@@ -5834,9 +5834,6 @@ void CG_DoSaber( vec3_t origin, vec3_t dir, float length, float lengthMax, float
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// Find the midpoint of the saber for lighting purposes
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VectorMA ( origin , length * 0.5f , dir , mid );
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- if (color > SABER_PURPLE )
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- color = ClampSaberColor (color );
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-
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switch ( color )
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{
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case SABER_RED :
@@ -6008,7 +6005,7 @@ void CG_DoSaber( vec3_t origin, vec3_t dir, float length, float lengthMax, float
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//rgb
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}
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- void CG_DoSFXSaber ( vec3_t blade_muz , vec3_t blade_tip , vec3_t trail_tip , vec3_t trail_muz , float lengthMax , float radius , saber_colors_t color , int rfx , qboolean doLight , qboolean doTrail , int cnum , int bnum ) {
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+ void CG_DoSFXSaber ( vec3_t blade_muz , vec3_t blade_tip , vec3_t trail_tip , vec3_t trail_muz , float lengthMax , float radius , saber_colors_t color , int rfx , qboolean doLight , int cnum , int bnum ) {
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vec3_t dif , mid , blade_dir , end_dir , trail_dir , base_dir , rgb ;
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float radiusmult , effectradius , coreradius , effectalpha , AngleScale , blade_len , end_len , trail_len , base_len , DisTip , DisMuz , DisDif , glowscale = 0.5f , v1 , v2 , len , pulse ;
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int i ;
@@ -6033,9 +6030,6 @@ void CG_DoSFXSaber( vec3_t blade_muz, vec3_t blade_tip, vec3_t trail_tip, vec3_t
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VectorNormalize ( end_dir );
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VectorNormalize ( base_dir );
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- if (color > SABER_PURPLE )
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- color = ClampSaberColor (color );
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-
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switch ( color ) {
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case SABER_RED :
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glow = cgs .media .redSaberGlowShader ;
@@ -7635,8 +7629,7 @@ void CG_AddSaberBlade( centity_t *cent, centity_t *scent, refEntity_t *saber, in
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CG_DoSFXSaber (fx .mVerts [0 ].origin , fx .mVerts [1 ].origin , fx .mVerts [2 ].origin , fx .mVerts [3 ].origin ,
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(client -> saber [saberNum ].blade [bladeNum ].lengthMax ), (client -> saber [saberNum ].blade [bladeNum ].radius ),
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scolor , renderfx , (qboolean )(client -> saber [saberNum ].numBlades < 3
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- && !(client -> saber [saberNum ].saberFlags2 & SFL2_NO_DLIGHT )),
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- (qboolean )(cg_saberTrail .integer > 0 ), cent -> currentState .clientNum , saberNum );
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+ && !(client -> saber [saberNum ].saberFlags2 & SFL2_NO_DLIGHT )), cent -> currentState .clientNum , saberNum );
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} else {
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CG_DoSaber ( org_ , axis_ [0 ], saberLen , client -> saber [saberNum ].blade [bladeNum ].lengthMax , client -> saber [saberNum ].blade [bladeNum ].radius ,
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scolor , renderfx , (qboolean )(client -> saber [saberNum ].numBlades < 3 && !(client -> saber [saberNum ].saberFlags2 & SFL2_NO_DLIGHT )), cent -> currentState .clientNum , saberNum );//rgb -- fix casting?
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