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[qw] Rename view_message to view_state
Makes more sense to me.
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1 changed files with 8 additions and 8 deletions
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@ -82,7 +82,7 @@ cvar_t *v_idlescale;
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float v_dmg_time, v_dmg_roll, v_dmg_pitch;
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frame_t *view_frame;
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player_state_t *view_message;
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player_state_t *view_state;
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cshift_t cshift_empty = { {130, 80, 50}, 0};
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cshift_t cshift_water = { {130, 80, 50}, 128};
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@ -189,7 +189,7 @@ V_DriftPitch (void)
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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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if (view_state->onground == -1 || cls.demoplayback) {
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cl.driftmove = 0;
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cl.pitchvel = 0;
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return;
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@ -600,7 +600,7 @@ V_CalcViewRoll (void)
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v_dmg_time -= host_frametime;
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}
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if (view_message->pls.flags & PF_DEAD) // PF_GIB will also set PF_DEAD
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if (view_state->pls.flags & PF_DEAD) // PF_GIB will also set PF_DEAD
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r_data->refdef->viewangles[ROLL] = 80; // dead view angle
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}
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@ -700,12 +700,12 @@ V_CalcRefdef (void)
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else if (r_data->scr_viewsize->int_val == 80)
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view->origin[2] += 0.5;
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if (view_message->pls.flags & (PF_GIB | PF_DEAD)) {
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if (view_state->pls.flags & (PF_GIB | PF_DEAD)) {
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view->renderer.model = NULL;
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} else {
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view->renderer.model = cl.model_precache[cl.stats[STAT_WEAPON]];
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}
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view->animation.frame = view_message->pls.weaponframe;
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view->animation.frame = view_state->pls.weaponframe;
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view->renderer.skin = 0;
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// set up the refresh position
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@ -755,11 +755,11 @@ V_RenderView (void)
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return;
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view_frame = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
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view_message = &view_frame->playerstate[cl.playernum];
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view_state = &view_frame->playerstate[cl.playernum];
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if (view_message->pls.flags & PF_GIB)
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if (view_state->pls.flags & PF_GIB)
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cl.viewheight = 8; // gib view height
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else if (view_message->pls.flags & PF_DEAD)
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else if (view_state->pls.flags & PF_DEAD)
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cl.viewheight = -16; // corpse view height
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else {
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cl.viewheight = DEFAULT_VIEWHEIGHT; // view height
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