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- Blood: Eliminate VIEW::weaponZ
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3 changed files with 3 additions and 3 deletions
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@ -107,6 +107,7 @@ struct PLAYER
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int ozView;
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int zViewVel;
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int zWeapon;
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int ozWeapon;
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int zWeaponVel;
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int slope;
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bool isUnderwater;
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@ -62,7 +62,7 @@ void viewBackupView(int nPlayer)
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PLAYER* pPlayer = &gPlayer[nPlayer];
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VIEW* pView = &gPrevView[nPlayer];
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pPlayer->ozView = pPlayer->zView;
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pView->weaponZ = pPlayer->zWeapon - pPlayer->zView - 0xc00;
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pPlayer->ozWeapon = pPlayer->zWeapon - pPlayer->zView - 0xc00;
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pView->horiz = pPlayer->horizon.horiz;
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pView->horizoff = pPlayer->horizon.horizoff;
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pView->slope = pPlayer->slope;
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@ -502,7 +502,7 @@ static void SetupView(int& cX, int& cY, int& cZ, DAngle& cA, fixedhoriz& cH, sec
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cX = interpolatedvalue(gView->actor->opos.X, gView->actor->spr.pos.X, smoothratio * (1. / MaxSmoothRatio)) * worldtoint;
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cY = interpolatedvalue(gView->actor->opos.Y, gView->actor->spr.pos.Y, smoothratio * (1. / MaxSmoothRatio)) * worldtoint;
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cZ = interpolatedvalue(gView->ozView, gView->zView, smoothratio * (1. / MaxSmoothRatio));
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zDelta = interpolatedvalue<double>(pView->weaponZ, gView->zWeapon - gView->zView - (12 << 8), smoothratio * (1. / MaxSmoothRatio));
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zDelta = interpolatedvalue<double>(gView->ozWeapon, gView->zWeapon - gView->zView - (12 << 8), smoothratio * (1. / MaxSmoothRatio));
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bobWidth = interpolatedvalue(pView->bobWidth, gView->bobWidth, smoothratio * (1. / MaxSmoothRatio));
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bobHeight = interpolatedvalue(pView->bobHeight, gView->bobHeight, smoothratio * (1. / MaxSmoothRatio));
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shakeX = interpolatedvalue<double>(pView->shakeBobX, gView->swayWidth, smoothratio * (1. / MaxSmoothRatio));
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@ -43,7 +43,6 @@ struct VIEW {
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fixedhoriz horiz; // horiz
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fixedhoriz horizoff; // horizoff
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int slope;
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int weaponZ; // weapon z
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int zViewVel;
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int zWeapon;
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int zWeaponVel;
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