@@ -31,8 +31,6 @@ extern extra_player_info_t g_PlayerExtraInfo[MAX_PLAYERS_HUD + 1];
3131#define TEAM3_COLOR 45
3232#define TEAM4_COLOR 100
3333
34- int m_nPlayerGaitSequences[MAX_PLAYERS];
35-
3634// Global engine <-> studio model rendering code interface
3735engine_studio_api_t IEngineStudio;
3836
@@ -144,15 +142,13 @@ void CStudioModelRenderer::StudioCalcBoneAdj(float dadt, float* adj, const byte*
144142 value = 1.0 ;
145143 value = (1.0 - value) * pbonecontroller[j].start + value * pbonecontroller[j].end ;
146144 }
147- // Con_DPrintf( "%d %d %f : %f\n", m_pCurrentEntity->curstate.controller[j], m_pCurrentEntity->latched.prevcontroller[j], value, dadt );
148145 }
149146 else
150147 {
151148 value = mouthopen / 64.0 ;
152149 if (value > 1.0 )
153150 value = 1.0 ;
154151 value = (1.0 - value) * pbonecontroller[j].start + value * pbonecontroller[j].end ;
155- // Con_DPrintf("%d %f\n", mouthopen, value );
156152 }
157153 switch (pbonecontroller[j].type & STUDIO_TYPES)
158154 {
@@ -274,10 +270,6 @@ void CStudioModelRenderer::StudioCalcBonePosition(int frame, float s, mstudiobon
274270 if (panim->offset [j] != 0 )
275271 {
276272 panimvalue = (mstudioanimvalue_t *)((byte*)panim + panim->offset [j]);
277- /*
278- if (i == 0 && j == 0)
279- Con_DPrintf("%d %d:%d %f\n", frame, panimvalue->num.valid, panimvalue->num.total, s );
280- */
281273
282274 k = frame;
283275 // DEBUG
@@ -434,8 +426,6 @@ void CStudioModelRenderer::StudioSetUpTransform(bool trivial_accept)
434426 Vector modelpos;
435427
436428 // tweek model origin
437- // for (i = 0; i < 3; i++)
438- // modelpos[i] = m_pCurrentEntity->origin[i];
439429
440430 VectorCopy (m_pCurrentEntity->origin , modelpos);
441431
@@ -446,8 +436,6 @@ void CStudioModelRenderer::StudioSetUpTransform(bool trivial_accept)
446436 angles[PITCH] = m_pCurrentEntity->curstate .angles [PITCH];
447437 angles[YAW] = m_pCurrentEntity->curstate .angles [YAW];
448438
449- // Con_DPrintf("Angles %4.2f prev %4.2f for %i\n", angles[PITCH], m_pCurrentEntity->index);
450- // Con_DPrintf("movetype %d %d\n", m_pCurrentEntity->movetype, m_pCurrentEntity->aiment );
451439 if (m_pCurrentEntity->curstate .movetype == MOVETYPE_STEP)
452440 {
453441 float f = 0 ;
@@ -462,7 +450,6 @@ void CStudioModelRenderer::StudioSetUpTransform(bool trivial_accept)
462450 (m_pCurrentEntity->curstate .animtime != m_pCurrentEntity->latched .prevanimtime ))
463451 {
464452 f = (m_clTime - m_pCurrentEntity->curstate .animtime ) / (m_pCurrentEntity->curstate .animtime - m_pCurrentEntity->latched .prevanimtime );
465- // Con_DPrintf("%4.2f %.2f %.2f\n", f, m_pCurrentEntity->curstate.animtime, m_clTime);
466453 }
467454
468455 if (m_fDoInterp)
@@ -485,11 +472,6 @@ void CStudioModelRenderer::StudioSetUpTransform(bool trivial_accept)
485472 }
486473 }
487474
488- // NOTE: Because multiplayer lag can be relatively large, we don't want to cap
489- // f at 1.5 anymore.
