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- Exhumed: Tidy up nCamerapan
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7cbe3564ce
commit
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1 changed files with 7 additions and 11 deletions
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@ -45,7 +45,6 @@ int16_t nQuake[kMaxPlayers] = { 0 };
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int nChunkTotal = 0;
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int nChunkTotal = 0;
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DAngle nCameraa;
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DAngle nCameraa;
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fixedhoriz nCamerapan;
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int nViewTop;
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int nViewTop;
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bool bCamera = false;
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bool bCamera = false;
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@ -182,7 +181,7 @@ void DrawView(double smoothRatio, bool sceneonly)
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int nEnemyPal = -1;
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int nEnemyPal = -1;
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sectortype* pSector = nullptr;
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sectortype* pSector = nullptr;
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DAngle nAngle, rotscrnang;
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DAngle nAngle, rotscrnang;
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fixedhoriz pan = {};
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fixedhoriz nCamerapan;
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DoInterpolations(smoothRatio * (1. / MaxSmoothRatio));
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DoInterpolations(smoothRatio * (1. / MaxSmoothRatio));
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@ -224,13 +223,13 @@ void DrawView(double smoothRatio, bool sceneonly)
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if (!SyncInput())
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if (!SyncInput())
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{
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{
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pan = PlayerList[nLocalPlayer].horizon.sum();
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nCamerapan = PlayerList[nLocalPlayer].horizon.sum();
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nAngle = PlayerList[nLocalPlayer].angle.sum();
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nAngle = PlayerList[nLocalPlayer].angle.sum();
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rotscrnang = PlayerList[nLocalPlayer].angle.rotscrnang;
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rotscrnang = PlayerList[nLocalPlayer].angle.rotscrnang;
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}
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}
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else
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else
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{
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{
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pan = PlayerList[nLocalPlayer].horizon.interpolatedsum(smoothRatio);
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nCamerapan = PlayerList[nLocalPlayer].horizon.interpolatedsum(smoothRatio);
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nAngle = PlayerList[nLocalPlayer].angle.interpolatedsum(smoothRatio * (1. / MaxSmoothRatio));
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nAngle = PlayerList[nLocalPlayer].angle.interpolatedsum(smoothRatio * (1. / MaxSmoothRatio));
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rotscrnang = PlayerList[nLocalPlayer].angle.interpolatedrotscrn(smoothRatio * (1. / MaxSmoothRatio));
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rotscrnang = PlayerList[nLocalPlayer].angle.interpolatedrotscrn(smoothRatio * (1. / MaxSmoothRatio));
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}
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}
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@ -245,14 +244,14 @@ void DrawView(double smoothRatio, bool sceneonly)
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pPlayerActor->spr.cstat |= CSTAT_SPRITE_TRANSLUCENT;
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pPlayerActor->spr.cstat |= CSTAT_SPRITE_TRANSLUCENT;
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pDop->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
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pDop->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
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}
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}
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pan = q16horiz(clamp(pan.asq16(), gi->playerHorizMin(), gi->playerHorizMax()));
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nCamerapan = q16horiz(clamp(nCamerapan.asq16(), gi->playerHorizMin(), gi->playerHorizMax()));
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}
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}
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nCameraa = nAngle;
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nCameraa = nAngle;
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if (nSnakeCam >= 0 && !sceneonly)
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if (nSnakeCam >= 0 && !sceneonly)
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{
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{
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pan = q16horiz(0);
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nCamerapan = q16horiz(0);
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}
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}
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else
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else
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{
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{
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@ -262,10 +261,10 @@ void DrawView(double smoothRatio, bool sceneonly)
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if (bCamera)
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if (bCamera)
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{
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{
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nCamera.Z -= 10;
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nCamera.Z -= 10;
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if (!calcChaseCamPos(nCamera, pPlayerActor, &pSector, nAngle, pan, smoothRatio))
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if (!calcChaseCamPos(nCamera, pPlayerActor, &pSector, nAngle, nCamerapan, smoothRatio))
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{
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{
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nCamera.Z += 10;
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nCamera.Z += 10;
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calcChaseCamPos(nCamera, pPlayerActor, &pSector, nAngle, pan, smoothRatio);
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calcChaseCamPos(nCamera, pPlayerActor, &pSector, nAngle, nCamerapan, smoothRatio);
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}
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}
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}
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}
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}
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}
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@ -275,8 +274,6 @@ void DrawView(double smoothRatio, bool sceneonly)
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nCamera.Z = min(max(nCamera.Z, pSector->ceilingz + 1), pSector->floorz - 1); // std::clamp may fail on this one if sectors are closed.
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nCamera.Z = min(max(nCamera.Z, pSector->ceilingz + 1), pSector->floorz - 1); // std::clamp may fail on this one if sectors are closed.
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}
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}
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nCamerapan = pan;
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if (nFreeze == 2 || nFreeze == 1)
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if (nFreeze == 2 || nFreeze == 1)
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{
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{
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nSnakeCam = -1;
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nSnakeCam = -1;
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@ -428,7 +425,6 @@ void SerializeView(FSerializer& arc)
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("touchfloor", bTouchFloor)
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("touchfloor", bTouchFloor)
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("chunktotal", nChunkTotal)
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("chunktotal", nChunkTotal)
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("cameraa", nCameraa)
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("cameraa", nCameraa)
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("camerapan", nCamerapan)
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("camera", bCamera)
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("camera", bCamera)
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.Array("vertpan", dVertPan, countof(dVertPan))
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.Array("vertpan", dVertPan, countof(dVertPan))
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.Array("quake", nQuake, countof(nQuake))
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.Array("quake", nQuake, countof(nQuake))
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