"DP_CSQC_ENTITYMODELLIGHT "
"DP_CSQC_ENTITYTRANSPARENTSORTING_OFFSET "
"DP_CSQC_MAINVIEW "
+"DP_CSQC_MINFPS_QUALITY "
"DP_CSQC_MULTIFRAME_INTERPOLATION "
"DP_CSQC_BOXPARTICLES "
"DP_CSQC_SPAWNPARTICLE "
"DP_CSQC_QUERYRENDERENTITY "
"DP_CSQC_ROTATEMOVES "
"DP_CSQC_SETPAUSE "
+"DP_CSQC_V_CALCREFDEF_WIP1 "
+"DP_CSQC_V_CALCREFDEF_WIP2 "
"DP_EF_ADDITIVE "
"DP_EF_BLUE "
"DP_EF_DOUBLESIDED "
+"DP_EF_DYNAMICMODELLIGHT "
"DP_EF_FLAME "
"DP_EF_FULLBRIGHT "
"DP_EF_NODEPTHTEST "
break;
if (i == MAX_EDICTS)
return;
- prog->skeletons[i] = skeleton = (skeleton_t *)Mem_Alloc(cls.levelmempool, sizeof(skeleton_t) + model->num_bones * sizeof(matrix4x4_t));
+ prog->skeletons[i] = skeleton = (skeleton_t *)Mem_Alloc(prog->progs_mempool, sizeof(skeleton_t) + model->num_bones * sizeof(matrix4x4_t));
PRVM_G_FLOAT(OFS_RETURN) = i + 1;
skeleton->model = model;
skeleton->relativetransforms = (matrix4x4_t *)(skeleton+1);
Matrix4x4_Accumulate(&blendedmatrix, &skeleton->relativetransforms[bonenum], retainfrac);
for (blendindex = 0;blendindex < numblends;blendindex++)
{
- Matrix4x4_FromBonePose6s(&matrix, model->num_posescale, model->data_poses6s + 6 * (frameblend[blendindex].subframe * model->num_bones + bonenum));
+ Matrix4x4_FromBonePose7s(&matrix, model->num_posescale, model->data_poses7s + 7 * (frameblend[blendindex].subframe * model->num_bones + bonenum));
Matrix4x4_Accumulate(&blendedmatrix, &matrix, frameblend[blendindex].lerp);
}
skeleton->relativetransforms[bonenum] = blendedmatrix;