- Set up interpolated camera angle changes to occur at framerate when all conditions in P_NoInterpolation() are met.

This commit is contained in:
Mitchell Richters 2022-12-01 21:46:50 +11:00 committed by Christoph Oelckers
parent 20bf9e89f5
commit cf1ac82da3
3 changed files with 93 additions and 9 deletions

View file

@ -449,6 +449,10 @@ public:
void SetFOV(float fov);
bool HasWeaponsInSlot(int slot) const;
bool Resurrect();
// Scaled angle adjustment info. Not for direct manipulation.
DRotator angleTargets;
DRotator angleAppliedAmounts;
};
// Bookkeeping on players - state.

View file

@ -3427,12 +3427,27 @@ void AActor::SetPitch(DAngle p, int fflags)
if (p != Angles.Pitch)
{
Angles.Pitch = p;
if (player != nullptr && (fflags & SPF_INTERPOLATE))
if (player != nullptr)
{
if (fflags & SPF_INTERPOLATE)
{
if (P_NoInterpolation(player, this))
{
player->angleTargets.Pitch = deltaangle(Angles.Pitch, p);
player->angleAppliedAmounts.Pitch = nullAngle;
}
else
{
Angles.Pitch = p;
player->cheats |= CF_INTERPVIEW;
}
}
}
else
{
Angles.Pitch = p;
}
}
}
@ -3440,12 +3455,27 @@ void AActor::SetAngle(DAngle ang, int fflags)
{
if (ang != Angles.Yaw)
{
Angles.Yaw = ang;
if (player != nullptr && (fflags & SPF_INTERPOLATE))
if (player != nullptr)
{
if (fflags & SPF_INTERPOLATE)
{
if (P_NoInterpolation(player, this))
{
player->angleTargets.Yaw = deltaangle(Angles.Yaw, ang);
player->angleAppliedAmounts.Yaw = nullAngle;
}
else
{
Angles.Yaw = ang;
player->cheats |= CF_INTERPVIEW;
}
}
}
else
{
Angles.Yaw = ang;
}
}
}
@ -3453,13 +3483,28 @@ void AActor::SetRoll(DAngle r, int fflags)
{
if (r != Angles.Roll)
{
Angles.Roll = r;
if (player != nullptr && (fflags & SPF_INTERPOLATE))
if (player != nullptr)
{
if (fflags & SPF_INTERPOLATE)
{
if (P_NoInterpolation(player, this))
{
player->angleTargets.Roll = deltaangle(Angles.Roll, r);
player->angleAppliedAmounts.Roll = nullAngle;
}
else
{
Angles.Roll = r;
player->cheats |= CF_INTERPVIEW;
}
}
}
else
{
Angles.Roll = r;
}
}
}
void AActor::SetViewPitch(DAngle p, int fflags)
{

View file

@ -762,6 +762,35 @@ static double QuakePower(double factor, double intensity, double offset)
return factor * (offset + randumb);
}
//==========================================================================
//
// R_DoActorTickerAngleChanges
//
//==========================================================================
static void R_DoActorTickerAngleChanges(player_t* const player, AActor* const actor, const double scale)
{
for (unsigned i = 0; i < 3; i++)
{
if (player->angleTargets[i].Sgn())
{
// Calculate scaled amount of target and add to the accumlation buffer.
DAngle addition = player->angleTargets[i] * scale;
player->angleAppliedAmounts[i] += addition;
// Test whether we're now reached/exceeded our target.
if (abs(player->angleAppliedAmounts[i]) >= abs(player->angleTargets[i]))
{
addition -= player->angleAppliedAmounts[i] - player->angleTargets[i];
player->angleTargets[i] = player->angleAppliedAmounts[i] = nullAngle;
}
// Apply the scaled addition to the angle.
actor->Angles[i] += addition;
}
}
}
//==========================================================================
//
// R_SetupFrame
@ -799,6 +828,12 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
I_Error ("You lost your body. Bad dehacked work is likely to blame.");
}
// [MR] Process player angle changes if permitted to do so.
if (player && P_NoInterpolation(player, viewpoint.camera))
{
R_DoActorTickerAngleChanges(player, viewpoint.camera, I_GetInputFrac(false));
}
iview = FindPastViewer (viewpoint.camera);
int nowtic = I_GetTime ();