*** empty log message ***
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1214 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
+135
-24
@@ -95,16 +95,114 @@ model *loadmodel(const char *name, int i)
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VARP(dynshadow, 0, 40, 100);
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void rendermodel(char *mdl, int anim, int tex, float rad, float x, float y, float z, float yaw, float pitch, float speed, int basetime, playerent *d, char *vwepmdl, float scale)
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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 yaw, pitch, speed;
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int basetime;
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playerent *d;
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model *vwep;
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float scale;
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};
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struct modelbatch
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{
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model *m;
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vector<batchedmodel> batched;
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};
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static vector<modelbatch *> batches;
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static int numbatches = -1;
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void startmodelbatches()
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{
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numbatches = 0;
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}
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batchedmodel &addbatchedmodel(model *m)
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{
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modelbatch *b = NULL;
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if(m->batch>=0 && m->batch<numbatches && batches[m->batch]->m==m) b = batches[m->batch];
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else
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{
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if(numbatches<batches.length())
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{
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b = batches[numbatches];
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b->batched.setsizenodelete(0);
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}
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else b = batches.add(new modelbatch);
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b->m = m;
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m->batch = numbatches++;
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}
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return b->batched.add();
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}
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void renderbatchedmodel(model *m, batchedmodel &b)
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{
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int x = (int)b.o.x, y = (int)b.o.y;
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if(!OUTBORD(x, y))
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{
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sqr *s = S(x, y);
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glColor3ub(s->r, s->g, s->b);
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}
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else glColor3f(1, 1, 1);
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m->setskin(b.tex);
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m->render(b.anim, b.varseed, b.speed, b.basetime, b.o, b.yaw, b.pitch, b.d, b.vwep, b.scale);
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}
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void renderbatchedmodelshadow(model *m, batchedmodel &b)
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{
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int x = (int)b.o.x, y = (int)b.o.y;
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if(OUTBORD(x, y)) return;
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sqr *s = S(x, y);
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vec center(b.o.x, b.o.y, s->floor);
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if(s->type==FHF) center.z -= s->vdelta/4.0f;
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if(center.z-0.1f>b.o.z) return;
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center.z += 0.1f;
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m->rendershadow(b.anim, b.varseed, b.speed, b.basetime, center, b.yaw, b.vwep);
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}
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static int sortbatchedmodels(const batchedmodel *x, const batchedmodel *y)
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{
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if(x->tex < y->tex) return -1;
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if(x->tex > y->tex) return 1;
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return 0;
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}
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void endmodelbatches()
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{
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loopi(numbatches)
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{
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modelbatch &b = *batches[i];
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if(b.batched.empty()) continue;
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loopvj(b.batched) if(b.batched[j].tex) { b.batched.sort(sortbatchedmodels); break; }
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b.m->startrender();
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loopvj(b.batched)
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{
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batchedmodel &bm = b.batched[j];
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renderbatchedmodel(b.m, bm);
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}
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if(dynshadow && b.m->hasshadows() && (!reflecting || refracting))
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{
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glColor4f(0, 0, 0, dynshadow/100.0f);
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loopvj(b.batched)
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{
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batchedmodel &bm = b.batched[j];
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renderbatchedmodelshadow(b.m, bm);
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}
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}
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b.m->endrender();
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}
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numbatches = -1;
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}
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void rendermodel(char *mdl, int anim, int tex, float rad, const vec &o, float yaw, float pitch, float speed, int basetime, playerent *d, char *vwepmdl, float scale)
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{
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model *m = loadmodel(mdl);
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if(!m) return;
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if(rad > 0 && isoccluded(camera1->o.x, camera1->o.y, x-rad, y-rad, rad*2)) return;
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if(rad > 0 && isoccluded(camera1->o.x, camera1->o.y, o.x-rad, o.y-rad, rad*2)) return;
