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- do not call renderer code directly to reset the view interpolation
The playsim really has no idea what the renderer is supposed to do here and the current system has some serious issues that eventually need addressing. So it is better to just set a flag that an actor needs to have its view interpolation reset if being used as a camera and let the render code deal with it. This will keep the playsim clean of future changes to this feature.
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6 changed files with 12 additions and 19 deletions
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@ -452,6 +452,7 @@ enum ActorRenderFlag
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RF_SPRITEFLIP = 0x08000000, // sprite flipped on x-axis
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RF_ZDOOMTRANS = 0x10000000, // is not normally transparent in Vanilla Doom
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RF_NOINTERPOLATEVIEW = 0x40000000, // don't interpolate the view next frame if this actor is a camera.
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};
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// This translucency value produces the closest match to Heretic's TINTTAB.
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@ -1423,7 +1423,7 @@ void FParser::SF_SetCamera(void)
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if (t_argc < 4) newcamera->Angles.Pitch = 0.;
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else newcamera->Angles.Pitch = clamp(floatvalue(t_argv[3]), -50., 50.) * (20. / 32.);
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player->camera=newcamera;
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R_ResetViewInterpolation();
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newcamera->renderflags |= RF_NOINTERPOLATEVIEW;
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}
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}
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@ -562,10 +562,7 @@ bool FLevelLocals::EV_SilentLineTeleport (line_t *line, int side, AActor *thing,
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return false;
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}
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if (thing == players[consoleplayer].camera)
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{
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R_ResetViewInterpolation ();
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}
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thing->renderflags |= RF_NOINTERPOLATEVIEW;
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// Rotate thing's orientation according to difference in linedef angles
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thing->Angles.Yaw += angle;
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@ -508,10 +508,7 @@ bool P_TeleportMove(AActor* thing, const DVector3 &pos, bool telefrag, bool modi
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thing->AdjustFloorClip();
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}
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if (thing == players[consoleplayer].camera)
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{
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R_ResetViewInterpolation();
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}
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thing->renderflags |= RF_NOINTERPOLATEVIEW;
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// If this teleport was caused by a move, P_TryMove() will handle the
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// sector transition messages better than we can here.
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@ -6274,7 +6271,7 @@ int P_PushUp(AActor *thing, FChangePosition *cpos)
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if (cpos->instant)
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{
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intersect->Prev.Z += intersect->Z() - oldz;
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if (intersect->CheckLocalView()) R_ResetViewInterpolation();
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intersect->renderflags |= RF_NOINTERPOLATEVIEW;
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}
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intersect->UpdateRenderSectorList();
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@ -6371,7 +6368,7 @@ void PIT_FloorDrop(AActor *thing, FChangePosition *cpos)
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if (cpos->instant)
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{
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thing->Prev.Z += thing->floorz - oldz;
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if (thing->CheckLocalView()) R_ResetViewInterpolation();
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thing->renderflags |= RF_NOINTERPOLATEVIEW;
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}
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thing->SetZ(thing->floorz);
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P_CheckFakeFloorTriggers(thing, oldz);
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@ -6385,7 +6382,7 @@ void PIT_FloorDrop(AActor *thing, FChangePosition *cpos)
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if (cpos->instant)
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{
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thing->Prev.Z += -oldfloorz + thing->floorz;
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if (thing->CheckLocalView()) R_ResetViewInterpolation();
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thing->renderflags |= RF_NOINTERPOLATEVIEW;
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}
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thing->AddZ(-oldfloorz + thing->floorz);
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P_CheckFakeFloorTriggers(thing, oldz);
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@ -6425,7 +6422,7 @@ void PIT_FloorRaise(AActor *thing, FChangePosition *cpos)
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if (cpos->instant)
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{
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thing->Prev.Z += thing->floorz - thing->Z();
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if (thing->CheckLocalView()) R_ResetViewInterpolation();
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thing->renderflags |= RF_NOINTERPOLATEVIEW;
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}
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thing->SetZ(thing->floorz);
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@ -6439,7 +6436,7 @@ void PIT_FloorRaise(AActor *thing, FChangePosition *cpos)
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if (cpos->instant)
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{
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thing->Prev.Z += -oldfloorz + thing->floorz;
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if (thing->CheckLocalView()) R_ResetViewInterpolation();
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thing->renderflags |= RF_NOINTERPOLATEVIEW;
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}
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}
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else return;
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@ -131,10 +131,7 @@ bool P_MoveThing(AActor *source, const DVector3 &pos, bool fog)
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P_SpawnTeleportFog(source, old, true, true);
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}
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source->ClearInterpolation();
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if (source == players[consoleplayer].camera)
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{
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R_ResetViewInterpolation();
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}
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source->renderflags |= RF_NOINTERPOLATEVIEW;
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return true;
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}
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else
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@ -815,8 +815,9 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
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player = viewpoint.camera->player;
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}
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if (iview->otic == -1 || r_NoInterpolate)
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if (iview->otic == -1 || r_NoInterpolate || (viewpoint.camera->renderflags & RF_NOINTERPOLATEVIEW))
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{
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viewpoint.camera->renderflags &= ~RF_NOINTERPOLATEVIEW;
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R_ResetViewInterpolation ();
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iview->otic = nowtic;
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}
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