diff options
author | /dev/humancontroller <devhc@example.com> | 2014-07-14 00:57:46 +0200 |
---|---|---|
committer | /dev/humancontroller <devhc@example.com> | 2017-03-09 13:51:14 +0100 |
commit | e52255589bcd37a841cf275e13ae1abf427c7c79 (patch) | |
tree | 5045c7cca6553ef0879ae37f3ce2b82ad6b6efc2 | |
parent | c823eaf3beb186dc4cf42fb4a41be1291069d77a (diff) |
drop the use of the origin and angles fields of entityState_t in the cgame module (use lerp values instead)
-rw-r--r-- | src/cgame/cg_animmapobj.c | 1 | ||||
-rw-r--r-- | src/cgame/cg_buildable.c | 4 | ||||
-rw-r--r-- | src/cgame/cg_ents.c | 5 | ||||
-rw-r--r-- | src/cgame/cg_players.c | 2 | ||||
-rw-r--r-- | src/cgame/cg_predict.c | 2 | ||||
-rw-r--r-- | src/cgame/cg_snapshot.c | 4 |
6 files changed, 5 insertions, 13 deletions
diff --git a/src/cgame/cg_animmapobj.c b/src/cgame/cg_animmapobj.c index 4bc94a41..e02d1756 100644 --- a/src/cgame/cg_animmapobj.c +++ b/src/cgame/cg_animmapobj.c @@ -147,7 +147,6 @@ void CG_AnimMapObj( centity_t *cent ) memset( &ent, 0, sizeof( ent ) ); - VectorCopy( es->angles, cent->lerpAngles ); AnglesToAxis( cent->lerpAngles, ent.axis ); ent.hModel = cgs.gameModels[ es->modelindex ]; diff --git a/src/cgame/cg_buildable.c b/src/cgame/cg_buildable.c index 33a3cc0e..256f9816 100644 --- a/src/cgame/cg_buildable.c +++ b/src/cgame/cg_buildable.c @@ -1288,7 +1288,6 @@ void CG_Buildable( centity_t *cent ) { refEntity_t ent; entityState_t *es = ¢->currentState; - vec3_t angles; vec3_t surfNormal, xNormal, mins, maxs; vec3_t refNormal = { 0.0f, 0.0f, 1.0f }; float rotAngle; @@ -1313,7 +1312,6 @@ void CG_Buildable( centity_t *cent ) VectorCopy( es->origin2, surfNormal ); - VectorCopy( es->angles, angles ); BG_BuildableBoundingBox( es->modelindex, mins, maxs ); if( es->pos.trType == TR_STATIONARY ) @@ -1332,7 +1330,7 @@ void CG_Buildable( centity_t *cent ) } else { - CG_PositionAndOrientateBuildable( angles, cent->lerpOrigin, surfNormal, + CG_PositionAndOrientateBuildable( cent->lerpAngles, cent->lerpOrigin, surfNormal, es->number, mins, maxs, ent.axis, ent.origin ); VectorCopy( ent.axis[ 0 ], cent->buildableCache.axis[ 0 ] ); diff --git a/src/cgame/cg_ents.c b/src/cgame/cg_ents.c index d32318e7..e8d60f4d 100644 --- a/src/cgame/cg_ents.c +++ b/src/cgame/cg_ents.c @@ -408,9 +408,6 @@ static void CG_Missile( centity_t *cent ) wim = &wi->wim[ weaponMode ]; - // calculate the axis - VectorCopy( es->angles, cent->lerpAngles ); - // add dynamic light if( wim->missileDlight ) { @@ -655,7 +652,7 @@ static void CG_LightFlare( centity_t *cent ) flare.renderfx |= RF_DEPTHHACK; //bunch of geometry - AngleVectors( es->angles, forward, NULL, NULL ); + AngleVectors( cent->lerpAngles, forward, NULL, NULL ); VectorCopy( cent->lerpOrigin, flare.origin ); VectorSubtract( flare.origin, cg.refdef.vieworg, delta ); len = VectorLength( delta ); diff --git a/src/cgame/cg_players.c b/src/cgame/cg_players.c index 6338ceaf..9038a94f 100644 --- a/src/cgame/cg_players.c +++ b/src/cgame/cg_players.c @@ -2176,8 +2176,6 @@ void CG_Corpse( centity_t *cent ) BG_ClassBoundingBox( es->clientNum, aliveZ, NULL, NULL, deadZ, NULL ); origin[ 2 ] -= ( aliveZ[ 2 ] - deadZ[ 2 ] ); - VectorCopy( es->angles, cent->lerpAngles ); - // get the rotation information if( !ci->nonsegmented ) CG_PlayerAngles( cent, cent->lerpAngles, legs.axis, torso.axis, head.axis ); diff --git a/src/cgame/cg_predict.c b/src/cgame/cg_predict.c index c2e2e113..af48bf96 100644 --- a/src/cgame/cg_predict.c +++ b/src/cgame/cg_predict.c @@ -273,7 +273,7 @@ int CG_PointContents( const vec3_t point, int passEntityNum ) if( !cmodel ) continue; - contents |= trap_CM_TransformedPointContents( point, cmodel, ent->origin, ent->angles ); + contents |= trap_CM_TransformedPointContents( point, cmodel, cent->lerpOrigin, cent->lerpAngles ); } return contents; diff --git a/src/cgame/cg_snapshot.c b/src/cgame/cg_snapshot.c index 3862c787..5567884b 100644 --- a/src/cgame/cg_snapshot.c +++ b/src/cgame/cg_snapshot.c @@ -41,8 +41,8 @@ static void CG_ResetEntity( centity_t *cent ) cent->trailTime = cg.snap->serverTime; - VectorCopy( cent->currentState.origin, cent->lerpOrigin ); - VectorCopy( cent->currentState.angles, cent->lerpAngles ); + VectorCopy( cent->currentState.pos.trBase, cent->lerpOrigin ); + VectorCopy( cent->currentState.apos.trBase, cent->lerpAngles ); if( cent->currentState.eType == ET_PLAYER ) CG_ResetPlayerEntity( cent ); |