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- Fix a few uses of interpolatedvalue()
with floating point numbers.
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parent
92b16907d2
commit
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4 changed files with 4 additions and 4 deletions
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@ -767,7 +767,7 @@ void viewDrawScreen(bool sceneonly)
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}
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if (!sceneonly) hudDraw(gView, pSector, shakeX, shakeY, zDelta, basepal, gInterpolate);
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fixedhoriz deliriumPitchI = q16horiz(interpolatedvalue(IntToFixed(deliriumPitchO), IntToFixed(deliriumPitch), gInterpolate));
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fixedhoriz deliriumPitchI = interpolatedhorizon(q16horiz(deliriumPitchO), q16horiz(deliriumPitch), gInterpolate);
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auto bakCstat = gView->actor->spr.cstat;
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gView->actor->spr.cstat |= (gViewPos == 0) ? CSTAT_SPRITE_INVISIBLE : CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_TRANS_FLIP;
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render_drawrooms(gView->actor, { cX, cY, cZ }, sectnum(pSector), cA, cH + deliriumPitchI, rotscrnang, gInterpolate);
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@ -169,7 +169,7 @@ void animatesprites_d(tspriteArray& tsprites, int x, int y, int a, int smoothrat
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{
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t->pos.X -= MulScaleF(MaxSmoothRatio - smoothratio, pp->pos.X - pp->opos.X, 16);
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t->pos.Y -= MulScaleF(MaxSmoothRatio - smoothratio, pp->pos.Y - pp->opos.Y, 16);
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t->pos.Z = interpolatedvalue(pp->opos.Z, pp->pos.Z, smoothratio) + gs.playerheight;
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t->pos.Z = interpolatedvaluef(pp->opos.Z, pp->pos.Z, smoothratio) + gs.playerheight;
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}
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else if (!actorflag(h, SFLAG_NOINTERPOLATE))
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{
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@ -149,7 +149,7 @@ void animatesprites_r(tspriteArray& tsprites, int x, int y, int a, int smoothrat
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{
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t->pos.X -= MulScaleF(MaxSmoothRatio - smoothratio, pp->pos.X - pp->opos.X, 16);
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t->pos.Y -= MulScaleF(MaxSmoothRatio - smoothratio, pp->pos.Y - pp->opos.Y, 16);
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t->pos.Z = interpolatedvalue(pp->opos.Z, pp->pos.Z, smoothratio) + gs.playerheight;
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t->pos.Z = interpolatedvaluef(pp->opos.Z, pp->pos.Z, smoothratio) + gs.playerheight;
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h->spr.xrepeat = 24;
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h->spr.yrepeat = 17;
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}
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@ -225,7 +225,7 @@ inline void hud_draw(double x, double y, int tilenum, int shade, int orientation
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inline void animateshrunken(player_struct* p, double weapon_xoffset, double looking_arc, double look_anghalf, int tilenum, int8_t shade, int o, double smoothratio)
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{
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const double fistsign = bsinf(interpolatedvalue(p->ofistsign, p->fistsign, smoothratio), -10);
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const double fistsign = bsinf(interpolatedvaluef(p->ofistsign, p->fistsign, smoothratio), -10);
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if (p->jetpack_on == 0) looking_arc += 32 - (p->GetActor()->spr.xvel >> 1);
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hud_draw(weapon_xoffset + fistsign + 250 - look_anghalf, looking_arc + 258 - fabs(fistsign * 4), tilenum, shade, o);
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hud_draw(weapon_xoffset - fistsign + 40 - look_anghalf, looking_arc + 200 + fabs(fistsign * 4), tilenum, shade, o | 4);
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