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https://git.code.sf.net/p/quake/quakeforge
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Yet more diff noise reduction.
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c8e3cf05d0
commit
8dc1961e8c
2 changed files with 19 additions and 10 deletions
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@ -179,6 +179,7 @@ static void
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V_DriftPitch (void)
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{
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float delta, move;
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usercmd_t *cmd = &cl.cmd;
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if (noclip_anglehack || cl.onground == -1 || cls.demoplayback) {
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cl.driftmove = 0;
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@ -188,7 +189,7 @@ V_DriftPitch (void)
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// don't count small mouse motion
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if (cl.nodrift) {
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if (fabs (cl.cmd.forwardmove) < cl_forwardspeed->value)
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if (fabs (cmd->forwardmove) < cl_forwardspeed->value)
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cl.driftmove = 0;
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else
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cl.driftmove += host_frametime;
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@ -232,6 +233,8 @@ V_ParseDamage (void)
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entity_t *ent = &cl_entities[cl.viewentity];
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float count, side;
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int armor, blood;
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vec_t *origin = ent->origin;
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vec_t *angles = ent->angles;
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vec3_t from, forward, right, up;
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armor = MSG_ReadByte (net_message);
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@ -267,10 +270,10 @@ V_ParseDamage (void)
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}
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// calculate view angle kicks
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VectorSubtract (from, ent->origin, from);
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VectorSubtract (from, origin, from);
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VectorNormalize (from);
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AngleVectors (ent->angles, forward, right, up);
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AngleVectors (angles, forward, right, up);
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side = DotProduct (from, right);
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v_dmg_roll = count * side * v_kickroll->value;
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@ -563,8 +566,10 @@ static void
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V_CalcViewRoll (void)
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{
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float side;
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vec_t *angles = cl_entities[cl.viewentity].angles;
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vec_t *velocity = cl_entities[cl.viewentity].angles;
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side = V_CalcRoll (cl_entities[cl.viewentity].angles, cl.velocity);
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side = V_CalcRoll (angles, velocity);
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r_data->refdef->viewangles[ROLL] += side;
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if (v_dmg_time > 0) {
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@ -184,6 +184,8 @@ static void
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V_DriftPitch (void)
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{
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float delta, move;
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int frameno = (cls.netchan.outgoing_sequence - 1) & UPDATE_MASK;
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usercmd_t *cmd = &cl.frames[frameno].cmd;
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if (view_message->onground == -1 || cls.demoplayback) {
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cl.driftmove = 0;
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@ -193,9 +195,7 @@ V_DriftPitch (void)
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// don't count small mouse motion
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if (cl.nodrift) {
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if (fabs
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(cl.frames[(cls.netchan.outgoing_sequence - 1) &
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UPDATE_MASK].cmd.forwardmove) < 200)
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if (fabs (cmd->forwardmove) < cl_forwardspeed->value)
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cl.driftmove = 0;
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else
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cl.driftmove += host_frametime;
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@ -238,6 +238,8 @@ V_ParseDamage (void)
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{
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float count, side;
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int armor, blood;
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vec_t *origin = cl.simorg;
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vec_t *angles = cl.simangles;
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vec3_t from, forward, right, up;
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armor = MSG_ReadByte (net_message);
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@ -273,10 +275,10 @@ V_ParseDamage (void)
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}
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// calculate view angle kicks
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VectorSubtract (from, cl.simorg, from);
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VectorSubtract (from, origin, from);
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VectorNormalize (from);
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AngleVectors (cl.simangles, forward, right, up);
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AngleVectors (angles, forward, right, up);
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side = DotProduct (from, right);
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v_dmg_roll = count * side * v_kickroll->value;
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@ -568,8 +570,10 @@ static void
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V_CalcViewRoll (void)
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{
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float side;
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vec_t *angles = cl.simangles;
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vec_t *velocity = cl.simvel;
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side = V_CalcRoll (cl.simangles, cl.simvel);
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side = V_CalcRoll (angles, velocity);
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r_data->refdef->viewangles[ROLL] += side;
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if (v_dmg_time > 0) {
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