From 02887205005a6e2ebc619ff1b60785d384cab237 Mon Sep 17 00:00:00 2001 From: lordhavoc Date: Sun, 3 Feb 2002 10:29:16 +0000 Subject: [PATCH] muzzleflashs do not keep stacking up on consecutive frames now git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@1480 d7cf8633-e32d-0410-b094-e92efae38249 --- cl_main.c | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/cl_main.c b/cl_main.c index f78a1919..8c8868d9 100644 --- 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(); -- 2.39.2