entrender = CL_NewTempEntity (0);
if (!entrender)
return;
- //VectorCopy (org, ent->render.origin);
entrender->model = b->model;
- //ent->render.effects = EF_FULLBRIGHT;
- //ent->render.angles[0] = pitch;
- //ent->render.angles[1] = yaw;
- //ent->render.angles[2] = rand()%360;
Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
CL_UpdateRenderEntity(entrender);
VectorMA(org, 30, dist, org);
CL_RelinkStaticEntities();
CL_RelinkBeams();
CL_RelinkEffects();
+ CL_RelinkLightFlashes();
// link stuff
if (drawmask & ENTMASK_ENGINE)
// update the engine-based viewmodel
CL_UpdateViewModel();
- CL_RelinkLightFlashes();
CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
// decals, particles, and explosions will be updated during rneder