NSRenderableEntity: give glowmod more precision over the network for shader enhancements...
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2838984603
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3117042eef
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@ -165,9 +165,10 @@ NSRenderableEntity::SendEntity(entity ePEnt, float flChanged)
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SENDENTITY_ANGLE(m_vecRenderColor[0], RDENT_CHANGED_RENDERCOLOR)
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SENDENTITY_ANGLE(m_vecRenderColor[0], RDENT_CHANGED_RENDERCOLOR)
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SENDENTITY_ANGLE(m_vecRenderColor[1], RDENT_CHANGED_RENDERCOLOR)
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SENDENTITY_ANGLE(m_vecRenderColor[1], RDENT_CHANGED_RENDERCOLOR)
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SENDENTITY_ANGLE(m_vecRenderColor[2], RDENT_CHANGED_RENDERCOLOR)
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SENDENTITY_ANGLE(m_vecRenderColor[2], RDENT_CHANGED_RENDERCOLOR)
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SENDENTITY_ANGLE(glowmod[0], RDENT_CHANGED_RENDERCOLOR)
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/* these need more precision for shader hacks... */
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SENDENTITY_ANGLE(glowmod[1], RDENT_CHANGED_RENDERCOLOR)
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SENDENTITY_FLOAT(glowmod[0], RDENT_CHANGED_RENDERCOLOR)
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SENDENTITY_ANGLE(glowmod[2], RDENT_CHANGED_RENDERCOLOR)
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SENDENTITY_FLOAT(glowmod[1], RDENT_CHANGED_RENDERCOLOR)
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SENDENTITY_FLOAT(glowmod[2], RDENT_CHANGED_RENDERCOLOR)
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SENDENTITY_ANGLE(m_flRenderAmt, RDENT_CHANGED_RENDERAMT)
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SENDENTITY_ANGLE(m_flRenderAmt, RDENT_CHANGED_RENDERAMT)
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SENDENTITY_ANGLE(m_flBoneControl1, RDENT_CHANGED_CONTROLLER)
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SENDENTITY_ANGLE(m_flBoneControl1, RDENT_CHANGED_CONTROLLER)
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SENDENTITY_ANGLE(m_flBoneControl2, RDENT_CHANGED_CONTROLLER)
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SENDENTITY_ANGLE(m_flBoneControl2, RDENT_CHANGED_CONTROLLER)
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@ -220,9 +221,10 @@ NSRenderableEntity::ReceiveEntity(float flNew, float flChanged)
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READENTITY_ANGLE(m_vecRenderColor[0], RDENT_CHANGED_RENDERCOLOR)
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READENTITY_ANGLE(m_vecRenderColor[0], RDENT_CHANGED_RENDERCOLOR)
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READENTITY_ANGLE(m_vecRenderColor[1], RDENT_CHANGED_RENDERCOLOR)
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READENTITY_ANGLE(m_vecRenderColor[1], RDENT_CHANGED_RENDERCOLOR)
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READENTITY_ANGLE(m_vecRenderColor[2], RDENT_CHANGED_RENDERCOLOR)
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READENTITY_ANGLE(m_vecRenderColor[2], RDENT_CHANGED_RENDERCOLOR)
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READENTITY_ANGLE(glowmod[0], RDENT_CHANGED_RENDERCOLOR)
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/* these need more precision for shader hacks... */
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READENTITY_ANGLE(glowmod[1], RDENT_CHANGED_RENDERCOLOR)
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READENTITY_FLOAT(glowmod[0], RDENT_CHANGED_RENDERCOLOR)
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READENTITY_ANGLE(glowmod[2], RDENT_CHANGED_RENDERCOLOR)
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READENTITY_FLOAT(glowmod[1], RDENT_CHANGED_RENDERCOLOR)
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READENTITY_FLOAT(glowmod[2], RDENT_CHANGED_RENDERCOLOR)
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READENTITY_ANGLE(m_flRenderAmt, RDENT_CHANGED_RENDERAMT)
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READENTITY_ANGLE(m_flRenderAmt, RDENT_CHANGED_RENDERAMT)
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READENTITY_ANGLE(m_flBoneControl1, RDENT_CHANGED_CONTROLLER)
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READENTITY_ANGLE(m_flBoneControl1, RDENT_CHANGED_CONTROLLER)
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READENTITY_ANGLE(m_flBoneControl2, RDENT_CHANGED_CONTROLLER)
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READENTITY_ANGLE(m_flBoneControl2, RDENT_CHANGED_CONTROLLER)
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