Client: Make sure glow effects are rendered after other entities and camera manipulation.

This commit is contained in:
Marco Cawthorne 2022-04-08 18:15:18 -07:00
parent 1dd3fe0eff
commit e827c51e4b
Signed by: eukara
GPG Key ID: C196CD8BA993248A
4 changed files with 8 additions and 1 deletions

View File

@ -34,6 +34,8 @@
#define PRINT_HIGH 2
#define PRINT_CHAT 3
const float MASK_GLOWS = 16;
/* fonts */
font_s FONT_16;
font_s FONT_20;

View File

@ -344,6 +344,7 @@ CSQC_UpdateView(float w, float h, float focus)
}
#endif
addentities(MASK_GLOWS);
setproperty(VF_DRAWWORLD, 1);
SkyCamera_Setup(getproperty(VF_ORIGIN));

View File

@ -208,7 +208,7 @@ env_glow::env_glow(void)
m_flScale = 1.0f;
m_flMaxAlpha = 1.0f;
m_vecColor = [1,1,1];
drawmask = MASK_ENGINE;
drawmask = MASK_GLOWS;
setsize(this, [0,0,0], [0,0,0]);
effects &= ~EF_NOSHADOW;
Init();

View File

@ -543,6 +543,8 @@ NSMonster::NewRoute(vector destination)
}
}
const int CONTENTBITS_MONSTER = CONTENTBIT_SOLID|0x00000002i|CONTENTBIT_BODY|CONTENTBIT_MONSTERCLIP;
void
NSMonster::Physics(void)
{
@ -564,6 +566,8 @@ NSMonster::Physics(void)
CheckRoute();
WalkRoute();
hitcontentsmaski = CONTENTBITS_MONSTER;
runstandardplayerphysics(this);
SetOrigin(origin);
IdleNoise();