diff options
Diffstat (limited to 'src/cgame/cg_view.c')
-rw-r--r-- | src/cgame/cg_view.c | 36 |
1 files changed, 0 insertions, 36 deletions
diff --git a/src/cgame/cg_view.c b/src/cgame/cg_view.c index 1221fe9..9145b32 100644 --- a/src/cgame/cg_view.c +++ b/src/cgame/cg_view.c @@ -782,27 +782,6 @@ void CG_OffsetFirstPersonView( void ) cg.upMoveTime = cg.time; } - if( ( cg.predictedPlayerEntity.currentState.eFlags & EF_POISONCLOUDED ) && - ( cg.time - cg.poisonedTime < PCLOUD_DISORIENT_DURATION) && - !( cg.snap->ps.pm_flags & PMF_FOLLOW ) ) - { - float scale, fraction, pitchFraction; - - scale = 1.0f - (float)( cg.time - cg.poisonedTime ) / - BG_PlayerPoisonCloudTime( &cg.predictedPlayerState ); - if( scale < 0.0f ) - scale = 0.0f; - - fraction = sin( ( cg.time - cg.poisonedTime ) / 500.0f * M_PI * PCLOUD_ROLL_FREQUENCY ) * - scale; - pitchFraction = sin( ( cg.time - cg.poisonedTime ) / 200.0f * M_PI * PCLOUD_ROLL_FREQUENCY ) * - scale; - - angles[ ROLL ] += fraction * PCLOUD_ROLL_AMPLITUDE; - angles[ YAW ] += fraction * PCLOUD_ROLL_AMPLITUDE; - angles[ PITCH ] += pitchFraction * PCLOUD_ROLL_AMPLITUDE / 2.0f; - } - // this *feels* more realisitic for humans if( cg.predictedPlayerState.stats[ STAT_TEAM ] == TEAM_HUMANS && ( cg.predictedPlayerState.pm_type == PM_NORMAL || @@ -1022,21 +1001,6 @@ static int CG_CalcFov( void ) else inwater = qfalse; - if( ( cg.predictedPlayerEntity.currentState.eFlags & EF_POISONCLOUDED ) && - ( cg.time - cg.poisonedTime < PCLOUD_DISORIENT_DURATION) && - cg.predictedPlayerState.stats[ STAT_HEALTH ] > 0 && - !( cg.snap->ps.pm_flags & PMF_FOLLOW ) ) - { - float scale = 1.0f - (float)( cg.time - cg.poisonedTime ) / - BG_PlayerPoisonCloudTime( &cg.predictedPlayerState ); - - phase = ( cg.time - cg.poisonedTime ) / 1000.0f * PCLOUD_ZOOM_FREQUENCY * M_PI * 2.0f; - v = PCLOUD_ZOOM_AMPLITUDE * sin( phase ) * scale; - fov_x += v; - fov_y += v; - } - - // set it cg.refdef.fov_x = fov_x; cg.refdef.fov_y = fov_y; |