- Blood: Use more precision for flicker, quake and tilt effects.

This commit is contained in:
Mitchell Richters 2021-08-28 11:53:26 +10:00
parent dc0d201275
commit 3c09f41b43
2 changed files with 22 additions and 37 deletions

View file

@ -561,6 +561,11 @@ inline int QRandom2(int a1)
return MulScale(qrand(), a1, 14)-a1; return MulScale(qrand(), a1, 14)-a1;
} }
inline double QRandom2F(double a1)
{
return MulScaleF(qrand(), a1, 14)-a1;
}
template<class T> template<class T>
inline void SetBitString(T *pArray, int nIndex) inline void SetBitString(T *pArray, int nIndex)
{ {

View file

@ -359,43 +359,23 @@ void viewUpdateDelirium(void)
void viewUpdateShake(int& cX, int& cY, int& cZ, binangle& cA, fixedhoriz& cH, double& pshakeX, double& pshakeY) void viewUpdateShake(int& cX, int& cY, int& cZ, binangle& cA, fixedhoriz& cH, double& pshakeX, double& pshakeY)
{ {
int shakeHoriz = 0; auto doEffect = [&](const int& effectType)
int shakeAngle = 0;
int shakeX = 0;
int shakeY = 0;
int shakeZ = 0;
int shakeBobX = 0;
int shakeBobY = 0;
if (gView->flickerEffect)
{ {
int nValue = ClipHigh(gView->flickerEffect * 8, 2000); if (effectType)
shakeHoriz += QRandom2(nValue >> 8);
shakeAngle += QRandom2(nValue >> 8);
shakeX += QRandom2(nValue >> 4);
shakeY += QRandom2(nValue >> 4);
shakeZ += QRandom2(nValue);
shakeBobX += QRandom2(nValue);
shakeBobY += QRandom2(nValue);
}
if (gView->quakeEffect)
{ {
int nValue = ClipHigh(gView->quakeEffect * 8, 2000); int nValue = ClipHigh(effectType * 8, 2000);
shakeHoriz += QRandom2(nValue >> 8); cH += buildfhoriz(QRandom2F(nValue * (1. / 256.)));
shakeAngle += QRandom2(nValue >> 8); cA += buildfang(QRandom2F(nValue * (1. / 256.)));
shakeX += QRandom2(nValue >> 4); cX += QRandom2(nValue >> 4);
shakeY += QRandom2(nValue >> 4); cY += QRandom2(nValue >> 4);
shakeZ += QRandom2(nValue); cZ += QRandom2(nValue);
shakeBobX += QRandom2(nValue); pshakeX += QRandom2F(nValue);
shakeBobY += QRandom2(nValue); pshakeY += QRandom2F(nValue);
} }
cH += buildhoriz(shakeHoriz); };
cA += buildang(shakeAngle);
cX += shakeX;
cY += shakeY;
cZ += shakeZ;
pshakeX += shakeBobX;
pshakeY += shakeBobY;
doEffect(gView->flickerEffect);
doEffect(gView->quakeEffect);
} }
@ -483,7 +463,7 @@ void SetupView(int &cX, int& cY, int& cZ, binangle& cA, fixedhoriz& cH, int& nSe
} }
viewUpdateShake(cX, cY, cZ, cA, cH, shakeX, shakeY); viewUpdateShake(cX, cY, cZ, cA, cH, shakeX, shakeY);
cH += buildhoriz(MulScale(0x40000000 - Cos(gView->tiltEffect << 2), 30, 30)); cH += q16horiz(xs_CRoundToInt(MulScaleF(double(0x40000000) - bcosf(gView->tiltEffect << 2, 16), 30, 14)));
if (gViewPos == 0) if (gViewPos == 0)
{ {
if (cl_viewhbob) if (cl_viewhbob)
@ -495,7 +475,7 @@ void SetupView(int &cX, int& cY, int& cZ, binangle& cA, fixedhoriz& cH, int& nSe
{ {
cZ += bobHeight; cZ += bobHeight;
} }
cZ += xs_CRoundToInt(cH.asq16() / 6553.6); cZ += xs_CRoundToInt(cH.asq16() * (1. / 6553.6));
cameradist = -1; cameradist = -1;
cameraclock = PlayClock + MulScale(4, (int)gInterpolate, 16); cameraclock = PlayClock + MulScale(4, (int)gInterpolate, 16);
} }