func_physbox and prop_physics now respect the 'start asleep' spawnflags

they have.
This commit is contained in:
Marco Cawthorne 2022-01-20 10:37:17 -08:00
parent 1716e740cf
commit d41c770393
Signed by: eukara
GPG Key ID: C196CD8BA993248A
3 changed files with 27 additions and 14 deletions

View File

@ -87,19 +87,18 @@ varying mat3 invsurface;
#else
lightmaps = texture2D(s_lightmap, lm0).rgb * e_lmscale.rgb;
#endif
if (gl_ldr == 1.0) {
#if gl_ldr==1
if (lightmaps.r > 1.5)
lightmaps.r = 1.5f;
if (lightmaps.g > 1.5)
lightmaps.g = 1.5f;
if (lightmaps.b > 1.5)
lightmaps.b = 1.5f;
if (lightmaps.r > 1.5)
lightmaps.r = 1.5f;
if (lightmaps.g > 1.5)
lightmaps.g = 1.5f;
if (lightmaps.b > 1.5)
lightmaps.b = 1.5f;
lightmaps.rgb * 0.5f;
lightmaps.rgb = floor(lightmaps.rgb * vec3(32,64,32))/vec3(32,64,32);
lightmaps.rgb * 2.0f;
}
lightmaps.rgb * 0.5f;
lightmaps.rgb = floor(lightmaps.rgb * vec3(32,64,32))/vec3(32,64,32);
lightmaps.rgb * 2.0f;
#endif
return lightmaps;
}

View File

@ -14,7 +14,7 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*QUAKED func_physbox (0 .5 .8) ?
/*QUAKED func_physbox (0 .5 .8) ? x x x x x x x x x x x x FNCPHYBX_ASLEEP
Physics brush.
-------- KEYS --------
@ -24,6 +24,8 @@ Physics brush.
This entity was introduced in Half-Life 2 (2004).
*/
#define FNCPHYBX_ASLEEP 4096
class func_physbox:NSPhysicsEntity
{
void(void) func_physbox;
@ -34,6 +36,11 @@ void
func_physbox::Respawn(void)
{
NSPhysicsEntity::Respawn();
if (spawnflags & FNCPHYBX_ASLEEP)
PhysicsDisable();
else
PhysicsEnable();
}
void

View File

@ -14,7 +14,7 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*QUAKED prop_physics (0 0 0.8) (-16 -16 -16) (16 16 16)
/*QUAKED prop_physics (0 0 0.8) (-16 -16 -16) (16 16 16) PRPPHYS_ASLEEP
Physics model
-------- KEYS --------
@ -24,6 +24,8 @@ Physics model
This entity was introduced in Half-Life 2 (2004).
*/
#define PRPPHYS_ASLEEP 1
class prop_physics:NSPhysicsEntity
{
void(void) prop_physics;
@ -34,6 +36,11 @@ void
prop_physics::Respawn(void)
{
NSPhysicsEntity::Respawn();
if (spawnflags & PRPPHYS_ASLEEP)
PhysicsDisable();
else
PhysicsEnable();
}
void