/dports/games/alienarena-data/alienarena-7.66/source/client/ |
H A D | cl_ents.c | 1237 gun.flags = RF_MINLIGHT | RF_DEPTHHACK | RF_WEAPONMODEL; in CL_AddViewWeapon()
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/dports/games/alienarena-data/alienarena-7.66/source/game/ |
H A D | q_shared.h | 649 #define RF_WEAPONMODEL 4 // only draw through eyes macro
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/dports/games/alienarena-data/alienarena-7.66/source/ref_gl/ |
H A D | r_iqm.c | 1352 …else if((currententity->flags & (RF_WEAPONMODEL | RF_SHELL_GREEN)) || (gl_glsl_shaders->integer &&… in IQM_DrawFrame() 1463 if( !(currententity->flags & RF_WEAPONMODEL)) in IQM_DrawFrame() 1516 if(mirror && !(currententity->flags & RF_WEAPONMODEL) ) in IQM_DrawFrame() 1539 if(mirror && !(currententity->flags & RF_WEAPONMODEL)) in IQM_DrawFrame() 1733 if(currententity->flags & RF_WEAPONMODEL) in IQM_NextFrame() 1806 if ((currententity->flags & RF_WEAPONMODEL) && r_lefthand->integer == 2) in R_DrawINTERQUAKEMODEL() 1911 if (currententity->flags & RF_WEAPONMODEL) in R_DrawINTERQUAKEMODEL() 1997 if (!(!cl_gun->integer && ( currententity->flags & RF_WEAPONMODEL ) ) ) in R_DrawINTERQUAKEMODEL() 2005 if ( ( currententity->flags & RF_WEAPONMODEL ) ) in R_DrawINTERQUAKEMODEL() 2111 if ( currententity->flags & RF_WEAPONMODEL ) //don't draw weapon model shadow casters in IQM_DrawCaster()
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H A D | r_mesh.c | 1189 if(currententity->flags & RF_WEAPONMODEL) in R_Mesh_SetupGLSL() 1425 if (!(!cl_gun->integer && ( currententity->flags & RF_WEAPONMODEL ) ) ) in MD2_DrawFrame() 1440 mirror_noweap = mirror && !(currententity->flags & RF_WEAPONMODEL); in MD2_DrawFrame() 1446 if( !(currententity->flags & RF_WEAPONMODEL)) in MD2_DrawFrame() 1566 if (!(!cl_gun->integer && ( currententity->flags & RF_WEAPONMODEL ))) in MD2_DrawFrame() 1571 if(mirror && !(currententity->flags & RF_WEAPONMODEL)) in MD2_DrawFrame() 1715 if (!(!cl_gun->integer && ( currententity->flags & RF_WEAPONMODEL ))) in MD2_DrawFrame() 1782 if (!(!cl_gun->integer && ( currententity->flags & RF_WEAPONMODEL ) ) ) in MD2_DrawFrame() 1823 if ( !( currententity->flags & RF_WEAPONMODEL ) ) in R_DrawAliasModel() 1846 if(!cl_gun->integer && (currententity->flags & RF_WEAPONMODEL)) in R_DrawAliasModel() [all …]
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H A D | r_shadows.c | 608 RF_WEAPONMODEL | RF_NOSHADOWS | RF_TRANSLUCENT)) in R_CastShadow()
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/dports/games/alienarena/alienarena-7.66/source/client/ |
H A D | cl_ents.c | 1237 gun.flags = RF_MINLIGHT | RF_DEPTHHACK | RF_WEAPONMODEL; in CL_AddViewWeapon()
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/dports/games/alienarena/alienarena-7.66/source/game/ |
H A D | q_shared.h | 649 #define RF_WEAPONMODEL 4 // only draw through eyes macro
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/dports/games/alienarena/alienarena-7.66/source/ref_gl/ |
