;
VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
+ VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
if(e >= cl.entities && e < cl.entities + cl.num_entities)
e->render.entitynumber = e - cl.entities;
else
if (e->render.model->type == mod_alias)
angles[0] = -angles[0];
if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
+ {
VectorScale(e->render.colormod, 2, e->render.colormod);
+ VectorScale(e->render.glowmod, 2, e->render.glowmod);
+ }
}
// if model is alias or this is a tenebrae-like dlight, reverse pitch direction
else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
trace_t trace;
matrix4x4_t tempmatrix;
Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
- trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
+ trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
Matrix4x4_Scale(&tempmatrix, 150, 1);
if (!r_fullbright.integer)
ent->render.flags |= RENDER_LIGHT;
VectorSet(ent->render.colormod, 1, 1, 1);
+ VectorSet(ent->render.glowmod, 1, 1, 1);
CL_UpdateRenderEntity(&ent->render);
r_refdef.scene.worldentity = &ent->render;
r_refdef.scene.worldmodel = cl.worldmodel;
if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
e->render.flags |= RENDER_SHADOW;
VectorSet(e->render.colormod, 1, 1, 1);
+ VectorSet(e->render.glowmod, 1, 1, 1);
R_LerpAnimation(&e->render);
CL_UpdateRenderEntity(&e->render);
r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
entrender->model = cl.csqc_model_precache[-(e->modelindex+1)];
entrender->alpha = 1;
VectorSet(entrender->colormod, 1, 1, 1);
+ VectorSet(entrender->glowmod, 1, 1, 1);
Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
CL_UpdateRenderEntity(entrender);
entrender->model = cl.model_precache[cl.qw_modelindex_spike];
entrender->alpha = 1;
VectorSet(entrender->colormod, 1, 1, 1);
+ VectorSet(entrender->glowmod, 1, 1, 1);
Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
CL_UpdateRenderEntity(entrender);