// make relative to the entity
matrix = &t->render.matrix;
// some properties of the tag entity carry over
- e->render.flags |= t->render.flags & RENDER_EXTERIORMODEL;
+ e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
// if a valid tagindex is used, make it relative to that tag instead
// FIXME: use a model function to get tag info (need to handle skeletal)
if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
// if it's the player entity, update according to client movement
if (e == cl_entities + cl.playerentity && cl.movement)
{
- lerp = (cl.time - cl.mtime[0]) / (cl.mtime[0] - cl.mtime[1]);
+ lerp = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
lerp = bound(0, lerp, 1);
VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
VectorSet(angles, 0, cl.viewangles[1], 0);
r_refdef.time = cl.time;
r_refdef.extraupdate = !r_speeds.integer;
r_refdef.numentities = 0;
+ Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix);
cl_num_brushmodel_entities = 0;
if (cls.state == ca_connected && cls.signon == SIGNONS)