// clip start origin
if (e->clipping)
{
- trace = CL_TraceLine(e->origin, e->vert[j], MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
+ trace = CL_TraceLine(e->origin, e->vert[j], MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, false);
VectorCopy(trace.endpos, e->vert[i]);
}
}
GL_CullFace(r_refdef.view.cullface_back);
R_EntityMatrix(&identitymatrix);
- R_Mesh_ResetTextureState();
- R_SetupShader_Generic(explosiontexture, NULL, GL_MODULATE, 1);
+// R_Mesh_ResetTextureState();
+ R_SetupShader_Generic(explosiontexture, NULL, GL_MODULATE, 1, false, false, false);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
const explosion_t *e = explosion + surfacelist[surfacelistindex];
VectorMA(e->vert[i], frametime, e->vertvel[i], end);
if (e->clipping)
{
- trace = CL_TraceLine(e->vert[i], end, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
+ trace = CL_TraceLine(e->vert[i], end, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, false);
if (trace.fraction < 1)
{
// clip velocity against the wall
{
R_MoveExplosion(&explosion[i]);
if (explosion[i].alpha)
- R_MeshQueue_AddTransparent(explosion[i].origin, R_DrawExplosion_TransparentCallback, NULL, i, NULL);
+ R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, explosion[i].origin, R_DrawExplosion_TransparentCallback, NULL, i, NULL);
}
}
while (numexplosions > 0 && explosion[i-1].alpha <= 0)