remove some scrap code
[carveJwlIkooP6JGAAIwe30JlM.git] / player_common.c
index 7a6861cdc537156d0b6de50bd63a59c01c7f4be4..017aa148a02fe1ca43cd3925d9812d8015111c90 100644 (file)
@@ -114,6 +114,7 @@ VG_STATIC void player__cam_iterate( player_instance *player )
          vg.frame_delta * 8.0f, player->tpv_offset_smooth );
 
    /* fov -- simple blend */
+   /* FIXME: cl_fov */
    player->cam.fov = vg_lerpf( 97.0f, 118.0f, player->camera_type_blend );
 
    /* 
@@ -198,77 +199,17 @@ VG_STATIC void player__cam_iterate( player_instance *player )
    v3_lerp( tpv_pos, fpv_pos, player->camera_type_blend, player->cam.pos );
    v3_copy( player->angles, player->cam.angles );
 
-#if 0
-   /* 
-    * Follow camera
-    */
-   v3_lerp( player->follow_pos, player->follow_pos_target, 
-            vg.frame_delta * 15.0f, player->follow_pos );
-   camera_lerp_angles( player->follow_angles, player->follow_angles_target,
-            vg.frame_delta * 18.0f, player->follow_angles );
-   
-   /*
-    * Fpv camera 
-    */
-   v3_lerp( player->fpv_offset, player->fpv_offset_target,
-            vg.frame_delta * 6.0f, player->fpv_offset );
-
-   /* 
-    * Mix follow / override cameras
-    */
-   player->camera_type_blend = 
-      vg_lerpf( player->camera_type_blend, 
-                (player->camera_mode == k_cam_firstperson)? 1.0f: 0.0f,
-                5.0f * vg.frame_delta );
-   float t = player->camera_type_blend;
-
-   v3f p0, p1, a0, a1;
-   v3_lerp( player->follow_pos, player->override_pos, 
-            player->cam_position_override_strength, p1 );
-   camera_lerp_angles( player->follow_angles, player->override_angles,
-            player->cam_angles_override_strength, a1 );
-
-   v3_copy( player->fpv_pos, p0 );
-   v3_copy( player->fpv_angles, a0 );
-
-   v3_lerp( p0, p1, player->camera_type_blend, player->cam.pos );
-   camera_lerp_angles( a0, a1, player->camera_type_blend, player->cam.angles );
-
-
-#endif
-   /* FIXME: cl_fov */
 
-#if 0
    float Fd = -player->cam_land_punch_v * k_cam_damp,
          Fs = -player->cam_land_punch   * k_cam_spring;
    player->cam_land_punch   += player->cam_land_punch_v * vg.frame_delta;
    player->cam_land_punch_v += ( Fd + Fs ) * vg.frame_delta;
    player->cam.angles[1] += player->cam_land_punch;
-#endif
 
    /* portal transitions */
    player_camera_portal_correction( player );
 }
 
-#if 0
-VG_STATIC void player_set_follower_subject( player_instance *player, 
-                                            v3f subj )
-{
-   v3f dir;
-   v3_sub( subj, player->follow_pos, dir );
-   
-   if( v3_length2( dir ) < 0.1f*0.1f )
-      v3_copy( (v3f){ 0.0f, 0.0f, 1.0f }, dir );   /* FIXME */
-   else
-      v3_normalize( dir );
-
-   dir[1] *= 0.0f;
-
-   v3_muladds( subj, dir, -2.0f, player->follow_pos_target );
-   player_vector_angles( player->follow_angles_target, dir, 1.0f, 0.2f );
-}
-#endif
-
 VG_STATIC void player_look( player_instance *player, v3f angles )
 {
    angles[2] = 0.0f;