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https://git.code.sf.net/p/quake/quakeforge
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Clean up some diff noise.
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parent
96785ccec7
commit
e7c3ae911f
3 changed files with 5 additions and 10 deletions
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@ -90,7 +90,7 @@ SCR_CShift (void)
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}
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static SCR_Func scr_funcs_normal[] = {
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0, //Draw_Crosshair
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0, //Draw_Crosshair,
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0, //SCR_DrawRam,
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SCR_DrawNet,
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0, //SCR_DrawTurtle,
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@ -1,5 +1,5 @@
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/*
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r_view.c
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cl_view.c
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player eye positioning
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@ -50,7 +50,6 @@
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especially when crossing a water boudnary.
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*/
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cvar_t *scr_ofsx;
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cvar_t *scr_ofsy;
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cvar_t *scr_ofsz;
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@ -80,7 +79,6 @@ cvar_t *v_idlescale;
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float v_dmg_time, v_dmg_roll, v_dmg_pitch;
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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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cshift_t cshift_slime = { {0, 25, 5}, 150};
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@ -303,6 +301,7 @@ V_BonusFlash_f (void)
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if (!cl_cshift_bonus->int_val
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&& !(cl.sv_cshifts & INFO_CSHIFT_BONUS))
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return;
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cl.cshifts[CSHIFT_BONUS] = cshift_bonus;
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}
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@ -584,7 +583,6 @@ V_CalcViewRoll (void)
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r_data->refdef->viewangles[ROLL] = 80; // dead view angle
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return;
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}
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}
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static void
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@ -80,7 +80,6 @@ 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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@ -91,12 +90,11 @@ cshift_t cshift_lava = { {255, 80, 0}, 150};
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cshift_t cshift_bonus = { {215, 186, 60}, 50};
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float
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V_CalcRoll (const vec3_t angles, const vec3_t velocity)
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{
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float side, sign, value;
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vec3_t forward, right, up;
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float side, sign, value;
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vec3_t forward, right, up;
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AngleVectors (angles, forward, right, up);
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side = DotProduct (velocity, right);
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@ -608,7 +606,6 @@ V_CalcRefdef (void)
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// refresh position from simulated origin
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VectorCopy (cl.simorg, r_data->refdef->vieworg);
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r_data->refdef->vieworg[2] += bob;
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// never let it sit exactly on a node line, because a water plane can
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