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git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@926 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -115,15 +115,13 @@ void rendermodel(char *mdl, int anim, int tex, float rad, float x, float y, floa
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light.y = s->g/ll+of;
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light.z = s->b/ll+of;
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if(dynshadow && d && (anim&ANIM_INDEX)!=ANIM_LYING_DEAD)
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if(dynshadow && m->hasshadows() && (!d || (anim&ANIM_INDEX)!=ANIM_LYING_DEAD))
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{
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vec center(x, z, s->floor);
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if(s->type==FHF) center.z -= s->vdelta/4.0f;
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float radius = 4.0f;
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radius *= 1.0f + min(1.0f, max(0.0f, 0.5f*(y - d->eyeheight - center.z)/(d->aboveeye + d->eyeheight)));
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center.z += 0.1f;
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glColor4f(1, 1, 1, dynshadow/100.0f);
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m->rendershadow(anim, varseed, speed, basetime, center, radius, yaw, vwep);
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m->rendershadow(anim, varseed, speed, basetime, center, yaw, vwep);
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}
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}
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@@ -173,6 +171,22 @@ void preload_playermodels()
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}
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}
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void preload_entmodels()
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{
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extern char *entmdlnames[];
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loopi(I_AKIMBO-I_CLIPS+1)
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{
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model *mdl = loadmodel(entmdlnames[i]);
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if(dynshadow && mdl) mdl->genshadows(8.0f, 2.0f);
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}
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static char *bouncemdlnames[] = { "misc/gib01", "misc/gib02", "misc/gib03", "weapons/grenade/static" };
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loopi(sizeof(bouncemdlnames)/sizeof(bouncemdlnames[0]))
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{
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model *mdl = loadmodel(bouncemdlnames[i]);
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if(dynshadow && mdl) mdl->genshadows(8.0f, 2.0f);
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}
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}
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void preload_mapmodels()
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{
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int xs, ys;
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