22 Sep 2009
This commit is contained in:
parent
9a0143260e
commit
9898ac5e0c
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@ -1,65 +0,0 @@
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<html>
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<body>
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<pre>
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<h1>Build Log</h1>
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<h3>
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--------------------Configuration: client - Win32 Debug--------------------
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</h3>
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<h3>Command Lines</h3>
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Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP963B.tmp" with contents
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[
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/nologo /MDd /W3 /Gm /Gi /GX /ZI /Od /I "./" /I "../common" /I "global" /I "hud" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /FR"..\temp\client\!debug/" /Fo"..\temp\client\!debug/" /Fd"..\temp\client\!debug/" /FD /c
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"D:\Xash3D\src_main\client\global\dll_int.cpp"
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]
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Creating command line "cl.exe @C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP963B.tmp"
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Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP963C.tmp" with contents
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[
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msvcrtd.lib /nologo /subsystem:windows /dll /incremental:yes /pdb:"..\temp\client\!debug/client.pdb" /debug /machine:I386 /nodefaultlib:"libc.lib" /def:".\client.def" /out:"..\temp\client\!debug/client.dll" /implib:"..\temp\client\!debug/client.lib" /pdbtype:sept /libpath:"..\common\libs"
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"\Xash3D\src_main\temp\client\!debug\dll_int.obj"
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"\Xash3D\src_main\temp\client\!debug\hud.obj"
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"\Xash3D\src_main\temp\client\!debug\hud_ammo.obj"
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"\Xash3D\src_main\temp\client\!debug\hud_ammohistory.obj"
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"\Xash3D\src_main\temp\client\!debug\hud_battery.obj"
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"\Xash3D\src_main\temp\client\!debug\hud_death.obj"
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"\Xash3D\src_main\temp\client\!debug\hud_flashlight.obj"
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"\Xash3D\src_main\temp\client\!debug\hud_geiger.obj"
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"\Xash3D\src_main\temp\client\!debug\hud_health.obj"
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"\Xash3D\src_main\temp\client\!debug\hud_icons.obj"
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"\Xash3D\src_main\temp\client\!debug\hud_menu.obj"
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"\Xash3D\src_main\temp\client\!debug\hud_message.obj"
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"\Xash3D\src_main\temp\client\!debug\hud_motd.obj"
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"\Xash3D\src_main\temp\client\!debug\hud_msg.obj"
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"\Xash3D\src_main\temp\client\!debug\hud_saytext.obj"
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"\Xash3D\src_main\temp\client\!debug\hud_scoreboard.obj"
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"\Xash3D\src_main\temp\client\!debug\hud_sound.obj"
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"\Xash3D\src_main\temp\client\!debug\hud_statusbar.obj"
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"\Xash3D\src_main\temp\client\!debug\hud_text.obj"
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"\Xash3D\src_main\temp\client\!debug\hud_train.obj"
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"\Xash3D\src_main\temp\client\!debug\hud_warhead.obj"
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"\Xash3D\src_main\temp\client\!debug\hud_zoom.obj"
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"\Xash3D\src_main\temp\client\!debug\tempents.obj"
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"\Xash3D\src_main\temp\client\!debug\triapi.obj"
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"\Xash3D\src_main\temp\client\!debug\utils.obj"
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"\Xash3D\src_main\temp\client\!debug\view.obj"
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]
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Creating command line "link.exe @C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP963C.tmp"
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Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP963D.bat" with contents
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[
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@echo off
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copy \Xash3D\src_main\temp\client\!debug\client.dll "D:\Xash3D\bin\client.dll"
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]
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Creating command line "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP963D.bat"
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Compiling...
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dll_int.cpp
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Linking...
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<h3>Output Window</h3>
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Performing Custom Build Step on \Xash3D\src_main\temp\client\!debug\client.dll
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‘ª®¯¨à®¢ ® ä ©«®¢: 1.
