mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-25 11:10:47 +00:00
Revert "- Blood: Use more precision for flicker, quake and tilt effects."
This reverts commit 3c09f41b43
.
* Fixes #554.
This commit is contained in:
parent
5267c1aea6
commit
5732ea0233
2 changed files with 37 additions and 22 deletions
|
@ -561,11 +561,6 @@ 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)
|
||||||
{
|
{
|
||||||
|
|
|
@ -359,23 +359,43 @@ 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)
|
||||||
{
|
{
|
||||||
auto doEffect = [&](const int& effectType)
|
int shakeHoriz = 0;
|
||||||
|
int shakeAngle = 0;
|
||||||
|
int shakeX = 0;
|
||||||
|
int shakeY = 0;
|
||||||
|
int shakeZ = 0;
|
||||||
|
int shakeBobX = 0;
|
||||||
|
int shakeBobY = 0;
|
||||||
|
if (gView->flickerEffect)
|
||||||
{
|
{
|
||||||
if (effectType)
|
int nValue = ClipHigh(gView->flickerEffect * 8, 2000);
|
||||||
{
|
shakeHoriz += QRandom2(nValue >> 8);
|
||||||
int nValue = ClipHigh(effectType * 8, 2000);
|
shakeAngle += QRandom2(nValue >> 8);
|
||||||
cH += buildfhoriz(QRandom2F(nValue * (1. / 256.)));
|
shakeX += QRandom2(nValue >> 4);
|
||||||
cA += buildfang(QRandom2F(nValue * (1. / 256.)));
|
shakeY += QRandom2(nValue >> 4);
|
||||||
cX += QRandom2(nValue >> 4);
|
shakeZ += QRandom2(nValue);
|
||||||
cY += QRandom2(nValue >> 4);
|
shakeBobX += QRandom2(nValue);
|
||||||
cZ += QRandom2(nValue);
|
shakeBobY += QRandom2(nValue);
|
||||||
pshakeX += QRandom2F(nValue);
|
}
|
||||||
pshakeY += QRandom2F(nValue);
|
if (gView->quakeEffect)
|
||||||
}
|
{
|
||||||
};
|
int nValue = ClipHigh(gView->quakeEffect * 8, 2000);
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
cH += buildhoriz(shakeHoriz);
|
||||||
|
cA += buildang(shakeAngle);
|
||||||
|
cX += shakeX;
|
||||||
|
cY += shakeY;
|
||||||
|
cZ += shakeZ;
|
||||||
|
pshakeX += shakeBobX;
|
||||||
|
pshakeY += shakeBobY;
|
||||||
|
|
||||||
doEffect(gView->flickerEffect);
|
|
||||||
doEffect(gView->quakeEffect);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -463,7 +483,7 @@ 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 += q16horiz(xs_CRoundToInt(MulScaleF(double(0x40000000) - bcosf(gView->tiltEffect << 2, 16), 30, 14)));
|
cH += buildhoriz(MulScale(0x40000000 - Cos(gView->tiltEffect << 2), 30, 30));
|
||||||
if (gViewPos == 0)
|
if (gViewPos == 0)
|
||||||
{
|
{
|
||||||
if (cl_viewhbob)
|
if (cl_viewhbob)
|
||||||
|
@ -475,7 +495,7 @@ void SetupView(int &cX, int& cY, int& cZ, binangle& cA, fixedhoriz& cH, int& nSe
|
||||||
{
|
{
|
||||||
cZ += bobHeight;
|
cZ += bobHeight;
|
||||||
}
|
}
|
||||||
cZ += xs_CRoundToInt(cH.asq16() * (1. / 6553.6));
|
cZ += xs_CRoundToInt(cH.asq16() / 6553.6);
|
||||||
cameradist = -1;
|
cameradist = -1;
|
||||||
cameraclock = PlayClock + MulScale(4, (int)gInterpolate, 16);
|
cameraclock = PlayClock + MulScale(4, (int)gInterpolate, 16);
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue