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engine: client: use physents for flashlight tracing, as GoldSrc does
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@ -2629,7 +2629,7 @@ void CL_UpdateFlashlight( cl_entity_t *ent )
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vec3_t forward, view_ofs;
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vec3_t vecSrc, vecEnd;
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float falloff;
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pmtrace_t *trace;
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pmtrace_t trace;
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cl_entity_t *hit;
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dlight_t *dl;
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@ -2660,20 +2660,20 @@ void CL_UpdateFlashlight( cl_entity_t *ent )
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VectorAdd( ent->origin, view_ofs, vecSrc );
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VectorMA( vecSrc, FLASHLIGHT_DISTANCE, forward, vecEnd );
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trace = CL_VisTraceLine( vecSrc, vecEnd, PM_STUDIO_BOX );
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trace = CL_TraceLine( vecSrc, vecEnd, PM_STUDIO_BOX );
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// update flashlight endpos
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dl = CL_AllocDlight( ent->index );
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#if 1
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hit = CL_GetEntityByIndex( clgame.pmove->visents[trace->ent].info );
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hit = CL_GetEntityByIndex( clgame.pmove->visents[trace.ent].info );
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if( hit && hit->model && ( hit->model->type == mod_alias || hit->model->type == mod_studio ))
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VectorCopy( hit->origin, dl->origin );
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else VectorCopy( trace->endpos, dl->origin );
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else VectorCopy( trace.endpos, dl->origin );
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#else
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VectorCopy( trace->endpos, dl->origin );
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#endif
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// compute falloff
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falloff = trace->fraction * FLASHLIGHT_DISTANCE;
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falloff = trace.fraction * FLASHLIGHT_DISTANCE;
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if( falloff < 500.0f ) falloff = 1.0f;
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else falloff = 500.0f / falloff;
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falloff *= falloff;
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