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.
This commit is contained in:
Jeff Teunissen 2000-12-11 09:59:27 +00:00
parent e886b0566d
commit d8e1f27d4b
6 changed files with 367 additions and 189 deletions

View file

@ -54,8 +54,7 @@ typedef struct
// player_state_t is the information needed by a player entity
// to do move prediction and to generate a drawable entity
typedef struct
{
typedef struct player_state_s {
int messagenum; // all player's won't be updated each frame
double state_time; // not the same as the packet time,
@ -67,6 +66,7 @@ typedef struct
vec3_t velocity;
int weaponframe;
int number;
int modelindex;
int frame;
int skinnum;

View file

@ -79,6 +79,12 @@ typedef struct entity_s
// FIXME: could turn these into a union
int trivial_accept;
struct mnode_s *topnode; // for bmodels, first world node that splits bmodel, or NULL if not split
// Animation interpolation
float frame_start_time;
float frame_interval;
int pose1;
int pose2;
} entity_t;
// !!! if this is changed, it must be changed in asm_draw.h too !!!