- Duke: fixed camera views glitching when changing their targets.

A nearly typical problem of this code. Not all relevant properties of the camera target were changed at once - there was a two frame discrepancy in which the camera pointed in some undefined direction after the change.

Fixes #15
This commit is contained in:
Christoph Oelckers 2020-09-08 23:47:30 +02:00
parent cef1f8275b
commit 9615308fb3
2 changed files with 26 additions and 6 deletions

View file

@ -581,17 +581,37 @@ void displayrooms(int snum, double smoothratio)
if (p->newowner >= 0)
{
fixed_t oang = hittype[p->newowner].oq16ang;
cang = q16ang(oang + xs_CRoundToInt(fmulscale16(((p->q16ang + dang - oang) & 0x7FFFFFF) - dang, smoothratio)));
fixed_t a = IntToFixed(sprite[p->newowner].ang);
if (p->newowner != p->oldowner)
{
p->oldowner = p->newowner;
hittype[p->newowner].oq16ang = a;
cang = q16ang(a);
p->camchangecnt = 3;
}
else if (p->camchangecnt > 0)
{
hittype[p->newowner].oq16ang = a;
cang = q16ang(a);
p->camchangecnt--;
}
else
{
fixed_t oang = hittype[p->newowner].oq16ang;
cang = q16ang(oang + xs_CRoundToInt(fmulscale16(((a + dang - oang) & 0x7FFFFFF) - dang, smoothratio)));
}
cang = q16ang(a);
choriz = q16horiz(p->q16horiz + p->q16horizoff);
cposx = p->posx;
cposy = p->posy;
cposz = p->posz;
cposx = sprite[p->newowner].pos.x;
cposy = sprite[p->newowner].pos.y;
cposz = sprite[p->newowner].pos.z;
sect = sprite[p->newowner].sectnum;
smoothratio = MaxSmoothRatio;
}
else if (p->over_shoulder_on == 0)
{
p->camchangecnt = 0;
p->oldowner = -1;
if (cl_viewbob) cposz += p->opyoff + xs_CRoundToInt(fmulscale16(p->pyoff - p->opyoff, smoothratio));
}
else view(p, &cposx, &cposy, &cposz, &sect, cang.asbuild(), choriz.asbuild(), smoothratio);

View file

@ -137,7 +137,7 @@ struct player_struct
short ammo_amount[MAX_WEAPONS], wackedbyactor, frag, fraggedself;
short curr_weapon, last_weapon, tipincs, wantweaponfire;
short holoduke_amount, newowner, hurt_delay, hbomb_hold_delay;
short holoduke_amount, newowner, oldowner, camchangecnt, hurt_delay, hbomb_hold_delay;
short jumping_counter, airleft, knee_incs, access_incs;
short ftq, access_wallnum, access_spritenum;
short got_access, weapon_ang, firstaid_amount;