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https://github.com/ReactionQuake3/reaction.git
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Stuff I can't remember
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9b797f5d56
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7 changed files with 133 additions and 3 deletions
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.160 2005/09/07 20:29:05 makro
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// Stuff I can't remember
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//
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// Revision 1.159 2005/02/15 16:33:38 makro
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// Tons of updates (entity tree attachment system, UI vectors)
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//
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@ -1171,6 +1174,10 @@ typedef struct {
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float flareShaderSize[MAX_VISIBLE_FLARES], flareColor[MAX_VISIBLE_FLARES][4];
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//Makro - zcam lines
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char zcamLine[2][256];
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//Makro - head location and axis; used for dead players
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vec3_t headPos[3];
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vec3_t headAxis[3];
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} cg_t;
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//Blaze: struct to hold the func_breakable stuff
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@ -1732,6 +1739,9 @@ typedef struct {
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//Makro - sky portals
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vec3_t skyPortalOrigin;
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qboolean skyPortalSet;
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//how much the portal moves with the player
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vec3_t skyPortalMoveFactor;
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//Makro - "clear" color
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vec3_t clearColor;
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qboolean clearColorSet;
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.147 2005/09/07 20:29:05 makro
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// Stuff I can't remember
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//
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// Revision 1.146 2005/02/15 16:33:38 makro
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// Tons of updates (entity tree attachment system, UI vectors)
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//
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@ -2924,6 +2927,8 @@ void CG_Init(int serverMessageNum, int serverCommandSequence, int clientNum)
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memset(cg_weapons, 0, sizeof(cg_weapons));
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memset(cg_items, 0, sizeof(cg_items));
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AxisClear(cg.headAxis);
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cg.clientNum = clientNum;
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cgs.processedSnapshotNum = serverMessageNum;
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.64 2005/09/07 20:29:05 makro
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// Stuff I can't remember
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//
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// Revision 1.63 2003/09/10 21:40:35 makro
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// Cooler breath puffs. Locked r_fastSky on maps with global fog.
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// Some other things I can't remember.
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@ -1529,7 +1532,7 @@ void CG_WeaponAnimation(centity_t * cent, int *weaponOld, int *weapon, float *we
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if (cg_weapons[cent->currentState.weapon].animations[stateAnimNum].firstFrame ==
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cent->pe.weapon.animation->firstFrame
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&& cg_weapons[cent->currentState.weapon].animations[stateAnimNum].numFrames ==
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cent->pe.weapon.animation->numFrames) {
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cent->pe.weapon.animation->numFrames) { //Makro - possible bug?
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// don't compile my test spam
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#if 0
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CG_Printf("Animation info okay: (%i versus %i) and (%i versus %i)\n",
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@ -2663,6 +2666,12 @@ void CG_Player(centity_t * cent)
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VectorCopy(cent->lerpOrigin, head.lightingOrigin);
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CG_PositionRotatedEntityOnTag(&head, &torso, ci->torsoModel, "tag_head");
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//Makro - save the head pos and orientation if this is the curremt client
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if (cent->currentState.number == cg.clientNum)
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{
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memcpy(cg.headAxis, head.axis, sizeof(head.axis));
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memcpy(cg.headPos, head.origin, sizeof(head.origin));
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}
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head.shadowPlane = shadowPlane;
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head.renderfx = renderfx;
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.80 2005/09/07 20:29:05 makro
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// Stuff I can't remember
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//
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// Revision 1.79 2005/02/15 16:33:38 makro
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// Tons of updates (entity tree attachment system, UI vectors)
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//
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@ -463,6 +466,9 @@ void CG_ParseSkyPortal(const char *str)
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cgs.skyPortalOrigin[0] = atof(Info_ValueForKey(str, "x"));
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cgs.skyPortalOrigin[1] = atof(Info_ValueForKey(str, "y"));
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cgs.skyPortalOrigin[2] = atof(Info_ValueForKey(str, "z"));
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cgs.skyPortalMoveFactor[0] = atof(Info_ValueForKey(str, "mx"));
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cgs.skyPortalMoveFactor[1] = atof(Info_ValueForKey(str, "my"));
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cgs.skyPortalMoveFactor[2] = atof(Info_ValueForKey(str, "mz"));
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cgs.skyPortalSet = qtrue;
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} else {
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cgs.skyPortalSet = qfalse;
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@ -532,15 +538,21 @@ void CG_ParseMoveParents(const char *str)
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Q_strncpyz(tmp, str, 4);
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str += 3;
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num = atoi(tmp);
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//num = GetIntBytes(str, 2) >> 1;
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//str += 2;
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for (i=0; i<num; i++)
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{
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int entnum;
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Q_strncpyz(tmp, str, 4);
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entnum = atoi(tmp);
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str += 3;
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//entnum = GetIntBytes(str, 2) >> 1;
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//str += 2;
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Q_strncpyz(tmp, str, 4);
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str += 3;
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cg_moveParentRanks[entnum] = atoi(tmp);
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//cg_moveParentRanks[entnum] = GetIntBytes(str, 2);
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//str += 2;
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}
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}
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.49 2005/09/07 20:29:05 makro
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// Stuff I can't remember
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//
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// Revision 1.48 2005/02/15 16:33:38 makro
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// Tons of updates (entity tree attachment system, UI vectors)
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//
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@ -405,6 +408,44 @@ static void CG_StepOffset(void)
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}
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}
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/*
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void CG_PositionRotatedEntityOnTag(refEntity_t * entity, const refEntity_t * parent,
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qhandle_t parentModel, char *tagName)
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{
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int i;
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orientation_t lerped;
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vec3_t tempAxis[3];
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//AxisClear( entity->axis );
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// lerp the tag
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trap_R_LerpTag(&lerped, parentModel, parent->oldframe, parent->frame, 1.0 - parent->backlerp, tagName);
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// FIXME: allow origin offsets along tag?
