X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=cl_main.c;h=5ccdc562ea83a796a58323a076401ef5bc524998;hb=8cebaa695fbe11bc631e3e5fd070e22f151f4710;hp=768397e165bfc01a6ed467ab138595305469c161;hpb=de136f749e48d977b1aac2481cc062d23974afa2;p=xonotic%2Fdarkplaces.git diff --git a/cl_main.c b/cl_main.c index 768397e1..5ccdc562 100644 --- a/cl_main.c +++ b/cl_main.c @@ -798,9 +798,12 @@ void CL_LinkNetworkEntity(entity_t *e) dlightradius = max(dlightradius, e->state_current.glowsize * 4); VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor); } - if (e->state_current.light[3]) + if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) { - dlightradius = max(dlightradius, e->state_current.light[3]); + if (e->state_current.light[3]) + dlightradius = max(dlightradius, e->state_current.light[3]); + else + dlightradius = max(dlightradius, 350); if (VectorLength2(dlightcolor) == 0) (dlightcolor[0] += 1, dlightcolor[1] += 1, dlightcolor[2] += 1); else @@ -813,7 +816,7 @@ void CL_LinkNetworkEntity(entity_t *e) // hack to make glowing player light shine on their gun if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/) dlightmatrix.m[2][3] += 30; - CL_AllocDlight(&e->render, &dlightmatrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, e->state_current.skin >= 16 ? e->state_current.skin : 0, e->state_current.lightstyle, !(e->state_current.lightpflags & 1), 1); + CL_AllocDlight(&e->render, &dlightmatrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, e->state_current.skin >= 16 ? e->state_current.skin : 0, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) ? ((e->state_current.lightpflags & PFLAGS_CORONA) != 0) : 1); } // trails need the previous frame if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex) @@ -839,6 +842,8 @@ void CL_LinkNetworkEntity(entity_t *e) V_CalcRefdef(); if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox) cl_brushmodel_entities[cl_num_brushmodel_entities++] = &e->render; + if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite) + e->render.effects |= EF_ADDITIVE; // don't show entities with no modelindex (note: this still shows // entities which have a modelindex that resolved to a NULL model) if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)