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Remove obsolete client code
1 parent e760b9f commit 2e868e1

40 files changed

+25
-1900
lines changed

cl_dll/GameStudioModelRenderer.cpp

Lines changed: 0 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -101,8 +101,6 @@ Export this function for the engine to use the studio renderer class to render o
101101
*/
102102
int DLLEXPORT HUD_GetStudioModelInterface(int version, struct r_studio_interface_s** ppinterface, struct engine_studio_api_s* pstudio)
103103
{
104-
// RecClStudioInterface(version, ppinterface, pstudio);
105-
106104
if (version != STUDIO_INTERFACE_VERSION)
107105
return 0;
108106

cl_dll/StudioModelRenderer.cpp

Lines changed: 1 addition & 69 deletions
Original file line numberDiff line numberDiff line change
@@ -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
3735
engine_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;

cl_dll/ammo.h

Lines changed: 0 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -17,7 +17,6 @@
1717

1818
#define MAX_WEAPON_NAME 128
1919

20-
2120
#define WEAPON_FLAGS_SELECTONEMPTY 1
2221

2322
#define WEAPON_IS_ONTARGET 0x40

cl_dll/cdll_int.cpp

Lines changed: 0 additions & 30 deletions
Original file line numberDiff line numberDiff line change
@@ -24,7 +24,6 @@
2424
#include "cl_util.h"
2525
#include "netadr.h"
2626
#include "interface.h"
27-
//#include "vgui_schememanager.h"
2827

2928
#include "pm_shared.h"
3029

@@ -42,7 +41,6 @@ cl_enginefunc_t gEngfuncs;
4241
CHud gHUD;
4342
TeamFortressViewport* gViewPort = NULL;
4443

45-
4644
#include "particleman.h"
4745
IParticleMan* g_pParticleMan = nullptr;
4846

@@ -75,8 +73,6 @@ HUD_ConnectionlessPacket
7573
*/
7674
int DLLEXPORT HUD_ConnectionlessPacket(const struct netadr_s* net_from, const char* args, char* response_buffer, int* response_buffer_size)
7775
{
78-
// RecClConnectionlessPacket(net_from, args, response_buffer, response_buffer_size);
79-
8076
// Parse stuff from args
8177
int max_buffer_size = *response_buffer_size;
8278

@@ -91,22 +87,16 @@ int DLLEXPORT HUD_ConnectionlessPacket(const struct netadr_s* net_from, const ch
9187

9288
void DLLEXPORT HUD_PlayerMoveInit(struct playermove_s* ppmove)
9389
{
94-
// RecClClientMoveInit(ppmove);
95-
9690
PM_Init(ppmove);
9791
}
9892

9993
char DLLEXPORT HUD_PlayerMoveTexture(char* name)
10094
{
101-
// RecClClientTextureType(name);
102-
10395
return PM_FindTextureType(name);
10496
}
10597

10698
void DLLEXPORT HUD_PlayerMove(struct playermove_s* ppmove, int server)
10799
{
108-
// RecClClientMove(ppmove, server);
109-
110100
PM_Move(ppmove, server);
111101
}
112102

@@ -136,8 +126,6 @@ int DLLEXPORT Initialize(cl_enginefunc_t* pEnginefuncs, int iVersion)
136126
{
137127
gEngfuncs = *pEnginefuncs;
138128

139-
// RecClInitialize(pEnginefuncs, iVersion);
140-
141129
if (iVersion != CLDLL_INTERFACE_VERSION)
142130
return 0;
143131

@@ -168,7 +156,6 @@ so the HUD can reinitialize itself.
168156

169157
int DLLEXPORT HUD_VidInit()
170158
{
171-
// RecClHudVidInit();
172159
gHUD.VidInit();
173160

174161
VGui_Startup();
@@ -188,7 +175,6 @@ the hud variables.
188175

189176
void DLLEXPORT HUD_Init()
190177
{
191-
// RecClHudInit();
192178
InitInput();
193179
gHUD.Init();
194180
Scheme_Init();
@@ -206,8 +192,6 @@ redraw the HUD.
206192

207193
int DLLEXPORT HUD_Redraw(float time, int intermission)
208194
{
209-
// RecClHudRedraw(time, intermission);
210-
211195
gHUD.Redraw(time, 0 != intermission);
212196

