//Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
memset (dl, 0, sizeof(*dl));
dl->ent = ent;
- VectorCopy(org, dl->origin);
+ Mod_FindNonSolidLocation(org, dl->origin, cl.worldmodel, 6);
+ //VectorCopy(org, dl->origin);
dl->radius = radius;
dl->color[0] = red;
dl->color[1] = green;
if (cl_num_entities < 1)
cl_num_entities = 1;
cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
- Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, ent->render.origin[0], ent->render.origin[1], ent->render.origin[2], ent->render.angles[0], ent->render.angles[1], ent->render.angles[2], ent->render.scale);
- Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
+ Matrix4x4_CreateIdentity(&ent->render.matrix);
+ Matrix4x4_CreateIdentity(&ent->render.inversematrix);
CL_BoundingBoxForEntity(&ent->render);
}
{
if (effects & EF_BRIGHTFIELD)
{
- if (gamemode == GAME_NEXIUZ)
+ if (gamemode == GAME_NEXUIZ)
{
dlightcolor[0] += 100.0f;
dlightcolor[1] += 200.0f;
// have some lag in it's location, so compare to the
// previous player state, not the latest
if (b->entity == cl.viewentity)
- Matrix4x4_CreateFromQuakeEntity(&matrix, cl.viewentoriginold[0], cl.viewentoriginold[1], cl.viewentoriginold[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
+ Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
else
Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, p->angles[0], p->angles[1], p->angles[2], 1);
Matrix4x4_Invert_Simple(&imatrix, &matrix);
else
{
if (b->entity == cl.viewentity)
- Matrix4x4_CreateFromQuakeEntity(&matrix, cl.viewentorigin[0], cl.viewentorigin[1], cl.viewentorigin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
+ Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
else
Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
Matrix4x4_Transform(&matrix, b->relativestart, b->start);
//ent->render.angles[0] = pitch;
//ent->render.angles[1] = yaw;
//ent->render.angles[2] = rand()%360;
- Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], pitch, yaw, lhrandom(0, 360), 1);
+ Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
CL_BoundingBoxForEntity(&ent->render);
VectorMA(org, 30, dist, org);
int i;
float d;
- if (cl.entitydatabase.numframes && cl.viewentity == cl.playerentity)
- {
- cl.viewentorigin[0] = cl.viewentoriginold[0] + frac * (cl.viewentoriginnew[0] - cl.viewentoriginold[0]);
- cl.viewentorigin[1] = cl.viewentoriginold[1] + frac * (cl.viewentoriginnew[1] - cl.viewentoriginold[1]);
- cl.viewentorigin[2] = cl.viewentoriginold[2] + frac * (cl.viewentoriginnew[2] - cl.viewentoriginold[2]);
- }
- else
- {
- VectorCopy (cl_entities[cl.viewentity].state_previous.origin, cl.viewentoriginold);
- VectorCopy (cl_entities[cl.viewentity].state_current.origin, cl.viewentoriginnew);
- VectorCopy (cl_entities[cl.viewentity].render.origin, cl.viewentorigin);
- }
-
cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold);
for (i = 0;i < 3;i++)
}
host_client->pmodel = i;
- if ((val = GETEDICTFIELDVALUE(host_client->edict, eval_pmodel)))
+ if ((val = GETEDICTFIELDVALUE(sv_player, eval_pmodel)))
val->_float = i;
}