openmohaa/code/cgame/cg_player.cpp

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2023-04-30 00:02:16 +02:00
/*
===========================================================================
Copyright (C) 2023 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
OpenMoHAA source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// DESCRIPTION:
// Player functions for the cgame
#include "cg_local.h"
#include "cg_commands.h"
/*
player entities generate a great deal of information from implicit ques
taken from the entityState_t
*/
//=====================================================================
/*
===============
CG_ResetPlayerEntity
A player just came into view or teleported, so reset all animation info
===============
*/
void CG_ResetPlayerEntity( centity_t *cent )
{
cent->errorTime = -99999; // guarantee no error decay added
cent->extrapolated = qfalse;
VectorCopy( cent->currentState.origin, cent->lerpOrigin );
VectorCopy( cent->lerpOrigin, cent->rawOrigin );
VectorCopy( cent->currentState.angles, cent->lerpAngles );
VectorCopy( cent->lerpAngles, cent->rawAngles );
if ( cent->currentState.number == cg.snap->ps.clientNum )
{
// initialize the camera position
VectorCopy( cent->lerpOrigin, cg.currentViewPos );
// initialize the camera angles
VectorCopy( cent->lerpAngles, cg.currentViewAngles );
// setup the lastCameraTime
cg.lastCameraTime = -1;
// setup the lerpCameraTime
cg.lerpCameraTime = 0;
// clear the cameraView flag
cg.inCameraView = qfalse;
}
// Reset splash info
cent->splash_still_count = 0;
}
/*
===============
CG_Player
===============
*/
void CG_Player( centity_t *cent )
{
//CG_PlayerSplash( cent );
}