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- Blood: Floatify VIEW::pos
and remove old union.
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parent
5c23e29c15
commit
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4 changed files with 9 additions and 19 deletions
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@ -38,8 +38,7 @@ void GameInterface::WarpToCoords(double x, double y, double z, DAngle ang, int h
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gView->actor->spr.pos.XY() = { x , y };
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pPlayer->actor->spr.pos.XY() = gView->actor->spr.pos.XY();
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pView->x = gView->actor->int_pos().X;
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pView->y = gView->actor->int_pos().Y;
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pView->pos.XY() = gView->actor->spr.pos.XY();
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pPlayer->zView = pView->viewz = gView->zView = z;
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if (ang != DAngle::fromDeg(INT_MIN))
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@ -101,8 +101,8 @@ void viewUpdatePrediction(InputPacket* pInput)
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static void sub_158B4(PLAYER* pPlayer)
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{
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predict.viewz = predict.z - pPlayer->pPosture[pPlayer->lifeMode][predict.posture].eyeAboveZ;
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predict.zWeapon = predict.z - pPlayer->pPosture[pPlayer->lifeMode][predict.posture].weaponAboveZ;
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predict.viewz = predict.pos.Z * worldtoint - pPlayer->pPosture[pPlayer->lifeMode][predict.posture].eyeAboveZ;
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predict.zWeapon = predict.pos.Z * worldtoint - pPlayer->pPosture[pPlayer->lifeMode][predict.posture].weaponAboveZ;
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}
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static void fakeProcessInput(PLAYER* pPlayer, InputPacket* pInput)
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@ -62,8 +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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pView->angle = pPlayer->angle.ang;
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pView->x = pPlayer->actor->int_pos().X;
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pView->y = pPlayer->actor->int_pos().Y;
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pView->pos.XY() = pPlayer->actor->spr.pos.XY();
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pView->viewz = pPlayer->zView;
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pView->weaponZ = pPlayer->zWeapon - pPlayer->zView - 0xc00;
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pView->horiz = pPlayer->horizon.horiz;
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@ -89,8 +88,7 @@ void viewCorrectViewOffsets(int nPlayer, vec3_t const* oldpos)
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{
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PLAYER* pPlayer = &gPlayer[nPlayer];
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VIEW* pView = &gPrevView[nPlayer];
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pView->x += pPlayer->actor->int_pos().X - oldpos->X;
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pView->y += pPlayer->actor->int_pos().Y - oldpos->Y;
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pView->pos.XY() += pPlayer->actor->spr.pos.XY() - DVector2(oldpos->X, oldpos->Y) * inttoworld;
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pView->viewz += pPlayer->actor->int_pos().Z - oldpos->Z;
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}
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@ -470,9 +468,8 @@ static void DrawMap(DBloodActor* view, const double smoothratio)
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tm = 1;
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}
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VIEW* pView = &gPrevView[gViewIndex];
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auto xy = DVector2(interpolatedvalue(pView->x, view->int_pos().X, smoothratio * (1. / MaxSmoothRatio)), interpolatedvalue(pView->y, view->int_pos().Y, smoothratio * (1. / MaxSmoothRatio))) * inttoworld;
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auto ang = !SyncInput() ? gView->angle.sum() : gView->angle.interpolatedsum(smoothratio * (1. / MaxSmoothRatio));
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DrawOverheadMap(xy, ang, smoothratio * (1. / MaxSmoothRatio));
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DrawOverheadMap(interpolatedvalue(pView->pos, view->spr.pos, smoothratio * (1. / MaxSmoothRatio)).XY(), ang, smoothratio * (1. / MaxSmoothRatio));
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if (tm)
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setViewport(hud_size);
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}
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@ -518,8 +515,8 @@ static void SetupView(int& cX, int& cY, int& cZ, DAngle& cA, fixedhoriz& cH, sec
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#endif
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{
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VIEW* pView = &gPrevView[gViewIndex];
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cX = interpolatedvalue(pView->x, gView->actor->int_pos().X, smoothratio * (1. / MaxSmoothRatio));
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cY = interpolatedvalue(pView->y, gView->actor->int_pos().Y, smoothratio * (1. / MaxSmoothRatio));
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cX = interpolatedvalue(pView->pos.X, gView->actor->spr.pos.X, smoothratio * (1. / MaxSmoothRatio)) * worldtoint;
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cY = interpolatedvalue(pView->pos.Y, gView->actor->spr.pos.Y, smoothratio * (1. / MaxSmoothRatio)) * worldtoint;
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cZ = interpolatedvalue(pView->viewz, 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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bobWidth = interpolatedvalue(pView->bobWidth, gView->bobWidth, smoothratio * (1. / MaxSmoothRatio));
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@ -51,13 +51,7 @@ struct VIEW {
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int zWeaponVel;
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int posture; // posture
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double spin; // spin
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union {
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struct
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{
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int32_t x, y, z;
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};
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vec3_t pos;
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};
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DVector3 pos;
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int xvel; //xvel
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int yvel; //yvel
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int zvel; //zvel
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