- Move player prediction calls into D_Display().

SVN r3636 (trunk)
This commit is contained in:
Randy Heit 2012-05-10 03:48:36 +00:00
parent eb03d8e77e
commit b5a731f3a6
3 changed files with 3 additions and 6 deletions

View file

@ -106,6 +106,7 @@
#include "po_man.h"
#include "resourcefiles/resourcefile.h"
#include "r_renderer.h"
#include "p_local.h"
#ifdef USE_POLYMOST
#include "r_polymost.h"
@ -773,7 +774,9 @@ void D_Display ()
screen->SetBlendingRect(viewwindowx, viewwindowy,
viewwindowx + viewwidth, viewwindowy + viewheight);
P_CheckPlayerSprites();
P_PredictPlayer(&players[consoleplayer]);
Renderer->RenderView(&players[consoleplayer]);
P_UnPredictPlayer();
if ((hw2d = screen->Begin2D(viewactive)))
{
// Redraw everything every frame when using 2D accel

View file

@ -34,7 +34,6 @@
#include "doomstat.h"
#include "m_random.h"
#include "m_bbox.h"
#include "p_local.h"
#include "r_local.h"
#include "r_plane.h"
#include "r_bsp.h"
@ -861,7 +860,6 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
}
WallMirrors.Clear ();
interpolator.RestoreInterpolations ();
P_UnPredictPlayer();
R_SetupBuffer ();
// If we don't want shadered colormaps, NULL it now so that the

View file

@ -744,10 +744,6 @@ void R_SetupFrame (AActor *actor)
{
camera = player->camera = player->mo;
}
if (camera == actor)
{
P_PredictPlayer (player);
}
}
else
{