- SW: floatified PLAYER::siang

This commit is contained in:
Christoph Oelckers 2022-08-30 21:33:24 +02:00
parent 634db656e7
commit ffba7996b3
3 changed files with 4 additions and 4 deletions

View file

@ -767,7 +767,7 @@ void analyzesprites(tspriteArray& tsprites, int viewx, int viewy, int viewz, int
pos.Z = tsp->pos.Z + pp->si.Z; pos.Z = tsp->pos.Z + pp->si.Z;
tsp->pos = pos; tsp->pos = pos;
tsp->set_int_ang(pp->siang); tsp->angle = pp->siang;
//continue; //continue;
} }
else else
@ -1414,7 +1414,7 @@ void drawscreen(PLAYER* pp, double smoothratio, bool sceneonly)
pp->si.X = tx * inttoworld; pp->si.X = tx * inttoworld;
pp->si.Y = ty * inttoworld; pp->si.Y = ty * inttoworld;
pp->si.Z = tz * zinttoworld - pp->pos.Z; pp->si.Z = tz * zinttoworld - pp->pos.Z;
pp->siang = tang.Buildang(); pp->siang = tang;
QuakeViewChange(camerapp, &quake_z, &quake_x, &quake_y, &quake_ang); QuakeViewChange(camerapp, &quake_z, &quake_x, &quake_y, &quake_ang);
int vis = g_visibility; int vis = g_visibility;

View file

@ -655,7 +655,7 @@ struct PLAYER
int circle_camera_dist; int circle_camera_dist;
DVector3 si; // save player interp position for PlayerSprite DVector3 si; // save player interp position for PlayerSprite
int16_t siang; DAngle siang;
vec2_t vect, ovect, slide_vect; vec2_t vect, ovect, slide_vect;
int friction; int friction;

View file

@ -194,7 +194,7 @@ struct SWPlayer native
native double hiz,loz; native double hiz,loz;
native int p_ceiling_dist,p_floor_dist; native int p_ceiling_dist,p_floor_dist;
native int circle_camera_dist; native int circle_camera_dist;
native int16 siang; native double siang;
native int friction; native int friction;
native int16 slide_ang; native int16 slide_ang;