Revert experimental model rotations
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@7034 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -79,27 +79,6 @@ void mdlcachelimit(int *limit)
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COMMAND(mdlcachelimit, "i");
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void mdlroll(float *angle)
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{
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checkmdl;
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loadingmodel->offsetroll = *angle;
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}
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COMMAND(mdlroll, "f");
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void mdlyaw(float *angle)
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{
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checkmdl;
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loadingmodel->offsetyaw = *angle;
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}
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COMMAND(mdlyaw, "f");
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void mdlpitch(float *angle)
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{
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checkmdl;
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loadingmodel->offsetpitch = *angle;
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}
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COMMAND(mdlpitch, "f");
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vector<mapmodelinfo> mapmodels;
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void mapmodel(int *rad, int *h, int *zoff, char *snap, char *name)
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@@ -180,7 +159,7 @@ struct batchedmodel
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{
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vec o;
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int anim, varseed, tex;
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float roll, yaw, pitch, speed;
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float yaw, pitch, speed;
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int basetime;
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playerent *d;
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int attached;
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@@ -226,7 +205,7 @@ void renderbatchedmodel(model *m, batchedmodel &b)
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if(stenciling)
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{
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m->render(b.anim|ANIM_NOSKIN, b.varseed, b.speed, b.basetime, b.o, b.roll, b.yaw, b.pitch, b.d, a, b.scale);
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m->render(b.anim|ANIM_NOSKIN, b.varseed, b.speed, b.basetime, b.o, b.yaw, b.pitch, b.d, a, b.scale);
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return;
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}
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@@ -243,7 +222,7 @@ void renderbatchedmodel(model *m, batchedmodel &b)
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if(b.anim&ANIM_TRANSLUCENT)
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{
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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m->render(b.anim|ANIM_NOSKIN, b.varseed, b.speed, b.basetime, b.o, b.roll, b.yaw, b.pitch, b.d, a, b.scale);
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m->render(b.anim|ANIM_NOSKIN, b.varseed, b.speed, b.basetime, b.o, b.yaw, b.pitch, b.d, a, b.scale);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glDepthFunc(GL_LEQUAL);
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@@ -255,7 +234,7 @@ void renderbatchedmodel(model *m, batchedmodel &b)
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glColor4f(color[0], color[1], color[2], m->translucency);
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}
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m->render(b.anim, b.varseed, b.speed, b.basetime, b.o, b.roll, b.yaw, b.pitch, b.d, a, b.scale);
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m->render(b.anim, b.varseed, b.speed, b.basetime, b.o, b.yaw, b.pitch, b.d, a, b.scale);
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if(b.anim&ANIM_TRANSLUCENT)
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{
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@@ -427,7 +406,7 @@ void rendermodel(const char *mdl, int anim, int tex, float rad, const vec &o, fl
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if(stenciling)
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{
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m->startrender();
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m->render(anim|ANIM_NOSKIN, varseed, speed, basetime, o, 0, yaw, pitch, d, a, scale);
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m->render(anim|ANIM_NOSKIN, varseed, speed, basetime, o, yaw, pitch, d, a, scale);
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m->endrender();
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return;
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}
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@@ -466,7 +445,7 @@ void rendermodel(const char *mdl, int anim, int tex, float rad, const vec &o, fl
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if(anim&ANIM_TRANSLUCENT)
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{
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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m->render(anim|ANIM_NOSKIN, varseed, speed, basetime, o, 0, yaw, pitch, d, a, scale);
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m->render(anim|ANIM_NOSKIN, varseed, speed, basetime, o, yaw, pitch, d, a, scale);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glDepthFunc(GL_LEQUAL);
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@@ -478,7 +457,7 @@ void rendermodel(const char *mdl, int anim, int tex, float rad, const vec &o, fl
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glColor4f(color[0], color[1], color[2], m->translucency);
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}
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m->render(anim, varseed, speed, basetime, o, 0, yaw, pitch, d, a, scale);
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m->render(anim, varseed, speed, basetime, o, yaw, pitch, d, a, scale);
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if(anim&ANIM_TRANSLUCENT)
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{
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@@ -751,4 +730,3 @@ void renderclients()
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loopv(players) if((d = players[i]) && d->state!=CS_SPAWNING && d->state!=CS_SPECTATE && (!player1->isspectating() || player1->spectatemode != SM_FOLLOW1ST || player1->followplayercn != i)) renderclient(d);
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if(player1->state==CS_DEAD || (reflecting && !refracting)) renderclient(player1);
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}
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