mirror of
https://github.com/DrBeef/Raze.git
synced 2025-02-20 18:52:43 +00:00
- SW: Wrap calls that get PLAYER::PlayerPrevPosition
.
This commit is contained in:
parent
ad7a626b92
commit
f711355f2f
3 changed files with 7 additions and 3 deletions
|
@ -811,7 +811,7 @@ static void analyzesprites(tspriteArray& tsprites, const DVector3& viewpos, doub
|
||||||
else // Otherwise just interpolate the player sprite
|
else // Otherwise just interpolate the player sprite
|
||||||
{
|
{
|
||||||
pp = tActor->user.PlayerP;
|
pp = tActor->user.PlayerP;
|
||||||
tsp->pos = interpolatedvalue(pp->PlayerPrevPosition, pp->posGet(), interpfrac);
|
tsp->pos = interpolatedvalue(pp->posprevGet(), pp->posGet(), interpfrac);
|
||||||
tsp->angle = pp->angle.interpolatedang(interpfrac);
|
tsp->angle = pp->angle.interpolatedang(interpfrac);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1240,7 +1240,7 @@ void drawscreen(PLAYER* pp, double interpfrac, bool sceneonly)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Get initial player position, interpolating if required.
|
// Get initial player position, interpolating if required.
|
||||||
DVector3 tpos = interpolatedvalue(camerapp->PlayerPrevPosition, camerapp->posGet(), interpfrac);
|
DVector3 tpos = interpolatedvalue(camerapp->posprevGet(), camerapp->posGet(), interpfrac);
|
||||||
if (SyncInput() || pp != Player+myconnectindex)
|
if (SyncInput() || pp != Player+myconnectindex)
|
||||||
{
|
{
|
||||||
tang = camerapp->angle.interpolatedsum(interpfrac);
|
tang = camerapp->angle.interpolatedsum(interpfrac);
|
||||||
|
|
|
@ -760,6 +760,10 @@ struct PLAYER
|
||||||
{
|
{
|
||||||
PlayerPrevPosition = val;
|
PlayerPrevPosition = val;
|
||||||
}
|
}
|
||||||
|
DVector3 posprevGet()
|
||||||
|
{
|
||||||
|
return PlayerPrevPosition;
|
||||||
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
extern PLAYER Player[MAX_SW_PLAYERS_REG+1];
|
extern PLAYER Player[MAX_SW_PLAYERS_REG+1];
|
||||||
|
|
|
@ -598,7 +598,7 @@ void JS_DrawCameras(PLAYER* pp, const DVector3& campos, double smoothratio)
|
||||||
|
|
||||||
// If player is dead still then update at MoveSkip4
|
// If player is dead still then update at MoveSkip4
|
||||||
// rate.
|
// rate.
|
||||||
if (pp->posGet() == pp->PlayerPrevPosition)
|
if (pp->posGet() == pp->posprevGet())
|
||||||
DoCam = true;
|
DoCam = true;
|
||||||
|
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue