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allow viewmodel to be seen with SW again (cl_gunx, etc do not work properly with software)
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@2292 fc73d0e0-1445-4013-8a0c-d673dee63da5
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52393e83ae
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4 changed files with 9 additions and 123 deletions
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@ -2974,6 +2974,10 @@ void CL_LinkViewModel(void)
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&& r_drawviewmodelinvis.value < 1)
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alpha *= r_drawviewmodelinvis.value;
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#ifdef PEXT_SCALE
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ent.scale = 1;
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#endif
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ent.origin[0] = cl_gunz.value;
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ent.origin[1] = -cl_gunx.value;
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ent.origin[2] = -cl_guny.value;
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@ -1232,7 +1232,7 @@ void SCR_DrawFPS (void)
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lastframetime = t;
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}
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break;
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case 4:
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case 4: // immediate FPS/MS
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lastfps = 1/host_frametime;
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lastframetime = t;
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break;
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@ -1914,6 +1914,10 @@ void CLQ2_AddViewWeapon (q2player_state_t *ps, q2player_state_t *ops)
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gun.shaderRGBAf[3] = 1;
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// set up gun position
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#ifdef PEXT_SCALE
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gun.scale = 1;
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#endif
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gun.origin[0] = cl_gunz.value;
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gun.origin[1] = -cl_gunx.value;
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gun.origin[2] = -cl_guny.value;
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@ -25,7 +25,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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int r_viewcluster, r_viewcluster2, r_oldviewcluster, r_oldviewcluster2;
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extern cvar_t r_drawviewmodel;
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extern cvar_t r_netgraph;
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extern cvar_t r_sirds;
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@ -821,124 +820,6 @@ void SWR_DrawEntitiesOnList (void)
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}
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}
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/*
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=============
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R_DrawViewModel
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=============
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*/
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void SWR_DrawViewModel (void)
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{
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/*
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// FIXME: remove and do real lighting
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float lightvec[3] = {-1, 0, 0};
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int j;
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int lnum;
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vec3_t dist;
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float add;
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dlight_t *dl;
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int pnum = r_refdef.currentplayernum;
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static struct model_s *oldmodel[MAX_SPLITS];
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static float lerptime[MAX_SPLITS];
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static int prevframe[MAX_SPLITS];
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#ifdef SIDEVIEWS
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if (r_secondaryview==1)
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return;
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#endif
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#ifdef Q2CLIENT
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if (cls.q2server)
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return;
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#endif
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if (!r_drawviewmodel.value || r_fov_greater_than_90 || !Cam_DrawViewModel(pnum))
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return;
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if (cl.stats[pnum][STAT_ITEMS] & IT_INVISIBILITY)
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return;
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if (cl.stats[pnum][STAT_HEALTH] <= 0)
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return;
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currententity = &cl.viewent[pnum];
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if (!currententity->model)
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return;
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VectorCopy (currententity->origin, r_entorigin);
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VectorSubtract (r_origin, r_entorigin, modelorg);
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VectorCopy (vup, viewlightvec);
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VectorInverse (viewlightvec);
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j = SWR_LightPoint (currententity->origin);
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if (j < 24)
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j = 24; // always give some light on gun
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r_viewlighting.ambientlight = j;
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r_viewlighting.shadelight = j;
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// add dynamic lights
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for (lnum=0 ; lnum<dlights_running ; lnum++)
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{
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dl = &cl_dlights[lnum];
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if (!dl->radius)
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continue;
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if (dl->die < cl.time)
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continue;
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VectorSubtract (currententity->origin, dl->origin, dist);
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add = dl->radius - Length(dist);
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if (add > 0)
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r_viewlighting.ambientlight += add;
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}
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// clamp lighting so it doesn't overbright as much
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if (r_viewlighting.ambientlight > 128)
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r_viewlighting.ambientlight = 128;
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if (r_viewlighting.ambientlight + r_viewlighting.shadelight > 192)
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r_viewlighting.shadelight = 192 - r_viewlighting.ambientlight;
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r_viewlighting.plightvec = lightvec;
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currententity->scale = 1;
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if (r_drawviewmodel.value > 0 && r_drawviewmodel.value < 1)
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currententity->alpha = r_drawviewmodel.value;
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else
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currententity->alpha = 1;
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if (currententity->frame != prevframe[pnum])
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{
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currententity->oldframe = prevframe[pnum];
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lerptime[pnum] = realtime;
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}
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prevframe[pnum] = currententity->frame;
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if (currententity->model != oldmodel[pnum])
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{
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oldmodel[pnum] = currententity->model;
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currententity->oldframe = currententity->frame;
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lerptime[pnum] = realtime;
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}
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currententity->lerptime = 1-(realtime-lerptime[pnum])*10;
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if (currententity->lerptime<0)currententity->lerptime=0;
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switch(currententity->model->type)
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{
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default:
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Sys_Error("Invalid model type in R_DrawViewModel");
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break;
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case mod_alias:
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R_AliasDrawModel (&r_viewlighting);
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break;
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case mod_dummy:
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break;
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}
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*/
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}
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/*
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=============
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R_BmodelCheckBBox
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@ -1425,7 +1306,6 @@ void SWR_RenderView_ (void)
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{
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D_ClearDepth();
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SWR_DrawEntitiesOnList ();
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SWR_DrawViewModel ();
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return;
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}
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@ -1473,8 +1353,6 @@ SetVisibilityByPassages ();
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dv_time1 = de_time2;
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}
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SWR_DrawViewModel ();
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if (r_dspeeds.value)
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{
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dv_time2 = Sys_DoubleTime ();
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