mirror of
https://github.com/DrBeef/Raze.git
synced 2025-02-07 16:31:17 +00:00
Revert "- Blood: Add mechanism to be able to force QAV interpolation based on picnum for testing purposes and not for end-user usage."
This reverts commit 276c000f9f
.
* This was added for testing/debugging etc but it really doesn't work unless the QAV is built for it. As such, just get rid of it.
This commit is contained in:
parent
ed67d5d395
commit
1bb0c04e61
3 changed files with 1 additions and 6 deletions
|
@ -86,7 +86,6 @@ CVARD(Bool, cl_bloodvanillabobbing, true, CVAR_ARCHIVE, "enable/disable Blood's
|
||||||
CVARD(Bool, cl_bloodvanillaexplosions, false, CVAR_ARCHIVE, "enable/disable Blood's vanilla explosion behavior")
|
CVARD(Bool, cl_bloodvanillaexplosions, false, CVAR_ARCHIVE, "enable/disable Blood's vanilla explosion behavior")
|
||||||
CVARD(Bool, cl_bloodvanillaenemies, false, CVAR_ARCHIVE, "enable/disable Blood's vanilla enemy behavior")
|
CVARD(Bool, cl_bloodvanillaenemies, false, CVAR_ARCHIVE, "enable/disable Blood's vanilla enemy behavior")
|
||||||
CVARD(Bool, cl_bloodqavinterp, true, CVAR_ARCHIVE, "enable/disable Blood's QAV interpolation")
|
CVARD(Bool, cl_bloodqavinterp, true, CVAR_ARCHIVE, "enable/disable Blood's QAV interpolation")
|
||||||
CVARD(Bool, cl_bloodqavforcedinterp, false, CVAR_ARCHIVE, "enable/disable Blood's QAV interpolation forcefully for QAVs that aren't defined as interpolatable")
|
|
||||||
CVARD(Bool, cl_bloodweapinterp, false, CVAR_ARCHIVE, "enable/disable Blood's weapon interpolation. Depends on 'cl_bloodqavinterp'")
|
CVARD(Bool, cl_bloodweapinterp, false, CVAR_ARCHIVE, "enable/disable Blood's weapon interpolation. Depends on 'cl_bloodqavinterp'")
|
||||||
CVARD(Bool, cl_bloodoldweapbalance, false, CVAR_ARCHIVE, "enable/disable legacy 1.0 weapon handling for Blood")
|
CVARD(Bool, cl_bloodoldweapbalance, false, CVAR_ARCHIVE, "enable/disable legacy 1.0 weapon handling for Blood")
|
||||||
CVARD(Bool, cl_loadingscreens, true, CVAR_ARCHIVE, "enable/disable loading screens for games")
|
CVARD(Bool, cl_loadingscreens, true, CVAR_ARCHIVE, "enable/disable loading screens for games")
|
||||||
|
|
|
@ -31,7 +31,6 @@ EXTERN_CVAR(Bool, cl_bloodvanillabobbing)
|
||||||
EXTERN_CVAR(Bool, cl_bloodvanillaexplosions)
|
EXTERN_CVAR(Bool, cl_bloodvanillaexplosions)
|
||||||
EXTERN_CVAR(Bool, cl_bloodvanillaenemies)
|
EXTERN_CVAR(Bool, cl_bloodvanillaenemies)
|
||||||
EXTERN_CVAR(Bool, cl_bloodqavinterp)
|
EXTERN_CVAR(Bool, cl_bloodqavinterp)
|
||||||
EXTERN_CVAR(Bool, cl_bloodqavforcedinterp)
|
|
||||||
EXTERN_CVAR(Bool, cl_bloodweapinterp)
|
EXTERN_CVAR(Bool, cl_bloodweapinterp)
|
||||||
EXTERN_CVAR(Bool, cl_bloodoldweapbalance)
|
EXTERN_CVAR(Bool, cl_bloodoldweapbalance)
|
||||||
EXTERN_CVAR(Bool, cl_loadingscreens)
|
EXTERN_CVAR(Bool, cl_loadingscreens)
|
||||||
|
|
|
@ -147,14 +147,11 @@ void DrawFrame(double x, double y, double z, double a, double alpha, int picnum,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
static QAVInterpProps forcedinterpdata{qavGetInterpType("picnum")};
|
|
||||||
|
|
||||||
void QAV::Draw(double x, double y, int ticks, int stat, int shade, int palnum, bool to3dview, double const smoothratio)
|
void QAV::Draw(double x, double y, int ticks, int stat, int shade, int palnum, bool to3dview, double const smoothratio)
|
||||||
{
|
{
|
||||||
assert(ticksPerFrame > 0);
|
assert(ticksPerFrame > 0);
|
||||||
|
|
||||||
QAVInterpProps* interpdata = qavInterpProps.CheckKey(res_id);
|
auto const interpdata = qavInterpProps.CheckKey(res_id);
|
||||||
if (!interpdata && cl_bloodqavforcedinterp) interpdata = &forcedinterpdata;
|
|
||||||
|
|
||||||
auto const nFrame = clamp(ticks / ticksPerFrame, 0, nFrames - 1);
|
auto const nFrame = clamp(ticks / ticksPerFrame, 0, nFrames - 1);
|
||||||
FRAMEINFO* const thisFrame = &frames[nFrame];
|
FRAMEINFO* const thisFrame = &frames[nFrame];
|
||||||
|
|
Loading…
Reference in a new issue