213197
return 1;
@@ -229,8 +213,6 @@ returns 1 if anything has been changed, 0 otherwise.
229213

230214
int DLLEXPORT HUD_UpdateClientData(client_data_t* pcldata, float flTime)
231215
{
232-
// RecClHudUpdateClientData(pcldata, flTime);
233-
234216
IN_Commands();
235217

236218
return static_cast<int>(gHUD.UpdateClientData(pcldata, flTime));
@@ -246,8 +228,6 @@ Called at start and end of demos to restore to "non"HUD state.
246228

247229
void DLLEXPORT HUD_Reset()
248230
{
249-
// RecClHudReset();
250-
251231
gHUD.VidInit();
252232
}
253233

@@ -261,8 +241,6 @@ Called by engine every frame that client .dll is loaded
261241

262242
void DLLEXPORT HUD_Frame(double time)
263243
{
264-
// RecClHudFrame(time);
265-
266244
GetClientVoiceMgr()->Frame(time);
267245
}
268246

@@ -277,8 +255,6 @@ Called when a player starts or stops talking.
277255

278256
void DLLEXPORT HUD_VoiceStatus(int entindex, qboolean bTalking)
279257
{
280-
//// RecClVoiceStatus(entindex, bTalking);
281-
282258
GetClientVoiceMgr()->UpdateSpeakerStatus(entindex, 0 != bTalking);
283259
}
284260

@@ -292,8 +268,6 @@ Called when a director event message was received
292268

293269
void DLLEXPORT HUD_DirectorMessage(int iSize, void* pbuf)
294270
{
295-
// RecClDirectorMessage(iSize, pbuf);
296-
297271
gHUD.m_Spectator.DirectorMessage(iSize, pbuf);
298272
}
299273

@@ -378,10 +352,6 @@ class CClientExports : public IGameClientExports
378352
// returns the name of the server the user is connected to, if any
379353
const char* GetServerHostName() override
380354
{
381-
/*if (gViewPortInterface)
382-
{
383-
return gViewPortInterface->GetServerName();
384-
}*/
385355
return "";
386356
}
387357

cl_dll/cl_util.h

Lines changed: 0 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -68,8 +68,6 @@ inline struct cvar_s* CVAR_CREATE(const char* cv, const char* val, const int fla
6868
// ScreenWidth returns the width of the screen, in pixels
6969
#define ScreenWidth (gHUD.m_scrinfo.iWidth)
7070

71-
#define BASE_XRES 640.f
72-
7371
// use this to project world coordinates to screen coordinates
7472
#define XPROJECT(x) ((1.0f + (x)) * ScreenWidth * 0.5f)
7573
#define YPROJECT(y) ((1.0f - (y)) * ScreenHeight * 0.5f)

cl_dll/com_weapons.cpp

Lines changed: 0 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -273,6 +273,4 @@ stub functions for such things as precaching. So we don't have to modify weapon
273273
*/
274274
int stub_PrecacheModel(const char* s) { return 0; }
275275
int stub_PrecacheSound(const char* s) { return 0; }
276-
unsigned short stub_PrecacheEvent(int type, const char* s) { return 0; }
277-
const char* stub_NameForFunction(uint32 function) { return "func"; }
278276
void stub_SetModel(edict_t* e, const char* m) {}

cl_dll/com_weapons.h

Lines changed: 0 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -25,8 +25,6 @@ void HUD_PlaybackEvent(int flags, const struct edict_s* pInvoker, unsigned short
2525
void HUD_SetMaxSpeed(const struct edict_s* ed, float speed);
2626
int stub_PrecacheModel(const char* s);
2727
int stub_PrecacheSound(const char* s);
28-
unsigned short stub_PrecacheEvent(int type, const char* s);
29-
const char* stub_NameForFunction(uint32 function);
3028
void stub_SetModel(struct edict_s* e, const char* m);
3129

3230

cl_dll/demo.cpp

Lines changed: 0 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -56,8 +56,6 @@ Engine wants us to parse some data from the demo stream
5656
*/
5757
void DLLEXPORT Demo_ReadBuffer(int size, unsigned char* buffer)
5858
{
59-
// RecClReadDemoBuffer(size, buffer);
60-
6159
int type;
6260
int i = 0;
6361

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