diff --git a/src/client/entry.c b/src/client/entry.c index 2fc8b45a..f98fe9cf 100644 --- a/src/client/entry.c +++ b/src/client/entry.c @@ -166,7 +166,7 @@ CSQC_UpdateView(float w, float h, float focus) setproperty(VF_ENVMAP, "$whiteimage"); setproperty(VF_ORIGIN, g_vecCubePos); setproperty(VF_AFOV, 90); - SkyCamera_Setup(); + SkyCamera_Setup(g_vecCubePos); renderscene(); return; } @@ -290,7 +290,7 @@ CSQC_UpdateView(float w, float h, float focus) } setproperty(VF_DRAWWORLD, 1); - SkyCamera_Setup(); + SkyCamera_Setup(getproperty(VF_ORIGIN)); /* draw the viewmodel in a second pass if desired */ if (autocvar_r_viewmodelpass) { diff --git a/src/client/view.c b/src/client/view.c index 916b1c6a..f270a946 100644 --- a/src/client/view.c +++ b/src/client/view.c @@ -26,7 +26,7 @@ View_Init(void) pSeat->m_eViewModel.classname = "vm"; pSeat->m_eViewModel.renderflags = RF_DEPTHHACK; pSeat->m_eViewModel.effects |= EF_NOSHADOW; - + pSeat->m_eMuzzleflash = spawn(); pSeat->m_eMuzzleflash.classname = "mflash"; pSeat->m_eMuzzleflash.renderflags = RF_ADDITIVE; @@ -89,7 +89,6 @@ void View_CalcBob(void) { float cycle; - vector vel; if (self.flags & FL_ONGROUND == -1) { @@ -133,7 +132,8 @@ Really convoluted function that makes the gun, muzzleflash, dynamic lights and so on appear ==================== */ -void View_DrawViewModel(void) +void +View_DrawViewModel(void) { entity m_eViewModel = pSeat->m_eViewModel; entity m_eMuzzleflash = pSeat->m_eMuzzleflash; @@ -207,7 +207,8 @@ void View_DrawViewModel(void) } } -void View_PostDraw(void) +void +View_PostDraw(void) { entity m_eMuzzleflash = pSeat->m_eMuzzleflash; @@ -217,7 +218,8 @@ void View_PostDraw(void) } } -void View_Stairsmooth(void) +void +View_Stairsmooth(void) { vector currentpos = pSeat->m_vecPredictedOrigin; vector endpos = currentpos; @@ -253,14 +255,16 @@ Resets the timeline and plays a new sequence onto the view model ==================== */ -void View_PlayAnimation(int iSequence) +void +View_PlayAnimation(int iSequence) { pSeat->m_eViewModel.frame = (float)iSequence; player pl = (player)pSeat->m_ePlayer; pl.weapontime = 0.0f; } -int View_GetAnimation(void) +int +View_GetAnimation(void) { return pSeat->m_eViewModel.frame; } diff --git a/src/gs-entbase/client/sky_camera.cpp b/src/gs-entbase/client/sky_camera.cpp index 442c3c2f..9cc74b38 100644 --- a/src/gs-entbase/client/sky_camera.cpp +++ b/src/gs-entbase/client/sky_camera.cpp @@ -62,20 +62,20 @@ sky_camera::sky_camera(void) } void -SkyCamera_Setup(void) +SkyCamera_Setup(vector org) { if (g_skyscale != 0 && g_skypos) { vector porg; vector realpos; if (autocvar_dev_skyscale) { - realpos[0] = g_vecCubePos[0] / autocvar_dev_skyscale; - realpos[1] = g_vecCubePos[1] / autocvar_dev_skyscale; - realpos[2] = g_vecCubePos[2] / autocvar_dev_skyscale; + realpos[0] = org[0] / autocvar_dev_skyscale; + realpos[1] = org[1] / autocvar_dev_skyscale; + realpos[2] = org[2] / autocvar_dev_skyscale; } else { - realpos[0] = g_vecCubePos[0] / g_skyscale; - realpos[1] = g_vecCubePos[1] / g_skyscale; - realpos[2] = g_vecCubePos[2] / g_skyscale; + realpos[0] = org[0] / g_skyscale; + realpos[1] = org[1] / g_skyscale; + realpos[2] = org[2] / g_skyscale; } setproperty(VF_SKYROOM_CAMERA, g_skypos + realpos); }