// update the engine-based viewmodel
CL_UpdateViewModel();
- CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
+ // when csqc is loaded, it will call this in CSQC_UpdateView
+ if (!cl.csqc_loaded)
+ CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
// decals, particles, and explosions will be updated during rneder
}
ent->state_current.active = true;
ent->render.model = cl_meshentitymodels + i;
ent->render.alpha = 1;
- ent->render.flags = RENDER_LIGHT;
+ ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
ent->render.framegroupblend[0].lerp = 1;
ent->render.frameblend[0].lerp = 1;
VectorSet(ent->render.colormod, 1, 1, 1);
Matrix4x4_CreateIdentity(&ent->render.matrix);
CL_UpdateRenderEntity(&ent->render);
}
- cl_meshentities[MESH_CSQCPOLYGONS].render.flags = RENDER_SHADOW | RENDER_LIGHT;
R_RegisterModule("cl_meshentities", CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
}