H A D | r_iqm.c | 1352 …else if((currententity->flags & (RF_WEAPONMODEL | RF_SHELL_GREEN)) || (gl_glsl_shaders->integer &&… in IQM_DrawFrame() 1463 if( !(currententity->flags & RF_WEAPONMODEL)) in IQM_DrawFrame() 1516 if(mirror && !(currententity->flags & RF_WEAPONMODEL) ) in IQM_DrawFrame() 1539 if(mirror && !(currententity->flags & RF_WEAPONMODEL)) in IQM_DrawFrame() 1733 if(currententity->flags & RF_WEAPONMODEL) in IQM_NextFrame() 1806 if ((currententity->flags & RF_WEAPONMODEL) && r_lefthand->integer == 2) in R_DrawINTERQUAKEMODEL() 1911 if (currententity->flags & RF_WEAPONMODEL) in R_DrawINTERQUAKEMODEL() 1997 if (!(!cl_gun->integer && ( currententity->flags & RF_WEAPONMODEL ) ) ) in R_DrawINTERQUAKEMODEL() 2005 if ( ( currententity->flags & RF_WEAPONMODEL ) ) in R_DrawINTERQUAKEMODEL() 2111 if ( currententity->flags & RF_WEAPONMODEL ) //don't draw weapon model shadow casters in IQM_DrawCaster()
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H A D | r_mesh.c | 1189 if(currententity->flags & RF_WEAPONMODEL) in R_Mesh_SetupGLSL() 1425 if (!(!cl_gun->integer && ( currententity->flags & RF_WEAPONMODEL ) ) ) in MD2_DrawFrame() 1440 mirror_noweap = mirror && !(currententity->flags & RF_WEAPONMODEL); in MD2_DrawFrame() 1446 if( !(currententity->flags & RF_WEAPONMODEL)) in MD2_DrawFrame() 1566 if (!(!cl_gun->integer && ( currententity->flags & RF_WEAPONMODEL ))) in MD2_DrawFrame() 1571 if(mirror && !(currententity->flags & RF_WEAPONMODEL)) in MD2_DrawFrame() 1715 if (!(!cl_gun->integer && ( currententity->flags & RF_WEAPONMODEL ))) in MD2_DrawFrame() 1782 if (!(!cl_gun->integer && ( currententity->flags & RF_WEAPONMODEL ) ) ) in MD2_DrawFrame() 1823 if ( !( currententity->flags & RF_WEAPONMODEL ) ) in R_DrawAliasModel() 1846 if(!cl_gun->integer && (currententity->flags & RF_WEAPONMODEL)) in R_DrawAliasModel() [all …]
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H A D | r_shadows.c | 608 RF_WEAPONMODEL | RF_NOSHADOWS | RF_TRANSLUCENT)) in R_CastShadow()
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/dports/games/egl/egl-0.3.1_9/cgame/ |
H A D | cg_weapon.c | 105 gun.flags = RF_MINLIGHT|RF_DEPTHHACK|RF_WEAPONMODEL; in CG_AddViewWeapon()
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/dports/games/egl/egl-0.3.1_9/renderer/ |
H A D | rb_entity.c | 208 if (rb_nullEntities[i]->flags & RF_WEAPONMODEL) in RB_DrawNullModelList()
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H A D | rf_alias.c | 257 if (ent->flags & RF_WEAPONMODEL) in R_CullAliasModel()
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H A D | rf_light.c | 327 if (!(ent->flags & RF_WEAPONMODEL) && (r_fullbright->intVal || ent->flags & RF_FULLBRIGHT)) in R_Q2BSP_LightForEntity() 336 if (!(ent->flags & RF_WEAPONMODEL) && !R_Q2BSP_RecursiveLightPoint (ent->origin, end)) { in R_Q2BSP_LightForEntity() 354 if (ent->flags & RF_WEAPONMODEL) { in R_Q2BSP_LightForEntity()
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H A D | rf_main.c | 149 if (ent->flags & RF_WEAPONMODEL) in R_AddEntitiesToList()
