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- Move player prediction calls into D_Display().
SVN r3636 (trunk)
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parent
eb03d8e77e
commit
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3 changed files with 3 additions and 6 deletions
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@ -106,6 +106,7 @@
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#include "po_man.h"
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#include "resourcefiles/resourcefile.h"
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#include "r_renderer.h"
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#include "p_local.h"
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#ifdef USE_POLYMOST
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#include "r_polymost.h"
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@ -773,7 +774,9 @@ void D_Display ()
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screen->SetBlendingRect(viewwindowx, viewwindowy,
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viewwindowx + viewwidth, viewwindowy + viewheight);
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P_CheckPlayerSprites();
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P_PredictPlayer(&players[consoleplayer]);
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Renderer->RenderView(&players[consoleplayer]);
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P_UnPredictPlayer();
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if ((hw2d = screen->Begin2D(viewactive)))
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{
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// Redraw everything every frame when using 2D accel
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@ -34,7 +34,6 @@
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#include "doomstat.h"
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#include "m_random.h"
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#include "m_bbox.h"
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#include "p_local.h"
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#include "r_local.h"
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#include "r_plane.h"
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#include "r_bsp.h"
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@ -861,7 +860,6 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
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}
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WallMirrors.Clear ();
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interpolator.RestoreInterpolations ();
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P_UnPredictPlayer();
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R_SetupBuffer ();
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// If we don't want shadered colormaps, NULL it now so that the
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@ -744,10 +744,6 @@ void R_SetupFrame (AActor *actor)
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{
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camera = player->camera = player->mo;
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}
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if (camera == actor)
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{
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P_PredictPlayer (player);
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}
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}
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else
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{
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