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<h3>Results</h3>
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client.dll - 0 error(s), 0 warning(s)
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</pre>
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</body>
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</html>
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@ -161,11 +161,15 @@ void HUD_UpdateEntityVars( edict_t *ent, skyportal_t *sky, const entity_state_t
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if( ent->v.animtime )
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{
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// adjust lerping values if animation restarted
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if( lerpTime < 0 ) prevframe = 1.001;
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ent->v.frame = LerpPoint( prevframe, frame, m_fLerp );
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if( ent->v.effects & EF_NOINTERP )
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{
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// adjust lerping values if animation restarted
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if( lerpTime < 0 ) prevframe = 1.001;
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ent->v.frame = LerpPoint( prevframe, frame, m_fLerp );
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}
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else ent->v.frame = state->frame; // use normal studio lerping
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}
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else ent->v.frame = Q_rint( state->frame ); // sprite frames
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else ent->v.frame = Q_rint( state->frame ); // sprite frames will be interpolated in other place
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}
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switch( state->ed_type )
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@ -61,6 +61,7 @@ void HUD_StudioFxTransform( edict_t *ent, float transform[4][4] )
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{
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switch( ent->v.renderfx )
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{
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case kRenderFxDistort:
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case kRenderFxHologram:
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if(!RANDOM_LONG( 0, 49 ))
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{
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@ -6,13 +6,7 @@
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--------------------Configuration: engine - Win32 Debug--------------------
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</h3>
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<h3>Command Lines</h3>
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Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP95D5.tmp" with contents
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[
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/nologo /MDd /W3 /Gm /Gi /GX /ZI /Od /I "./" /I "common" /I "server" /I "client" /I "uimenu" /I "../public" /I "../common" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /FR"..\temp\engine\!debug/" /Fo"..\temp\engine\!debug/" /Fd"..\temp\engine\!debug/" /FD /c
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"D:\Xash3D\src_main\engine\server\sv_main.c"
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]
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Creating command line "cl.exe @C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP95D5.tmp"
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Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP95D6.tmp" with contents
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Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP9E49.tmp" with contents
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[
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user32.lib msvcrtd.lib /nologo /subsystem:windows /dll /incremental:yes /pdb:"..\temp\engine\!debug/engine.pdb" /debug /machine:I386 /nodefaultlib:"msvcrt.lib" /out:"..\temp\engine\!debug/engine.dll" /implib:"..\temp\engine\!debug/engine.lib" /pdbtype:sept
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"\Xash3D\src_main\temp\engine\!debug\cinematic.obj"
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@ -73,15 +67,13 @@ user32.lib msvcrtd.lib /nologo /subsystem:windows /dll /incremental:yes /pdb:"..
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"\Xash3D\src_main\temp\engine\!debug\ui_singleplayer.obj"
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"\Xash3D\src_main\temp\engine\!debug\ui_video.obj"
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]
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Creating command line "link.exe @C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP95D6.tmp"
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Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP95D7.bat" with contents
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Creating command line "link.exe @C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP9E49.tmp"
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Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP9E4A.bat" with contents
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[
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@echo off
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copy \Xash3D\src_main\temp\engine\!debug\engine.dll "D:\Xash3D\bin\engine.dll"
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]
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Creating command line "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP95D7.bat"
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Compiling...
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sv_main.c
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Creating command line "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP9E4A.bat"
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Linking...
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<h3>Output Window</h3>
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Performing Custom Build Step on \Xash3D\src_main\temp\engine\!debug\engine.dll
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@ -1,16 +0,0 @@
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<html>
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<body>
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<pre>
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<h1>Build Log</h1>
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<h3>
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--------------------Configuration: launch - Win32 Debug--------------------
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</h3>
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<h3>Command Lines</h3>
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<h3>Results</h3>
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launch.dll - 0 error(s), 0 warning(s)
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</pre>
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</body>
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</html>
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@ -207,29 +207,30 @@ typedef struct
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typedef struct
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{
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byte open; // 0 = mouth closed, 255 = mouth agape
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byte sndcount; // counter for running average
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int sndavg; // running average
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byte open; // 0 = mouth closed, 255 = mouth agape
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byte sndcount; // counter for running average
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int sndavg; // running average
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} mouth_t;
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typedef struct latchedvars_s
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typedef struct lerpframe_s
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{
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float animtime; // ???
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float sequencetime;
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vec3_t origin; // edict->v.old_origin
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vec3_t angles;
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float frame; // lastframe from previous frame
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float animtime; // holds animtime from prevoius frame
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int sequence; // not used by studio, but used with sprites
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} lerpframe_t;
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vec3_t gaitorigin;
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int sequence; // ???
