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Added Z + camera roll relativity for A_QuakeEx's QF_RELATIVE flag.
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1 changed files with 22 additions and 10 deletions
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@ -883,29 +883,41 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
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if (DEarthquake::StaticGetQuakeIntensities(viewpoint.TicFrac, viewpoint.camera, jiggers) > 0)
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if (DEarthquake::StaticGetQuakeIntensities(viewpoint.TicFrac, viewpoint.camera, jiggers) > 0)
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{
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{
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double quakefactor = r_quakeintensity;
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double quakefactor = r_quakeintensity;
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DAngle an;
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DVector3 pos; pos.Zero();
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if (jiggers.RollIntensity != 0 || jiggers.RollWave != 0)
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if (jiggers.RollIntensity != 0 || jiggers.RollWave != 0)
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{
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{
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viewpoint.Angles.Roll += QuakePower(quakefactor, jiggers.RollIntensity, jiggers.RollWave);
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viewpoint.Angles.Roll += QuakePower(quakefactor, jiggers.RollIntensity, jiggers.RollWave);
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}
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}
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if (jiggers.RelIntensity.X != 0 || jiggers.RelOffset.X != 0)
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if (jiggers.RelIntensity.X != 0 || jiggers.RelOffset.X != 0)
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{
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{
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an = viewpoint.camera->Angles.Yaw;
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pos.X += QuakePower(quakefactor, jiggers.RelIntensity.X, jiggers.RelOffset.X);
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double power = QuakePower(quakefactor, jiggers.RelIntensity.X, jiggers.RelOffset.X);
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viewpoint.Pos += an.ToVector(power);
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}
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}
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if (jiggers.RelIntensity.Y != 0 || jiggers.RelOffset.Y != 0)
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if (jiggers.RelIntensity.Y != 0 || jiggers.RelOffset.Y != 0)
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{
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{
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an = viewpoint.camera->Angles.Yaw + 90;
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pos.Y += QuakePower(quakefactor, jiggers.RelIntensity.Y, jiggers.RelOffset.Y);
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double power = QuakePower(quakefactor, jiggers.RelIntensity.Y, jiggers.RelOffset.Y);
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viewpoint.Pos += an.ToVector(power);
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}
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}
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// FIXME: Relative Z is not relative
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if (jiggers.RelIntensity.Z != 0 || jiggers.RelOffset.Z != 0)
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if (jiggers.RelIntensity.Z != 0 || jiggers.RelOffset.Z != 0)
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{
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{
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viewpoint.Pos.Z += QuakePower(quakefactor, jiggers.RelIntensity.Z, jiggers.RelOffset.Z);
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pos.Z += QuakePower(quakefactor, jiggers.RelIntensity.Z, jiggers.RelOffset.Z);
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}
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}
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// [MC] Tremendous thanks to Marisa Kirisame for helping me with this.
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// Use a rotation matrix to make the view relative.
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if (!pos.isZero())
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{
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DAngle yaw = viewpoint.camera->Angles.Yaw;
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DAngle pitch = viewpoint.camera->Angles.Pitch;
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DAngle roll = viewpoint.camera->Angles.Roll;
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DVector3 relx, rely, relz;
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DMatrix3x3 rot =
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DMatrix3x3(DVector3(0., 0., 1.), yaw.Cos(), yaw.Sin()) *
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DMatrix3x3(DVector3(0., 1., 0.), pitch.Cos(), pitch.Sin()) *
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DMatrix3x3(DVector3(1., 0., 0.), roll.Cos(), roll.Sin());
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relx = DVector3(1., 0., 0.)*rot;
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rely = DVector3(0., 1., 0.)*rot;
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relz = DVector3(0., 0., 1.)*rot;
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viewpoint.Pos += relx * pos.X + rely * pos.Y + relz * pos.Z;
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}
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if (jiggers.Intensity.X != 0 || jiggers.Offset.X != 0)
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if (jiggers.Intensity.X != 0 || jiggers.Offset.X != 0)
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{
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{
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viewpoint.Pos.X += QuakePower(quakefactor, jiggers.Intensity.X, jiggers.Offset.X);
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viewpoint.Pos.X += QuakePower(quakefactor, jiggers.Intensity.X, jiggers.Offset.X);
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