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Use ViewRoll instead of CamRoll, and removed CamRoll entirely. Begin work on interpolation.
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parent
c972caa9f3
commit
be9b25e760
5 changed files with 8 additions and 10 deletions
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@ -72,7 +72,7 @@ void DEarthquake::Serialize (FArchive &arc)
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<< m_QuakeSFX << m_Flags << m_CountdownStart
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<< m_WaveSpeed
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<< m_Falloff << m_Highpoint << m_MiniCount
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<< m_RollIntensity;
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<< m_RollIntensity << m_RollWave;
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}
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//==========================================================================
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@ -238,7 +238,6 @@ void AActor::Serialize(FArchive &arc)
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<< Angles.Yaw
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<< Angles.Pitch
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<< Angles.Roll
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<< Angles.CamRoll
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<< frame
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<< Scale
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<< RenderStyle
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@ -4593,7 +4592,7 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
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}
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mobj->Angles.Yaw = SpawnAngle;
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mobj->Angles.Pitch = mobj->Angles.Roll = mobj->Angles.CamRoll = 0.;
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mobj->Angles.Pitch = mobj->Angles.Roll = 0.;
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mobj->health = p->health;
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// [RH] Set player sprite based on skin
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@ -5075,7 +5074,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
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if (mthing->pitch)
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mobj->Angles.Pitch = (double)mthing->pitch;
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if (mthing->roll)
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mobj->Angles.Roll = mobj->Angles.CamRoll = (double)mthing->roll;
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mobj->Angles.Roll = (double)mthing->roll;
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if (mthing->score)
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mobj->Score = mthing->score;
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if (mthing->fillcolor)
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@ -108,6 +108,7 @@ int viewwindowy;
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DVector3 ViewPos;
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DAngle ViewAngle;
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DAngle ViewPitch;
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DAngle ViewRoll;
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DVector3 ViewPath[2];
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extern "C"
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@ -542,11 +543,13 @@ void R_InterpolateView (player_t *player, double Frac, InterpolationViewer *ivie
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ViewAngle = (nviewangle + AngleToFloat(LocalViewAngle & 0xFFFF0000)).Normalized180();
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DAngle delta = player->centering ? DAngle(0.) : AngleToFloat(int(LocalViewPitch & 0xFFFF0000));
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ViewPitch = clamp<DAngle>((iview->New.Angles.Pitch - delta).Normalized180(), player->MinPitch, player->MaxPitch);
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ViewRoll = iview->New.Angles.Roll.Normalized180();
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}
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else
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{
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ViewPitch = (iview->Old.Angles.Pitch + deltaangle(iview->Old.Angles.Pitch, iview->New.Angles.Pitch) * Frac).Normalized180();
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ViewAngle = (oviewangle + deltaangle(oviewangle, nviewangle) * Frac).Normalized180();
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ViewRoll = iview->Old.Angles.Roll.Normalized180();
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}
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// Due to interpolation this is not necessarily the same as the sector the camera is in.
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@ -871,7 +874,7 @@ void R_SetupFrame (AActor *actor)
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if (jiggers.RollIntensity != 0 || jiggers.RollWave != 0)
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{
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camera->Angles.CamRoll = camera->Angles.Roll + QuakePower(quakefactor, jiggers.RollIntensity, jiggers.RollWave, jiggers.Falloff, jiggers.WFalloff);
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ViewRoll += QuakePower(quakefactor, jiggers.RollIntensity, jiggers.RollWave, jiggers.Falloff, jiggers.WFalloff);
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}
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if (jiggers.RelIntensity.X != 0 || jiggers.RelOffset.X != 0)
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{
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@ -903,10 +906,6 @@ void R_SetupFrame (AActor *actor)
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ViewPos.Z += QuakePower(quakefactor, jiggers.Intensity.Z, jiggers.Offset.Z, jiggers.Falloff, jiggers.WFalloff);
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}
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}
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else
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{
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camera->Angles.CamRoll = camera->Angles.Roll;
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}
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}
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extralight = camera->player ? camera->player->extralight : 0;
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@ -15,6 +15,7 @@ extern DCanvas *RenderTarget;
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extern DVector3 ViewPos;
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extern DAngle ViewAngle;
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extern DAngle ViewPitch;
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extern DAngle ViewRoll;
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extern DVector3 ViewPath[2];
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extern "C" int centerx, centerxwide;
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@ -2388,7 +2388,6 @@ static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
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if (flags & SIXF_TRANSFERROLL)
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{
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mo->Angles.Roll = self->Angles.Roll;
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mo->Angles.CamRoll = self->Angles.CamRoll;
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}
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if (flags & SIXF_ISTARGET)
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