IL_EACH(g_drawables, it.draw, it.draw(it));
- addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
+ addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS); // TODO: .health is used in cl_deathfade (a feature we have turned off currently)
renderscene();
// now switch to 2D drawing mode by calling a 2D drawing function
// note: these two only work in WIP2, but are harmless in WIP1
if (PHYS_HEALTH(NULL) <= 0 && PHYS_HEALTH(NULL) != -666 && PHYS_HEALTH(NULL) != -2342) refdefflags |= REFDEFFLAG_DEAD;
if (intermission) refdefflags |= REFDEFFLAG_INTERMISSION;
- V_CalcRefdef(view, refdefflags);
+ V_CalcRefdef(view, refdefflags); // TODO? uses .health stat in the engine when this isn't called here, may be broken!
}
else
{
void ClientKill (entity this)
{
+ // TODO: once .health is removed, will need to check it here for the "already dead" message!
+
if(game_stopped) return;
if(this.player_blocked) return;
if(STAT(FROZEN, this)) return;
if(trace_dphitcontents == 0)
{
LOG_TRACEF("A hit from a projectile happened with no hit contents! DEBUG THIS, this should never happen for projectiles! Projectile will self-destruct. (edict: %i, classname: %s, origin: %v)", this, this.classname, this.origin);
- checkclient(this);
+ checkclient(this); // TODO: .health is checked in the engine with this, possibly replace with a QC function?
}
if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
return true;