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diff --git a/src/cgame/cg_animmapobj.c b/src/cgame/cg_animmapobj.c
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+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2006 Tim Angus
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+
+#include "cg_local.h"
+
+
+/*
+===============
+CG_DoorAnimation
+===============
+*/
+static void CG_DoorAnimation( centity_t *cent, int *old, int *now, float *backLerp )
+{
+ CG_RunLerpFrame( &cent->lerpFrame );
+
+ *old = cent->lerpFrame.oldFrame;
+ *now = cent->lerpFrame.frame;
+ *backLerp = cent->lerpFrame.backlerp;
+}
+
+
+/*
+===============
+CG_ModelDoor
+===============
+*/
+void CG_ModelDoor( centity_t *cent )
+{
+ refEntity_t ent;
+ entityState_t *es;
+ animation_t anim;
+ lerpFrame_t *lf = &cent->lerpFrame;
+
+ es = &cent->currentState;
+
+ if( !es->modelindex )
+ return;
+
+ //create the render entity
+ memset( &ent, 0, sizeof( ent ) );
+ VectorCopy( cent->lerpOrigin, ent.origin );
+ VectorCopy( cent->lerpOrigin, ent.oldorigin );
+ AnglesToAxis( cent->lerpAngles, ent.axis );
+
+ ent.renderfx = RF_NOSHADOW;
+
+ //add the door model
+ ent.skinNum = 0;
+ ent.hModel = cgs.gameModels[ es->modelindex ];
+
+ //scale the door
+ VectorScale( ent.axis[ 0 ], es->origin2[ 0 ], ent.axis[ 0 ] );
+ VectorScale( ent.axis[ 1 ], es->origin2[ 1 ], ent.axis[ 1 ] );
+ VectorScale( ent.axis[ 2 ], es->origin2[ 2 ], ent.axis[ 2 ] );
+ ent.nonNormalizedAxes = qtrue;
+
+ //setup animation
+ anim.firstFrame = es->powerups;
+ anim.numFrames = es->weapon;
+ anim.reversed = !es->legsAnim;
+ anim.flipflop = qfalse;
+ anim.loopFrames = 0;
+ anim.frameLerp = 1000 / es->torsoAnim;
+ anim.initialLerp = 1000 / es->torsoAnim;
+
+ //door changed state
+ if( es->legsAnim != cent->doorState )
+ {
+ lf->animationTime = lf->frameTime + anim.initialLerp;
+ cent->doorState = es->legsAnim;
+ }
+
+ lf->animation = &anim;
+
+ //run animation
+ CG_DoorAnimation( cent, &ent.oldframe, &ent.frame, &ent.backlerp );
+
+ trap_R_AddRefEntityToScene( &ent );
+}
+
+
+/*
+===============
+CG_AMOAnimation
+===============
+*/
+static void CG_AMOAnimation( centity_t *cent, int *old, int *now, float *backLerp )
+{
+ if( !( cent->currentState.eFlags & EF_MOVER_STOP ) || cent->animPlaying )
+ {
+ int delta = cg.time - cent->miscTime;
+
+ //hack to prevent "pausing" mucking up the lerping
+ if( delta > 900 )
+ {
+ cent->lerpFrame.oldFrameTime += delta;
+ cent->lerpFrame.frameTime += delta;
+ }
+
+ CG_RunLerpFrame( &cent->lerpFrame );
+ cent->miscTime = cg.time;
+ }
+
+ *old = cent->lerpFrame.oldFrame;
+ *now = cent->lerpFrame.frame;
+ *backLerp = cent->lerpFrame.backlerp;
+}
+
+
+/*
+==================
+CG_animMapObj
+==================
+*/
+void CG_AnimMapObj( centity_t *cent )
+{
+ refEntity_t ent;
+ entityState_t *es;
+ float scale;
+ animation_t anim;
+
+ es = &cent->currentState;
+
+ // if set to invisible, skip
+ if( !es->modelindex || ( es->eFlags & EF_NODRAW ) )
+ return;
+
+ memset( &ent, 0, sizeof( ent ) );
+
+ VectorCopy( es->angles, cent->lerpAngles );
+ AnglesToAxis( cent->lerpAngles, ent.axis );
+
+ ent.hModel = cgs.gameModels[ es->modelindex ];
+
+ VectorCopy( cent->lerpOrigin, ent.origin);
+ VectorCopy( cent->lerpOrigin, ent.oldorigin);
+
+ ent.nonNormalizedAxes = qfalse;
+
+ //scale the model
+ if( es->angles2[ 0 ] )
+ {
+ scale = es->angles2[ 0 ];
+ VectorScale( ent.axis[ 0 ], scale, ent.axis[ 0 ] );
+ VectorScale( ent.axis[ 1 ], scale, ent.axis[ 1 ] );
+ VectorScale( ent.axis[ 2 ], scale, ent.axis[ 2 ] );
+ ent.nonNormalizedAxes = qtrue;
+ }
+
+ //setup animation
+ anim.firstFrame = es->powerups;
+ anim.numFrames = es->weapon;
+ anim.reversed = qfalse;
+ anim.flipflop = qfalse;
+
+ // if numFrames is negative the animation is reversed
+ if( anim.numFrames < 0 )
+ {
+ anim.numFrames = -anim.numFrames;
+ anim.reversed = qtrue;
+ }
+
+ anim.loopFrames = es->torsoAnim;
+
+ if( !es->legsAnim )
+ {
+ anim.frameLerp = 1000;
+ anim.initialLerp = 1000;
+ }
+ else
+ {
+ anim.frameLerp = 1000 / es->legsAnim;
+ anim.initialLerp = 1000 / es->legsAnim;
+ }
+
+ cent->lerpFrame.animation = &anim;
+
+ if( !anim.loopFrames )
+ {
+ // add one frame to allow the animation to play the last frame
+ // add another to get it to stop playing at the first frame
+ anim.numFrames += 2;
+
+ if( !cent->animInit )
+ {
+ cent->animInit = qtrue;
+ cent->animPlaying = !( cent->currentState.eFlags & EF_MOVER_STOP );
+ }
+ else
+ {
+ if( cent->animLastState !=
+ !( cent->currentState.eFlags & EF_MOVER_STOP ) )
+ {
+ cent->animPlaying = qtrue;
+ cent->lerpFrame.animationTime = cg.time;
+ cent->lerpFrame.frameTime = cg.time;
+ }
+ }
+ cent->animLastState = !( cent->currentState.eFlags & EF_MOVER_STOP );
+ }
+
+ //run animation
+ CG_AMOAnimation( cent, &ent.oldframe, &ent.frame, &ent.backlerp );
+
+ // add to refresh list
+ trap_R_AddRefEntityToScene(&ent);
+}