else if (!strcmp("qlsky", key)) // non-standard, introduced by QuakeLives (EEK)
R_SetSkyBox(value);
else if (!strcmp("fog", key))
- sscanf(value, "%f %f %f %f", &r_refdef.fog_density, &r_refdef.fog_red, &r_refdef.fog_green, &r_refdef.fog_blue);
+ {
+ r_refdef.fog_start = 0;
+ r_refdef.fog_alpha = 1;
+ sscanf(value, "%f %f %f %f %f %f %f", &r_refdef.fog_density, &r_refdef.fog_red, &r_refdef.fog_green, &r_refdef.fog_blue, &r_refdef.fog_alpha, &r_refdef.fog_start, &r_refdef.fog_end);
+ }
else if (!strcmp("fog_density", key))
r_refdef.fog_density = atof(value);
else if (!strcmp("fog_red", key))
r_refdef.fog_green = atof(value);
else if (!strcmp("fog_blue", key))
r_refdef.fog_blue = atof(value);
+ else if (!strcmp("fog_alpha", key))
+ r_refdef.fog_alpha = atof(value);
+ else if (!strcmp("fog_start", key))
+ r_refdef.fog_start = atof(value);
+ else if (!strcmp("fog_end", key))
+ r_refdef.fog_end = atof(value);
}
}
cls.qw_downloadtype = dl_none;
- // parse the Q3 shader files
- Mod_LoadQ3Shaders();
-
// touch all of the precached models that are still loaded so we can free
// anything that isn't needed
if (!sv.active)
{
// loading models
- // parse the Q3 shader files
- if (cl.loadmodel_current < 2)
- Mod_LoadQ3Shaders();
-
for (;cl.loadmodel_current < cl.loadmodel_total;cl.loadmodel_current++)
{
if (cl.model_precache[cl.loadmodel_current] && cl.model_precache[cl.loadmodel_current]->Draw)
case 4:
Con_ClearNotify();
+ if (COM_CheckParm("-profilegameonly"))
+ Sys_AllowProfiling(true);
break;
}
}
ent->render.framelerp = 0;
// make torchs play out of sync
ent->render.frame1time = ent->render.frame2time = lhrandom(-10, -1);
- ent->render.colormap = -1; // no special coloring
ent->render.skinnum = ent->state_baseline.skin;
ent->render.effects = ent->state_baseline.effects;
ent->render.alpha = 1;
colorStart = MSG_ReadByte();
colorLength = MSG_ReadByte();
CL_ParticleExplosion2(pos, colorStart, colorLength);
- tempcolor = (unsigned char *)&palette_complete[(rand()%colorLength) + colorStart];
+ tempcolor = palette_rgb[(rand()%colorLength) + colorStart];
color[0] = tempcolor[0] * (2.0f / 255.0f);
color[1] = tempcolor[1] * (2.0f / 255.0f);
color[2] = tempcolor[2] * (2.0f / 255.0f);