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float frame;
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} latchedvars_t;
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typedef struct studiolerp_s
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{
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float controller[MAXSTUDIOCONTROLLERS]; // holds bone controller values from previous frame
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float blending[MAXSTUDIOBLENDS]; // latched blendings from previous frame
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} studiolerp_t;
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typedef struct studiolatched_s
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{
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float blending[MAXSTUDIOBLENDS];
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float seqblending[MAXSTUDIOBLENDS];
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float controller[MAXSTUDIOCONTROLLERS];
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float sequencetime; // latched animtime from previous sequence
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float frame; // lastframe played frame from previous sequence
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int sequence; // prev.sequence to blending between two sequences
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float blending[MAXSTUDIOBLENDS]; // latched sequence blending
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} studiolatched_t;
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typedef struct studiolight_s
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@ -257,11 +258,13 @@ typedef struct studioverts_s
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typedef struct studiovars_s
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{
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studiolatched_t prev;
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studiolerp_t prev; // latched values from previous frame
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studiolatched_t latched; // latched values from previous sequence
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mouth_t mouth; // for synchronizing mouth movements.
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mouth_t mouth; // UNDONE: for synchronizing mouth movements.
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float blending[MAXSTUDIOBLENDS];
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float controller[MAXSTUDIOCONTROLLERS];
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vec3_t gaitorigin; // player stuff
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// cached bones, valid only for current frame
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char bonenames[MAXSTUDIOBONES][32];// used for attached entities
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@ -287,7 +290,7 @@ typedef struct ref_entity_s
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struct ref_model_s *model; // opaque type outside refresh
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struct ref_entity_s *parent; // link to parent entity (FOLLOW or weaponmodel)
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latchedvars_t prev; // previous frame values for lerping
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lerpframe_t prev; // previous frame values for lerping
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float framerate; // custom framerate
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float animtime; // lerping animtime
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@ -2115,10 +2115,6 @@ bool R_AddGenericEntity( edict_t *pRefEntity, ref_entity_t *refent )
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break;
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}
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refent->rtype = RT_MODEL;
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// setup latchedvars
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VectorCopy( pRefEntity->v.oldorigin, refent->prev.origin );
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VectorCopy( pRefEntity->v.oldangles, refent->prev.angles );
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// setup light origin
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if( refent->model ) VectorAverage( refent->model->mins, refent->model->maxs, center );
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@ -2172,17 +2168,7 @@ bool R_AddGenericEntity( edict_t *pRefEntity, ref_entity_t *refent )
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}
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else
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{
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switch( refent->model->type )
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{
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case mod_studio:
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refent->prev.animtime = refent->animtime;
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refent->animtime = pRefEntity->v.animtime;
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refent->prev.sequencetime = refent->animtime - refent->prev.animtime;
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refent->prev.sequence = refent->sequence;
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refent->prev.frame = refent->frame;
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refent->sequence = pRefEntity->v.sequence;
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break;
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}
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refent->prev.frame = refent->frame; // save oldframe
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refent->frame = pRefEntity->v.frame;
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}
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@ -108,6 +108,24 @@ void R_StudioAllocExtradata( edict_t *in, ref_entity_t *e )
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studio->blending[i] = in->v.blending[i];
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}
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// sequence has changed, hold the previous sequence info
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if( in->v.sequence != e->sequence )
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{
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studio->latched.sequencetime = e->prev.animtime + 0.01f;
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studio->latched.sequence = e->sequence;
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// hold current blendings
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for( i = 0; i < MAXSTUDIOBLENDS; i++ )
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studio->latched.blending[i] = studio->blending[i];
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}
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if(!( e->flags & EF_ANIMATE ))
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{
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e->sequence = in->v.sequence;
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e->prev.animtime = e->animtime; // must be update each frame!