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H A D | rf_meshbuffer.c | 306 if (mb->entity->flags & (RF_WEAPONMODEL|RF_NOSHADOW)) in R_BatchMeshBuffer()
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/dports/games/egl/egl-0.3.1_9/shared/ |
H A D | shared.h | 1240 #define RF_WEAPONMODEL 4 // only draw through eyes macro
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/dports/games/q2p/Q2P-0.2-2006-12-31/client/ |
H A D | cl_ents.c | 1375 gun.flags = RF_MINLIGHT | RF_DEPTHHACK | RF_WEAPONMODEL; in CL_AddViewWeapon()
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/dports/games/q2p/Q2P-0.2-2006-12-31/ctf/ |
H A D | q_shared.h | 596 #define RF_WEAPONMODEL 4 // only draw through eyes macro
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/dports/games/q2p/Q2P-0.2-2006-12-31/game/ |
H A D | q_shared.h | 647 #define RF_WEAPONMODEL 4 // only draw through eyes macro
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/dports/games/q2p/Q2P-0.2-2006-12-31/ref_gl/ |
H A D | gl_mesh.c | 640 if ( !( e->flags & RF_WEAPONMODEL ) ) { in R_DrawAliasModel() 645 if ( e->flags & RF_WEAPONMODEL ) { in R_DrawAliasModel() 689 if ( currententity->flags & RF_WEAPONMODEL ) { in R_DrawAliasModel() 776 if ( ( currententity->flags & (RF_WEAPONMODEL|RF_NOSHADOW) ) && ( r_lefthand->value == 1.0F ) ) { in R_DrawAliasModel() 848 if ((currententity->flags & RF_WEAPONMODEL) && in R_DrawAliasModel() 864 RF_WEAPONMODEL| in R_DrawAliasModel() 884 if (currententity->flags & RF_WEAPONMODEL) in R_DrawAliasModel()
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H A D | gl_rmain.c | 814 if (currententity->flags & RF_WEAPONMODEL) in R_DrawAllEntities() 829 if (currententity->flags & RF_WEAPONMODEL) in R_DrawAllEntities() 858 if (currententity->flags & RF_WEAPONMODEL) { in R_DrawSolidEntities()
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/dports/games/q2pro/q2pro/include/ |
H A D | q_shared.h | 890 #define RF_WEAPONMODEL 4 // only draw through eyes macro
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/dports/games/q2pro/q2pro/ref_newgl/ |
H A D | gl_mesh.c | 317 if( ( ent->flags & (RF_WEAPONMODEL|RF_LEFTHAND) ) == in GL_DrawAliasModel() 318 (RF_WEAPONMODEL|RF_LEFTHAND) ) in GL_DrawAliasModel() 381 if( ( ent->flags & (RF_WEAPONMODEL|RF_LEFTHAND) ) == in GL_DrawAliasModel() 382 (RF_WEAPONMODEL|RF_LEFTHAND) ) in GL_DrawAliasModel()
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/dports/games/q2pro/q2pro/ref_soft/ |
H A D | sw_alias.c | 266 if ( ( currententity->flags & (RF_WEAPONMODEL|RF_LEFTHAND) ) == (RF_WEAPONMODEL|RF_LEFTHAND) ) in R_AliasPreparePoints() 1143 if ( ( currententity->flags & (RF_WEAPONMODEL|RF_LEFTHAND) ) == (RF_WEAPONMODEL|RF_LEFTHAND) ) in R_AliasDrawModel() 1159 if ( ( currententity->flags & (RF_WEAPONMODEL|RF_LEFTHAND) ) == (RF_WEAPONMODEL|RF_LEFTHAND) ) in R_AliasDrawModel() 1191 if ( ( currententity->flags & (RF_WEAPONMODEL|RF_LEFTHAND) ) == (RF_WEAPONMODEL|RF_LEFTHAND) ) in R_AliasDrawModel()
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