]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Optimize client wall distance checking slightly when the fade_ keys are set to the...
authorMario <zacjardine@y7mail.com>
Tue, 11 Sep 2018 20:31:22 +0000 (06:31 +1000)
committerMario <zacjardine@y7mail.com>
Tue, 11 Sep 2018 20:31:22 +0000 (06:31 +1000)
qcsrc/common/mapobjects/models.qc

index 92ff464b71016951d4f675e0c667b11429b5e13f..4f07409b10db1262a1fc992705a9a5c4361d81df 100644 (file)
@@ -199,42 +199,42 @@ spawnfunc(func_clientwall)        { G_CLIENTMODEL_INIT(this, SOLID_BSP) } // bru
 
 void Ent_Wall_PreDraw(entity this)
 {
+       float alph = this.alpha;
        if (this.inactive)
        {
-               this.alpha = 0;
+               alph = 0;
        }
        else
        {
                vector org = getpropertyvec(VF_ORIGIN);
                if(!checkpvs(org, this))
-                       this.alpha = 0;
+                       alph = 0;
                else if(this.fade_start || this.fade_end) {
                        vector offset = '0 0 0';
                        offset_z = this.fade_vertical_offset;
-                       float player_dist = vlen(org - this.origin - 0.5 * (this.mins + this.maxs) + offset);
+                       vector player_dist_math = org - this.origin - 0.5 * (this.mins + this.maxs) + offset;
                        if (this.fade_end == this.fade_start)
                        {
-                               if (player_dist >= this.fade_start)
-                                       this.alpha = 0;
+                               if (vdist(player_dist_math, >=, this.fade_start))
+                                       alph = 0;
                                else
-                                       this.alpha = 1;
+                                       alph = 1;
                        }
                        else
                        {
-                               this.alpha = (this.alpha_min + this.alpha_max * bound(0,
+                               float player_dist = vlen(player_dist_math);
+                               alph = (this.alpha_min + this.alpha_max * bound(0,
                                                           (this.fade_end - player_dist)
                                                           / (this.fade_end - this.fade_start), 1)) / 100.0;
                        }
                }
                else
                {
-                       this.alpha = 1;
+                       alph = 1;
                }
        }
-       if(this.alpha <= 0)
-               this.drawmask = 0;
-       else
-               this.drawmask = MASK_NORMAL;
+       this.alpha = alph;
+       this.drawmask = (alph <= 0) ? 0 : MASK_NORMAL;
 }
 
 void Ent_Wall_Draw(entity this)