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e->animtime = in->v.animtime;
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}
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if( studio->numbones != numbones )
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{
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size_t cache_size = sizeof( matrix4x4 ) * numbones;
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@ -186,7 +204,9 @@ static void R_StudioSetupRender( ref_entity_t *e, ref_model_t *mod )
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// misc info
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if( r_studio_lerping->integer )
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{
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m_fDoInterp = (e->flags & EF_NOINTERP) ? false : true;
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}
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else m_fDoInterp = false;
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}
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@ -910,8 +930,7 @@ StudioSetUpTransform
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*/
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void R_StudioSetUpTransform( ref_entity_t *e, bool trivial_accept )
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{
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int i;
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vec3_t angles, origin;
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vec3_t angles, origin;
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if( trivial_accept )
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{
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@ -932,46 +951,7 @@ void R_StudioSetUpTransform( ref_entity_t *e, bool trivial_accept )
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VectorCopy( e->origin, origin );
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VectorCopy( e->angles, angles );
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// TODO: should really be stored with the entity instead of being reconstructed
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// TODO: should use a look-up table
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// TODO: could cache lazily, stored in the entity
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if( e->movetype == MOVETYPE_STEP )
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{
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float d, f = 0;
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// NOTE: Because we need to interpolate multiplayer characters, the interpolation time limit
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// was increased to 1.0 s., which is 2x the max lag we are accounting for.
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if(( RI.refdef.time < e->animtime + 1.0f ) && ( e->animtime != e->prev.animtime ) )
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{
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f = (RI.refdef.time - e->animtime) / (e->animtime - e->prev.animtime);
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Msg( "%4.2f %.2f %.2f\n", f, e->animtime, RI.refdef.time );
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}
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// calculate frontlerp value
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if( m_fDoInterp ) f = RI.lerpFrac;
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else f = 0;
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for( i = 0; i < 3; i++ )
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origin[i] += (e->origin[i] - e->prev.origin[i]) * f;
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for( i = 0; i < 3; i++ )
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{
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float ang1, ang2;
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ang1 = e->angles[i];
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ang2 = e->prev.angles[i];
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d = ang1 - ang2;
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if( d > 180 ) d -= 360;
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else if( d < -180 ) d += 360;
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angles[i] += d * f;
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}
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}
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else if( e->ent_type == ED_CLIENT )
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{
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// don't rotate player model, only aim
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angles[PITCH] = 0;
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}
