/* =========================================================================== 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); } // Reset splash info cent->splash_still_count = 0; } /* =============== CG_Player =============== */ void CG_Player(centity_t *cent) { //CG_PlayerSplash( cent ); }