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https://github.com/openmoh/openmohaa.git
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83 lines
2.3 KiB
C++
83 lines
2.3 KiB
C++
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/*
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===========================================================================
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Copyright (C) 2023 the OpenMoHAA team
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This file is part of OpenMoHAA source code.
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OpenMoHAA source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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OpenMoHAA source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenMoHAA source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// DESCRIPTION:
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// Player functions for the cgame
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#include "cg_local.h"
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#include "cg_commands.h"
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/*
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player entities generate a great deal of information from implicit ques
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taken from the entityState_t
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*/
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//=====================================================================
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/*
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===============
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CG_ResetPlayerEntity
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A player just came into view or teleported, so reset all animation info
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===============
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*/
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void CG_ResetPlayerEntity( centity_t *cent )
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{
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cent->errorTime = -99999; // guarantee no error decay added
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cent->extrapolated = qfalse;
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VectorCopy( cent->currentState.origin, cent->lerpOrigin );
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VectorCopy( cent->lerpOrigin, cent->rawOrigin );
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VectorCopy( cent->currentState.angles, cent->lerpAngles );
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VectorCopy( cent->lerpAngles, cent->rawAngles );
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if ( cent->currentState.number == cg.snap->ps.clientNum )
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{
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// initialize the camera position
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VectorCopy( cent->lerpOrigin, cg.currentViewPos );
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// initialize the camera angles
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VectorCopy( cent->lerpAngles, cg.currentViewAngles );
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// setup the lastCameraTime
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cg.lastCameraTime = -1;
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// setup the lerpCameraTime
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cg.lerpCameraTime = 0;
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// clear the cameraView flag
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cg.inCameraView = qfalse;
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}
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// Reset splash info
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cent->splash_still_count = 0;
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}
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/*
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===============
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CG_Player
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===============
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*/
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void CG_Player( centity_t *cent )
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{
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//CG_PlayerSplash( cent );
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}
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