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if( e->ent_type == ED_CLIENT ) angles[PITCH] = 0; // don't rotate player model, only aim
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Matrix4x4_CreateFromEntity( m_protationmatrix, origin[0], origin[1], origin[2], angles[PITCH], angles[YAW], angles[ROLL], e->scale );
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@ -997,7 +977,7 @@ float R_StudioEstimateInterpolant( void )
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{
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float dadt = 1.0;
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if ( m_fDoInterp && ( RI.currententity->animtime >= RI.currententity->prev.animtime + 0.01 ) )
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if( m_fDoInterp && ( RI.currententity->animtime >= RI.currententity->prev.animtime + 0.01 ))
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{
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dadt = (RI.refdef.time - RI.currententity->animtime) / 0.1;
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if( dadt > 2.0 ) dadt = 2.0;
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@ -1177,49 +1157,49 @@ float R_StudioSetupBones( ref_entity_t *e )
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}
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}
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if( m_fDoInterp && e->prev.sequencetime && ( e->prev.sequencetime + 0.2 > RI.refdef.time) && ( e->prev.sequence < m_pStudioHeader->numseq ))
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if( m_fDoInterp && pstudio->latched.sequencetime && ( pstudio->latched.sequencetime + 0.2 > RI.refdef.time) && ( pstudio->latched.sequence < m_pStudioHeader->numseq ))
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{
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// blend from last sequence
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static float pos1b[MAXSTUDIOBONES][3];
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static vec4_t q1b[MAXSTUDIOBONES];
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float s;
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pseqdesc = (dstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + e->prev.sequence;
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pseqdesc = (dstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + pstudio->latched.sequence;
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panim = R_StudioGetAnim( RI.currentmodel, pseqdesc );
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// clip prevframe
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R_StudioCalcRotations( pos1b, q1b, pseqdesc, panim, e->prev.frame );
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R_StudioCalcRotations( pos1b, q1b, pseqdesc, panim, pstudio->latched.frame );
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if( pseqdesc->numblends > 1 )
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{
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panim += m_pStudioHeader->numbones;
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R_StudioCalcRotations( pos2, q2, pseqdesc, panim, e->prev.frame );
|
||||
R_StudioCalcRotations( pos2, q2, pseqdesc, panim, pstudio->latched.frame );
|
||||
|
||||
s = (pstudio->prev.seqblending[0]) / 255.0;
|
||||
s = (pstudio->latched.blending[0]) / 255.0;
|
||||
R_StudioSlerpBones( q1b, pos1b, q2, pos2, s );
|
||||
|
||||
if( pseqdesc->numblends == 4 )
|
||||
{
|
||||
panim += m_pStudioHeader->numbones;
|
||||
R_StudioCalcRotations( pos3, q3, pseqdesc, panim, e->prev.frame );
|
||||
R_StudioCalcRotations( pos3, q3, pseqdesc, panim, pstudio->latched.frame );
|
||||
|
||||
panim += m_pStudioHeader->numbones;
|
||||
R_StudioCalcRotations( pos4, q4, pseqdesc, panim, e->prev.frame );
|
||||
R_StudioCalcRotations( pos4, q4, pseqdesc, panim, pstudio->latched.frame );
|
||||
|
||||
s = (pstudio->prev.seqblending[0]) / 255.0;
|
||||
s = (pstudio->latched.blending[0]) / 255.0;
|
||||
R_StudioSlerpBones( q3, pos3, q4, pos4, s );
|
||||
|
||||
s = (pstudio->prev.seqblending[1]) / 255.0;
|
||||
s = (pstudio->latched.blending[1]) / 255.0;
|
||||
R_StudioSlerpBones( q1b, pos1b, q3, pos3, s );
|
||||
}
|
||||
}
|
||||
|
||||
s = 1.0 - (RI.refdef.time - e->prev.sequencetime) / 0.2;
|
||||
s = 1.0 - (RI.refdef.time - pstudio->latched.sequencetime) / 0.2;
|
||||
R_StudioSlerpBones( q, pos, q1b, pos1b, s );
|
||||
}
|
||||
else
|
||||
{
|
||||
// MsgDev( D_INFO, "prevframe = %4.2f\n", f );
|
||||
e->prev.frame = f;
|
||||
pstudio->latched.frame = f;
|
||||
}
|
||||
|
||||
pbones = (dstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex);
|
||||
|
@ -1942,9 +1922,11 @@ StudioEstimateGait
|
|||
*/
|
||||
void R_StudioEstimateGait( ref_entity_t *e, edict_t *pplayer )
