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- SW: Interpolate vehicle sector objects for now, until something better can be determined.
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1 changed files with 4 additions and 3 deletions
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@ -1649,9 +1649,10 @@ drawscreen(PLAYERp pp, double smoothratio)
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tx = camerapp->oposx + xs_CRoundToInt(fmulscale16(camerapp->posx - camerapp->oposx, smoothratio));
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ty = camerapp->oposy + xs_CRoundToInt(fmulscale16(camerapp->posy - camerapp->oposy, smoothratio));
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tz = camerapp->oposz + xs_CRoundToInt(fmulscale16(camerapp->posz - camerapp->oposz, smoothratio));
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// TODO: It'd be better to check pp->input.q16angvel instead, problem is that
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// it's been repurposed for the q16ang diff while tying input to framerate
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if (cl_syncinput || pp != Player+myconnectindex)
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// Interpolate the player's angle while on a sector object, just like VoidSW.
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// This isn't needed for the turret as it was fixable, but moving sector objects are problematic.
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if (cl_syncinput || pp != Player+myconnectindex || (!cl_syncinput && pp->sop && !TEST(pp->Flags2, PF2_INPUT_CAN_TURN_TURRET)))
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{
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tq16ang = camerapp->oq16ang + xs_CRoundToInt(fmulscale16(NORM_Q16ANGLE(camerapp->q16ang + IntToFixed(1024) - camerapp->oq16ang) - IntToFixed(1024), smoothratio));
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tq16horiz = camerapp->oq16horiz + xs_CRoundToInt(fmulscale16(camerapp->q16horiz - camerapp->oq16horiz, smoothratio));
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