SW: Afraid that we should disable almost all kinds of SOs in multiplayer

for now, due to possible jitters. Currently leaving remote-controlled SOs.
This commit is contained in:
NY00123 2020-05-03 00:20:48 +03:00 committed by Christoph Oelckers
parent ab99b3b79d
commit 024d4e7297
3 changed files with 8 additions and 6 deletions

View file

@ -2053,7 +2053,7 @@ drawscreen(PLAYERp pp)
tq16ang = camerapp->oq16ang + mulscale16(NORM_Q16ANGLE(camerapp->q16ang + fix16_from_int(1024) - camerapp->oq16ang) - fix16_from_int(1024), smoothratio);
tq16horiz = camerapp->oq16horiz + mulscale16(camerapp->q16horiz - camerapp->oq16horiz, smoothratio);
}
else if (gs.InterpolateSO && (!CommEnabled || !pp->sop_control))
else if (gs.InterpolateSO && !CommEnabled)
{
tq16ang = camerapp->oq16ang + mulscale16(((pp->camq16ang + fix16_from_int(1024) - camerapp->oq16ang) & 0x7FFFFFF) - fix16_from_int(1024), smoothratio);
tq16horiz = camerapp->oq16horiz + mulscale16(pp->camq16horiz - camerapp->oq16horiz, smoothratio);

View file

@ -251,10 +251,12 @@ void so_dointerpolations(int32_t smoothratio) // Stick at b
if (sop->xmid == INT32_MAX /*|| sop->xmid == MAXSO*/)
continue;
// Unfortunately, interpolating over less samples doesn't work well in
// multiplayer. Same with sector objects controlled and carrying the player.
// Unfortunately, interpolating over less samples doesn't work well
// in multiplayer. We also skip any sector object not
// remotely controlled by some player.
if (CommEnabled &&
((interp->lasttic != synctics) ||
!(sop->controller) ||
((Player[screenpeek].sop_control == sop) &&
!Player[screenpeek].sop_remote)))
continue;

View file

@ -1636,7 +1636,7 @@ MovePlayer(PLAYERp pp, SECTOR_OBJECTp sop, int nx, int ny)
if (TEST(sop->flags, SOBJ_DONT_ROTATE))
{
if (!gs.InterpolateSO)
if (!gs.InterpolateSO || CommEnabled)
{
pp->oposx = pp->posx;
pp->oposy = pp->posy;
@ -1686,7 +1686,7 @@ MovePlayer(PLAYERp pp, SECTOR_OBJECTp sop, int nx, int ny)
pp->camq16ang = NORM_Q16ANGLE(pp->camq16ang);
pp->q16ang = NORM_Q16ANGLE(pp->RevolveQ16Ang + fix16_from_int(pp->RevolveDeltaAng));
if (!gs.InterpolateSO)
if (!gs.InterpolateSO || CommEnabled)
{
pp->oq16ang = pp->q16ang;
pp->oposx = pp->posx;
@ -1946,7 +1946,7 @@ PlayerPart:
pp->SpriteP->z = pp->loz;
}
}
if (!gs.InterpolateSO)
if (!gs.InterpolateSO || CommEnabled)
pp->oposz = pp->posz;
}
else