|
||||
{
|
||||
float dt;
|
||||
vec3_t est_velocity;
|
||||
float dt;
|
||||
vec3_t est_velocity;
|
||||
studiovars_t *pstudio = (studiovars_t *)e->extradata;
|
||||
|
||||
Com_Assert( pstudio == NULL );
|
||||
dt = bound( 0.0f, RI.refdef.frametime, 1.0f );
|
||||
|
||||
if( dt == 0 || e->m_nCachedFrameCount == r_framecount2 )
|
||||
|
@ -1956,8 +1938,8 @@ void R_StudioEstimateGait( ref_entity_t *e, edict_t *pplayer )
|
|||
// VectorAdd( pplayer->v.velocity, pplayer->v.prediction_error, est_velocity );
|
||||
if( m_fGaitEstimation )
|
||||
{
|
||||
VectorSubtract( e->origin, e->prev.gaitorigin, est_velocity );
|
||||
VectorCopy( e->origin, e->prev.gaitorigin );
|
||||
VectorSubtract( e->origin, pstudio->gaitorigin, est_velocity );
|
||||
VectorCopy( e->origin, pstudio->gaitorigin );
|
||||
|
||||
m_flGaitMovement = VectorLength( est_velocity );
|
||||
if( dt <= 0 || m_flGaitMovement / dt < 5 )
|
||||
|
@ -2015,10 +1997,9 @@ void R_StudioProcessGait( ref_entity_t *e, edict_t *pplayer, studiovars_t *pstud
|
|||
pseqdesc = (dstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + e->sequence;
|
||||
R_StudioPlayerBlend( pseqdesc, &fBlend, &e->angles[PITCH] );
|
||||
|
||||
e->prev.angles[PITCH] = e->angles[PITCH];
|
||||
pstudio->blending[0] = fBlend;
|
||||
pstudio->prev.blending[0] = pstudio->blending[0];
|
||||
pstudio->prev.seqblending[0] = pstudio->blending[0];
|
||||
pstudio->latched.blending[0] = pstudio->blending[0];
|
||||
|
||||
// MsgDev( D_INFO, "%f %d\n", e->angles[PITCH], pstudio->blending[0] );
|
||||
|
||||
|
@ -2059,7 +2040,6 @@ void R_StudioProcessGait( ref_entity_t *e, edict_t *pplayer, studiovars_t *pstud
|
|||
|
||||
e->angles[YAW] = e->gaityaw;
|
||||
if( e->angles[YAW] < -0 ) e->angles[YAW] += 360;
|
||||
e->prev.angles[YAW] = e->angles[YAW];
|
||||
|
||||
if( pplayer->v.gaitsequence >= m_pStudioHeader->numseq )
|
||||
pplayer->v.gaitsequence = 0;
|
||||
|
|
|
@ -6,6 +6,52 @@
|
|||
--------------------Configuration: render - Win32 Debug--------------------
|
||||
</h3>
|
||||
<h3>Command Lines</h3>
|
||||
Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP9E62.tmp" with contents
|
||||
[
|
||||
/nologo /MDd /W3 /Gm /Gi /GX /ZI /Od /I "../public" /I "../common" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /FR"..\temp\render\!debug/" /Fo"..\temp\render\!debug/" /Fd"..\temp\render\!debug/" /FD /c
|
||||
"D:\Xash3D\src_main\render\r_studio.c"
|
||||
]
|
||||
Creating command line "cl.exe @C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP9E62.tmp"
|
||||
Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP9E63.tmp" with contents
|
||||
[
|
||||
msvcrtd.lib user32.lib gdi32.lib /nologo /subsystem:windows /dll /incremental:yes /pdb:"..\temp\render\!debug/render.pdb" /debug /machine:I386 /nodefaultlib:"msvcrt.lib" /out:"..\temp\render\!debug/render.dll" /implib:"..\temp\render\!debug/render.lib" /pdbtype:sept
|
||||
"\Xash3D\src_main\temp\render\!debug\cin.obj"
|
||||
"\Xash3D\src_main\temp\render\!debug\r_aliasq.obj"
|
||||
"\Xash3D\src_main\temp\render\!debug\r_backend.obj"
|
||||
"\Xash3D\src_main\temp\render\!debug\r_bloom.obj"
|
||||
"\Xash3D\src_main\temp\render\!debug\r_cin.obj"
|
||||
"\Xash3D\src_main\temp\render\!debug\r_cull.obj"
|
||||
"\Xash3D\src_main\temp\render\!debug\r_draw.obj"
|
||||
"\Xash3D\src_main\temp\render\!debug\r_image.obj"
|
||||
"\Xash3D\src_main\temp\render\!debug\r_light.obj"
|
||||
"\Xash3D\src_main\temp\render\!debug\r_main.obj"
|
||||
"\Xash3D\src_main\temp\render\!debug\r_math.obj"
|
||||
"\Xash3D\src_main\temp\render\!debug\r_mesh.obj"
|
||||
"\Xash3D\src_main\temp\render\!debug\r_model.obj"
|
||||
"\Xash3D\src_main\temp\render\!debug\r_opengl.obj"
|
||||
"\Xash3D\src_main\temp\render\!debug\r_poly.obj"
|
||||
"\Xash3D\src_main\temp\render\!debug\r_program.obj"
|
||||
"\Xash3D\src_main\temp\render\!debug\r_register.obj"
|
||||
"\Xash3D\src_main\temp\render\!debug\r_shader.obj"
|
||||
"\Xash3D\src_main\temp\render\!debug\r_shadow.obj"
|
||||
"\Xash3D\src_main\temp\render\!debug\r_sky.obj"
|
||||
"\Xash3D\src_main\temp\render\!debug\r_sprite.obj"
|
||||
"\Xash3D\src_main\temp\render\!debug\r_studio.obj"
|
||||
"\Xash3D\src_main\temp\render\!debug\r_surf.obj"
|
||||
]
|
||||
Creating command line "link.exe @C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP9E63.tmp"
|
||||
Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP9E64.bat" with contents
|
||||
[
|
||||
@echo off
|
||||
copy \Xash3D\src_main\temp\render\!debug\render.dll "D:\Xash3D\bin\render.dll"
|
||||
]
|
||||
Creating command line "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP9E64.bat"
|
||||
Compiling...
|
||||
r_studio.c
|
||||
Linking...
|
||||
<h3>Output Window</h3>
|
||||
Performing Custom Build Step on \Xash3D\src_main\temp\render\!debug\render.dll
|
||||
‘ª®¯¨à®¢ ® ä ©«®¢: 1.