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VectorCopy(parent->origin, entity->origin);
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for (i = 0; i < 3; i++) {
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VectorMA(entity->origin, lerped.origin[i], parent->axis[i], entity->origin);
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}
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// had to cast away the const to avoid compiler problems...
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MatrixMultiply(entity->axis, lerped.axis, tempAxis);
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MatrixMultiply(tempAxis, ((refEntity_t *) parent)->axis, entity->axis);
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}
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*/
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static void CG_DeadPlayerView()
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{
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if (cg.renderingThirdPerson)
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{
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cg.refdefViewAngles[ROLL] = 40;
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cg.refdefViewAngles[PITCH] = -15;
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cg.refdefViewAngles[YAW] = cg.snap->ps.stats[STAT_DEAD_YAW];
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cg.refdef.vieworg[2] += cg.predictedPlayerState.viewheight;
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} else {
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memcpy(cg.refdef.vieworg, cg.headPos, sizeof(cg.headPos));
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memcpy(cg.refdef.viewaxis, cg.headAxis, sizeof(cg.headAxis));
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cg.refdef.vieworg[2] += 16;
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}
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}
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/*
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===============
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CG_OffsetFirstPersonView
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// if dead, fix the angle and don't add any kick
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if (cg.snap->ps.stats[STAT_HEALTH] <= 0) {
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CG_DeadPlayerView();
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/*
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angles[ROLL] = 40;
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angles[PITCH] = -15;
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angles[YAW] = cg.snap->ps.stats[STAT_DEAD_YAW];
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origin[2] += cg.predictedPlayerState.viewheight;
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*/
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return;
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}
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// add angles based on weapon kick
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}
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// position eye reletive to origin
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AnglesToAxis(cg.refdefViewAngles, cg.refdef.viewaxis);
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if (cg.snap->ps.stats[STAT_HEALTH] > 0)
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AnglesToAxis(cg.refdefViewAngles, cg.refdef.viewaxis);
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if (cg.hyperspace) {
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cg.refdef.rdflags |= RDF_NOWORLDMODEL | RDF_HYPERSPACE;
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#define FLARE_FADEOUT_TIME 200
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#define FLARE_BLIND_ALPHA 0.25f
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//Makro - lens flare
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void CG_AddLensFlare(qboolean sun)
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{
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vec3_t dir, dp;
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//Makro - draw sky portal first
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if (cgs.skyPortalSet) {
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vec3_t oldOrigin;
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CG_AddPacketEntities(ADDENTS_SKYPORTAL);
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skyPortalMode = ADDENTS_NORMAL;
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VectorCopy(cg.refdef.vieworg, oldOrigin);
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VectorCopy(cgs.skyPortalOrigin, cg.refdef.vieworg);
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//Makro - move the portal with the player
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cg.refdef.vieworg[0] *= cgs.skyPortalMoveFactor[0];
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cg.refdef.vieworg[1] *= cgs.skyPortalMoveFactor[1];
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cg.refdef.vieworg[2] *= cgs.skyPortalMoveFactor[2];
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VectorAdd(cgs.skyPortalOrigin, cg.refdef.vieworg, cg.refdef.vieworg);
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trap_R_RenderScene(&cg.refdef);
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VectorCopy(oldOrigin, cg.refdef.vieworg);
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}
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--------------------Configuration: cgame - Win32 Debug--------------------
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</h3>
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<h3>Command Lines</h3>
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Creating temporary file "C:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP60.tmp" with contents
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[
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/nologo /G5 /MTd /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /FR"Debug/" /Fp"Debug/cgame.pch" /YX /Fo"Debug/" /Fd"Debug/" /FD /c
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"D:\Work\rq3source\reaction\cgame\cg_view.c"
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]
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Creating command line "cl.exe @C:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP60.tmp"
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Creating temporary file "C:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP61.tmp" with contents
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[
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/nologo /base:"0x30000000" /subsystem:windows /dll /incremental:yes /pdb:"Debug/cgamex86.pdb" /map:"Debug/cgamex86.map" /debug /machine:I386 /def:".\cgame.def" /out:"D:\Work\rq3source\reaction\Release\cgamex86.dll" /implib:"Debug/cgamex86.lib"
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.\Debug\bg_misc.obj
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.\Debug\bg_pmove.obj
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.\Debug\bg_slidemove.obj
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.\Debug\cg_atmospheric.obj
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.\Debug\cg_consolecmds.obj
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.\Debug\cg_draw.obj
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.\Debug\cg_drawtools.obj
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.\Debug\cg_effects.obj
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.\Debug\cg_ents.obj
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.\Debug\cg_event.obj
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.\Debug\cg_info.obj
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.\Debug\cg_localents.obj
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.\Debug\cg_main.obj
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.\Debug\cg_marks.obj
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.\Debug\cg_players.obj
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.\Debug\cg_playerstate.obj
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.\Debug\cg_predict.obj
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.\Debug\cg_scoreboard.obj
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.\Debug\cg_servercmds.obj
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.\Debug\cg_snapshot.obj
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.\Debug\cg_syscalls.obj
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.\Debug\cg_unlagged.obj
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.\Debug\cg_view.obj
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.\Debug\cg_weapons.obj
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.\Debug\q_math.obj
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.\Debug\q_shared.obj
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.\Debug\ui_shared.obj
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]
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Creating command line "link.exe @C:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP61.tmp"
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<h3>Output Window</h3>
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Compiling...
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cg_view.c
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Linking...
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