MSG_WriteString (&cls.message, va("pmodel %i\n", cl_pmodel.integer));
}
+ MSG_WriteByte (&cls.message, clc_stringcmd);
+ MSG_WriteString (&cls.message, va("rate %i\n", cl_rate.integer));
+
MSG_WriteByte (&cls.message, clc_stringcmd);
MSG_WriteString (&cls.message, "spawn");
break;
// entire entity array was cleared, so just fill in a few fields
ent->state_current.active = true;
ent->render.model = cl.worldmodel = cl.model_precache[1];
- //ent->render.scale = 1;
+ ent->render.scale = 1; // some of the renderer still relies on scale
ent->render.alpha = 1;
- ent->render.flags = RENDER_SHADOW;
+ ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
CL_BoundingBoxForEntity(&ent->render);