*** empty log message ***
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@867 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -85,7 +85,7 @@ model *loadmodel(const char *name, int i)
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return m;
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};
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VAR(dynshadow, 0, 40, 100);
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VARP(dynshadow, 0, 40, 100);
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void rendermodel(char *mdl, int anim, int tex, float rad, float x, float y, float z, float yaw, float pitch, float speed, int basetime, playerent *d, char *vwepmdl, float scale)
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{
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@@ -115,7 +115,7 @@ 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(d && (anim&ANIM_INDEX)!=ANIM_LYING_DEAD)
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if(dynshadow && 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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@@ -164,12 +164,12 @@ void loadskin(const char *dir, const char *altdir, Texture *&skin, model *m) //
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void preload_playermodels()
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{
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model *playermdl = loadmodel("playermodels");
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if(playermdl) playermdl->genshadows(8.0f, 4.0f);
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if(dynshadow && playermdl) playermdl->genshadows(8.0f, 4.0f);
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loopi(NUMGUNS)
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{
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s_sprintfd(vwep)("weapons/%s/world", hudgunnames[i]);
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model *vwepmdl = loadmodel(vwep);
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if(vwepmdl) vwepmdl->genshadows(8.0f, 4.0f);
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if(dynshadow && vwepmdl) vwepmdl->genshadows(8.0f, 4.0f);
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};
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};
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