62 lines
1.8 KiB
Plaintext
62 lines
1.8 KiB
Plaintext
/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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void
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player::draw(void)
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{
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/* mouth flapping */
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this.bonecontrol5 = getplayerkeyfloat(this.entnum - 1, "voiploudness");
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/* DEBUG! */
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if (cvar("bonetest") == 1) {
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this.bonecontrol1 = cvar("bonecontrol1");
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this.bonecontrol2 = cvar("bonecontrol2");
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this.bonecontrol3 = cvar("bonecontrol3");
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this.bonecontrol4 = cvar("bonecontrol4");
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this.bonecontrol5 = cvar("bonecontrol5");
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this.subblendfrac = cvar("subblendfrac");
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this.subblend2frac = cvar("subblend2frac");
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this.basesubblendfrac = cvar("basesubblendfrac");
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this.basesubblend2frac = cvar("basesubblend2frac");
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}
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}
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float
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player::predraw(void)
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{
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/* run animations regardless of rendering the player */
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draw();
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/* make sure we're enabling shadow rendering on us */
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effects &= ~EF_NOSHADOW;
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if (autocvar_cl_thirdperson == TRUE || this.entnum != player_localentnum) {
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Voice_Draw3D(this);
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Player_PreDraw(this, TRUE);
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addentity(this);
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} else {
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Player_PreDraw(this, FALSE);
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removeentity(this);
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}
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return (PREDRAW_NEXT);
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}
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void
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player::postdraw(void)
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{
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}
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