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Ensure viewsector is accurate to viewx/viewy
This fixes a potential crash in OpenGL when changing between levels.
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parent
056abd0461
commit
88207e18f9
2 changed files with 14 additions and 30 deletions
39
src/r_fps.c
39
src/r_fps.c
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@ -39,6 +39,16 @@ viewvars_t *newview = &p1view_new;
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enum viewcontext_e viewcontext = VIEWCONTEXT_PLAYER1;
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static fixed_t R_LerpFixed(fixed_t from, fixed_t to, fixed_t frac)
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{
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return FixedMul(frac, to - from);
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}
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static angle_t R_LerpAngle(angle_t from, angle_t to, fixed_t frac)
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{
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return FixedMul(frac, to - from);
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}
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// recalc necessary stuff for mouseaiming
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// slopes are already calculated for the full possible view (which is 4*viewheight).
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// 18/08/18: (No it's actually 16*viewheight, thanks Jimita for finding this out)
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@ -80,6 +90,8 @@ void R_InterpolateView(fixed_t frac)
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boolean skybox = 0;
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if (FIXED_TO_FLOAT(frac) < 0)
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frac = 0;
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if (frac > FRACUNIT)
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frac = FRACUNIT;
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viewx = oldview->x + R_LerpFixed(oldview->x, newview->x, frac);
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viewy = oldview->y + R_LerpFixed(oldview->y, newview->y, frac);
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@ -93,16 +105,8 @@ 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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// might want to recalculate the view sector every frame instead...
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if (frac >= FRACUNIT)
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{
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viewplayer = newview->player;
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viewsector = newview->sector;
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}
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else
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{
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viewplayer = oldview->player;
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viewsector = oldview->sector;
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}
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viewplayer = newview->player;
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viewsector = R_PointInSubsector(viewx, viewy)->sector;
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// well, this ain't pretty
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if (newview == &sky1view_new || newview == &sky2view_new)
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@ -152,18 +156,3 @@ void R_SetViewContext(enum viewcontext_e _viewcontext)
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break;
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}
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}
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fixed_t R_LerpFixed(fixed_t from, fixed_t to, fixed_t frac)
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{
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return FixedMul(frac, to - from);
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}
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INT32 R_LerpInt32(INT32 from, INT32 to, fixed_t frac)
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{
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return FixedInt(FixedMul(frac, (to*FRACUNIT) - (from*FRACUNIT)));
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}
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angle_t R_LerpAngle(angle_t from, angle_t to, fixed_t frac)
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{
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return FixedMul(frac, to - from);
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}
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@ -51,9 +51,4 @@ void R_UpdateViewInterpolation(void);
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// Set the current view context (the viewvars pointed to by newview)
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void R_SetViewContext(enum viewcontext_e _viewcontext);
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fixed_t R_LerpFixed(fixed_t from, fixed_t to, fixed_t frac);
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INT32 R_LerpInt32(INT32 from, INT32 to, fixed_t frac);
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UINT32 R_LerpUInt32(UINT32 from, UINT32 to, fixed_t frac);
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angle_t R_LerpAngle(angle_t from, angle_t to, fixed_t frac);
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#endif
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