]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_main.c
doubled brightness of most dlights, and halved brightness of lightmap dlight renderin...
[xonotic/darkplaces.git] / cl_main.c
index e98a93216bb152ff7ed6c63168834325d19f5161..d7d62bcdc4986e9cce586bfc6ebcde5051511ebb 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -659,44 +659,44 @@ void CL_LinkNetworkEntity(entity_t *e)
                                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)
                        {
@@ -711,9 +711,9 @@ void CL_LinkNetworkEntity(entity_t *e)
                                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)
                        {
@@ -726,11 +726,10 @@ void CL_LinkNetworkEntity(entity_t *e)
                                // 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
@@ -742,8 +741,8 @@ void CL_LinkNetworkEntity(entity_t *e)
                        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)))
@@ -756,25 +755,25 @@ void CL_LinkNetworkEntity(entity_t *e)
                        {
                                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)
                        {
@@ -785,9 +784,9 @@ void CL_LinkNetworkEntity(entity_t *e)
                        {
                                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
@@ -814,8 +813,8 @@ void CL_LinkNetworkEntity(entity_t *e)
                {
                        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