]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_main.c
simplified tag info code
[xonotic/darkplaces.git] / cl_main.c
index 48bcae8fcfee67b8d1a855eb8e0f6877bf5ae970..33bd31d9fdf7e0155d1dac3ebf95b536a8fda248 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -598,7 +598,7 @@ void CL_ClearTempEntities (void)
        r_refdef.scene.numtempentities = 0;
 }
 
-entity_render_t *CL_NewTempEntity(void)
+entity_render_t *CL_NewTempEntity(double shadertime)
 {
        entity_render_t *render;
 
@@ -610,6 +610,7 @@ entity_render_t *CL_NewTempEntity(void)
        memset (render, 0, sizeof(*render));
        r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
 
+       render->shadertime = shadertime;
        render->alpha = 1;
        VectorSet(render->colormod, 1, 1, 1);
        return render;
@@ -822,7 +823,7 @@ void CL_AddQWCTFFlagModel(entity_t *player, int skin)
        }
        // end of code taken from QuakeWorld
 
-       flagrender = CL_NewTempEntity();
+       flagrender = CL_NewTempEntity(player->render.shadertime);
        if (!flagrender)
                return;
 
@@ -1533,7 +1534,7 @@ static void CL_RelinkEffects(void)
 
                        // if we're drawing effects, get a new temp entity
                        // (NewTempEntity adds it to the render entities list for us)
-                       if (r_draweffects.integer && (entrender = CL_NewTempEntity()))
+                       if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
                        {
                                // interpolation stuff
                                entrender->frame1 = intframe;
@@ -1658,7 +1659,7 @@ void CL_RelinkBeams(void)
                d = VectorNormalizeLength(dist);
                while (d > 0)
                {
-                       entrender = CL_NewTempEntity ();
+                       entrender = CL_NewTempEntity (0);
                        if (!entrender)
                                return;
                        //VectorCopy (org, ent->render.origin);
@@ -1690,7 +1691,7 @@ static void CL_RelinkQWNails(void)
 
                // if we're drawing effects, get a new temp entity
                // (NewTempEntity adds it to the render entities list for us)
-               if (!(entrender = CL_NewTempEntity()))
+               if (!(entrender = CL_NewTempEntity(0)))
                        continue;
 
                // normal stuff