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git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@945 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -92,10 +92,10 @@ void rendermodel(char *mdl, int anim, int tex, float rad, float x, float y, floa
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model *m = loadmodel(mdl);
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if(!m) return;
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if(rad > 0 && isoccluded(camera1->o.x, camera1->o.y, x-rad, z-rad, rad*2)) return;
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if(rad > 0 && isoccluded(camera1->o.x, camera1->o.y, x-rad, y-rad, rad*2)) return;
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int ix = (int)x;
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int iy = (int)z;
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int iy = (int)y;
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vec light(1, 1, 1);
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int varseed = (int)(size_t)d + (d ? d->lastaction : 0);
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@@ -117,9 +117,9 @@ void rendermodel(char *mdl, int anim, int tex, float rad, float x, float y, floa
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if(dynshadow && m->hasshadows() && (!reflecting || refracting))
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{
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vec center(x, z, s->floor);
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vec center(x, y, s->floor);
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if(s->type==FHF) center.z -= s->vdelta/4.0f;
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if(center.z-0.1f<=y)
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if(center.z-0.1f<=z)
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{
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center.z += 0.1f;
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glColor4f(1, 1, 1, dynshadow/100.0f);
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@@ -238,7 +238,7 @@ void renderclient(playerent *d, char *mdlname, char *vwepname, int tex)
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{ anim = ANIM_ATTACK; speed = 300.0f/8; basetime = d->lastaction; }
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else if(!d->move && !d->strafe) { anim = ANIM_IDLE|ANIM_LOOP; }
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else { anim = ANIM_RUN|ANIM_LOOP; speed = 1860/d->maxspeed; }
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rendermodel(mdlname, anim, tex, 1.5f, d->o.x, mz, d->o.y, d->yaw+90, d->pitch/4, speed, basetime, d, vwepname);
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rendermodel(mdlname, anim, tex, 1.5f, d->o.x, d->o.y, mz, d->yaw+90, d->pitch/4, speed, basetime, d, vwepname);
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}
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extern int democlientnum;
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