@@ -7164,9 +7164,14 @@ void CG_AddSaberBlade( centity_t *cent, centity_t *scent, refEntity_t *saber, in
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{
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if ( trace .entityNum == ENTITYNUM_WORLD || cg_entities [trace .entityNum ].currentState .eType == ET_TERRAIN || (cg_entities [trace .entityNum ].currentState .eFlags & EF_PERMANENT ) )
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{//only put marks on architecture
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- // Let's do some cool burn/glowing mark bits!!!
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- CG_CreateSaberMarks ( client -> saber [saberNum ].blade [bladeNum ].trail .oldPos [i ], trace .endpos , trace .plane .normal );
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-
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+ float markDistance = Distance (client -> saber [saberNum ].blade [bladeNum ].trail .oldPos [i ], trace .endpos );
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+ if (markDistance > 8.0f )
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+ { // Let's do some cool burn/glowing mark bits!!!
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+ CG_CreateSaberMarks ( client -> saber [saberNum ].blade [bladeNum ].trail .oldPos [i ], trace .endpos , trace .plane .normal );
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+ // stash point so we can connect-the-dots later
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+ VectorCopy (trace .endpos , client -> saber [saberNum ].blade [bladeNum ].trail .oldPos [i ]);
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+ VectorCopy (trace .plane .normal , client -> saber [saberNum ].blade [bladeNum ].trail .oldNormal [i ]);
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+ }
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//make a sound
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if ( cg .time - client -> saber [saberNum ].blade [bladeNum ].hitWallDebounceTime >= 100 )
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{//ugh, need to have a real sound debouncer... or do this game-side
@@ -7181,12 +7186,11 @@ void CG_AddSaberBlade( centity_t *cent, centity_t *scent, refEntity_t *saber, in
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client -> saber [saberNum ].blade [bladeNum ].trail .haveOldPos [i ] = qtrue ;
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// CG_ImpactMark( cgs.media.rivetMarkShader, client->saber[saberNum].blade[bladeNum].trail.oldPos[i], client->saber[saberNum].blade[bladeNum].trail.oldNormal[i],
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// 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, qfalse, 1.1f, qfalse );
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+ // stash point so we can connect-the-dots later
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+ VectorCopy ( trace .endpos , client -> saber [saberNum ].blade [bladeNum ].trail .oldPos [i ] );
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+ VectorCopy ( trace .plane .normal , client -> saber [saberNum ].blade [bladeNum ].trail .oldNormal [i ] );
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}
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}
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-
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- // stash point so we can connect-the-dots later
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- VectorCopy ( trace .endpos , client -> saber [saberNum ].blade [bladeNum ].trail .oldPos [i ] );
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- VectorCopy ( trace .plane .normal , client -> saber [saberNum ].blade [bladeNum ].trail .oldNormal [i ] );
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}
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else
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{
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