Fold render call to g3_set_view_matrix
Remove support for JOHN_ZOOM. It was present in the initial release, but never activated.
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@ -1194,10 +1194,6 @@ static void build_object_lists(render_state_t &rstate)
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int Rear_view=0;
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#ifdef JOHN_ZOOM
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fix Zoom_factor=F1_0;
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#endif
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namespace dsx {
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//renders onto current canvas
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void render_frame(fix eye_offset, window_rendered_data &window)
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@ -1240,27 +1236,10 @@ void render_frame(fix eye_offset, window_rendered_data &window)
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if (start_seg_num==segment_none)
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start_seg_num = segptridx(Viewer->segnum);
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if (Rear_view && (Viewer==ConsoleObject)) {
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vms_angvec Player_head_angles;
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Player_head_angles.p = Player_head_angles.b = 0;
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Player_head_angles.h = 0x7fff;
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const auto &&headm = vm_angles_2_matrix(Player_head_angles);
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const auto viewm = vm_matrix_x_matrix(Viewer->orient,headm);
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g3_set_view_matrix(Viewer_eye,viewm,Render_zoom);
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} else {
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#ifdef JOHN_ZOOM
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if (keyd_pressed[KEY_RSHIFT] ) {
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Zoom_factor += FrameTime*4;
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if (Zoom_factor > F1_0*5 ) Zoom_factor=F1_0*5;
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} else {
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Zoom_factor -= FrameTime*4;
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if (Zoom_factor < F1_0 ) Zoom_factor = F1_0;
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}
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g3_set_view_matrix(Viewer_eye,Viewer->orient,fixdiv(Render_zoom,Zoom_factor));
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#else
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g3_set_view_matrix(Viewer_eye,Viewer->orient,Render_zoom);
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#endif
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}
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g3_set_view_matrix(Viewer_eye,
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(Rear_view && Viewer == ConsoleObject)
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? vm_matrix_x_matrix(Viewer->orient, vm_angles_2_matrix(vms_angvec{0, 0, 0x7fff}))
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: Viewer->orient, Render_zoom);
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if (Clear_window == 1) {
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if (Clear_window_color == -1)
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