// LordHavoc: have to set up the baseline info for alpha and other stuff
for (i = 0;i < cl_max_entities;i++)
{
- ClearStateToDefault(&cl_entities[i].state_baseline);
- ClearStateToDefault(&cl_entities[i].state_previous);
- ClearStateToDefault(&cl_entities[i].state_current);
+ cl_entities[i].state_baseline = defaultstate;
+ cl_entities[i].state_previous = defaultstate;
+ cl_entities[i].state_current = defaultstate;
}
CL_CGVM_Clear();
if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex)
{
if (e->render.flags & RENDER_GLOWTRAIL)
- CL_RocketTrail2(e->persistent.trail_origin, origin, e->state_current.glowcolor, e);
- else if (trailtype >= 0)
- CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e);
+ trailtype = 9;
+ if (trailtype >= 0)
+ CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e);
}
VectorCopy(origin, e->persistent.trail_origin);
// note: the cl.viewentity and intermission check is to hide player
ent = &cl.viewent;
ent->state_previous = ent->state_current;
- ClearStateToDefault(&ent->state_current);
+ ent->state_current = defaultstate;
ent->state_current.time = cl.time;
ent->state_current.number = -1;
ent->state_current.active = true;