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- disable weapon interpolation for offset changes.
This has been causing far too many problems so now it will only be done if a A_Weaponoffset is either used with WOF_ADD or WOF_INTERPOLATE.
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parent
fb4e34d178
commit
a4d2468d34
2 changed files with 7 additions and 2 deletions
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@ -390,13 +390,14 @@ void DPSprite::SetState(FState *newstate, bool pending)
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if (ID != PSP_FLASH)
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if (ID != PSP_FLASH)
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{ // It's still possible to set the flash layer's offsets with the action function.
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{ // It's still possible to set the flash layer's offsets with the action function.
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// Anything going through here cannot be reliably interpolated so this has to reset the interpolation coordinates if it changes the values.
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if (newstate->GetMisc1())
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if (newstate->GetMisc1())
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{ // Set coordinates.
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{ // Set coordinates.
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x = newstate->GetMisc1();
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oldx = x = newstate->GetMisc1();
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}
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}
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if (newstate->GetMisc2())
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if (newstate->GetMisc2())
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{
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{
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y = newstate->GetMisc2();
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oldy = y = newstate->GetMisc2();
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}
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}
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}
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}
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@ -1041,6 +1042,7 @@ enum WOFFlags
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WOF_KEEPX = 1,
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WOF_KEEPX = 1,
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WOF_KEEPY = 1 << 1,
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WOF_KEEPY = 1 << 1,
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WOF_ADD = 1 << 2,
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WOF_ADD = 1 << 2,
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WOF_INTERPOLATE = 1 << 3,
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};
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};
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void A_OverlayOffset(AActor *self, int layer, double wx, double wy, int flags)
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void A_OverlayOffset(AActor *self, int layer, double wx, double wy, int flags)
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@ -1069,6 +1071,7 @@ void A_OverlayOffset(AActor *self, int layer, double wx, double wy, int flags)
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else
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else
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{
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{
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psp->x = wx;
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psp->x = wx;
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if (!(flags & WOF_INTERPOLATE)) psp->oldx = psp->x;
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}
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}
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}
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}
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if (!(flags & WOF_KEEPY))
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if (!(flags & WOF_KEEPY))
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@ -1080,6 +1083,7 @@ void A_OverlayOffset(AActor *self, int layer, double wx, double wy, int flags)
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else
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else
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{
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{
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psp->y = wy;
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psp->y = wy;
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if (!(flags & WOF_INTERPOLATE)) psp->oldy = psp->y;
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}
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}
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}
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}
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}
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}
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@ -703,6 +703,7 @@ enum EWeaponOffsetFlags
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WOF_KEEPX = 1,
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WOF_KEEPX = 1,
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WOF_KEEPY = 1 << 1,
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WOF_KEEPY = 1 << 1,
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WOF_ADD = 1 << 2,
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WOF_ADD = 1 << 2,
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WOF_INTERPOLATE = 1 << 3,
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};
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};
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// Flags for psprite layers
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// Flags for psprite layers
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