quakeforge/libs/video/renderer/r_ent.c
Bill Currie e1a0bde5ee [sound] Remove a pile of unwanted sound.h includes
This does mean that the gl and sw renderers can no longer call
S_ExtraUpdate, but really, they shouldn't be anyway. And I seem to
remember it not really helping (been way too long since quake ran that
slowly for me).
2022-06-03 15:43:53 +09:00

74 lines
1.7 KiB
C

/*
r_tent.c
rendering entities
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <math.h>
#include <stdlib.h>
#include "QF/scene/entity.h"
#include "r_internal.h"
float
R_EntityBlend (animation_t *animation, int pose, float interval)
{
float blend;
if (animation->nolerp) {
animation->nolerp = 0;
animation->pose1 = pose;
animation->pose2 = pose;
return 0.0;
}
animation->frame_interval = interval;
if (animation->pose2 != pose) {
animation->frame_start_time = vr_data.realtime;
if (animation->pose2 == -1) {
animation->pose1 = pose;
} else {
animation->pose1 = animation->pose2;
}
animation->pose2 = pose;
blend = 0.0;
} else if (vr_data.paused) {
blend = 1.0;
} else {
blend = (vr_data.realtime - animation->frame_start_time)
/ animation->frame_interval;
blend = min (blend, 1.0);
}
return blend;
}