offsetyaw cleanups
parent
a46d9ee122
commit
5ae640eb56
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@ -1048,7 +1048,7 @@ struct animmodel : model
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{
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if(!loaded) return -1;
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yaw += spinyaw*lastmillis/1000.0f;
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yaw += offsetyaw + spinyaw*lastmillis/1000.0f;
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pitch += offsetpitch + spinpitch*lastmillis/1000.0f;
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vec axis(0, -1, 0), forward(1, 0, 0);
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@ -1061,7 +1061,6 @@ struct animmodel : model
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matrixstack[0].rotate_around_z(yaw*RAD);
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matrixstack[0].transformnormal(vec(axis), axis);
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matrixstack[0].transformnormal(vec(forward), forward);
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if(offsetyaw) matrixstack[0].rotate_around_z(offsetyaw*RAD);
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}
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else
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{
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@ -1166,7 +1165,7 @@ struct animmodel : model
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{
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if(!loaded) return;
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yaw += spinyaw*lastmillis/1000.0f;
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yaw += offsetyaw + spinyaw*lastmillis/1000.0f;
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pitch += offsetpitch + spinpitch*lastmillis/1000.0f;
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vec axis(0, -1, 0), forward(1, 0, 0);
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@ -1179,7 +1178,6 @@ struct animmodel : model
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matrixstack[0].rotate_around_z(yaw*RAD);
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matrixstack[0].transformnormal(vec(axis), axis);
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matrixstack[0].transformnormal(vec(forward), forward);
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if(offsetyaw) matrixstack[0].rotate_around_z(offsetyaw*RAD);
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}
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else
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{
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@ -1091,7 +1091,7 @@ VAR(testpitch, -90, 0, 90);
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void renderclient(dynent *d, const char *mdlname, modelattach *attachments, int hold, int attack, int attackdelay, int lastaction, int lastpain, float scale, bool ragdoll, float trans)
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{
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int anim = hold ? hold : ANIM_IDLE|ANIM_LOOP;
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float yaw = testanims && d==player ? 0 : d->yaw+90,
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float yaw = testanims && d==player ? 0 : d->yaw,
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pitch = testpitch && d==player ? testpitch : d->pitch;
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vec o = d->feetpos();
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int basetime = 0;
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@ -539,7 +539,7 @@ struct collectclientmode : clientmode
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int dteam = collectteambase(d->team);
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loopj(d->tokens)
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{
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rendermodel(dteam != team ? "skull/blue" : "skull/red", ANIM_MAPMODEL|ANIM_LOOP, pos, d->yaw+90, 0, MDL_CULL_VFC | MDL_CULL_DIST | MDL_CULL_OCCLUDED);
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rendermodel(dteam != team ? "skull/blue" : "skull/red", ANIM_MAPMODEL|ANIM_LOOP, pos, d->yaw, 0, MDL_CULL_VFC | MDL_CULL_DIST | MDL_CULL_OCCLUDED);
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pos.z += TOKENHEIGHT + 1;
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}
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}
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@ -310,7 +310,7 @@ namespace game
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base = 0;
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interp = &guninterp;
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}
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rendermodel(gunname, anim, sway, testhudgun ? 0 : d->yaw+90, testhudgun ? 0 : d->pitch, MDL_NOBATCH, interp, a, base, (int)ceil(speed));
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rendermodel(gunname, anim, sway, testhudgun ? 0 : d->yaw, testhudgun ? 0 : d->pitch, MDL_NOBATCH, interp, a, base, (int)ceil(speed));
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if(d->muzzle.x >= 0) d->muzzle = calcavatarpos(d->muzzle, 12);
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}
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