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-rw-r--r--src/cgame/cg_ents.c4
-rw-r--r--src/cgame/cg_main.c2
-rw-r--r--src/cgame/cg_particles.c7
-rw-r--r--src/cgame/cg_players.c5
4 files changed, 14 insertions, 4 deletions
diff --git a/src/cgame/cg_ents.c b/src/cgame/cg_ents.c
index 09ec1bfe..01314df0 100644
--- a/src/cgame/cg_ents.c
+++ b/src/cgame/cg_ents.c
@@ -398,6 +398,10 @@ static void CG_Missile( centity_t *cent )
ent.radius = wi->wim[ weaponMode ].missileSpriteSize;
ent.rotation = 0;
ent.customShader = wi->wim[ weaponMode ].missileSprite;
+ ent.shaderRGBA[ 0 ] = 0xFF;
+ ent.shaderRGBA[ 1 ] = 0xFF;
+ ent.shaderRGBA[ 2 ] = 0xFF;
+ ent.shaderRGBA[ 3 ] = 0xFF;
}
else
{
diff --git a/src/cgame/cg_main.c b/src/cgame/cg_main.c
index bda93826..1b11f17e 100644
--- a/src/cgame/cg_main.c
+++ b/src/cgame/cg_main.c
@@ -894,7 +894,7 @@ void CG_BuildSpectatorString( void )
for( i = 0; i < MAX_CLIENTS; i++ )
{
if( cgs.clientinfo[ i ].infoValid && cgs.clientinfo[ i ].team == PTE_NONE )
- Q_strcat( cg.spectatorList, sizeof( cg.spectatorList ), va( "%s ", cgs.clientinfo[ i ].name ) );
+ Q_strcat( cg.spectatorList, sizeof( cg.spectatorList ), va( "%s " S_COLOR_WHITE, cgs.clientinfo[ i ].name ) );
}
i = strlen( cg.spectatorList );
diff --git a/src/cgame/cg_particles.c b/src/cgame/cg_particles.c
index 28787bd0..cc7c4722 100644
--- a/src/cgame/cg_particles.c
+++ b/src/cgame/cg_particles.c
@@ -337,7 +337,7 @@ static particleEjector_t *CG_SpawnNewParticleEjector( baseParticleEjector_t *bpe
pe->nextEjectionTime = cg.time +
(int)CG_RandomiseValue( (float)bpe->eject.delay, bpe->eject.delayRandFrac );
pe->count = pe->totalParticles =
- (int)CG_RandomiseValue( (float)bpe->totalParticles, bpe->totalParticlesRandFrac );
+ (int)round( CG_RandomiseValue( (float)bpe->totalParticles, bpe->totalParticlesRandFrac ) );
pe->valid = qtrue;
@@ -1744,7 +1744,10 @@ static void CG_EvaluateParticlePhysics( particle_t *p )
VectorMA( p->origin, deltaTime, p->velocity, newOrigin );
p->lastEvalTime = cg.time;
- CG_Trace( &trace, p->origin, mins, maxs, newOrigin, -1, CONTENTS_SOLID );
+ if( !ps->attachment.centValid )
+ CG_Trace( &trace, p->origin, mins, maxs, newOrigin, -1, CONTENTS_SOLID );
+ else
+ CG_Trace( &trace, p->origin, mins, maxs, newOrigin, ps->attachment.centNum, CONTENTS_SOLID );
//not hit anything or not a collider
if( trace.fraction == 1.0f || bounce == 0.0f )
diff --git a/src/cgame/cg_players.c b/src/cgame/cg_players.c
index 65a34d2e..1ea8d30d 100644
--- a/src/cgame/cg_players.c
+++ b/src/cgame/cg_players.c
@@ -2225,7 +2225,10 @@ void CG_Player( centity_t *cent )
//
// add the gun / barrel / flash
//
- CG_AddPlayerWeapon( &torso, NULL, cent );
+ if( !ci->nonsegmented )
+ CG_AddPlayerWeapon( &torso, NULL, cent );
+ else
+ CG_AddPlayerWeapon( &legs, NULL, cent );
CG_PlayerUpgrades( cent, &torso );