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* When interpolating on the initial setup, when binangle reached an overflow point when going lower than zero, the engine was spinning the player around clockwise to the new angle (2047, for instance). * Interpolating after casting as uint64_t with a workflow similar to the original games, the issue went away. * Cleaned up other interpolation functions to be of a consistent workflow. * Scale keyboard input turning down to degree speeds. * Uplift some remaining Q16.16 code in `applylook()` to full BAM precision. * Move static calculations of aim and look speeds for `sethorizon()` back into function since GameTicRate isn't set right before calculation is done. * Simplify the angle target setup back to a basic value like before. * Repair SW interpolation issues of weapon sprite drawer when rotating left/right. * Fix SW death horizon constant values following change of horizon center to 0. |
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.. | ||
blood | ||
build | ||
common | ||
core | ||
exhumed | ||
games/duke | ||
glbackend | ||
libsmackerdec | ||
platform | ||
sw | ||
thirdparty | ||
__autostart.cpp | ||
CMakeLists.txt | ||
g_pch.h | ||
gitinfo.cpp | ||
zzautozend.cpp |