- c = (ent->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12;
- bcolor = (qbyte *) (&palette_complete[c]);
- lightcolor2[0] = lightcolor[0] * bcolor[0] * (1.0f / 255.0f);
- lightcolor2[1] = lightcolor[1] * bcolor[1] * (1.0f / 255.0f);
- lightcolor2[2] = lightcolor[2] * bcolor[2] * (1.0f / 255.0f);
- R_Shadow_DiffuseLighting(ent->model->numverts, ent->model->numtris, ent->model->mdlmd2data_indices, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, ent->model->mdlmd2data_texcoords, relativelightorigin, lightradius, lightcolor2, skinframe->shirt, skinframe->nmap, NULL);
+ if (!(layer->flags & (ALIASLAYER_DIFFUSE | ALIASLAYER_SPECULAR))
+ || ((layer->flags & ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED) && ent->colormap < 0)
+ || ((layer->flags & ALIASLAYER_NODRAW_IF_COLORMAPPED) && ent->colormap >= 0))
+ continue;
+ lightcolor2[0] = lightcolor[0] * ifog;
+ lightcolor2[1] = lightcolor[1] * ifog;
+ lightcolor2[2] = lightcolor[2] * ifog;
+ if (layer->flags & ALIASLAYER_SPECULAR)
+ {
+ c_alias_polys += mesh->num_triangles;
+ R_Shadow_SpecularLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, aliasvert_vertex3f, aliasvert_svector3f, aliasvert_tvector3f, aliasvert_normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor2, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, NULL);
+ }
+ else if (layer->flags & ALIASLAYER_DIFFUSE)
+ {
+ if (layer->flags & ALIASLAYER_COLORMAP_PANTS)
+ {
+ // 128-224 are backwards ranges
+ c = (ent->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12;
+ // fullbright passes were already taken care of, so skip them in realtime lighting passes
+ if (c >= 224)
+ continue;
+ bcolor = (qbyte *) (&palette_complete[c]);
+ lightcolor2[0] *= bcolor[0] * (1.0f / 255.0f);
+ lightcolor2[1] *= bcolor[1] * (1.0f / 255.0f);
+ lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f);
+ }
+ else if (layer->flags & ALIASLAYER_COLORMAP_SHIRT)
+ {
+ // 128-224 are backwards ranges
+ c = (ent->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12;
+ // fullbright passes were already taken care of, so skip them in realtime lighting passes
+ if (c >= 224)
+ continue;
+ bcolor = (qbyte *) (&palette_complete[c]);
+ lightcolor2[0] *= bcolor[0] * (1.0f / 255.0f);
+ lightcolor2[1] *= bcolor[1] * (1.0f / 255.0f);
+ lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f);
+ }
+ c_alias_polys += mesh->num_triangles;
+ R_Shadow_DiffuseLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, aliasvert_vertex3f, aliasvert_svector3f, aliasvert_tvector3f, aliasvert_normal3f, mesh->data_texcoord2f, relativelightorigin, lightradius, lightcolor2, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, NULL);
+ }