ref: if the entity is opaque, check the renderfx too, it might become translucent

This commit is contained in:
Alibek Omarov 2024-04-22 04:20:37 +03:00
parent 60c6767337
commit 36a0c1fb17
2 changed files with 20 additions and 2 deletions

View file

@ -64,7 +64,16 @@ Opaque entity can be brush or studio model but sprite
qboolean R_OpaqueEntity( cl_entity_t *ent )
{
if( R_GetEntityRenderMode( ent ) == kRenderNormal )
return true;
{
switch( ent->curstate.renderfx )
{
case kRenderFxNone:
case kRenderFxDeadPlayer:
case kRenderFxLightMultiplier:
case kRenderFxExplode:
return true;
}
}
return false;
}

View file

@ -150,7 +150,16 @@ qboolean R_OpaqueEntity( cl_entity_t *ent )
int rendermode = R_GetEntityRenderMode( ent );
if( rendermode == kRenderNormal )
return true;
{
switch( ent->curstate.renderfx )
{
case kRenderFxNone:
case kRenderFxDeadPlayer:
case kRenderFxLightMultiplier:
case kRenderFxExplode:
return true;
}
}
if( sw_notransbrushes.value && ent->model && ent->model->type == mod_brush && rendermode == kRenderTransTexture )
return true;