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-rw-r--r--src/cgame/cg_view.c36
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;