float r, g, b, a, a2;
int j;
- if (cl.worldmodel == NULL)
+ if (cls.signon != SIGNONS)
{
cl.cshifts[CSHIFT_DAMAGE].percent = 0;
cl.cshifts[CSHIFT_BONUS].percent = 0;
cl.cshifts[CSHIFT_BONUS].percent = 0;
// set contents color
- switch (Mod_PointInLeaf (r_refdef.vieworg, cl.worldmodel)->contents)
+ switch (Mod_PointContents (r_refdef.vieworg, cl.worldmodel))
{
case CONTENTS_EMPTY:
case CONTENTS_SOLID:
cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
- cl.cshifts[CSHIFT_CONTENTS].percent = 150;
+ cl.cshifts[CSHIFT_CONTENTS].percent = 150 >> 1;
break;
case CONTENTS_SLIME:
cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
- cl.cshifts[CSHIFT_CONTENTS].percent = 150;
+ cl.cshifts[CSHIFT_CONTENTS].percent = 150 >> 1;
break;
default:
cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
- cl.cshifts[CSHIFT_CONTENTS].percent = 128;
+ cl.cshifts[CSHIFT_CONTENTS].percent = 128 >> 1;
}
if (cl.items & IT_QUAD)
float bob;
float side;
- if (cls.state != ca_connected || !cl.worldmodel)
+ if (cls.state != ca_connected || cls.signon != SIGNONS)
return;
// ent is the player model (visible when out of body)