Remove useless imdRot variables for display3d.cpp -- from Safety0ff/gfrcyp
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d24719344d
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d478131f12
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@ -163,9 +163,6 @@ bool selectAttempt = false;
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/// Vectors that hold the player and camera directions and positions
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iView player;
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/// Temporary rotation vectors to store rotations for droids etc
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static Vector3i imdRot,imdRot2;
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/// How far away are we from the terrain
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static float distance;
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@ -1121,9 +1118,6 @@ bool init3DView(void)
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/* There are no drag boxes */
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dragBox3D.status = DRAG_INACTIVE;
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/* Make sure and change these to comply with map.c */
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imdRot.x = -35;
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/* Get all the init stuff out of here? */
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initWarCam();
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@ -1135,11 +1129,6 @@ bool init3DView(void)
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// Set the initial fog distance
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UpdateFogDistance(distance);
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/* No initial rotations */
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imdRot2.x = 0;
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imdRot.y = 0;
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imdRot2.z = 0;
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bRender3DOnly = false;
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setSkyBox("page-25", 0.0f, 10000.0f);
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@ -1276,7 +1265,6 @@ void renderProjectile(PROJECTILE *psCurr)
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/*Need to draw the graphic depending on what the projectile is doing - hitting target,
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missing target, in flight etc - JUST DO IN FLIGHT FOR NOW! */
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pIMD = psStats->pInFlightGraphic;
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//unsigned faceInFlight = psStats->faceInFlight;
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if (clipXY(st.pos.x, st.pos.y))
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for (; pIMD != NULL; pIMD = pIMD->next)
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@ -1326,14 +1314,12 @@ void renderProjectile(PROJECTILE *psCurr)
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camera -= Vector3i(dv.x, dv.y, dv.z);
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/* Rotate it to the direction it's facing */
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imdRot2.y = st.rot.direction;
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pie_MatRotY(-imdRot2.y);
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rotateSomething(camera.z, camera.x, -(-imdRot2.y));
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pie_MatRotY(-st.rot.direction);
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rotateSomething(camera.z, camera.x, -(-st.rot.direction));
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/* pitch it */
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imdRot2.x = st.rot.pitch;
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pie_MatRotX(imdRot2.x);
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rotateSomething(camera.y, camera.z, -imdRot2.x);
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pie_MatRotX(st.rot.pitch);
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rotateSomething(camera.y, camera.z, -st.rot.pitch);
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if (pitchToCamera || rollToCamera)
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{
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@ -1344,16 +1330,16 @@ void renderProjectile(PROJECTILE *psCurr)
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if (pitchToCamera)
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{
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imdRot2.x = iAtan2(camera.z, camera.y);
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pie_MatRotX(imdRot2.x);
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rotateSomething(camera.y, camera.z, -imdRot2.x);
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int x = iAtan2(camera.z, camera.y);
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pie_MatRotX(x);
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rotateSomething(camera.y, camera.z, -x);
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}
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if (rollToCamera)
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{
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imdRot2.z = -iAtan2(camera.x, camera.y);
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pie_MatRotZ(imdRot2.z);
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rotateSomething(camera.x, camera.y, -imdRot2.z);
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int z = -iAtan2(camera.x, camera.y);
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pie_MatRotZ(z);
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rotateSomething(camera.x, camera.y, -z);
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}
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if (pitchToCamera || rollToCamera)
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@ -1424,10 +1410,8 @@ void renderAnimComponent( const COMPONENT_OBJECT *psObj )
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pie_TRANSLATE(dv.x, dv.y, dv.z);
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/* parent object rotations */
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imdRot2.y = spacetime.rot.direction;
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pie_MatRotY(-imdRot2.y);
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imdRot2.x = spacetime.rot.pitch;
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pie_MatRotX(imdRot2.x);
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pie_MatRotY(-spacetime.rot.direction);
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pie_MatRotX(spacetime.rot.pitch);
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/* Set frame numbers - look into this later?? FIXME!!!!!!!! */
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if( psParentObj->type == OBJ_DROID )
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