- Duke: Revert backing up of sprite's ang to tempang from be12da6bfb and subsequent interpolation of sprite's ang in 21da658617 and directly update the sprite's angle in gi->GetInput() like the other games.

* Fixes #251.
This commit is contained in:
Mitchell Richters 2021-01-04 08:49:57 +11:00
parent b191a482d6
commit 22f28477e4
3 changed files with 2 additions and 2 deletions

View file

@ -5394,7 +5394,6 @@ void recordoldspritepos()
ac->bposx = ac->s.x;
ac->bposy = ac->s.y;
ac->bposz = ac->s.z;
ac->tempang = ac->s.ang;
}
}
}

View file

@ -561,7 +561,7 @@ bool GameInterface::DrawAutomapPlayer(int cposx, int cposy, int czoom, int cang,
auto pspr = &act->s;
x1 = act->bposx + MulScale(pspr->x - act->bposx, smoothratio, 16) - cposx;
y1 = act->bposy + MulScale(pspr->y - act->bposy, smoothratio, 16) - cposy;
daang = (act->tempang + MulScale(((pspr->ang + 1024 - act->tempang) & 2047) - 1024, smoothratio, 16) - cang) & 2047;
daang = (pspr->ang - cang) & 2047;
if (p == screenpeek || ud.coop == 1)
{

View file

@ -847,6 +847,7 @@ void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
p->angle.processhelpers(scaleAdjust);
p->horizon.processhelpers(scaleAdjust);
p->GetActor()->s.ang = p->angle.ang.asbuild();
}
if (packet)