==================
*/
+extern qboolean intimerefresh;
void V_CalcRefdef (void)
{
entity_t *ent, *view;
// transform the view offset by the model's matrix to get the offset from
// model origin for the view
- ent->angles[YAW] = cl.viewangles[YAW]; // the model should face the view dir
- ent->angles[PITCH] = -cl.viewangles[PITCH]; // the model should face the view dir
+ if (!chase_active.value) // LordHavoc: get rid of angle problems in chase_active mode
+ {
+ ent->angles[YAW] = cl.viewangles[YAW]; // the model should face the view dir
+ ent->angles[PITCH] = -cl.viewangles[PITCH]; // the model should face the view dir
+ }
bob = V_CalcBob ();
r_refdef.vieworg[1] += 1.0/32;
r_refdef.vieworg[2] += 1.0/32;
- VectorCopy (cl.viewangles, r_refdef.viewangles);
+ if (!intimerefresh)
+ {
+ VectorCopy (cl.viewangles, r_refdef.viewangles);
+ }
V_CalcViewRoll ();
V_AddIdle ();
view->model = cl.model_precache[cl.stats[STAT_WEAPON]];
view->frame = cl.stats[STAT_WEAPONFRAME];
- view->colormap = vid.colormap;
+ view->colormap = 0; //vid.colormap;
// set up the refresh position
- VectorAdd (r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);
+ if (!intimerefresh)
+ {
+ VectorAdd (r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);
+ }
// smooth out stair step ups
if (cl.onground && ent->origin[2] - oldz > 0)
the entity origin, so any view position inside that will be valid
==================
*/
-extern vrect_t scr_vrect;
-
void V_RenderView (void)
{
if (con_forcedup)
V_CalcRefdef ();
}
- R_PushDlights ();
-
R_RenderView ();
}