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pr_edict.c: whitespace
rest: Implement model animation interpolation for alias models. Trying to implement this has been an annoyance for some time, but IT WORKS NOW. set gl_lerp_anims to zero to disable.
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6 changed files with 367 additions and 189 deletions
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@ -54,8 +54,7 @@ typedef struct
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// player_state_t is the information needed by a player entity
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// to do move prediction and to generate a drawable entity
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typedef struct
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{
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typedef struct player_state_s {
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int messagenum; // all player's won't be updated each frame
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double state_time; // not the same as the packet time,
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@ -67,6 +66,7 @@ typedef struct
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vec3_t velocity;
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int weaponframe;
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int number;
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int modelindex;
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int frame;
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int skinnum;
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@ -79,6 +79,12 @@ typedef struct entity_s
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// FIXME: could turn these into a union
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int trivial_accept;
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struct mnode_s *topnode; // for bmodels, first world node that splits bmodel, or NULL if not split
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// Animation interpolation
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float frame_start_time;
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float frame_interval;
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int pose1;
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int pose2;
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} entity_t;
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// !!! if this is changed, it must be changed in asm_draw.h too !!!
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