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Use correct subsector for interpolation, ensure view mobj is set
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8ad191b080
commit
233bddc68e
2 changed files with 5 additions and 3 deletions
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@ -191,7 +191,7 @@ void R_InterpolateView(fixed_t frac)
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// this is gonna create some interesting visual errors for long distance teleports...
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// this is gonna create some interesting visual errors for long distance teleports...
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// might want to recalculate the view sector every frame instead...
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// might want to recalculate the view sector every frame instead...
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viewplayer = newview->player;
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viewplayer = newview->player;
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viewsector = R_PointInSubsector(viewx, viewy)->sector;
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viewsector = R_PointInWorldSubsector(viewworld, viewx, viewy)->sector;
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// well, this ain't pretty
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// well, this ain't pretty
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if (newview == &sky1view_new || newview == &sky2view_new)
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if (newview == &sky1view_new || newview == &sky2view_new)
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@ -309,7 +309,7 @@ void R_InterpolateMobjState(mobj_t *mobj, fixed_t frac, interpmobjstate_t *out)
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out->spritexoffset = mobj->spritexoffset;
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out->spritexoffset = mobj->spritexoffset;
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out->spriteyoffset = mobj->spriteyoffset;
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out->spriteyoffset = mobj->spriteyoffset;
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out->subsector = R_PointInSubsector(out->x, out->y);
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out->subsector = R_PointInWorldSubsector(viewworld, out->x, out->y);
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if (mobj->player)
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if (mobj->player)
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{
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{
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@ -347,7 +347,7 @@ void R_InterpolatePrecipMobjState(precipmobj_t *mobj, fixed_t frac, interpmobjst
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out->spritexoffset = R_LerpFixed(mobj->old_spritexoffset, mobj->spritexoffset, frac);
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out->spritexoffset = R_LerpFixed(mobj->old_spritexoffset, mobj->spritexoffset, frac);
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out->spriteyoffset = R_LerpFixed(mobj->old_spriteyoffset, mobj->spriteyoffset, frac);
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out->spriteyoffset = R_LerpFixed(mobj->old_spriteyoffset, mobj->spriteyoffset, frac);
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out->subsector = R_PointInSubsector(out->x, out->y);
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out->subsector = R_PointInWorldSubsector(viewworld, out->x, out->y);
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out->angle = R_LerpAngle(mobj->old_angle, mobj->angle, frac);
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out->angle = R_LerpAngle(mobj->old_angle, mobj->angle, frac);
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}
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}
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@ -1144,6 +1144,8 @@ void R_SetupFrame(player_t *player)
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if (viewworld == NULL)
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if (viewworld == NULL)
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return;
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return;
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R_SetViewMobj(player);
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camera_t *thiscam = r_viewcam;
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camera_t *thiscam = r_viewcam;
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boolean chasecam = R_ViewpointHasChasecam(player);
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boolean chasecam = R_ViewpointHasChasecam(player);
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