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Propagate 'smoothratio' to scenes drawn from the position of a camera.
That is, make interpolation work properly there -- both when 'using' a VIEWSCREEN and when rendering the scene onto a TILE_VIEWSCR. This makes a difference only if the camera is in a moving sector. git-svn-id: https://svn.eduke32.com/eduke32@4847 1a8010ca-5511-0410-912e-c29ae57300e0
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3 changed files with 27 additions and 11 deletions
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@ -4415,7 +4415,7 @@ void G_DrawRooms(int32_t snum, int32_t smoothratio)
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CAMERA(sect) = p->cursectnum;
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G_DoInterpolations(smoothratio);
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G_AnimateCamSprite();
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G_AnimateCamSprite(smoothratio);
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if (ud.camerasprite >= 0)
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{
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@ -4595,12 +4595,13 @@ void G_DrawRooms(int32_t snum, int32_t smoothratio)
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}
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else
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{
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vec3_t cam = G_GetCameraPosition(p->newowner, smoothratio);
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// looking through viewscreen
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Bmemcpy(&CAMERA(pos), &p->pos, sizeof(vec3_t));
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Bmemcpy(&CAMERA(pos), &cam, sizeof(vec3_t));
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CAMERA(ang) = p->ang + p->look_ang;
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CAMERA(horiz) = 100+sprite[p->newowner].shade;
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CAMERA(sect) = sprite[p->newowner].sectnum;
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smoothratio = 65536;
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}
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cz = actor[p->i].ceilingz;
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@ -11641,7 +11642,6 @@ int32_t app_main(int32_t argc, const char **argv)
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// getpackets();
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MAIN_LOOP_RESTART:
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M_ChangeMenu(MENU_MAIN);
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if (g_networkMode != NET_DEDICATED_SERVER)
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@ -363,18 +363,20 @@ int32_t SetAnimation(int32_t animsect,int32_t *animptr, int32_t thegoal, int32_t
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return j;
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}
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static void G_SetupCamTile(int32_t i, int32_t wn)
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static void G_SetupCamTile(int32_t i, int32_t wn, int32_t smoothratio)
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{
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vec3_t cam = G_GetCameraPosition(i, smoothratio);
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const int32_t mir = display_mirror;
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//if (waloff[wn] == 0) loadtile(wn);
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setviewtotile(wn, tilesiz[wn].y, tilesiz[wn].x);
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yax_preparedrawrooms();
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drawrooms(SX, SY, SZ, SA, 100+sprite[i].shade, SECT);
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yax_drawrooms(G_DoSpriteAnimations, SECT, 0, 65536);
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drawrooms(cam.x, cam.y, cam.z, SA, 100+sprite[i].shade, SECT);
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yax_drawrooms(G_DoSpriteAnimations, SECT, 0, smoothratio);
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display_mirror = 3;
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G_DoSpriteAnimations(SX, SY, SA, 65536L);
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G_DoSpriteAnimations(cam.x, cam.y, SA, smoothratio);
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display_mirror = mir;
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drawmasks();
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@ -383,7 +385,7 @@ static void G_SetupCamTile(int32_t i, int32_t wn)
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invalidatetile(wn, -1, 255);
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}
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void G_AnimateCamSprite(void)
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void G_AnimateCamSprite(int32_t smoothratio)
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{
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const int32_t i = g_curViewscreen;
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@ -407,7 +409,7 @@ void G_AnimateCamSprite(void)
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else
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walock[TILE_VIEWSCR] = 255;
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G_SetupCamTile(OW, TILE_VIEWSCR);
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G_SetupCamTile(OW, TILE_VIEWSCR, smoothratio);
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#ifdef POLYMER
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// Force texture update on viewscreen sprite in Polymer!
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if (getrendermode() == REND_POLYMER)
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@ -117,7 +117,7 @@ void A_DamageWall(int32_t spr,int32_t dawallnum,const vec3_t *pos,int32_t atwith
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int32_t __fastcall A_FindPlayer(const spritetype *s,int32_t *d);
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void G_AlignWarpElevators(void);
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int32_t CheckDoorTile(int32_t dapic);
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void G_AnimateCamSprite(void);
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void G_AnimateCamSprite(int32_t smoothratio);
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void G_AnimateWalls(void);
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int32_t G_ActivateWarpElevators(int32_t s,int32_t d);
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int32_t G_CheckActivatorMotion(int32_t lotag);
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@ -149,6 +149,20 @@ static inline int32_t G_GetForcefieldPicnum(int32_t wallnum)
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return picnum;
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}
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// Returns the interpolated position of the camera that the player is looking
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// through (using a viewscreen). <i> should be the player's ->newowner member.
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static inline vec3_t G_GetCameraPosition(int32_t i, int32_t smoothratio)
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{
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const spritetype *const cs = &sprite[i];
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const actor_t *const ca = &actor[i];
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vec3_t cam = { ca->bpos.x + mulscale16(cs->x - ca->bpos.x, smoothratio),
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ca->bpos.y + mulscale16(cs->y - ca->bpos.y, smoothratio),
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ca->bpos.z + mulscale16(cs->z - ca->bpos.z, smoothratio)
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};
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return cam;
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}
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#ifdef __cplusplus
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}
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#endif
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