cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
cvar_t cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
-cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
+cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
r_refdef.scene.numtempentities = 0;
}
-entity_render_t *CL_NewTempEntity(void)
+entity_render_t *CL_NewTempEntity(double shadertime)
{
entity_render_t *render;
memset (render, 0, sizeof(*render));
r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
+ render->shadertime = shadertime;
render->alpha = 1;
VectorSet(render->colormod, 1, 1, 1);
return render;
}
// end of code taken from QuakeWorld
- flagrender = CL_NewTempEntity();
+ flagrender = CL_NewTempEntity(player->render.shadertime);
if (!flagrender)
return;
// if we're drawing effects, get a new temp entity
// (NewTempEntity adds it to the render entities list for us)
- if (r_draweffects.integer && (entrender = CL_NewTempEntity()))
+ if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
{
// interpolation stuff
entrender->frame1 = intframe;
d = VectorNormalizeLength(dist);
while (d > 0)
{
- entrender = CL_NewTempEntity ();
+ entrender = CL_NewTempEntity (0);
if (!entrender)
return;
//VectorCopy (org, ent->render.origin);
// if we're drawing effects, get a new temp entity
// (NewTempEntity adds it to the render entities list for us)
- if (!(entrender = CL_NewTempEntity()))
+ if (!(entrender = CL_NewTempEntity(0)))
continue;
// normal stuff