]> git.rm.cloudns.org Git - xonotic/darkplaces.git/commitdiff
muzzleflashs do not keep stacking up on consecutive frames now
authorlordhavoc <lordhavoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 3 Feb 2002 10:29:16 +0000 (10:29 +0000)
committerlordhavoc <lordhavoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 3 Feb 2002 10:29:16 +0000 (10:29 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@1480 d7cf8633-e32d-0410-b094-e92efae38249

cl_main.c

index f78a191979b5293db3ef52a394e7a5c7cbe27a18..8c8868d9257d17f6c784039eee3c3f97b9466408 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -506,7 +506,7 @@ static void CL_RelinkNetworkEntities()
                                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)
                        {
@@ -626,7 +626,7 @@ static void CL_RelinkNetworkEntities()
                        // 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)
@@ -752,6 +752,7 @@ static void CL_RelinkEffects()
 
 void CL_RelinkEntities (void)
 {
+       CL_DecayLights ();
        CL_LerpPlayerVelocity();
        CL_RelinkNetworkEntities();
        TraceLine_ScanForBModels();