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Revert "Tidy up CL_RelinkEntities a little bit."
This reverts commit ad7e7e45fe
.
The cleanup broke entity linking, but fixing it would just duplicate the
previous tests, so might as well revert. Cleaning up the interpolation code
is probably a better approach.
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parent
cd660f6804
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9bce1630a6
1 changed files with 15 additions and 9 deletions
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@ -492,7 +492,6 @@ CL_RelinkEntities (void)
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dlight_t *dl;
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float bobjrotate, frac, f, d;
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int i, j;
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int add_efrags;
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vec3_t delta;
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r_player_entity = &cl_entities[cl.viewentity];
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@ -538,8 +537,6 @@ CL_RelinkEntities (void)
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continue;
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}
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add_efrags = (i != cl.viewentity || chase_active->int_val);
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VectorCopy (ent->origin, ent->old_origin);
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if (state->forcelink) {
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@ -547,6 +544,11 @@ CL_RelinkEntities (void)
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// final spot
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VectorCopy (state->msg_origins[0], ent->origin);
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VectorCopy (state->msg_angles[0], ent->angles);
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if (i != cl.viewentity || chase_active->int_val) {
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if (ent->efrag)
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R_RemoveEfrags (ent);
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R_AddEfrags (ent);
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}
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} else {
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// If the delta is large, assume a teleport and don't lerp
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f = frac;
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@ -573,13 +575,17 @@ CL_RelinkEntities (void)
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ent->angles[j] = state->msg_angles[1][j] + f * d;
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}
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}
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if (i != cl.viewentity || chase_active->int_val) {
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if (ent->efrag) {
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if (!VectorCompare (ent->origin, ent->old_origin)) {
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R_RemoveEfrags (ent);
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R_AddEfrags (ent);
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}
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} else {
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R_AddEfrags (ent);
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}
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}
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}
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if (ent->efrag) {
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if (!VectorCompare (ent->origin, ent->old_origin))
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R_RemoveEfrags (ent);
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}
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if (add_efrags && !ent->efrag)
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R_AddEfrags (ent);
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// rotate binary objects locally
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if (ent->model->flags & EF_ROTATE)
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