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int ix = (int)x;
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int iy = (int)y;
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vec light(1, 1, 1);
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int varseed = 0;
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if(d) switch(anim&ANIM_INDEX)
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{
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@@ -120,36 +218,48 @@ void rendermodel(char *mdl, int anim, int tex, float rad, float x, float y, floa
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if(vwep->type()!=m->type()) vwep = NULL;
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}
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if(!OUTBORD(ix, iy))
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if(numbatches>=0)
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{
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sqr *s = S(ix, iy);
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float ll = 256.0f; // 0.96f;
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float of = 0.0f; // 0.1f;
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light.x = s->r/ll+of;
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light.y = s->g/ll+of;
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light.z = s->b/ll+of;
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batchedmodel &b = addbatchedmodel(m);
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b.o = o;
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b.anim = anim;
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b.varseed = varseed;
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b.tex = tex;
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b.yaw = yaw;
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b.pitch = pitch;
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b.speed = speed;
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b.basetime = basetime;
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b.d = d;
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b.vwep = vwep;
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b.scale = scale;
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return;
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}
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m->startrender();
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int x = (int)o.x, y = (int)o.y;
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if(!OUTBORD(x, y))
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{
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sqr *s = S(x, y);
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if(dynshadow && m->hasshadows() && (!reflecting || refracting))
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{
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vec center(x, y, s->floor);
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vec center(o.x, o.y, s->floor);
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if(s->type==FHF) center.z -= s->vdelta/4.0f;
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if(center.z-0.1f<=z)
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if(center.z-0.1f<=o.z)
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{
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center.z += 0.1f;
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glColor4f(0, 0, 0, dynshadow/100.0f);
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m->rendershadow(anim, varseed, speed, basetime, center, yaw, vwep);
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}
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}
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glColor3ub(s->r, s->g, s->b);
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}
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else glColor3f(1, 1, 1);
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glColor3fv(&light.x);
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m->setskin(tex);
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m->render(anim, varseed, speed, basetime, o, yaw, pitch, d, vwep, scale);
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if(!m->cullface) glDisable(GL_CULL_FACE);
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else if(anim&ANIM_MIRROR) glCullFace(GL_BACK);
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m->render(anim, varseed, speed, basetime, x, y, z, yaw, pitch, d, vwep, scale);
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if(!m->cullface) glEnable(GL_CULL_FACE);
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else if(anim&ANIM_MIRROR) glCullFace(GL_FRONT);
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m->endrender();
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}
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int findanim(const char *name)
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@@ -223,7 +333,8 @@ void renderclient(playerent *d, char *mdlname, char *vwepname, int tex)
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int varseed = (int)(size_t)d;
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int anim = ANIM_IDLE|ANIM_LOOP;
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float speed = 0.0;
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float mz = d->o.z-d->eyeheight;
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vec o(d->o);
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o.z -= d->eyeheight;
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int basetime = -((int)(size_t)d&0xFFF);
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if(d->state==CS_DEAD)
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{
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@@ -241,10 +352,10 @@ void renderclient(playerent *d, char *mdlname, char *vwepname, int tex)
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if(t>(r+10)*100)
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{
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t -= (r+10)*100;
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mz -= t*t/10000000000.0f*t;
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o.z -= t*t/10000000000.0f*t;
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}
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}
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//if(mz<-1000) return;
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//if(o.z<-1000) return;
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}
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else if(d->state==CS_EDITING) { anim = ANIM_JUMP|ANIM_END; }
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else if(d->state==CS_LAGGED) { anim = ANIM_SALUTE|ANIM_LOOP; }
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@@ -254,7 +365,7 @@ void renderclient(playerent *d, char *mdlname, char *vwepname, int tex)
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{ anim = ANIM_ATTACK; speed = 300.0f/8; basetime = d->lastaction; }
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else if(!d->move && !d->strafe) { anim = ANIM_IDLE|ANIM_LOOP; }
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else { anim = ANIM_RUN|ANIM_LOOP; speed = 1860/d->maxspeed; }
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rendermodel(mdlname, anim, tex, 1.5f, d->o.x, d->o.y, mz, d->yaw+90, d->pitch/4, speed, basetime, d, vwepname);
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rendermodel(mdlname, anim, tex, 1.5f, o, d->yaw+90, d->pitch/4, speed, basetime, d, vwepname);
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}
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extern int democlientnum;
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