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https://github.com/ZDoom/raze-gles.git
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- use all available precision to render Blood's weapon animations mpre smoothly, instead of throwing it away by needlessly storing it in some integer fields.
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be9402c4e0
commit
8a31e96602
7 changed files with 20 additions and 14 deletions
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@ -106,9 +106,8 @@ void hudDraw(PLAYER *gView, int nSectnum, int defaultHoriz, int bobx, int boby,
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DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_ScaleX, crosshair_scale, DTA_ScaleY, crosshair_scale, DTA_CenterOffsetRel, true,
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DTA_ViewportX, windowxy1.x, DTA_ViewportY, windowxy1.y, DTA_ViewportWidth, windowxy2.x - windowxy1.x + 1, DTA_ViewportHeight, windowxy2.y - windowxy1.y + 1, TAG_DONE);
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}
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// This is dumb. Todo: Preserve full precision here!
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int cX = (bobx >> 8) + 160;
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int cY = (boby >> 8) + 220 + (zDelta >> 7);
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double cX = (bobx / 256.) + 160;
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double cY = (boby / 256.) + 220 + (zDelta / 128.);
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int nShade = sector[nSectnum].floorshade;
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int nPalette = 0;
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if (sector[gView->pSprite->sectnum].extra > 0) {
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@ -52,7 +52,7 @@ struct PLAYER;
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extern QAV* weaponQAV[];
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void WeaponInit(void);
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void WeaponDraw(PLAYER *pPlayer, int a2, int a3, int a4, int a5, int basepal);
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void WeaponDraw(PLAYER *pPlayer, int a2, double a3, double a4, int a5, int basepal);
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void WeaponRaise(PLAYER *pPlayer);
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void WeaponLower(PLAYER *pPlayer);
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char WeaponUpgrade(PLAYER *pPlayer, char newWeapon);
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@ -4793,7 +4793,7 @@ void playerQavSceneProcess(PLAYER* pPlayer, QAVSCENE* pQavScene) {
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}
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}
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void playerQavSceneDraw(PLAYER* pPlayer, int a2, int a3, int a4, int a5, int basepal) {
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void playerQavSceneDraw(PLAYER* pPlayer, int a2, double a3, double a4, int a5, int basepal) {
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if (pPlayer == NULL || pPlayer->sceneQav == -1) return;
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QAVSCENE* pQavScene = &gPlayerCtrl[pPlayer->nPlayer].qavScene;
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@ -4812,8 +4812,8 @@ void playerQavSceneDraw(PLAYER* pPlayer, int a2, int a3, int a4, int a5, int bas
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// draw as weapon
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if (!(pSprite->flags & kModernTypeFlag1)) {
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pQAV->x = a3; pQAV->y = a4;
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pQAV->Draw(&twodpsp, v4, flags, a2, a5, basepal, true);
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pQAV->x = int(a3); pQAV->y = int(a4);
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pQAV->Draw(&twodpsp, a3, a4, v4, flags, a2, a5, basepal, true);
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// draw fullscreen (currently 4:3 only)
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} else {
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@ -314,7 +314,7 @@ void playerDeactivateShrooms(PLAYER* pPlayer);
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QAV* playerQavSceneLoad(int qavId);
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void playerQavSceneProcess(PLAYER* pPlayer, QAVSCENE* pQavScene);
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void playerQavScenePlay(PLAYER* pPlayer);
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void playerQavSceneDraw(PLAYER* pPlayer, int a2, int a3, int a4, int a5, int basepal);
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void playerQavSceneDraw(PLAYER* pPlayer, int a2, double a3, double a4, int a5, int basepal);
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void playerQavSceneReset(PLAYER* pPlayer);
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// ------------------------------------------------------------------------- //
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void callbackUniMissileBurst(int nSprite);
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@ -45,7 +45,7 @@ int qavRegisterClient(void(*pClient)(int, void *))
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return nClients++;
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}
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void DrawFrame(F2DDrawer *twod, int x, int y, TILE_FRAME *pTile, int stat, int shade, int palnum, int basepal, bool to3dview)
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void DrawFrame(F2DDrawer *twod, double x, double y, TILE_FRAME *pTile, int stat, int shade, int palnum, int basepal, bool to3dview)
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{
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stat |= pTile->stat;
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x += pTile->x;
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@ -78,7 +78,7 @@ void DrawFrame(F2DDrawer *twod, int x, int y, TILE_FRAME *pTile, int stat, int s
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}
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}
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void QAV::Draw(F2DDrawer* twod, int ticks, int stat, int shade, int palnum, int basepal, bool to3dview)
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void QAV::Draw(F2DDrawer* twod, double x, double y, int ticks, int stat, int shade, int palnum, int basepal, bool to3dview)
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{
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dassert(ticksPerFrame > 0);
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int nFrame = ticks / ticksPerFrame;
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@ -91,6 +91,12 @@ void QAV::Draw(F2DDrawer* twod, int ticks, int stat, int shade, int palnum, int
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}
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}
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void QAV::Draw(F2DDrawer* twod, int ticks, int stat, int shade, int palnum, int basepal, bool to3dview)
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{
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Draw(twod, x, y, ticks, stat, shade, palnum, basepal, to3dview);
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}
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void QAV::Play(int start, int end, int nCallback, void *pData)
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{
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dassert(ticksPerFrame > 0);
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@ -82,6 +82,7 @@ struct QAV
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char pad3[4]; // 20
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FRAMEINFO frames[1]; // 24
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void Draw(F2DDrawer *twod, int ticks, int stat, int shade, int palnum, int basepal, bool inviewport);
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void Draw(F2DDrawer* twod, double x, double y, int ticks, int stat, int shade, int palnum, int basepal, bool inviewport);
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void Play(int, int, int, void *);
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void Preload(void);
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void Precache(void);
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@ -232,7 +232,7 @@ void WeaponPrecache(void)
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}
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}
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void WeaponDraw(PLAYER *pPlayer, int a2, int a3, int a4, int a5, int basepal)
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void WeaponDraw(PLAYER *pPlayer, int a2, double a3, double a4, int a5, int basepal)
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{
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dassert(pPlayer != NULL);
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if (pPlayer->weaponQav == -1)
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@ -243,8 +243,8 @@ void WeaponDraw(PLAYER *pPlayer, int a2, int a3, int a4, int a5, int basepal)
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v4 = (int)totalclock % pQAV->at10;
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else
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v4 = pQAV->at10 - pPlayer->weaponTimer;
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pQAV->x = a3;
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pQAV->y = a4;
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pQAV->x = int(a3);
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pQAV->y = int(a4);
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int flags = 2;
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int nInv = powerupCheck(pPlayer, kPwUpShadowCloak);
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if (nInv >= 120 * 8 || (nInv != 0 && ((int)totalclock & 32)))
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@ -252,7 +252,7 @@ void WeaponDraw(PLAYER *pPlayer, int a2, int a3, int a4, int a5, int basepal)
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a2 = -128;
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flags |= 1;
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}
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pQAV->Draw(&twodpsp, v4, flags, a2, a5, basepal, true);
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pQAV->Draw(&twodpsp, a3, a4, v4, flags, a2, a5, basepal, true);
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}
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void WeaponPlay(PLAYER *pPlayer)
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