====================== CG_SetEntitySoundPosition Also called by event processing code ====================== */
| 123 | ====================== |
| 124 | */ |
| 125 | vec3_t *CG_SetEntitySoundPosition( centity_t *cent ) { |
| 126 | static vec3_t v3Return; |
| 127 | if ( cent->currentState.solid == SOLID_BMODEL ) { |
| 128 | vec3_t origin; |
| 129 | float *v; |
| 130 | |
| 131 | v = cgs.inlineModelMidpoints[ cent->currentState.modelindex ]; |
| 132 | VectorAdd( cent->lerpOrigin, v, origin ); |
| 133 | cgi_S_UpdateEntityPosition( cent->currentState.number, origin ); |
| 134 | VectorCopy(origin, v3Return); |
| 135 | } else { |
| 136 | if ( cent->currentState.eType == ET_PLAYER |
| 137 | && cent->gent |
| 138 | && cent->gent->client |
| 139 | && cent->gent->ghoul2.IsValid() |
| 140 | && cent->gent->ghoul2[0].animModelIndexOffset )//If it has an animOffset it's a cinematic anim |
| 141 | {//I might be running out of my bounding box, so use my headPoint from the last render frame...? |
| 142 | //NOTE: if I'm not rendered, will this not update correctly? Would cent->lerpOrigin be any more updated? |
| 143 | VectorCopy(cent->gent->client->renderInfo.eyePoint, v3Return); |
| 144 | } |
| 145 | else |
| 146 | {//just use my org |
| 147 | VectorCopy(cent->lerpOrigin, v3Return); |
| 148 | } |
| 149 | cgi_S_UpdateEntityPosition( cent->currentState.number, v3Return ); |
| 150 | } |
| 151 | |
| 152 | return &v3Return; |
| 153 | } |
| 154 | |
| 155 | /* |
| 156 | ================== |
no test coverage detected