*/
void CalcGunAngle (void)
{
- /*
- float yaw, pitch, move;
- static float oldyaw = 0;
- static float oldpitch = 0;
-
- yaw = r_refdef.viewangles[YAW];
- pitch = -r_refdef.viewangles[PITCH];
-
- yaw = angledelta(yaw - r_refdef.viewangles[YAW]) * 0.4;
- if (yaw > 10)
- yaw = 10;
- if (yaw < -10)
- yaw = -10;
- pitch = angledelta(-pitch - r_refdef.viewangles[PITCH]) * 0.4;
- if (pitch > 10)
- pitch = 10;
- if (pitch < -10)
- pitch = -10;
- move = cl.frametime*20;
- if (yaw > oldyaw)
- {
- if (oldyaw + move < yaw)
- yaw = oldyaw + move;
- }
- else
- {
- if (oldyaw - move > yaw)
- yaw = oldyaw - move;
- }
-
- if (pitch > oldpitch)
- {
- if (oldpitch + move < pitch)
- pitch = oldpitch + move;
- }
- else
- {
- if (oldpitch - move > pitch)
- pitch = oldpitch - move;
- }
-
- oldyaw = yaw;
- oldpitch = pitch;
-
- cl.viewent.angles[YAW] = r_refdef.viewangles[YAW] + yaw;
- cl.viewent.angles[PITCH] = - (r_refdef.viewangles[PITCH] + pitch);
- */
cl.viewent.render.angles[YAW] = r_refdef.viewangles[YAW];
cl.viewent.render.angles[PITCH] = -r_refdef.viewangles[PITCH];
v_idlescale.value = old;
}
-extern void CL_LerpUpdate(entity_t *e, int frame, int modelindex);
-
/*
==================
V_CalcRefdef
view->render.alpha = ent->render.alpha; // LordHavoc: if the player is transparent, so is the gun
view->render.effects = ent->render.effects;
view->render.scale = 1;
- VectorCopy(ent->render.colormod, view->render.colormod);
// set up the refresh position
*/
void V_RenderView (void)
{
- if (con_forcedup)
+ if (scr_con_current >= vid.conheight)
return;
if (cl.intermission)