490- // if (f > -1.0 && f < 1.5) {}
491-
492- // Con_DPrintf("%.0f %.0f\n",m_pCurrentEntity->msg_angles[0][YAW], m_pCurrentEntity->msg_angles[1][YAW] );
493475 for (i = 0 ; i < 3 ; i++)
494476 {
495477 float ang1, ang2;
@@ -509,16 +491,12 @@ void CStudioModelRenderer::StudioSetUpTransform(bool trivial_accept)
509491
510492 angles[i] += d * f;
511493 }
512- // Con_DPrintf("%.3f \n", f );
513494 }
514495 else if (m_pCurrentEntity->curstate .movetype != MOVETYPE_NONE)
515496 {
516497 VectorCopy (m_pCurrentEntity->angles , angles);
517498 }
518499
519- // Con_DPrintf("%.0f %0.f %0.f\n", modelpos[0], modelpos[1], modelpos[2] );
520- // Con_DPrintf("%.0f %0.f %0.f\n", angles[0], angles[1], angles[2] );
521-
522500 angles[PITCH] = -angles[PITCH];
523501 AngleMatrix (angles, (*m_protationmatrix));
524502
@@ -612,13 +590,6 @@ void CStudioModelRenderer::StudioCalcRotations(float pos[][3], vec4_t* q, mstudi
612590
613591 frame = (int )f;
614592
615- // Con_DPrintf("%d %.4f %.4f %.4f %.4f %d\n", m_pCurrentEntity->curstate.sequence, m_clTime, m_pCurrentEntity->animtime, m_pCurrentEntity->frame, f, frame );
616-
617- // Con_DPrintf( "%f %f %f\n", m_pCurrentEntity->angles[ROLL], m_pCurrentEntity->angles[PITCH], m_pCurrentEntity->angles[YAW] );
618-
619- // Con_DPrintf("frame %d %d\n", frame1, frame2 );
620-
621-
622593 dadt = StudioEstimateInterpolant ();
623594 s = (f - frame);
624595
@@ -632,8 +603,6 @@ void CStudioModelRenderer::StudioCalcRotations(float pos[][3], vec4_t* q, mstudi
632603 StudioCalcBoneQuaterion (frame, s, pbone, panim, adj, q[i]);
633604
634605 StudioCalcBonePosition (frame, s, pbone, panim, adj, pos[i]);
635- // if (0 && i == 0)
636- // Con_DPrintf("%d %d %d %d\n", m_pCurrentEntity->curstate.sequence, frame, j, k );
637606 }
638607
639608 if ((pseqdesc->motiontype & STUDIO_X) != 0 )
@@ -804,29 +773,8 @@ void CStudioModelRenderer::StudioSetupBones()
804773
805774 pseqdesc = (mstudioseqdesc_t *)((byte*)m_pStudioHeader + m_pStudioHeader->seqindex ) + m_pCurrentEntity->curstate .sequence ;
806775
807- // always want new gait sequences to start on frame zero
808- /* if ( m_pPlayerInfo )
809- {
810- int playerNum = m_pCurrentEntity->index - 1;
811-
812- // new jump gaitsequence? start from frame zero
813- if ( m_nPlayerGaitSequences[ playerNum ] != m_pPlayerInfo->gaitsequence )
814- {
815- // m_pPlayerInfo->gaitframe = 0.0;
816- gEngfuncs.Con_Printf( "Setting gaitframe to 0\n" );
817- }
818-
819- m_nPlayerGaitSequences[ playerNum ] = m_pPlayerInfo->gaitsequence;
820- // gEngfuncs.Con_Printf( "index: %d gaitsequence: %d\n",playerNum, m_pPlayerInfo->gaitsequence);
821- }
822- */
823776 f = StudioEstimateFrame (pseqdesc);
824777
825- if (m_pCurrentEntity->latched .prevframe > f)
826- {
827- // Con_DPrintf("%f %f\n", m_pCurrentEntity->prevframe, f );
828- }
829-
830778 panim = StudioGetAnim (m_pRenderModel, pseqdesc);
831779 StudioCalcRotations (pos, q, pseqdesc, panim, f);
832780
@@ -908,7 +856,6 @@ void CStudioModelRenderer::StudioSetupBones()
908856 }
909857 else
910858 {
911- // Con_DPrintf("prevframe = %4.2f\n", f);
912859 m_pCurrentEntity->latched .prevframe = f;
913860 }
914861
@@ -976,9 +923,6 @@ void CStudioModelRenderer::StudioSetupBones()
976923 if (0 != IEngineStudio.IsHardware ())
977924 {
978925 ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_pbonetransform)[i]);
979-
980- // MatrixCopy should be faster...
981- // ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_plighttransform)[i]);
982926 MatrixCopy ((*m_pbonetransform)[i], (*m_plighttransform)[i]);
983927 }
984928 else
@@ -1051,11 +995,6 @@ void CStudioModelRenderer::StudioMergeBones(model_t* m_pSubModel)
1051995
1052996 f = StudioEstimateFrame (pseqdesc);
1053997
1054- if (m_pCurrentEntity->latched .prevframe > f)
1055- {
1056- // Con_DPrintf("%f %f\n", m_pCurrentEntity->prevframe, f );
1057- }
1058-
1059998 panim = StudioGetAnim (m_pSubModel, pseqdesc);
1060999 StudioCalcRotations (pos, q, pseqdesc, panim, f);
10611000
@@ -1086,9 +1025,6 @@ void CStudioModelRenderer::StudioMergeBones(model_t* m_pSubModel)
10861025 if (0 != IEngineStudio.IsHardware ())
10871026 {
10881027 ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_pbonetransform)[i]);
1089-
1090- // MatrixCopy should be faster...
1091- // ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_plighttransform)[i]);
10921028 MatrixCopy ((*m_pbonetransform)[i], (*m_plighttransform)[i]);
10931029 }
10941030 else
@@ -1137,7 +1073,7 @@ bool CStudioModelRenderer::StudioDrawModel(int flags)
11371073 return false ;
11381074
11391075 // get copy of player
1140- deadplayer = *(IEngineStudio.GetPlayerState (m_pCurrentEntity->curstate .renderamt - 1 )); // cl.frames[cl.parsecount & CL_UPDATE_MASK].playerstate[m_pCurrentEntity->curstate.renderamt-1];
1076+ deadplayer = *(IEngineStudio.GetPlayerState (m_pCurrentEntity->curstate .renderamt - 1 ));
11411077
11421078 // clear weapon, movement state
11431079 deadplayer.number = m_pCurrentEntity->curstate .renderamt ;
@@ -1323,8 +1259,6 @@ void CStudioModelRenderer::StudioProcessGait(entity_state_t* pplayer)
13231259 m_pCurrentEntity->latched .prevblending [0 ] = m_pCurrentEntity->curstate .blending [0 ];
13241260 m_pCurrentEntity->latched .prevseqblending [0 ] = m_pCurrentEntity->curstate .blending [0 ];
13251261
1326- // Con_DPrintf("%f %d\n", m_pCurrentEntity->angles[PITCH], m_pCurrentEntity->blending[0] );
1327-
13281262 dt = (m_clTime - m_clOldTime);
13291263 if (dt < 0 )
13301264 dt = 0 ;
@@ -1333,8 +1267,6 @@ void CStudioModelRenderer::StudioProcessGait(entity_state_t* pplayer)
13331267
13341268 StudioEstimateGait (pplayer);
13351269
1336- // Con_DPrintf("%f %f\n", m_pCurrentEntity->angles[YAW], m_pPlayerInfo->gaityaw );
1337-
13381270 // calc side to side turning
13391271 flYaw = m_pCurrentEntity->angles [YAW] - m_pPlayerInfo->gaityaw ;
13401272 flYaw = flYaw - (int )(flYaw / 360 ) * 360 ;
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