-
-// drop the damage value
- cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
- if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
- cl.cshifts[CSHIFT_DAMAGE].percent = 0;
-
-// drop the bonus value
- cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
- if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
- cl.cshifts[CSHIFT_BONUS].percent = 0;
-
- if (!new)
- return;
-
- V_CalcBlend ();
-}
-
-/*
-==============================================================================
-
- VIEW RENDERING
-
-==============================================================================
-*/
-
-float angledelta (float a)
-{
- a = ANGLEMOD(a);
- if (a > 180)
- a -= 360;
- return a;
-}
-
-/*
-==================
-CalcGunAngle
-==================
-*/
-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)