cl.sensitivityscale = 1.0f;
// enable rendering of the world and such
- cl.csqc_vidvars.drawworld = r_drawworld.integer;
+ cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
cl.csqc_vidvars.drawenginesbar = true;
cl.csqc_vidvars.drawcrosshair = true;
CL_EntityParticles(e);
}
if (e->render.effects & EF_FLAME)
- CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
+ CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL);
if (e->render.effects & EF_STARDUST)
- CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
+ CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL);
}
if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
{
if (len > 0)
len = 1.0f / len;
VectorScale(vel, len, vel);
- CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
+ CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true, NULL, NULL);
}
// now that the entity has survived one trail update it is allowed to
// leave a real trail on later frames
dlightcolor[2] += 1.50f;
}
if (e->render.effects & EF_FLAME)
- CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
+ CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL);
if (e->render.effects & EF_STARDUST)
- CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
+ CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL);
}
// muzzleflash fades over time, and is offset a bit
if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
if (e->render.flags & RENDER_GLOWTRAIL)
trailtype = EFFECT_TR_GLOWTRAIL;
if (trailtype)
- CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
+ CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL);
// don't show entities with no modelindex (note: this still shows
// entities which have a modelindex that resolved to a NULL model)