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https://github.com/ZDoom/raze-gles.git
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- Blood: Use more precision for flicker, quake and tilt effects.
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parent
dc0d201275
commit
3c09f41b43
2 changed files with 22 additions and 37 deletions
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@ -561,6 +561,11 @@ inline int QRandom2(int a1)
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return MulScale(qrand(), a1, 14)-a1;
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}
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inline double QRandom2F(double a1)
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{
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return MulScaleF(qrand(), a1, 14)-a1;
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}
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template<class T>
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inline void SetBitString(T *pArray, int nIndex)
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{
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@ -359,43 +359,23 @@ void viewUpdateDelirium(void)
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void viewUpdateShake(int& cX, int& cY, int& cZ, binangle& cA, fixedhoriz& cH, double& pshakeX, double& pshakeY)
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{
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int shakeHoriz = 0;
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int shakeAngle = 0;
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int shakeX = 0;
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int shakeY = 0;
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int shakeZ = 0;
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int shakeBobX = 0;
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int shakeBobY = 0;
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if (gView->flickerEffect)
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auto doEffect = [&](const int& effectType)
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{
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int nValue = ClipHigh(gView->flickerEffect * 8, 2000);
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shakeHoriz += QRandom2(nValue >> 8);
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shakeAngle += QRandom2(nValue >> 8);
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shakeX += QRandom2(nValue >> 4);
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shakeY += QRandom2(nValue >> 4);
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shakeZ += QRandom2(nValue);
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shakeBobX += QRandom2(nValue);
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shakeBobY += QRandom2(nValue);
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}
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if (gView->quakeEffect)
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{
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int nValue = ClipHigh(gView->quakeEffect * 8, 2000);
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shakeHoriz += QRandom2(nValue >> 8);
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shakeAngle += QRandom2(nValue >> 8);
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shakeX += QRandom2(nValue >> 4);
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shakeY += QRandom2(nValue >> 4);
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shakeZ += QRandom2(nValue);
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shakeBobX += QRandom2(nValue);
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shakeBobY += QRandom2(nValue);
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}
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cH += buildhoriz(shakeHoriz);
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cA += buildang(shakeAngle);
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cX += shakeX;
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cY += shakeY;
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cZ += shakeZ;
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pshakeX += shakeBobX;
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pshakeY += shakeBobY;
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if (effectType)
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{
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int nValue = ClipHigh(effectType * 8, 2000);
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cH += buildfhoriz(QRandom2F(nValue * (1. / 256.)));
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cA += buildfang(QRandom2F(nValue * (1. / 256.)));
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cX += QRandom2(nValue >> 4);
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cY += QRandom2(nValue >> 4);
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cZ += QRandom2(nValue);
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pshakeX += QRandom2F(nValue);
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pshakeY += QRandom2F(nValue);
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}
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};
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doEffect(gView->flickerEffect);
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doEffect(gView->quakeEffect);
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}
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@ -483,7 +463,7 @@ void SetupView(int &cX, int& cY, int& cZ, binangle& cA, fixedhoriz& cH, int& nSe
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}
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viewUpdateShake(cX, cY, cZ, cA, cH, shakeX, shakeY);
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cH += buildhoriz(MulScale(0x40000000 - Cos(gView->tiltEffect << 2), 30, 30));
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cH += q16horiz(xs_CRoundToInt(MulScaleF(double(0x40000000) - bcosf(gView->tiltEffect << 2, 16), 30, 14)));
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if (gViewPos == 0)
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{
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if (cl_viewhbob)
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@ -495,7 +475,7 @@ void SetupView(int &cX, int& cY, int& cZ, binangle& cA, fixedhoriz& cH, int& nSe
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{
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cZ += bobHeight;
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}
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cZ += xs_CRoundToInt(cH.asq16() / 6553.6);
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cZ += xs_CRoundToInt(cH.asq16() * (1. / 6553.6));
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cameradist = -1;
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cameraclock = PlayClock + MulScale(4, (int)gInterpolate, 16);
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}
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