diff options
Diffstat (limited to 'src/cgame')
-rw-r--r-- | src/cgame/cg_local.h | 3 | ||||
-rw-r--r-- | src/cgame/cg_main.c | 6 | ||||
-rw-r--r-- | src/cgame/cg_view.c | 15 |
3 files changed, 15 insertions, 9 deletions
diff --git a/src/cgame/cg_local.h b/src/cgame/cg_local.h index 92a2cae4..495c9089 100644 --- a/src/cgame/cg_local.h +++ b/src/cgame/cg_local.h @@ -1226,7 +1226,8 @@ extern vmCvar_t cg_trueLightning; extern vmCvar_t cg_creepRes; extern vmCvar_t cg_drawSurfNormal; extern vmCvar_t cg_debugAlloc; -extern vmCvar_t cg_smoothTime; +extern vmCvar_t cg_wwSmoothTime; +extern vmCvar_t cg_wwFollow; //TA: hack to get class an carriage through to UI module extern vmCvar_t ui_currentClass; diff --git a/src/cgame/cg_main.c b/src/cgame/cg_main.c index e3752458..392478ac 100644 --- a/src/cgame/cg_main.c +++ b/src/cgame/cg_main.c @@ -179,7 +179,8 @@ vmCvar_t cg_trueLightning; vmCvar_t cg_creepRes; vmCvar_t cg_drawSurfNormal; vmCvar_t cg_debugAlloc; -vmCvar_t cg_smoothTime; +vmCvar_t cg_wwSmoothTime; +vmCvar_t cg_wwFollow; //TA: hack to get class an carriage through to UI module vmCvar_t ui_currentClass; @@ -266,7 +267,8 @@ static cvarTable_t cvarTable[] = { { &cg_creepRes, "cg_creepRes", "16", CVAR_ARCHIVE }, { &cg_drawSurfNormal, "cg_drawSurfNormal", "0", CVAR_CHEAT }, { &cg_debugAlloc, "cg_debugAlloc", "0", 0 }, - { &cg_smoothTime, "cg_smoothTime", "300", 0 }, + { &cg_wwSmoothTime, "cg_wwSmoothTime", "300", 0 }, + { &cg_wwFollow, "cg_wwFollow", "0", CVAR_USERINFO }, { &ui_currentClass, "ui_currentClass", "0", 0 }, { &ui_carriage, "ui_carriage", "", 0 }, diff --git a/src/cgame/cg_view.c b/src/cgame/cg_view.c index ed59c526..714aedbe 100644 --- a/src/cgame/cg_view.c +++ b/src/cgame/cg_view.c @@ -840,7 +840,7 @@ static void CG_addSmoothOp( vec3_t rotAxis, float rotAngle ) for( i = 0; i < MAXSMOOTHS; i++ ) { //found an unused index in the smooth array - if( cg.sList[ i ].time + cg_smoothTime.integer < cg.time ) + if( cg.sList[ i ].time + cg_wwSmoothTime.integer < cg.time ) { //copy to array and stop VectorCopy( rotAxis, cg.sList[ i ].rotAxis ); @@ -914,14 +914,17 @@ static void CG_smoothWWTransitions( playerState_t *ps, const vec3_t in, vec3_t o for( i = 0; i < MAXSMOOTHS; i++ ) { //if this op has time remaining, perform it - if( cg.time < cg.sList[ i ].time + cg_smoothTime.integer ) + if( cg.time < cg.sList[ i ].time + cg_wwSmoothTime.integer ) { - stLocal = 1.0 - ( ( ( cg.sList[ i ].time + cg_smoothTime.integer ) - cg.time ) / cg_smoothTime.integer ); + stLocal = 1.0 - ( ( ( cg.sList[ i ].time + cg_wwSmoothTime.integer ) - cg.time ) / cg_wwSmoothTime.integer ); sFraction = -( cos( stLocal * M_PI ) + 1 ) / 2; - RotatePointAroundVector( outAxis[ 0 ], cg.sList[ i ].rotAxis, inAxis[ 0 ], sFraction * cg.sList[ i ].rotAngle ); - RotatePointAroundVector( outAxis[ 1 ], cg.sList[ i ].rotAxis, inAxis[ 1 ], sFraction * cg.sList[ i ].rotAngle ); - RotatePointAroundVector( outAxis[ 2 ], cg.sList[ i ].rotAxis, inAxis[ 2 ], sFraction * cg.sList[ i ].rotAngle ); + RotatePointAroundVector( outAxis[ 0 ], cg.sList[ i ].rotAxis, + inAxis[ 0 ], sFraction * cg.sList[ i ].rotAngle ); + RotatePointAroundVector( outAxis[ 1 ], cg.sList[ i ].rotAxis, + inAxis[ 1 ], sFraction * cg.sList[ i ].rotAngle ); + RotatePointAroundVector( outAxis[ 2 ], cg.sList[ i ].rotAxis, + inAxis[ 2 ], sFraction * cg.sList[ i ].rotAngle ); AxisCopy( outAxis, inAxis ); performed = qtrue; |