From 045cc293f3f553dd72795146ed525c67737bac00 Mon Sep 17 00:00:00 2001 From: Blixibon Date: Tue, 16 Nov 2021 13:20:24 -0600 Subject: [PATCH] Removed some redundant singleplayer animation state code --- .../shared/mapbase/singleplayer_animstate.cpp | 17 ----------------- 1 file changed, 17 deletions(-) diff --git a/sp/src/game/shared/mapbase/singleplayer_animstate.cpp b/sp/src/game/shared/mapbase/singleplayer_animstate.cpp index 251681da..53f4e284 100644 --- a/sp/src/game/shared/mapbase/singleplayer_animstate.cpp +++ b/sp/src/game/shared/mapbase/singleplayer_animstate.cpp @@ -497,10 +497,6 @@ void CSinglePlayerAnimState::ComputePoseParam_BodyYaw( void ) //----------------------------------------------------------------------------- void CSinglePlayerAnimState::ComputePoseParam_BodyLookYaw( void ) { - QAngle absangles = GetOuter()->GetAbsAngles(); - absangles.y = AngleNormalize( absangles.y ); - m_angRender = absangles; - // See if we even have a blender for pitch int upper_body_yaw = GetOuter()->LookupPoseParameter( "aim_yaw" ); if ( upper_body_yaw < 0 ) @@ -619,11 +615,6 @@ void CSinglePlayerAnimState::ComputePoseParam_BodyLookYaw( void ) } } - // Rotate entire body into position - absangles = GetOuter()->GetAbsAngles(); - absangles.y = m_flCurrentFeetYaw; - m_angRender = absangles; - GetOuter()->SetPoseParameter( upper_body_yaw, clamp( m_flCurrentTorsoYaw, -60.0f, 60.0f ) ); /* @@ -652,10 +643,6 @@ void CSinglePlayerAnimState::ComputePoseParam_BodyPitch( CStudioHdr *pStudioHdr } flPitch = clamp( flPitch, -90, 90 ); - QAngle absangles = GetOuter()->GetAbsAngles(); - absangles.x = 0.0f; - m_angRender = absangles; - // See if we have a blender for pitch GetOuter()->SetPoseParameter( pStudioHdr, "aim_pitch", flPitch ); @@ -678,9 +665,5 @@ void CSinglePlayerAnimState::ComputePoseParam_HeadPitch( CStudioHdr *pStudioHdr } flPitch = clamp( flPitch, -90, 90 ); - QAngle absangles = GetOuter()->GetAbsAngles(); - absangles.x = 0.0f; - m_angRender = absangles; - GetOuter()->SetPoseParameter( pStudioHdr, iHeadPitch, flPitch ); }