]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/cl_client.qc
Remove player model leaning from the code. It's too buggy, problematic, and not done...
[voretournament/voretournament.git] / data / qcsrc / server / cl_client.qc
index aedf04dbb1acbc944352f4edabeb54cdd8debddf..2f0b07d26b6912d3390c03a7e1a07b96e3eab0b8 100644 (file)
@@ -942,7 +942,6 @@ void PutClientInServer (void)
 \r
                self.angles_z = 0; // never spawn tilted even if the spot says to\r
                self.fixangle = TRUE; // turn this way immediately\r
-               self.leanangle_damage_force = '0 0 0';\r
                self.velocity = '0 0 0';\r
                self.avelocity = '0 0 0';\r
                self.punchangle = '0 0 0';\r
@@ -2672,57 +2671,6 @@ void PlayerPreThink (void)
                        self.fixangle = TRUE;\r
                }\r
 \r
-               if(self.deadflag == DEAD_NO && !self.stat_eaten)  // prevents bugs\r
-               {\r
-                       // lean the player with damage and acceleration\r
-                       // credits go to divVerent for these maths :)\r
-                       vector L0, L1, LF, LA;\r
-\r
-                       LA = AnglesTransform_FromAngles(self.angles);\r
-\r
-                       // acceleration leaning\r
-                       if(cvar("g_leanplayer_acceleration"))\r
-                       {\r
-                               // average velocity to obtain a smooth acceleration\r
-                               float f;\r
-                               f = frametime * cvar("g_leanplayer_acceleration_fade");\r
-                               self.avg_vel = self.avg_vel * (1 - f) + self.velocity * f;\r
-                       }\r
-\r
-                       vector accel;\r
-                       accel = self.velocity - self.avg_vel * cvar("g_leanplayer_acceleration"); // acceleration\r
-\r
-                       // bound angles to the specified limit\r
-                       accel_x = bound(-cvar("g_leanplayer_acceleration_max"), accel_x, cvar("g_leanplayer_acceleration_max"));\r
-                       accel_y = bound(-cvar("g_leanplayer_acceleration_max"), accel_y, cvar("g_leanplayer_acceleration_max"));\r
-                       accel_z = bound(-cvar("g_leanplayer_acceleration_max"), accel_z, cvar("g_leanplayer_acceleration_max"));\r
-\r
-                       L0_x = vlen(accel) * -1;\r
-                       L0_y = L1_y = vectoyaw(accel);\r
-\r
-                       L0 = AnglesTransform_FromAngles(L0);\r
-                       L1 = AnglesTransform_FromAngles(L1);\r
-                       LF = AnglesTransform_Multiply(AnglesTransform_Invert(L1), L0);\r
-                       LA = AnglesTransform_Multiply(LA, LF);\r
-                       // end of acceleration leaning\r
-\r
-                       // damage leaning\r
-                       L0 = vectoangles(self.leanangle_damage_loc);\r
-                       L1 = vectoangles(self.leanangle_damage_loc + self.leanangle_damage_force);\r
-\r
-                       L0 = AnglesTransform_FromAngles(L0);\r
-                       L1 = AnglesTransform_FromAngles(L1);\r
-                       LF = AnglesTransform_Multiply(AnglesTransform_Invert(L1), L0);\r
-\r
-                       LA = AnglesTransform_Multiply(LA, LF);\r
-\r
-                       // fade the player back to normal rotation each frame\r
-                       self.leanangle_damage_force = self.leanangle_damage_force * cvar("g_leanplayer_damage_fade");\r
-                       // end of damage leaning\r
-\r
-                       self.angles = AnglesTransform_Normalize(AnglesTransform_ToAngles(LA), TRUE);\r
-               }\r
-\r
                SetPlayerSize();\r
 \r
                if(frametime)\r