void R_ClipSprite (entity_t *e, frameblend_t *blend)
{
- vec3_t right, up, org;
+ vec3_t forward, right, up, org;
msprite_t *psprite;
if (!blend[0].lerp)
if (psprite->type == SPR_ORIENTED)
{
// bullet marks on walls
- vec3_t forward;
AngleVectors (e->render.angles, forward, right, up);
// nudge it toward the view, so it will be infront of the wall
VectorSubtract(e->render.origin, vpn, org);
// don't draw if it's a backface
- if (DotProduct(r_origin, forward) < (DotProduct(org, forward) + 1.0f))
+ if (DotProduct(r_origin, forward) > (DotProduct(org, forward) - 1.0f))
return;
}
else
*/
void R_DrawSpriteModel (entity_t *e, frameblend_t *blend)
{
- vec3_t right, up, org, color, mins, maxs;
+ vec3_t forward, right, up, org, color, mins, maxs;
byte colorub[4];
msprite_t *psprite;
//psprite = e->model->cache.data;
if (psprite->type == SPR_ORIENTED)
- { // bullet marks on walls
- vec3_t forward;
+ {
+ // bullet marks on walls
AngleVectors (e->render.angles, forward, right, up);
VectorSubtract(e->render.origin, vpn, org);
- if (DotProduct(r_origin, forward) < DotProduct(e->render.origin, forward))
- return; // backface
}
else
- { // normal sprite
+ {
+ // normal sprite
VectorCopy(vup, up);
VectorCopy(vright, right);
VectorCopy(e->render.origin, org);