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https://github.com/FWGS/xash3d-fwgs
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ref: gl: use direct host.features instead of PARM_FEATURES
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@ -58,7 +58,7 @@ void GAME_EXPORT CL_RunLightStyles( void )
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continue;
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}
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if( !ENGINE_GET_PARM( PARAM_GAMEPAUSED ) && frametime <= 0.1f )
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if( !gp_cl->paused && frametime <= 0.1f )
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ls->time += frametime; // evaluate local time
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flight = (int)Q_floor( ls->time * 10 );
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@ -585,12 +585,12 @@ void R_StudioSetUpTransform( cl_entity_t *e )
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VectorCopy( e->angles, angles );
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// interpolate monsters position (moved into UpdateEntityFields by user request)
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if( e->curstate.movetype == MOVETYPE_STEP && !FBitSet( ENGINE_GET_PARM( PARM_FEATURES ), ENGINE_COMPUTE_STUDIO_LERP ))
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if( e->curstate.movetype == MOVETYPE_STEP && !FBitSet( gp_host->features, ENGINE_COMPUTE_STUDIO_LERP ))
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{
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R_StudioLerpMovement( e, g_studio.time, origin, angles );
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}
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if( !FBitSet( ENGINE_GET_PARM( PARM_FEATURES ), ENGINE_COMPENSATE_QUAKE_BUG ))
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if( !FBitSet( gp_host->features, ENGINE_COMPENSATE_QUAKE_BUG ))
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angles[PITCH] = -angles[PITCH]; // stupid quake bug
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// don't rotate clients, only aim
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@ -1356,7 +1356,7 @@ void R_StudioDynamicLight( cl_entity_t *ent, alight_t *plight )
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msurface_t *psurf = NULL;
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pmtrace_t trace;
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if( FBitSet( ENGINE_GET_PARM( PARM_FEATURES ), ENGINE_WRITE_LARGE_COORD ))
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if( FBitSet( gp_host->features, ENGINE_WRITE_LARGE_COORD ))
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{
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vecEnd[0] = origin[0] - mv->skyvec_x * 65536.0f;
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vecEnd[1] = origin[1] - mv->skyvec_y * 65536.0f;
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@ -3538,7 +3538,7 @@ static void R_StudioLoadTexture( model_t *mod, studiohdr_t *phdr, mstudiotexture
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gEngfuncs.Image_SetMDLPointer((byte *)phdr + ptexture->index);
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size = sizeof( mstudiotexture_t ) + ptexture->width * ptexture->height + 768;
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if( FBitSet( ENGINE_GET_PARM( PARM_FEATURES ), ENGINE_LOAD_DELUXEDATA ) && FBitSet( ptexture->flags, STUDIO_NF_MASKED ))
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if( FBitSet( gp_host->features, ENGINE_LOAD_DELUXEDATA ) && FBitSet( ptexture->flags, STUDIO_NF_MASKED ))
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flags |= TF_KEEP_SOURCE; // Paranoia2 texture alpha-tracing
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// build the texname
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