Cube  Diff

Differences From Artifact [923fa1d88f]:

To Artifact [11936c1b8d]:


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rendermodel(OFString *mdl, int frame, int range, int tex, float rad,
    OFVector3D position, float yaw, float pitch, bool teammate, float scale,
    float speed, int snap, int basetime)
{
	MD2 *m = loadmodel(mdl);

	if (isoccluded(Player.player1.origin.x, Player.player1.origin.y,
	        position.x - rad, position.z - rad, rad * 2))
		return;

	delayedload(m);

	int xs, ys;
	glBindTexture(GL_TEXTURE_2D,
	    tex ? lookuptexture(tex, &xs, &ys) : FIRSTMDL + m.mdlnum);

	int ix = (int)position.x;
	int iy = (int)position.z;
	OFColor *light = OFColor.white;

	if (!OUTBORD(ix, iy)) {
		struct sqr *s = S(ix, iy);
		float ll = 256.0f; // 0.96f;
		float of = 0.0f;   // 0.1f;
		light = [OFColor colorWithRed: s->r / ll + of
		                        green: s->g / ll + of
		                         blue: s->b / ll + of
		                        alpha: 1];
	}

	if (teammate) {
		float red, green, blue;
		[light getRed: &red green: &green blue: &blue alpha: NULL];
		light = [OFColor colorWithRed: red * 0.6f
		                        green: green * 0.7f
		                         blue: blue * 1.2f
		                        alpha: 1];
	}

	[m renderWithLight: light
	             frame: frame
	             range: range
	          position: position
	               yaw: yaw
	             pitch: pitch
	             scale: scale
	             speed: speed
	              snap: snap
	          basetime: basetime];
}







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rendermodel(OFString *mdl, int frame, int range, int tex, float rad,
    OFVector3D position, float yaw, float pitch, bool teammate, float scale,
    float speed, int snap, int basetime)
{
	MD2 *m = loadmodel(mdl);

	if (isoccluded(Player.player1.origin.x, Player.player1.origin.y,
	    position.x - rad, position.z - rad, rad * 2))
		return;

	delayedload(m);

	int xs, ys;
	glBindTexture(GL_TEXTURE_2D,
	    tex ? lookuptexture(tex, &xs, &ys) : FIRSTMDL + m.mdlnum);

	int ix = (int)position.x;
	int iy = (int)position.z;
	OFColor *light = OFColor.white;

	if (!OUTBORD(ix, iy)) {
		struct sqr *s = S(ix, iy);
		float ll = 256.0f; // 0.96f;
		float of = 0.0f;   // 0.1f;
		light = [OFColor colorWithRed: s->r / ll + of
					green: s->g / ll + of
					 blue: s->b / ll + of
					alpha: 1.0f];
	}

	if (teammate) {
		float red, green, blue;
		[light getRed: &red green: &green blue: &blue alpha: NULL];
		light = [OFColor colorWithRed: red * 0.6f
					green: green * 0.7f
					 blue: blue * 1.2f
					alpha: 1.0f];
	}

	[m renderWithLight: light
		     frame: frame
		     range: range
		  position: position
		       yaw: yaw
		     pitch: pitch
		     scale: scale
		     speed: speed
		      snap: snap
		  basetime: basetime];
}