memset(cl_effect, 0, sizeof(cl_effect));
CL_Screen_NewMap();
CL_Particles_Clear();
- CL_Decals_Clear();
// LordHavoc: have to set up the baseline info for alpha and other stuff
for (i = 0;i < MAX_EDICTS;i++)
{
v2[2] = v[2] * 18 + neworg[2] + 16;
TraceLine(neworg, v2, v, NULL, 0, true);
- CL_AllocDlight (NULL, v, 100, 1, 1, 1, 0, 0.1);
+ CL_AllocDlight (NULL, v, 100, 1, 1, 1, 0, 0);
}
if (effects & EF_DIMLIGHT)
{
// hack to make glowing player light shine on their gun
if (i == cl.viewentity && !chase_active.integer)
vec[2] += 30;
- CL_AllocDlight (&ent->render, vec, dlightradius, dlightcolor[0] * d, dlightcolor[1] * d, dlightcolor[2] * d, 0, 0);
+ CL_AllocDlight (/*&ent->render*/ NULL, vec, dlightradius, dlightcolor[0] * d, dlightcolor[1] * d, dlightcolor[2] * d, 0, 0);
}
if (chase_active.integer)
void CL_RelinkEntities (void)
{
+ CL_DecayLights ();
CL_LerpPlayerVelocity();
CL_RelinkNetworkEntities();
TraceLine_ScanForBModels();
CL_RelinkEffects();
CL_MoveParticles();
- CL_UpdateDecals();
CL_UpdateTEnts();
}
CL_Parse_Init();
CL_Particles_Init();
- CL_Decals_Init();
CL_Screen_Init();
CL_CGVM_Init();
}