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -1047,6 +1047,9 @@ void UpdateEntityState( entity_state_t *to, edict_t *from, int baseline )
|
|||
if( pNet->pev->fov < 0.0 ) pNet->pev->fov = 0.0;
|
||||
if( pNet->pev->fov > 160 ) pNet->pev->fov = 160;
|
||||
to->fov = pNet->pev->fov;
|
||||
|
||||
// clear EF_NOINTERP flag each frame for client
|
||||
pNet->pev->effects &= ~EF_NOINTERP;
|
||||
}
|
||||
else if( to->ed_type == ED_AMBIENT )
|
||||
{
|
||||
|
|
|
@ -1,101 +0,0 @@
|
|||
<html>
|
||||
<body>
|
||||
<pre>
|
||||
<h1>Build Log</h1>
|
||||
<h3>
|
||||
--------------------Configuration: server - Win32 Release--------------------
|
||||
</h3>
|
||||
<h3>Command Lines</h3>
|
||||
Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP9B3E.tmp" with contents
|
||||
[
|
||||
/nologo /MD /W3 /O2 /I "./" /I "ents" /I "game" /I "global" /I "monsters" /I "../common" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /Fo"..\temp\server\!release/" /Fd"..\temp\server\!release/" /FD /c
|
||||
"D:\Xash3D\src_main\server\ents\basefx.cpp"
|
||||
]
|
||||
Creating command line "cl.exe @C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP9B3E.tmp"
|
||||
Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP9B3F.tmp" with contents
|
||||
[
|
||||
msvcrt.lib /nologo /subsystem:windows /dll /pdb:none /machine:I386 /nodefaultlib:"libc.lib" /def:".\server.def" /out:"..\temp\server\!release/server.dll" /implib:"..\temp\server\!release/server.lib" /libpath:"..\common\libs"
|
||||
"\Xash3D\src_main\temp\server\!release\ai_sound.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\animating.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\animation.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\apache.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\barnacle.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\barney.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\basebrush.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\baseentity.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\basefunc.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\basefx.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\baseinfo.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\baseitem.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\baselogic.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\basemonster.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\basemover.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\baseother.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\basepath.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\basephys.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\baserockets.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\basetank.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\basetrigger.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\baseutil.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\baseweapon.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\baseworld.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\client.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\combat.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\decals.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\defaultai.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\dll_int.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\flyingmonster.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\game.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\gamerules.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\generic.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\globals.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\gman.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\hassassin.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\headcrab.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\hgrunt.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\leech.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\legacy.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\lights.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\multiplay_gamerules.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\nodes.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\osprey.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\parent.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\player.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\rat.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\roach.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\saverestore.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\scientist.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\scripted.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\sfx.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\singleplay_gamerules.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\sound.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\squadmonster.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\talkmonster.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\teamplay_gamerules.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\turret.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\utils.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\weapon_generic.obj"
|
||||
"\Xash3D\src_main\temp\server\!release\zombie.obj"
|
||||
]
|
||||
Creating command line "link.exe @C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP9B3F.tmp"
|
||||
Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP9B40.bat" with contents
|
||||
[
|
||||
@echo off
|
||||
copy \Xash3D\src_main\temp\server\!release\server.dll "D:\Xash3D\bin\server.dll"
|
||||
]
|
||||
Creating command line "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP9B40.bat"
|
||||
Compiling...
|
||||
basefx.cpp
|
||||
Linking...
|
||||
Creating library ..\temp\server\!release/server.lib and object ..\temp\server\!release/server.exp
|
||||
<h3>Output Window</h3>
|
||||
Performing Custom Build Step on \Xash3D\src_main\temp\server\!release\server.dll
|
||||
‘ª®¯¨à®¢ ® ä ©«®¢: 1.
|
||||
|
||||
|
||||
|
||||
<h3>Results</h3>
|
||||
server.dll - 0 error(s), 0 warning(s)
|
||||
</pre>
|
||||
</body>
|
||||
</html>
|
Reference in New Issue