From 91acf93c7d3be657af68bd79a50bd0645974baca Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Wed, 24 Aug 2022 01:09:35 +0200 Subject: [PATCH] - SW: fixed viewpoint interpolation --- source/games/sw/src/draw.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/source/games/sw/src/draw.cpp b/source/games/sw/src/draw.cpp index 21ffe50c9..cd7336c8e 100644 --- a/source/games/sw/src/draw.cpp +++ b/source/games/sw/src/draw.cpp @@ -1374,9 +1374,9 @@ void drawscreen(PLAYER* pp, double smoothratio, bool sceneonly) else camerapp = pp; - tx = int(interpolatedvalue(camerapp->opos.X, camerapp->pos.X, sr) * worldtoint); - ty = int(interpolatedvalue(camerapp->opos.Y, camerapp->pos.Y, sr) * worldtoint); - tz = int(interpolatedvalue(camerapp->opos.Z, camerapp->pos.Z, sr) * zworldtoint); + tx = int(interpolatedvaluef(camerapp->opos.X, camerapp->pos.X, smoothratio) * worldtoint); + ty = int(interpolatedvaluef(camerapp->opos.Y, camerapp->pos.Y, smoothratio) * worldtoint); + tz = int(interpolatedvaluef(camerapp->opos.Z, camerapp->pos.Z, smoothratio) * zworldtoint); // Interpolate the player's angle while on a sector object, just like VoidSW. // This isn't needed for the turret as it was fixable, but moving sector objects are problematic.