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cgame: Add TODOs for power levels in auras and monster gametype camer…
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LegendaryGuard committed Dec 8, 2024
1 parent badda13 commit 234ec94
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Showing 2 changed files with 4 additions and 0 deletions.
2 changes: 2 additions & 0 deletions source/cgame/cg_players.c
Original file line number Diff line number Diff line change
Expand Up @@ -2435,6 +2435,8 @@ static void CG_Aura( centity_t *cent, int clientNum, clientInfo_t *ci, int rende
// Don't put this line of code here if transformed, just put outside the check EF_AURA conditional
// trap_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&255), 1.0, 1.0, 0 );

// BFP - TODO: Check with powerlevels, if the powerlevel is lower than 100.000, the aura is blue on non-team gamemodes

// apply light blinking
if ( ci->team == TEAM_BLUE ) {
aura.customShader = aura2.customShader = cgs.media.auraBlueTinyShader;
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2 changes: 2 additions & 0 deletions source/cgame/cg_view.c
Original file line number Diff line number Diff line change
Expand Up @@ -230,6 +230,8 @@ static void CG_OffsetThirdPersonView( void ) {
vec3_t overrideOrg;
float camAngle, camHeight, camRange;

// BFP - TODO: On monster gametype (g_gametype 4), if the player is a monster, adjust the camera height and/or range views

// BFP - Camera setup
camAngle = cg_thirdPersonAngle.value;
camHeight = cg_thirdPersonHeight.value;
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