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- Reset interpolation coordinates for all actors before the current thinking turn instead of at the start of each actor's own Tick function so that indirect actor movement gets properly interpolated.
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c1de32896c
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2 changed files with 9 additions and 4 deletions
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@ -4069,10 +4069,6 @@ void AActor::Tick ()
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return;
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return;
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}
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}
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// This is necessary to properly interpolate movement outside this function
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// like from an ActorMover
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ClearInterpolation();
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if (flags5 & MF5_NOINTERACTION)
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if (flags5 & MF5_NOINTERACTION)
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{
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{
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// only do the minimally necessary things here to save time:
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// only do the minimally necessary things here to save time:
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@ -119,6 +119,15 @@ void P_Ticker (void)
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P_ResetSightCounters (false);
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P_ResetSightCounters (false);
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R_ClearInterpolationPath();
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R_ClearInterpolationPath();
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// Reset all actor interpolations for all actors before the current thinking turn so that indirect actor movement gets properly interpolated.
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TThinkerIterator<AActor> it;
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AActor *ac;
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while ((ac = it.Next()))
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{
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ac->ClearInterpolation();
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}
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// Since things will be moving, it's okay to interpolate them in the renderer.
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// Since things will be moving, it's okay to interpolate them in the renderer.
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r_NoInterpolate = false;
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r_NoInterpolate = false;
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