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- Blood: Put QAV interpolation code behind a CVAR for now until some final minor issues are resolved.
* Thanks to Dzierzan for testing and the reports.
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3 changed files with 3 additions and 1 deletions
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@ -84,6 +84,7 @@ CVARD(Bool, cl_exhumedoldturn, false, CVAR_ARCHIVE, "enable/disable legacy turni
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CVARD(Bool, cl_hudinterpolation, true, CVAR_ARCHIVE, "enable/disable HUD (weapon drawer) interpolation")
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CVARD(Bool, cl_hudinterpolation, true, CVAR_ARCHIVE, "enable/disable HUD (weapon drawer) interpolation")
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CVARD(Bool, cl_bloodvanillarun, true, CVAR_ARCHIVE, "enable/disable Blood's vanilla run mode")
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CVARD(Bool, cl_bloodvanillarun, true, CVAR_ARCHIVE, "enable/disable Blood's vanilla run mode")
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CVARD(Bool, cl_bloodvanillabobbing, true, CVAR_ARCHIVE, "enable/disable Blood's vanilla bobbing while not using vanilla run mode")
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CVARD(Bool, cl_bloodvanillabobbing, true, CVAR_ARCHIVE, "enable/disable Blood's vanilla bobbing while not using vanilla run mode")
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CVARD(Bool, cl_bloodhudinterp, false, CVAR_ARCHIVE, "enable/disable Blood's HUD interpolation")
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CUSTOM_CVARD(Int, cl_autoaim, 1, CVAR_ARCHIVE|CVAR_USERINFO, "enable/disable weapon autoaim")
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CUSTOM_CVARD(Int, cl_autoaim, 1, CVAR_ARCHIVE|CVAR_USERINFO, "enable/disable weapon autoaim")
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@ -29,6 +29,7 @@ EXTERN_CVAR(Bool, cl_exhumedoldturn)
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EXTERN_CVAR(Bool, cl_hudinterpolation)
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EXTERN_CVAR(Bool, cl_hudinterpolation)
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EXTERN_CVAR(Bool, cl_bloodvanillarun)
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EXTERN_CVAR(Bool, cl_bloodvanillarun)
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EXTERN_CVAR(Bool, cl_bloodvanillabobbing)
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EXTERN_CVAR(Bool, cl_bloodvanillabobbing)
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EXTERN_CVAR(Bool, cl_bloodhudinterp)
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EXTERN_CVAR(Bool, demorec_seeds_cvar)
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EXTERN_CVAR(Bool, demorec_seeds_cvar)
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EXTERN_CVAR(Bool, demoplay_diffs)
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EXTERN_CVAR(Bool, demoplay_diffs)
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@ -100,7 +100,7 @@ void QAV::Draw(double x, double y, int ticks, int stat, int shade, int palnum, b
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double tileZ;
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double tileZ;
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double tileA;
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double tileA;
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if (prevTile && cl_hudinterpolation && (nFrames > 1) && (nFrame != oFrame) && (smoothratio != MaxSmoothRatio) && interpolate)
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if (cl_bloodhudinterp && prevTile && cl_hudinterpolation && (nFrames > 1) && (nFrame != oFrame) && (smoothratio != MaxSmoothRatio) && interpolate)
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{
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{
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tileX += interpolatedvaluef(prevTile->x, thisTile->x, smoothratio);
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tileX += interpolatedvaluef(prevTile->x, thisTile->x, smoothratio);
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tileY += interpolatedvaluef(prevTile->y, thisTile->y, smoothratio);
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tileY += interpolatedvaluef(prevTile->y, thisTile->y, smoothratio);
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