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-rw-r--r--src/cgame/cg_animmapobj.c193
1 files changed, 0 insertions, 193 deletions
diff --git a/src/cgame/cg_animmapobj.c b/src/cgame/cg_animmapobj.c
deleted file mode 100644
index f0e964bf..00000000
--- a/src/cgame/cg_animmapobj.c
+++ /dev/null
@@ -1,193 +0,0 @@
-/*
- * Portions Copyright (C) 2000-2001 Tim Angus
- *
- * This program is free software; you can redistribute it and/or modify it
- * under the terms of the OSML - Open Source Modification License v1.0 as
- * described in the file COPYING which is distributed with this source
- * code.
- *
- * This program 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.
- */
-
-#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 ) )
- {
- 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;
-
- //run animation
- CG_AMOAnimation( cent, &ent.oldframe, &ent.frame, &ent.backlerp );
-
- // add to refresh list
- trap_R_AddRefEntityToScene(&ent);
-}