Revert experimental model rotations

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@7034 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
Alejandro V. Garcia
2013-01-06 00:18:27 +00:00
parent 3317df681a
commit d9bde7f0d9
4 changed files with 13 additions and 47 deletions
+7 -29
View File
@@ -79,27 +79,6 @@ void mdlcachelimit(int *limit)
COMMAND(mdlcachelimit, "i");
void mdlroll(float *angle)
{
checkmdl;
loadingmodel->offsetroll = *angle;
}
COMMAND(mdlroll, "f");
void mdlyaw(float *angle)
{
checkmdl;
loadingmodel->offsetyaw = *angle;
}
COMMAND(mdlyaw, "f");
void mdlpitch(float *angle)
{
checkmdl;
loadingmodel->offsetpitch = *angle;
}
COMMAND(mdlpitch, "f");
vector<mapmodelinfo> mapmodels;
void mapmodel(int *rad, int *h, int *zoff, char *snap, char *name)
@@ -180,7 +159,7 @@ struct batchedmodel
{
vec o;
int anim, varseed, tex;
float roll, yaw, pitch, speed;
float yaw, pitch, speed;
int basetime;
playerent *d;
int attached;
@@ -226,7 +205,7 @@ void renderbatchedmodel(model *m, batchedmodel &b)
if(stenciling)
{
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);
m->render(b.anim|ANIM_NOSKIN, b.varseed, b.speed, b.basetime, b.o, b.yaw, b.pitch, b.d, a, b.scale);
return;
}
@@ -243,7 +222,7 @@ void renderbatchedmodel(model *m, batchedmodel &b)
if(b.anim&ANIM_TRANSLUCENT)
{
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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);
m->render(b.anim|ANIM_NOSKIN, b.varseed, b.speed, b.basetime, b.o, b.yaw, b.pitch, b.d, a, b.scale);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthFunc(GL_LEQUAL);
@@ -255,7 +234,7 @@ void renderbatchedmodel(model *m, batchedmodel &b)
glColor4f(color[0], color[1], color[2], m->translucency);
}
m->render(b.anim, b.varseed, b.speed, b.basetime, b.o, b.roll, b.yaw, b.pitch, b.d, a, b.scale);
m->render(b.anim, b.varseed, b.speed, b.basetime, b.o, b.yaw, b.pitch, b.d, a, b.scale);
if(b.anim&ANIM_TRANSLUCENT)
{
@@ -427,7 +406,7 @@ void rendermodel(const char *mdl, int anim, int tex, float rad, const vec &o, fl
if(stenciling)
{
m->startrender();
m->render(anim|ANIM_NOSKIN, varseed, speed, basetime, o, 0, yaw, pitch, d, a, scale);
m->render(anim|ANIM_NOSKIN, varseed, speed, basetime, o, yaw, pitch, d, a, scale);
m->endrender();
return;
}
@@ -466,7 +445,7 @@ void rendermodel(const char *mdl, int anim, int tex, float rad, const vec &o, fl
if(anim&ANIM_TRANSLUCENT)
{
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
m->render(anim|ANIM_NOSKIN, varseed, speed, basetime, o, 0, yaw, pitch, d, a, scale);
m->render(anim|ANIM_NOSKIN, varseed, speed, basetime, o, yaw, pitch, d, a, scale);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthFunc(GL_LEQUAL);
@@ -478,7 +457,7 @@ void rendermodel(const char *mdl, int anim, int tex, float rad, const vec &o, fl
glColor4f(color[0], color[1], color[2], m->translucency);
}
m->render(anim, varseed, speed, basetime, o, 0, yaw, pitch, d, a, scale);
m->render(anim, varseed, speed, basetime, o, yaw, pitch, d, a, scale);
if(anim&ANIM_TRANSLUCENT)
{
@@ -751,4 +730,3 @@ void renderclients()
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);
if(player1->state==CS_DEAD || (reflecting && !refracting)) renderclient(player1);
}