VectorNormalizeFast(right);
CrossProduct(right, forward, up);
}
+#if QW
+#include "pmove.h"
+extern qboolean PM_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, pmtrace_t *trace);
+#endif
float CL_TraceLine (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal, int contents, int hitbmodels, void **hitent)
{
#if QW
trace.fraction = 1;
VectorCopy (end, trace.endpos);
#if QW
- PM_RecursiveHullCheck (move.physents[0].model->hulls, move.physents[0].model->hulls.firstclipnode, 0, 1, start_l, end_l, &trace);
+ PM_RecursiveHullCheck (cl.model_precache[1]->hulls, 0, 0, 1, start_l, end_l, &trace);
#else
RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, start_l, end_l, &trace);
#endif
float varray_vertex[16];
#endif
+#ifdef WORKINGLQUAKE
+void R_DrawParticle(particle_t *p)
+{
+#else
void R_DrawParticleCallback(const void *calldata1, int calldata2)
{
- float org[3], up2[3], v[3], right[3], up[3], fog, ifog, fogvec[3], cr, cg, cb, ca;
- particletexture_t *tex;
-#ifndef WORKINGLQUAKE
+ const particle_t *p = calldata1;
rmeshstate_t m;
#endif
- const particle_t *p = calldata1;
+ float org[3], up2[3], v[3], right[3], up[3], fog, ifog, fogvec[3], cr, cg, cb, ca;
+ particletexture_t *tex;
VectorCopy(p->org, org);
// LordHavoc: only render if not too close
for (i = 0, p = particles;i < cl_numparticles;i++, p++)
if (DotProduct(p->org, vpn) >= minparticledist)
- R_DrawParticleCallback(p, 0);
+ R_DrawParticle(p);
glDepthMask(1);
glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);