Removed commented out code

Removed commented out code.  Was from very old cross hair system back in the early 2000's.
This commit is contained in:
revility 2018-09-23 20:40:23 -04:00 committed by Daniel Gibson
parent d4e2d85ce6
commit 451cb994ee

View file

@ -70,54 +70,6 @@ void idPlayerCursor::Draw( const idVec3 &origin, const idMat3 &axis,const char *
//linearly interpolate 5 feet between the camera position and the point at which the weapon is aiming
endPos.Lerp(cameraOrigin,endPos,length);
/*
//ivan start
idVec3 localDir;
idVec3 dir;
dir = endPos - cameraOrigin; //vettore da camera a dest
dir.NormalizeFast();
cameraAxis.ProjectVector( dir, localDir ); //proietto su piano telecamera
idAngles destLookAng;
destLookAng = (endPos - cameraOrigin).ToAngles().Normalize180();
idAngles cameraLookAng;
cameraLookAng = cameraAxis.ToAngles().Normalize180();
//fix
if( destLookAng[0] < -70 ){ //if it goes beyond this value all is wrong! Don't know why.
destLookAng[1] = 90;
cameraLookAng[1] = 89;
}
idAngles deltaLookAng;
deltaLookAng = (destLookAng - cameraLookAng).Normalize180();
gameLocal.Printf("destLookAng: %s\n", destLookAng.ToString() );
gameLocal.Printf("cameraLookAng: %s\n", cameraLookAng.ToString() );
gameLocal.Printf("delta: %s\n", deltaLookAng.ToString() );
//x: lungo su/giù retta. 0 = centro, pos = mirino sotto, neg = mirino sopra
//y: pos = quanto sx
//z: 0
int cposx = (int) (320 - 320 * ( deltaLookAng[1] / 90.0f ));
int cposy = (int) (240 + 240 * ( deltaLookAng[0] / 45.0f ));
gameLocal.Printf("cposx: %d, cposy: %d\n", cposx, cposy );
localPlayer->cursor->SetStateInt( "cposx", cposx );
localPlayer->cursor->SetStateInt( "cposy", cposy );
localPlayer->cursor->StateChanged( gameLocal.time );
//red: weapon
gameRenderWorld->DebugLine( colorRed, origin, endPos, gameLocal.msec );
//yellow: camera
gameRenderWorld->DebugLine( colorYellow, origin , cameraOrigin + cameraAxis[ 0 ] * 64.0f, gameLocal.msec );
//ivan end
*/
if ( !CreateCursor(localPlayer, endPos, cameraAxis,material )) {
UpdateCursor(localPlayer, endPos, cameraAxis);
}