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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
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* 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.
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3 changed files with 1 additions and 6 deletions
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@ -86,7 +86,6 @@ CVARD(Bool, cl_bloodvanillabobbing, true, CVAR_ARCHIVE, "enable/disable Blood's
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CVARD(Bool, cl_bloodvanillaexplosions, false, CVAR_ARCHIVE, "enable/disable Blood's vanilla explosion behavior")
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CVARD(Bool, cl_bloodvanillaenemies, false, CVAR_ARCHIVE, "enable/disable Blood's vanilla enemy behavior")
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CVARD(Bool, cl_bloodqavinterp, true, CVAR_ARCHIVE, "enable/disable Blood's QAV interpolation")
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CVARD(Bool, cl_bloodqavforcedinterp, false, CVAR_ARCHIVE, "enable/disable Blood's QAV interpolation forcefully for QAVs that aren't defined as interpolatable")
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CVARD(Bool, cl_bloodweapinterp, false, CVAR_ARCHIVE, "enable/disable Blood's weapon interpolation. Depends on 'cl_bloodqavinterp'")
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CVARD(Bool, cl_bloodoldweapbalance, false, CVAR_ARCHIVE, "enable/disable legacy 1.0 weapon handling for Blood")
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CVARD(Bool, cl_loadingscreens, true, CVAR_ARCHIVE, "enable/disable loading screens for games")
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@ -31,7 +31,6 @@ EXTERN_CVAR(Bool, cl_bloodvanillabobbing)
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EXTERN_CVAR(Bool, cl_bloodvanillaexplosions)
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EXTERN_CVAR(Bool, cl_bloodvanillaenemies)
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EXTERN_CVAR(Bool, cl_bloodqavinterp)
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EXTERN_CVAR(Bool, cl_bloodqavforcedinterp)
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EXTERN_CVAR(Bool, cl_bloodweapinterp)
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EXTERN_CVAR(Bool, cl_bloodoldweapbalance)
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EXTERN_CVAR(Bool, cl_loadingscreens)
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@ -147,14 +147,11 @@ void DrawFrame(double x, double y, double z, double a, double alpha, int picnum,
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}
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static QAVInterpProps forcedinterpdata{qavGetInterpType("picnum")};
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void QAV::Draw(double x, double y, int ticks, int stat, int shade, int palnum, bool to3dview, double const smoothratio)
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{
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assert(ticksPerFrame > 0);
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QAVInterpProps* interpdata = qavInterpProps.CheckKey(res_id);
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if (!interpdata && cl_bloodqavforcedinterp) interpdata = &forcedinterpdata;
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auto const interpdata = qavInterpProps.CheckKey(res_id);
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auto const nFrame = clamp(ticks / ticksPerFrame, 0, nFrames - 1);
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FRAMEINFO* const thisFrame = &frames[nFrame];
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