mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-16 01:02:03 +00:00
- added weapon bobbing interpolation.
This was so ridiculously simple that I really fail to understand why the previous attempt was so overcomplicated that it just failed for that.
This commit is contained in:
parent
7f23a91488
commit
7ebb961917
3 changed files with 64 additions and 58 deletions
118
src/p_pspr.cpp
118
src/p_pspr.cpp
|
@ -367,9 +367,10 @@ void P_DropWeapon (player_t *player)
|
|||
//
|
||||
//============================================================================
|
||||
|
||||
void P_BobWeapon (player_t *player, pspdef_t *psp, float *x, float *y)
|
||||
void P_BobWeapon (player_t *player, pspdef_t *psp, float *x, float *y, double ticfrac)
|
||||
{
|
||||
static float curbob;
|
||||
double xx[2], yy[2];
|
||||
|
||||
AWeapon *weapon;
|
||||
float bobtarget;
|
||||
|
@ -388,74 +389,79 @@ void P_BobWeapon (player_t *player, pspdef_t *psp, float *x, float *y)
|
|||
float Rangex = weapon->BobRangeX;
|
||||
float Rangey = weapon->BobRangeY;
|
||||
|
||||
// Bob the weapon based on movement speed.
|
||||
FAngle angle = (BobSpeed * 35 / TICRATE*level.time) * (360.f / 8192.f);
|
||||
|
||||
// [RH] Smooth transitions between bobbing and not-bobbing frames.
|
||||
// This also fixes the bug where you can "stick" a weapon off-center by
|
||||
// shooting it when it's at the peak of its swing.
|
||||
bobtarget = float((player->WeaponState & WF_WEAPONBOBBING) ? player->bob : 0.);
|
||||
if (curbob != bobtarget)
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
if (fabsf (bobtarget - curbob) <= 1)
|
||||
// Bob the weapon based on movement speed.
|
||||
FAngle angle = (BobSpeed * 35 / TICRATE*(level.time - 1 + i)) * (360.f / 8192.f);
|
||||
|
||||
// [RH] Smooth transitions between bobbing and not-bobbing frames.
|
||||
// This also fixes the bug where you can "stick" a weapon off-center by
|
||||
// shooting it when it's at the peak of its swing.
|
||||
bobtarget = float((player->WeaponState & WF_WEAPONBOBBING) ? player->bob : 0.);
|
||||
if (curbob != bobtarget)
|
||||
{
|
||||
curbob = bobtarget;
|
||||
}
|
||||
else
|
||||
{
|
||||
float zoom = MAX (1.f, fabsf (curbob - bobtarget) / 40);
|
||||
if (curbob > bobtarget)
|
||||
if (fabsf(bobtarget - curbob) <= 1)
|
||||
{
|
||||
curbob -= zoom;
|
||||
curbob = bobtarget;
|
||||
}
|
||||
else
|
||||
{
|
||||
curbob += zoom;
|
||||
float zoom = MAX(1.f, fabsf(curbob - bobtarget) / 40);
|
||||
if (curbob > bobtarget)
|
||||
{
|
||||
curbob -= zoom;
|
||||
}
|
||||
else
|
||||
{
|
||||
curbob += zoom;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (curbob != 0)
|
||||
{
|
||||
float bobx = float(player->bob * Rangex);
|
||||
float boby = float(player->bob * Rangey);
|
||||
switch (bobstyle)
|
||||
if (curbob != 0)
|
||||
{
|
||||
case AWeapon::BobNormal:
|
||||
*x = bobx * angle.Cos();
|
||||
*y = boby * fabsf(angle.Sin());
|
||||
break;
|
||||
|
||||
case AWeapon::BobInverse:
