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- SW: Create inline function pspPresentRetractScale()
to scale the rate at which weapons present and retract based on the current tile's height vs. the original asset's height.
* Reported to me by @Phredreeke, who had it reported to him from someone else. * The sword in the widescreen assets pack we load by default has a height of 216px vs 136px of the default tile. * Because the game presents and retracts weapons at a set rate, the time it took to swap between the sword and other weapons took ~1.58x longer than the original assets. * This speeds up the present/retract rate based on the loaded asset's height to ensure the weapon switches in the same elapsed time. * This may be extended to other weapons if required but the sword is the only one I'm aware of that has more height. * Confirmed no matter what motion the sword was performing, `psp->picndx` was always 2080 so we shouldn't need a hashtable or anything like this.
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1 changed files with 8 additions and 2 deletions
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@ -745,6 +745,12 @@ inline double pspCosVel(PANEL_SPRITEp const psp, int const ang = INT_MAX)
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return psp->vel * synctics * bcosf(ang == INT_MAX ? psp->ang : ang, -6) * (1. / FRACUNIT);
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}
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inline double pspPresentRetractScale(int const picnum, double const defaultheight)
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{
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double const picheight = tileHeight(picnum);
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return picheight == defaultheight ? 1 : picheight / defaultheight;
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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//
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@ -1009,7 +1015,7 @@ pSwordPresent(PANEL_SPRITEp psp)
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return;
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psp->backupy();
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psp->y -= 3 * synctics;
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psp->y -= 3 * synctics * pspPresentRetractScale(psp->picndx, 136);
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if (psp->y < SWORD_YOFF)
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{
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@ -1239,7 +1245,7 @@ pSwordRetract(PANEL_SPRITEp psp)
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short picnum = psp->picndx;
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psp->backupy();
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psp->y += 3 * synctics;
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psp->y += 3 * synctics * pspPresentRetractScale(picnum, 136);
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if (psp->y >= SWORD_YOFF + tileHeight(picnum))
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{
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