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Use velocity to detect teleports in am_path
drawing
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parent
7444c22950
commit
d853f9b355
2 changed files with 10 additions and 4 deletions
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@ -1846,9 +1846,10 @@ void DAutomap::collectPath ()
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constexpr int MIN_DISTANCE_BETWEEN_POINTS = 32;
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if (abs(last_line.b.x - pos.X) >= MIN_DISTANCE_BETWEEN_POINTS || abs(last_line.b.y - pos.Y) >= MIN_DISTANCE_BETWEEN_POINTS)
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{
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// If the distance between two points is very high, the player has likely teleported so no path should be drawn between the points.
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constexpr int MAX_DISTANCE_BETWEEN_TICKS = 100;
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if (abs(last_line.b.x - pos.X) >= MAX_DISTANCE_BETWEEN_TICKS || abs(last_line.b.y - pos.Y) >= MAX_DISTANCE_BETWEEN_TICKS)
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// If the player's velocity is lower than the distance between the last two ticks (with some tolerance),
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// the player has likely teleported so no path should be drawn between the points.
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constexpr float EPSILON = 10.0;
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if ((pos - last_tick_pos).Length() > (players[consoleplayer].camera->VelXYToSpeed() + EPSILON))
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{
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ml.a.x = pos.X;
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ml.a.y = pos.Y;
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@ -1862,7 +1863,7 @@ void DAutomap::collectPath ()
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ml.b.x = pos.X;
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ml.b.y = pos.Y;
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if (path_history.Size() > am_pathlength)
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if (path_history.Size() > uint32_t(am_pathlength))
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{
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// Path is too long; remove the oldest lines.
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path_history.Delete(0);
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@ -1879,6 +1880,8 @@ void DAutomap::collectPath ()
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ml.b.y = pos.Y;
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path_history.Push(ml);
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}
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last_tick_pos = players[consoleplayer].camera->InterpolatedPosition(r_viewpoint.TicFrac);
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}
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//=============================================================================
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@ -44,6 +44,9 @@ public:
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// called instead of view drawer if automap active.
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virtual void Drawer(int bottom) = 0;
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// Used for am_path drawing to calculate distance between ticks.
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DVector2 last_tick_pos;
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virtual void NewResolution() = 0;
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virtual void LevelInit() = 0;
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virtual void UpdateShowAllLines() = 0;
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