|
||||
*x = bobx*angle.Cos();
|
||||
*y = boby * (1.f - fabsf(angle.Sin()));
|
||||
break;
|
||||
|
||||
case AWeapon::BobAlpha:
|
||||
*x = bobx * angle.Sin();
|
||||
*y = boby * fabsf(angle.Sin());
|
||||
break;
|
||||
|
||||
case AWeapon::BobInverseAlpha:
|
||||
*x = bobx * angle.Sin();
|
||||
*y = boby * (1.f - fabsf(angle.Sin()));
|
||||
break;
|
||||
|
||||
case AWeapon::BobSmooth:
|
||||
*x = bobx*angle.Cos();
|
||||
*y = 0.5f * (boby * (1.f - ((angle * 2).Cos())));
|
||||
break;
|
||||
float bobx = float(player->bob * Rangex);
|
||||
float boby = float(player->bob * Rangey);
|
||||
switch (bobstyle)
|
||||
{
|
||||
case AWeapon::BobNormal:
|
||||
xx[i] = bobx * angle.Cos();
|
||||
yy[i] = boby * fabsf(angle.Sin());
|
||||
break;
|
||||
|
||||
case AWeapon::BobInverseSmooth:
|
||||
*x = bobx*angle.Cos();
|
||||
*y = 0.5f * (boby * (1.f + ((angle * 2).Cos())));
|
||||
case AWeapon::BobInverse:
|
||||
xx[i] = bobx*angle.Cos();
|
||||
yy[i] = boby * (1.f - fabsf(angle.Sin()));
|
||||
break;
|
||||
|
||||
case AWeapon::BobAlpha:
|
||||
xx[i] = bobx * angle.Sin();
|
||||
yy[i] = boby * fabsf(angle.Sin());
|
||||
break;
|
||||
|
||||
case AWeapon::BobInverseAlpha:
|
||||
xx[i] = bobx * angle.Sin();
|
||||
yy[i] = boby * (1.f - fabsf(angle.Sin()));
|
||||
break;
|
||||
|
||||
case AWeapon::BobSmooth:
|
||||
xx[i] = bobx*angle.Cos();
|
||||
yy[i] = 0.5f * (boby * (1.f - ((angle * 2).Cos())));
|
||||
break;
|
||||
|
||||
case AWeapon::BobInverseSmooth:
|
||||
xx[i] = bobx*angle.Cos();
|
||||
yy[i] = 0.5f * (boby * (1.f + ((angle * 2).Cos())));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
xx[i] = 0;
|
||||
yy[i] = 0;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
*x = 0;
|
||||
*y = 0;
|
||||
}
|
||||
*x = (float)(xx[0] * (1. - ticfrac) + xx[1] * ticfrac);
|
||||
*y = (float)(yy[0] * (1. - ticfrac) + yy[1] * ticfrac);
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
|
|
|
@ -87,7 +87,7 @@ void P_CalcSwing (player_t *player);
|
|||
void P_BringUpWeapon (player_t *player);
|
||||
void P_FireWeapon (player_t *player);
|
||||
void P_DropWeapon (player_t *player);
|
||||
void P_BobWeapon (player_t *player, pspdef_t *psp, float *x, float *y);
|
||||
void P_BobWeapon (player_t *player, pspdef_t *psp, float *x, float *y, double ticfrac);
|
||||
DAngle P_BulletSlope (AActor *mo, FTranslatedLineTarget *pLineTarget = NULL, int aimflags = 0);
|
||||
|
||||
void P_GunShot (AActor *mo, bool accurate, PClassActor *pufftype, DAngle pitch);
|
||||
|
|
|
@ -1579,7 +1579,7 @@ void R_DrawPlayerSprites ()
|
|||
centery = viewheight >> 1;
|
||||
centeryfrac = centery << FRACBITS;
|
||||
|
||||
P_BobWeapon (camera->player, &camera->player->psprites[ps_weapon], &ofsx, &ofsy);
|
||||
P_BobWeapon (camera->player, &camera->player->psprites[ps_weapon], &ofsx, &ofsy, r_TicFracF);
|
||||
|
||||
// add all active psprites
|
||||
for (i = 0, psp = camera->player->psprites;
|
||||
|
|
Loading…
Reference in a new issue