separated X and Y radius for clip entities
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@3189 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -30,9 +30,9 @@ void renderent(entity &e)
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void renderclip(entity &e)
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{
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float radius = max(float(e.attr2), 0.1f);
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vec bbmin(e.x - radius, e.y - radius, float(S(e.x, e.y)->floor+e.attr1)),
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bbmax(e.x + radius, e.y + radius, bbmin.z + max(float(e.attr3), 1.0f));
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float xradius = max(float(e.attr2), 0.1f), yradius = max(float(e.attr3), 0.1f);
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vec bbmin(e.x - xradius, e.y - yradius, float(S(e.x, e.y)->floor+e.attr1)),
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bbmax(e.x + xradius, e.y + yradius, bbmin.z + max(float(e.attr4), 0.1f));
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glDisable(GL_TEXTURE_2D);
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linestyle(1, 0xFF, 0xFF, 0);
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