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-rw-r--r--src/cgame/cg_ents.c14
-rw-r--r--src/cgame/cg_view.c2
2 files changed, 8 insertions, 8 deletions
diff --git a/src/cgame/cg_ents.c b/src/cgame/cg_ents.c
index 0c0d6e9e..ddac7a13 100644
--- a/src/cgame/cg_ents.c
+++ b/src/cgame/cg_ents.c
@@ -629,9 +629,9 @@ static void CG_Portal( centity_t *cent ) {
#define MAX_MARK_FRAGMENTS 128
#define MAX_MARK_POINTS 384
-#define TORCH_R 0.4f
-#define TORCH_G 0.4f
-#define TORCH_B 0.5f
+#define TORCH_R 0.2f
+#define TORCH_G 0.25f
+#define TORCH_B 0.3f
/*
===============
@@ -650,6 +650,8 @@ static void CG_TorchLight( centity_t *cent )
vec3_t markPoints[ MAX_MARK_POINTS ];
vec3_t square[ 4 ];
vec4_t axis[ 3 ], color;
+ vec3_t mins = { -15, -15, -15 };
+ vec3_t maxs = { 15, 15, 15 };
markFragment_t markFragments[ MAX_MARK_FRAGMENTS ], *mf;
if( cent->currentState.clientNum == cg.predictedPlayerState.clientNum )
@@ -668,7 +670,7 @@ static void CG_TorchLight( centity_t *cent )
AngleVectors( angles, forward, NULL, NULL );
VectorMA( from, 4096, forward, to );
- CG_Trace( &tr, from, NULL, NULL, to, -1, MASK_SOLID );
+ CG_Trace( &tr, from, mins, maxs, to, -1, MASK_SOLID );
VectorSubtract( tr.endpos, from, length );
veclength = VectorLength( length );
@@ -684,12 +686,10 @@ static void CG_TorchLight( centity_t *cent )
VectorMA( origin, 1, normal, origin );
#if 1
+ trap_R_AddLightToScene( origin, size * 2, 1, 1, 1 );
trap_R_AddAdditiveLightToScene( origin, size * 2, ( ( 512 - size ) / 512 ) * TORCH_R,
( ( 512 - size ) / 512 ) * TORCH_G,
( ( 512 - size ) / 512 ) * TORCH_B );
- trap_R_AddLightToScene( origin, size * 2, ( ( 512 - size ) / 512 ) * TORCH_R,
- ( ( 512 - size ) / 512 ) * TORCH_G,
- ( ( 512 - size ) / 512 ) * TORCH_B );
#else
texCoordScale = 0.5f / size;
diff --git a/src/cgame/cg_view.c b/src/cgame/cg_view.c
index 65c38675..28ec3094 100644
--- a/src/cgame/cg_view.c
+++ b/src/cgame/cg_view.c
@@ -1126,7 +1126,7 @@ void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demo
if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_DROIDS &&
cg.predictedPlayerState.persistant[PERS_TEAM] != TEAM_SPECTATOR )
- trap_R_AddAdditiveLightToScene( cg.predictedPlayerState.origin, 500, 0.07, 0.07, 0.07 );
+ trap_R_AddAdditiveLightToScene( cg.predictedPlayerState.origin, 500, 0.07f, 0.07f, 0.07f );
// actually issue the rendering calls
CG_DrawActive( stereoView );