if (gamemode == GAME_NEXUIZ)
{
dlightradius = max(dlightradius, 200);
- dlightcolor[0] += 0.390625f;
- dlightcolor[1] += 0.781250f;
- dlightcolor[2] += 1.562500f;
+ dlightcolor[0] += 0.75f;
+ dlightcolor[1] += 1.50f;
+ dlightcolor[2] += 3.00f;
trailtype = 8;
}
else
CL_EntityParticles(e);
}
if (e->render.effects & EF_MUZZLEFLASH)
- e->persistent.muzzleflash = 100.0f;
+ e->persistent.muzzleflash = 1.0f;
if (e->render.effects & EF_DIMLIGHT)
{
dlightradius = max(dlightradius, 200);
- dlightcolor[0] += 0.781250f;
- dlightcolor[1] += 0.781250f;
- dlightcolor[2] += 0.781250f;
+ dlightcolor[0] += 1.50f;
+ dlightcolor[1] += 1.50f;
+ dlightcolor[2] += 1.50f;
}
if (e->render.effects & EF_BRIGHTLIGHT)
{
dlightradius = max(dlightradius, 400);
- dlightcolor[0] += 1.562500f;
- dlightcolor[1] += 1.562500f;
- dlightcolor[2] += 1.562500f;
+ dlightcolor[0] += 3.00f;
+ dlightcolor[1] += 3.00f;
+ dlightcolor[2] += 3.00f;
}
// LordHavoc: more effects
if (e->render.effects & EF_RED) // red
{
dlightradius = max(dlightradius, 200);
- dlightcolor[0] += 0.781250f;
- dlightcolor[1] += 0.078125f;
- dlightcolor[2] += 0.078125f;
+ dlightcolor[0] += 1.50f;
+ dlightcolor[1] += 0.15f;
+ dlightcolor[2] += 0.15f;
}
if (e->render.effects & EF_BLUE) // blue
{
dlightradius = max(dlightradius, 200);
- dlightcolor[0] += 0.078125f;
- dlightcolor[1] += 0.078125f;
- dlightcolor[2] += 0.781250f;
+ dlightcolor[0] += 0.15f;
+ dlightcolor[1] += 0.15f;
+ dlightcolor[2] += 1.50f;
}
if (e->render.effects & EF_FLAME)
{
CL_FlameCube(mins, maxs, temp);
d = lhrandom(0.75f, 1);
dlightradius = max(dlightradius, 200);
- dlightcolor[0] += d * 1.0f;
- dlightcolor[1] += d * 0.7f;
- dlightcolor[2] += d * 0.3f;
+ dlightcolor[0] += d * 2.0f;
+ dlightcolor[1] += d * 1.5f;
+ dlightcolor[2] += d * 0.5f;
}
if (e->render.effects & EF_STARDUST)
{
// how many particles to make
temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
CL_Stardust(mins, maxs, temp);
- d = 0.390625f;
dlightradius = max(dlightradius, 200);
- dlightcolor[0] += d * 1.0f;
- dlightcolor[1] += d * 0.7f;
- dlightcolor[2] += d * 0.3f;
+ dlightcolor[0] += 1.0f;
+ dlightcolor[1] += 0.7f;
+ dlightcolor[2] += 0.3f;
}
}
// muzzleflash fades over time, and is offset a bit
tempmatrix.m[0][3] = v[0];
tempmatrix.m[1][3] = v[1];
tempmatrix.m[2][3] = v[2];
- CL_AllocDlight(NULL, &tempmatrix, e->persistent.muzzleflash, 1, 1, 1, 0, 0, 0, 0, true, 0);
- e->persistent.muzzleflash -= cl.frametime * 1000;
+ CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, 0, true, 0);
+ e->persistent.muzzleflash -= cl.frametime * 10;
}
// LordHavoc: if the model has no flags, don't check each
if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
{
trailtype = 3;
dlightradius = max(dlightradius, 100);
- dlightcolor[0] += 0.060000f;
- dlightcolor[1] += 0.250000f;
- dlightcolor[2] += 0.062500f;
+ dlightcolor[0] += 0.12f;
+ dlightcolor[1] += 0.50f;
+ dlightcolor[2] += 0.12f;
}
else if (e->render.model->flags & EF_TRACER2)
{
trailtype = 5;
dlightradius = max(dlightradius, 100);
- dlightcolor[0] += 0.312500f;
- dlightcolor[1] += 0.187500f;
- dlightcolor[2] += 0.062500f;
+ dlightcolor[0] += 0.50f;
+ dlightcolor[1] += 0.30f;
+ dlightcolor[2] += 0.10f;
}
else if (e->render.model->flags & EF_ROCKET)
{
trailtype = 0;
dlightradius = max(dlightradius, 200);
- dlightcolor[0] += 0.781250f;
- dlightcolor[1] += 0.625000f;
- dlightcolor[2] += 0.312500f;
+ dlightcolor[0] += 1.50f;
+ dlightcolor[1] += 1.20f;
+ dlightcolor[2] += 0.60f;
}
else if (e->render.model->flags & EF_GRENADE)
{
{
trailtype = 6;
dlightradius = max(dlightradius, 200);
- dlightcolor[0] += 0.312500f;
- dlightcolor[1] += 0.125000f;
- dlightcolor[2] += 0.250000f;
+ dlightcolor[0] += 0.60f;
+ dlightcolor[1] += 0.25f;
+ dlightcolor[2] += 0.50f;
}
}
// LordHavoc: customizable glow
{
dlightmatrix = e->render.matrix;
// hack to make glowing player light shine on their gun
- if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
- dlightmatrix.m[2][3] += 30;
+ //if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
+ // dlightmatrix.m[2][3] += 30;
CL_AllocDlight(&e->render, &dlightmatrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, e->state_current.skin >= 16 ? e->state_current.skin : 0, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) ? ((e->state_current.lightpflags & PFLAGS_CORONA) != 0) : 1);
}
// trails need the previous frame