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-rw-r--r--src/game/bg_misc.c112
1 files changed, 0 insertions, 112 deletions
diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c
index 4b0d56f..8810c12 100644
--- a/src/game/bg_misc.c
+++ b/src/game/bg_misc.c
@@ -3416,118 +3416,6 @@ void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean
s->otherEntityNum = ps->otherEntityNum;
}
-
-/*
-========================
-BG_PlayerStateToEntityStateExtraPolate
-
-This is done after each set of usercmd_t on the server,
-and after local prediction on the client
-========================
-*/
-void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s, int time, qboolean snap )
-{
- int i;
-
- if( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPECTATOR || ps->pm_type == PM_FREEZE )
- s->eType = ET_INVISIBLE;
- else if( ps->persistant[ PERS_TEAM ] == TEAM_SPECTATOR )
- s->eType = ET_INVISIBLE;
- else
- s->eType = ET_PLAYER;
-
- s->number = ps->clientNum;
-
- s->pos.trType = TR_LINEAR_STOP;
- VectorCopy( ps->origin, s->pos.trBase );
-
- if( snap )
- SnapVector( s->pos.trBase );
-
- // set the trDelta for flag direction and linear prediction
- VectorCopy( ps->velocity, s->pos.trDelta );
- // set the time for linear prediction
- s->pos.trTime = time;
- // set maximum extra polation time
- s->pos.trDuration = 50; // 1000 / sv_fps (default = 20)
-
- s->apos.trType = TR_INTERPOLATE;
- VectorCopy( ps->viewangles, s->apos.trBase );
- if( snap )
- SnapVector( s->apos.trBase );
-
- //TA: i need for other things :)
- //s->angles2[YAW] = ps->movementDir;
- s->time2 = ps->movementDir;
- s->legsAnim = ps->legsAnim;
- s->torsoAnim = ps->torsoAnim;
- s->clientNum = ps->clientNum; // ET_PLAYER looks here instead of at number
- // so corpses can also reference the proper config
- s->eFlags = ps->eFlags;
-
- if( ps->stats[STAT_HEALTH] <= 0 )
- s->eFlags |= EF_DEAD;
- else
- s->eFlags &= ~EF_DEAD;
-
- if( ps->stats[ STAT_STATE ] & SS_BLOBLOCKED )
- s->eFlags |= EF_BLOBLOCKED;
- else
- s->eFlags &= ~EF_BLOBLOCKED;
-
- if( ps->externalEvent )
- {
- s->event = ps->externalEvent;
- s->eventParm = ps->externalEventParm;
- }
- else if( ps->entityEventSequence < ps->eventSequence )
- {
- int seq;
-
- if( ps->entityEventSequence < ps->eventSequence - MAX_PS_EVENTS )
- ps->entityEventSequence = ps->eventSequence - MAX_PS_EVENTS;
-
- seq = ps->entityEventSequence & ( MAX_PS_EVENTS - 1 );
- s->event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 );
- s->eventParm = ps->eventParms[ seq ];
- ps->entityEventSequence++;
- }
-
- s->weapon = ps->weapon;
- s->groundEntityNum = ps->groundEntityNum;
-
- //store items held and active items in modelindex and modelindex2
- s->modelindex = 0;
- s->modelindex2 = 0;
-
- for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ )
- {
- if( BG_InventoryContainsUpgrade( i, ps->stats ) )
- {
- s->modelindex |= 1 << i;
-
- if( BG_UpgradeIsActive( i, ps->stats ) )
- s->modelindex2 |= 1 << i;
- }
- }
-
- // use misc field to store team/class info:
- s->misc = ps->stats[ STAT_PTEAM ] | ( ps->stats[ STAT_PCLASS ] << 8 );
-
- //TA: have to get the surfNormal thru somehow...
- VectorCopy( ps->grapplePoint, s->angles2 );
- if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING )
- s->eFlags |= EF_WALLCLIMBCEILING;
-
- s->loopSound = ps->loopSound;
- s->generic1 = ps->generic1;
-
- if( s->generic1 <= WPM_NONE || s->generic1 >= WPM_NUM_WEAPONMODES )
- s->generic1 = WPM_PRIMARY;
-
- s->otherEntityNum = ps->otherEntityNum;
-}
-
/*
========================
BG_WeaponIsFull