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[qw] Move view hight adjustment out of screen update
cl_screen.c is that little bit closer to being merged.
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4 changed files with 13 additions and 12 deletions
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@ -58,9 +58,9 @@ typedef struct viewstate_s {
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vec4f_t movecmd;
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vec4f_t velocity;
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vec4f_t punchangle;
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float frametime;
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transform_t camera_transform;
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double time;
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float frametime;
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float height;
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int weaponframe;
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int onground; // -1 when in air
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@ -807,7 +807,13 @@ V_CalcRefdef (viewstate_t *vs)
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bob = V_CalcBob (vs);
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// refresh position
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if (vs->flags & VF_GIB) {
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origin[2] += 8; // gib view height
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} else if (vs->flags & VF_DEAD) {
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origin[2] += -16; // corpse view height
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} else {
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origin[2] += vs->height + bob;
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}
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// never let it sit exactly on a node line, because a water plane can
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// disappear when viewed with the eye exactly on it.
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@ -1168,6 +1168,11 @@ CL_SetStat (int stat, int value)
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}
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cl.stats[stat] = value;
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cl.viewstate.weapon_model = cl_world.models.a[cl.stats[STAT_WEAPON]];
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if (cl.stdver) {
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cl.viewstate.height = cl.stats[STAT_VIEWHEIGHT];
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} else {
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cl.viewstate.height = DEFAULT_VIEWHEIGHT; // view height
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}
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}
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static void
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@ -281,16 +281,6 @@ CL_UpdateScreen (double realtime)
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}
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scr_funcs_normal[0] = r_funcs->Draw_Crosshair;
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if (cl.viewstate.flags & VF_GIB) {
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cl.viewstate.height = 8; // gib view height
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} else if (cl.viewstate.flags & VF_DEAD) {
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cl.viewstate.height = -16; // corpse view height
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} else {
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cl.viewstate.height = DEFAULT_VIEWHEIGHT; // view height
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if (cl.stdver)
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cl.viewstate.height = cl.stats[STAT_VIEWHEIGHT];
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}
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cl.viewstate.intermission = cl.intermission != 0;
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V_PrepBlend (&cl.viewstate);
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int seq = (cls.netchan.outgoing_sequence - 1) & UPDATE_MASK;
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