disable floor check when not using shadow quads
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@2998 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -240,11 +240,11 @@ void renderbatchedmodelshadow(model *m, batchedmodel &b)
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sqr *s = S(x, y);
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vec center(b.o.x, b.o.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>b.o.z) return;
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if(dynshadowquad && center.z-0.1f>b.o.z) return;
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center.z += 0.1f;
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modelattach *a = NULL;
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if(b.attached>=0) a = &modelattached[b.attached];
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m->rendershadow(b.anim, b.varseed, b.speed, b.basetime, center, b.yaw, a);
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m->rendershadow(b.anim, b.varseed, b.speed, b.basetime, dynshadowquad ? center : b.o, b.yaw, a);
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}
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static int sortbatchedmodels(const batchedmodel *x, const batchedmodel *y)
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@@ -396,11 +396,11 @@ void rendermodel(const char *mdl, int anim, int tex, float rad, const vec &o, fl
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{
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vec center(o.x, o.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<=o.z)
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if(!dynshadowquad || center.z-0.1f<=o.z)
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{
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center.z += 0.1f;
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glColor4f(0, 0, 0, dynshadow/100.0f);
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m->rendershadow(anim, varseed, speed, basetime, center, yaw, a);
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m->rendershadow(anim, varseed, speed, basetime, dynshadowquad ? center : o, yaw, a);
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}
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}
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glColor3ub(s->r, s->g, s->b);
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