void V_PrepBlend (void) { int i, j; if (cl_cshift_powerup->int_val || (cl.sv_cshifts & INFO_CSHIFT_POWERUP)) V_CalcPowerupCshift (); r_data->vid->cshift_changed = false; for (i = 0; i < NUM_CSHIFTS; i++) { if (cl.cshifts[i].percent != cl.prev_cshifts[i].percent) { r_data->vid->cshift_changed = true; cl.prev_cshifts[i].percent = cl.cshifts[i].percent; } for (j = 0; j < 3; j++) { if (cl.cshifts[i].destcolor[j] != cl.prev_cshifts[i].destcolor[j]) { r_data->vid->cshift_changed = true; cl.prev_cshifts[i].destcolor[j] = cl.cshifts[i].destcolor[j]; } } } // drop the damage value V_DropCShift (&cl.cshifts[CSHIFT_DAMAGE], 150); // drop the bonus value V_DropCShift (&cl.cshifts[CSHIFT_BONUS], 100); if (!r_data->vid->cshift_changed && !r_data->vid->recalc_refdef) return; V_CalcBlend (); }
/* ============= V_PrepBlend ============= */ void V_PrepBlend (void) { if (cls.state != ca_active) { cl.cshifts[CSHIFT_CONTENTS].percent = 0; cl.cshifts[CSHIFT_POWERUP].percent = 0; cl.cshifts[CSHIFT_CUSTOM].percent = 0; } else { V_CalcPowerupCshift (); } // drop the damage value V_DropCShift (&cl.cshifts[CSHIFT_DAMAGE], 150); // drop the bonus value V_DropCShift (&cl.cshifts[CSHIFT_BONUS], 100); V_CalcBlend (); }