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- Blood/Duke/SW: Smooth out player's zpos adjustment while in 3rd person view.
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commit
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5 changed files with 13 additions and 13 deletions
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@ -716,7 +716,7 @@ void viewDrawScreen(bool sceneonly)
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{
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q16horiz += q16slopehoriz;
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}
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cZ += (FixedToInt(q16horiz) - 100) * 10;
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cZ += xs_CRoundToInt((q16horiz - IntToFixed(100)) / 6553.6);
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cameradist = -1;
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cameraclock = gFrameClock +mulscale16(4, (int)gInterpolate);
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}
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@ -116,7 +116,7 @@ void playerLookUp(int snum, ESyncBits actions);
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void playerLookDown(int snum, ESyncBits actions);
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void playerAimUp(int snum, ESyncBits actions);
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void playerAimDown(int snum, ESyncBits actions);
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bool view(struct player_struct* pp, int* vx, int* vy, int* vz, short* vsectnum, int ang, int horiz, double smoothratio);
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bool view(struct player_struct* pp, int* vx, int* vy, int* vz, short* vsectnum, int ang, fixed_t q16horiz, double smoothratio);
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void tracers(int x1, int y1, int z1, int x2, int y2, int z2, int n);
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int hits(int i);
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int hitasprite(int i, short* hitsp);
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@ -1086,7 +1086,7 @@ int haskey(int sect, int snum)
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//
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//---------------------------------------------------------------------------
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bool view(struct player_struct* pp, int* vx, int* vy, int* vz, short* vsectnum, int ang, int horiz, double smoothratio)
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bool view(struct player_struct* pp, int* vx, int* vy, int* vz, short* vsectnum, int ang, fixed_t q16horiz, double smoothratio)
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{
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spritetype* sp;
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int i, nx, ny, nz, hx, hy, hitx, hity, hitz;
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@ -1094,7 +1094,7 @@ bool view(struct player_struct* pp, int* vx, int* vy, int* vz, short* vsectnum,
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nx = (sintable[(ang + 1536) & 2047] >> 4);
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ny = (sintable[(ang + 1024) & 2047] >> 4);
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nz = (horiz - 100) * 128;
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nz = (q16horiz - IntToFixed(100)) >> 9;
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sp = &sprite[pp->i];
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@ -604,7 +604,7 @@ void displayrooms(int snum, double smoothratio)
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{
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if (cl_viewbob) cposz += p->opyoff + xs_CRoundToInt(fmulscale16(p->pyoff - p->opyoff, smoothratio));
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}
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else view(p, &cposx, &cposy, &cposz, §, cang.asbuild(), choriz.asbuild(), smoothratio);
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else view(p, &cposx, &cposy, &cposz, §, cang.asbuild(), choriz.asq16(), smoothratio);
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// do screen rotation.
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renderSetRollAngle(FixedToInt(q16rotscrnang));
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@ -942,7 +942,7 @@ post_analyzesprites(void)
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void
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BackView(int *nx, int *ny, int *nz, short *vsect, fixed_t *nq16ang, short horiz)
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BackView(int *nx, int *ny, int *nz, short *vsect, fixed_t *nq16ang, fixed_t q16horiz)
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{
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vec3_t n = { *nx, *ny, *nz };
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SPRITEp sp;
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@ -959,7 +959,7 @@ BackView(int *nx, int *ny, int *nz, short *vsect, fixed_t *nq16ang, short horiz)
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// Calculate the vector (nx,ny,nz) to shoot backwards
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vx = (sintable[NORM_ANGLE(ang + 1536)] >> 3);
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vy = (sintable[NORM_ANGLE(ang + 1024)] >> 3);
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vz = (horiz - 100) * 256L;
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vz = (q16horiz - IntToFixed(100)) >> 8;
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// Player sprite of current view
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sp = &sprite[pp->PlayerSprite];
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@ -1016,7 +1016,7 @@ BackView(int *nx, int *ny, int *nz, short *vsect, fixed_t *nq16ang, short horiz)
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flag_backup = hsp->cstat;
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RESET(hsp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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ASSERT(*vsect >= 0 && *vsect < MAXSECTORS);
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BackView(nx, ny, nz, vsect, nq16ang, horiz);
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BackView(nx, ny, nz, vsect, nq16ang, q16horiz);
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hsp->cstat = flag_backup;
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return;
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}
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@ -1061,7 +1061,7 @@ BackView(int *nx, int *ny, int *nz, short *vsect, fixed_t *nq16ang, short horiz)
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}
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void
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CircleCamera(int *nx, int *ny, int *nz, short *vsect, int *nq16ang, short horiz)
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CircleCamera(int *nx, int *ny, int *nz, short *vsect, int *nq16ang, fixed_t q16horiz)
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{
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vec3_t n = { *nx, *ny, *nz };
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SPRITEp sp;
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@ -1081,7 +1081,7 @@ CircleCamera(int *nx, int *ny, int *nz, short *vsect, int *nq16ang, short horiz)
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vx += DIV2(vx);
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vy += DIV2(vy);
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vz = (horiz - 100) * 256;
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vz = (q16horiz - IntToFixed(100)) >> 8;
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// Player sprite of current view
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sp = &sprite[pp->PlayerSprite];
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@ -1137,7 +1137,7 @@ CircleCamera(int *nx, int *ny, int *nz, short *vsect, int *nq16ang, short horiz)
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flag_backup = hsp->cstat;
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RESET(hsp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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CircleCamera(nx, ny, nz, vsect, nq16ang, horiz);
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CircleCamera(nx, ny, nz, vsect, nq16ang, q16horiz);
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hsp->cstat = flag_backup;
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return;
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}
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@ -1307,7 +1307,7 @@ void CameraView(PLAYERp pp, int *tx, int *ty, int *tz, short *tsectnum, fixed_t
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{
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case 1:
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pp->last_camera_sp = sp;
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CircleCamera(tx, ty, tz, tsectnum, tq16ang, 100);
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CircleCamera(tx, ty, tz, tsectnum, tq16ang, IntToFixed(100));
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found_camera = true;
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break;
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@ -1719,7 +1719,7 @@ drawscreen(PLAYERp pp, double smoothratio)
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if (TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE))
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{
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BackView(&tx, &ty, &tz, &tsectnum, &tq16ang, FixedToInt(tq16horiz));
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BackView(&tx, &ty, &tz, &tsectnum, &tq16ang, tq16horiz);
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}
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else
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{
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