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- actually call the model animation timer somewhere.
Now models also animate properly. :)
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3 changed files with 4 additions and 1 deletions
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@ -900,6 +900,8 @@ enum EHitBits
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kHitSprite = 0xC000,
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kHitSprite = 0xC000,
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};
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};
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void updateModelInterpolation();
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#include "iterators.h"
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#include "iterators.h"
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@ -1676,7 +1676,7 @@ static void mdfree(mdmodel_t *vm)
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if (vm->mdnum == 2 || vm->mdnum == 3) { md3free((md3model_t *)vm); return; }
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if (vm->mdnum == 2 || vm->mdnum == 3) { md3free((md3model_t *)vm); return; }
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}
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}
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static void updateModelInterpolation()
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void updateModelInterpolation()
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{
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{
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// sigh...
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// sigh...
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omdtims = mdtims;
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omdtims = mdtims;
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@ -376,6 +376,7 @@ void Display()
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screen->FrameTime = I_msTimeFS();
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screen->FrameTime = I_msTimeFS();
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screen->BeginFrame();
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screen->BeginFrame();
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screen->SetSceneRenderTarget(gl_ssao != 0);
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screen->SetSceneRenderTarget(gl_ssao != 0);
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updateModelInterpolation();
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gi->Render();
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gi->Render();
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DrawFullscreenBlends();
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DrawFullscreenBlends();
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drawMapTitle();
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drawMapTitle();
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