- pass a vector to JS_CameraParms

This commit is contained in:
Christoph Oelckers 2022-09-08 16:41:15 +02:00
parent ca7488672f
commit e4b0be9f1d
3 changed files with 4 additions and 4 deletions

View file

@ -1319,7 +1319,7 @@ void drawscreen(PLAYER* pp, double interpfrac, bool sceneonly)
if (automapMode != am_full)
{
// Cameras must be done before the main loop.
JS_CameraParms(pp, tpos.X * worldtoint, tpos.Y * worldtoint, tpos.Z * zworldtoint);
JS_CameraParms(pp, tpos);
}
if (!sceneonly)

View file

@ -635,10 +635,10 @@ static PLAYER* cam_pp;
DVector3 cam_pos;
static int oldstat;
void JS_CameraParms(PLAYER* pp, int tx, int ty, int tz)
void JS_CameraParms(PLAYER* pp, const DVector3& tpos)
{
cam_pp = pp;
cam_pos = { tx * inttoworld, ty * inttoworld, tz * zinttoworld };
cam_pos = tpos;
}
void GameInterface::UpdateCameras(double smoothratio)

View file

@ -64,7 +64,7 @@ extern bool mirrorinview;
extern short NormalVisibility;
void JAnalyzeSprites(tspritetype* tspr);
void JS_CameraParms(PLAYER* pp, int tx, int ty, int tz);
void JS_CameraParms(PLAYER* pp, const DVector3& tpos);
void JS_DrawMirrors(PLAYER* pp,int tx,int ty,int tz,fixed_t tpq16ang,fixed_t tpq16horiz);
void JS_InitMirrors(void);
void JS_ProcessEchoSpot(void);