dlightradius = max(dlightradius, e->state_current.glowsize * 4);
VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
}
- if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
- {
- if (e->state_current.light[3])
- dlightradius = max(dlightradius, e->state_current.light[3]);
- else
- dlightradius = max(dlightradius, 350);
- if (VectorLength2(dlightcolor) == 0)
- (dlightcolor[0] += 1, dlightcolor[1] += 1, dlightcolor[2] += 1);
- else
- VectorMA(dlightcolor, (1.0f/256.0f), e->state_current.light, dlightcolor);
- }
- // make the dlight
+ // make the glow dlight
if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
{
- dlightmatrix = e->render.matrix;
+ //dlightmatrix = e->render.matrix;
// hack to make glowing player light shine on their gun
//if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
// dlightmatrix.m[2][3] += 30;
- CL_AllocDlight(&e->render, &dlightmatrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, e->state_current.skin >= 16 ? e->state_current.skin : 0, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) ? ((e->state_current.lightpflags & PFLAGS_CORONA) != 0) : 1);
+ CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, 0, false, 1);
+ }
+ // custom rtlight
+ if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
+ {
+ float light[4];
+ VectorScale(e->state_current.light, (1.0f / 256.0f), light);
+ light[3] = e->state_current.light[3];
+ if (light[0] == 0 && light[1] == 0 && light[2] == 0)
+ VectorSet(light, 1, 1, 1);
+ if (light[3] == 0)
+ light[3] = 350;
+ CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0);
}
// trails need the previous frame
if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex)