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framerate-independent turning of player-model in multiplayer menu
fixes #701
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parent
ea51d5f924
commit
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1 changed files with 4 additions and 6 deletions
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@ -4758,7 +4758,6 @@ PlayerConfig_MenuDraw(void)
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if (s_pmi[s_player_model_box.curvalue].skindisplaynames)
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{
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static int yaw;
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entity_t entity;
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char scratch[MAX_QPATH];
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@ -4780,12 +4779,11 @@ PlayerConfig_MenuDraw(void)
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entity.frame = 0;
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entity.oldframe = 0;
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entity.backlerp = 0.0;
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entity.angles[1] = (float)yaw;
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if (++yaw > 360)
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{
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yaw -= 360;
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}
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int curTime = Sys_Milliseconds();
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// one full turn is 3s = 3000ms => 3000/360 deg per millisecond
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curTime = curTime % 3000;
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entity.angles[1] = (float)curTime/(3000.0f/360.0f);
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refdef.areabits = 0;
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refdef.num_entities = 1;
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