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- Exhumed: Floatify smoothratio
for analyzesprites()
.
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parent
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1 changed files with 4 additions and 4 deletions
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@ -53,7 +53,7 @@ bool bCamera = false;
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tspriteArray* mytspriteArray;
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// NOTE - not to be confused with Ken's analyzesprites()
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static void analyzesprites(tspriteArray& tsprites, int x, int y, int z, double const smoothratio)
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static void analyzesprites(tspriteArray& tsprites, int x, int y, int z, double const interpfrac)
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{
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mytspriteArray = &tsprites;
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@ -64,8 +64,8 @@ static void analyzesprites(tspriteArray& tsprites, int x, int y, int z, double c
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if (pTSprite->ownerActor)
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{
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// interpolate sprite position
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pTSprite->pos = pTSprite->ownerActor->interpolatedpos(smoothratio * (1. / MaxSmoothRatio));
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pTSprite->angle = pTSprite->ownerActor->interpolatedangle(smoothratio * (1. / MaxSmoothRatio));
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pTSprite->pos = pTSprite->ownerActor->interpolatedpos(interpfrac);
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pTSprite->angle = pTSprite->ownerActor->interpolatedangle(interpfrac);
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}
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}
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@ -402,7 +402,7 @@ bool GameInterface::GenerateSavePic()
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void GameInterface::processSprites(tspriteArray& tsprites, int viewx, int viewy, int viewz, DAngle viewang, double smoothRatio)
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{
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analyzesprites(tsprites, viewx, viewy, viewz, smoothRatio);
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analyzesprites(tsprites, viewx, viewy, viewz, smoothRatio * (1. / MaxSmoothRatio));
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}
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