some more merge tweeks. hopefully didn't break anything

This commit is contained in:
Bill Currie 2000-03-12 10:41:50 +00:00
parent e1e663300c
commit 260cab9c10

View file

@ -240,11 +240,7 @@ void V_DriftPitch (void)
return;
}
#ifdef QUAKEWORLD
delta = 0 - cl.viewangles[PITCH];
#else
delta = cl.idealpitch - cl.viewangles[PITCH];
#endif
if (!delta)
{
@ -461,18 +457,18 @@ void V_SetContentsColor (int contents)
#endif
switch (contents)
{
case CONTENTS_EMPTY:
#ifdef UQUAKE
case CONTENTS_SOLID:
#ifdef QUAKEWORLD
cl.cshifts[CSHIFT_CONTENTS] = cshift_slime;
#else
cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
#endif
case CONTENTS_EMPTY:
cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
break;
case CONTENTS_LAVA:
cl.cshifts[CSHIFT_CONTENTS] = cshift_lava;
break;
#ifdef QUAKEWORLD
case CONTENTS_SOLID:
#endif
case CONTENTS_SLIME:
cl.cshifts[CSHIFT_CONTENTS] = cshift_slime;
break;
@ -538,11 +534,9 @@ void V_CalcBlend (void)
a2 = ((cl.cshifts[j].percent * gl_cshiftpercent->value) / 100.0) / 255.0;
#ifdef QUAKEWORLD
// a2 = (cl.cshifts[j].percent/2)/255.0;
#else
// a2 = cl.cshifts[j].percent/255.0;
#endif
// a2 = (cl.cshifts[j].percent/2)/255.0; // from qw
// a2 = cl.cshifts[j].percent/255.0; // from uq
if (!a2)
continue;
a = a + a2*(1-a);
@ -732,16 +726,14 @@ void V_CalcViewRoll (void)
*/
void V_CalcIntermissionRefdef (void)
{
#ifdef QUAKEWORLD
entity_t *view;
#else
entity_t *ent, *view;
#ifdef UQUAKE
entity_t *ent;
#endif
float old;
#ifdef QUAKEWORLD
// view is the weapon model
#else
#ifdef UQUAKE
// ent is the player model (visible when out of body)
ent = &cl_entities[cl.playernum + 1];
// view is the weapon model (only visible from inside body)
@ -769,17 +761,15 @@ void V_CalcIntermissionRefdef (void)
*/
void V_CalcRefdef (void)
{
#ifdef QUAKEWORLD
entity_t *view;
int h, i;
#ifdef QUAKEWORLD
int h;
#else
entity_t *ent, *view;
int i;
#endif
vec3_t forward, right, up;
#ifdef UQUAKE
entity_t *ent;
vec3_t angles;
#endif
int i;
vec3_t forward, right, up;
float bob;
static float oldz = 0;
@ -974,7 +964,6 @@ void V_CalcRefdef (void)
#endif
}
#ifdef QUAKEWORLD
/*
DropPunchAngle
*/
@ -984,7 +973,6 @@ void DropPunchAngle (void)
if (cl.punchangle < 0)
cl.punchangle = 0;
}
#endif
/*
V_RenderView
@ -1026,12 +1014,8 @@ cl.simangles[ROLL] = 0; // FIXME @@@
}
else
{
#ifdef QUAKEWORLD
V_CalcRefdef ();
#else
if (!cl.paused /* && (sv.maxclients > 1 || key_dest == key_game) */ )
V_CalcRefdef ();
#endif
}
R_PushDlights ();