Finally fixed lightning beam origins for spectated players.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@2845 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2008-01-09 00:22:13 +00:00
parent 88c32fb291
commit 35176c44b3
1 changed files with 1 additions and 11 deletions

View File

@ -2471,7 +2471,7 @@ void CL_UpdateBeams (void)
{
for (j = 0; j < cl.splitclients; j++)
{
if (b->entity == (autocam[j]?spec_track[j]:(cl.playernum[j]+1)))
if (b->entity == (autocam[j]?spec_track[j]+1:(cl.playernum[j]+1)))
{
player_state_t *pl;
// VectorSubtract(cl.simorg, b->start, org);
@ -2576,16 +2576,6 @@ void CL_UpdateBeams (void)
pitch += 360;
}
/* if (1) //cool funky particle mode.
{
CL_LightningParticleBeam(b->start, b->end);
continue;
}
*/
// if (part_type[rt_lightning1].loaded)
// if (!P_ParticleTrail(b->start, b->end, rt_lightning1, NULL))
// continue;
if (ruleset_allow_particle_lightning.value)
if (b->particleeffect >= 0 && !P_ParticleTrail(b->start, b->end, b->particleeffect, &b->trailstate))
continue;