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- Blood: Revert "- Blood: Ensure looped QAVs interpolate using last frame in the array."
This commit is contained in:
parent
916241dcdb
commit
5bfdd74844
5 changed files with 12 additions and 14 deletions
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@ -46,16 +46,14 @@ public:
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int lastTick;
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int lastTick;
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bool bWideScreen;
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bool bWideScreen;
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bool bClearBackground;
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bool bClearBackground;
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bool bLooped;
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CGameMenuItemQAV(int, int, const char*, bool widescreen = false, bool clearbackground = false);
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CGameMenuItemQAV(int, int, const char*, bool widescreen = false, bool clearbackground = false, bool looped = false);
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void Draw(void);
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void Draw(void);
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};
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};
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CGameMenuItemQAV::CGameMenuItemQAV(int a3, int a4, const char* name, bool widescreen, bool clearbackground, bool looped)
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CGameMenuItemQAV::CGameMenuItemQAV(int a3, int a4, const char* name, bool widescreen, bool clearbackground)
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{
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{
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bWideScreen = widescreen;
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bWideScreen = widescreen;
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bClearBackground = clearbackground;
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bClearBackground = clearbackground;
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bLooped = looped;
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if (name)
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if (name)
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{
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{
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@ -96,13 +94,13 @@ void CGameMenuItemQAV::Draw(void)
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int backX = data->x;
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int backX = data->x;
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for (int i = 0; i < nCount; i++)
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for (int i = 0; i < nCount; i++)
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{
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{
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data->Draw(currentDuration, 10 + kQavOrientationLeft, 0, 0, false, smoothratio, bLooped);
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data->Draw(currentDuration, 10 + kQavOrientationLeft, 0, 0, false, smoothratio);
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data->x += 320;
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data->x += 320;
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}
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}
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data->x = backX;
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data->x = backX;
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}
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}
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else
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else
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data->Draw(currentDuration, 10, 0, 0, false, smoothratio, bLooped);
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data->Draw(currentDuration, 10, 0, 0, false, smoothratio);
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}
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}
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}
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}
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@ -137,7 +135,7 @@ void UpdateNetworkMenus(void)
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void GameInterface::MenuOpened()
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void GameInterface::MenuOpened()
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{
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{
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itemBloodQAV.reset(new CGameMenuItemQAV(160, 100, "BDRIP.QAV", true, false, true));
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itemBloodQAV.reset(new CGameMenuItemQAV(160, 100, "BDRIP.QAV", true));
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}
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}
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void GameInterface::MenuClosed()
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void GameInterface::MenuClosed()
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@ -6205,13 +6205,13 @@ void playerQavSceneDraw(PLAYER* pPlayer, int a2, double a3, double a4, int a5) {
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if (!(pSprite->flags & kModernTypeFlag1)) {
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if (!(pSprite->flags & kModernTypeFlag1)) {
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pQAV->x = int(a3); pQAV->y = int(a4);
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pQAV->x = int(a3); pQAV->y = int(a4);
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pQAV->Draw(a3, a4, v4, flags, a2, a5, true, smoothratio, pPlayer->qavLoop);
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pQAV->Draw(a3, a4, v4, flags, a2, a5, true, smoothratio);
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// draw fullscreen (currently 4:3 only)
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// draw fullscreen (currently 4:3 only)
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} else {
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} else {
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// What an awful hack. This throws proper ordering out of the window, but there is no way to reproduce this better with strict layering of elements.
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// What an awful hack. This throws proper ordering out of the window, but there is no way to reproduce this better with strict layering of elements.
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// From the above commit it seems to be incomplete anyway...
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// From the above commit it seems to be incomplete anyway...
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pQAV->Draw(v4, flags, a2, a5, false, smoothratio, pPlayer->qavLoop);
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pQAV->Draw(v4, flags, a2, a5, false, smoothratio);
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}
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}
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}
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}
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@ -139,7 +139,7 @@ void DrawFrame(double x, double y, double z, double a, TILE_FRAME *pTile, int st
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}
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}
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}
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}
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void QAV::Draw(double x, double y, int ticks, int stat, int shade, int palnum, bool to3dview, double const smoothratio, bool const looped)
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void QAV::Draw(double x, double y, int ticks, int stat, int shade, int palnum, bool to3dview, double const smoothratio)
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{
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{
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assert(ticksPerFrame > 0);
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assert(ticksPerFrame > 0);
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@ -148,7 +148,7 @@ void QAV::Draw(double x, double y, int ticks, int stat, int shade, int palnum, b
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auto const nFrame = clamp(ticks / ticksPerFrame, 0, nFrames - 1);
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auto const nFrame = clamp(ticks / ticksPerFrame, 0, nFrames - 1);
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FRAMEINFO* const thisFrame = &frames[nFrame];
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FRAMEINFO* const thisFrame = &frames[nFrame];
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auto const oFrame = clamp((nFrame == 0 && (looped || interpdata && (interpdata->flags & kQAVIsLoopable)) ? nFrames : nFrame) - 1, 0, nFrames - 1);
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auto const oFrame = clamp((nFrame == 0 && (interpdata && (interpdata->flags & kQAVIsLoopable)) ? nFrames : nFrame) - 1, 0, nFrames - 1);
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FRAMEINFO* const prevFrame = &frames[oFrame];
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FRAMEINFO* const prevFrame = &frames[oFrame];
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bool const interpolate = interpdata && cl_hudinterpolation && cl_bloodqavinterp && (nFrames > 1) && (nFrame != oFrame) && (smoothratio != MaxSmoothRatio);
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bool const interpolate = interpdata && cl_hudinterpolation && cl_bloodqavinterp && (nFrames > 1) && (nFrame != oFrame) && (smoothratio != MaxSmoothRatio);
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@ -232,8 +232,8 @@ struct QAV
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char pad3[2]; // 20
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char pad3[2]; // 20
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unsigned short res_id;
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unsigned short res_id;
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FRAMEINFO frames[1]; // 24
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FRAMEINFO frames[1]; // 24
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void Draw(double x, double y, int ticks, int stat, int shade, int palnum, bool to3dview, double const smoothratio = 65536, bool const looped = false);
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void Draw(double x, double y, int ticks, int stat, int shade, int palnum, bool to3dview, double const smoothratio = 65536);
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void Draw(int ticks, int stat, int shade, int palnum, bool to3dview, double const smoothratio = 65536, bool const looped = false) { Draw(x, y, ticks, stat, shade, palnum, to3dview, smoothratio, looped); }
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void Draw(int ticks, int stat, int shade, int palnum, bool to3dview, double const smoothratio = 65536) { Draw(x, y, ticks, stat, shade, palnum, to3dview, smoothratio); }
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void Play(int, int, int, void *);
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void Play(int, int, int, void *);
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void Precache(int palette = 0);
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void Precache(int palette = 0);
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};
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};
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@ -264,7 +264,7 @@ void WeaponDraw(PLAYER *pPlayer, int shade, double xpos, double ypos, int palnum
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shade = -128;
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shade = -128;
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flags |= 1;
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flags |= 1;
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}
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}
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pQAV->Draw(xpos, ypos, duration, flags, shade, palnum, true, smoothratio, pPlayer->qavLoop);
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pQAV->Draw(xpos, ypos, duration, flags, shade, palnum, true, smoothratio);
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}
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}
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void WeaponPlay(PLAYER *pPlayer)
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void WeaponPlay(PLAYER *pPlayer)
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