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- Duke: fixed camera views glitching when changing their targets.
A nearly typical problem of this code. Not all relevant properties of the camera target were changed at once - there was a two frame discrepancy in which the camera pointed in some undefined direction after the change. Fixes #15
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cef1f8275b
commit
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2 changed files with 26 additions and 6 deletions
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@ -581,17 +581,37 @@ void displayrooms(int snum, double smoothratio)
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if (p->newowner >= 0)
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if (p->newowner >= 0)
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{
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{
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fixed_t oang = hittype[p->newowner].oq16ang;
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fixed_t a = IntToFixed(sprite[p->newowner].ang);
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cang = q16ang(oang + xs_CRoundToInt(fmulscale16(((p->q16ang + dang - oang) & 0x7FFFFFF) - dang, smoothratio)));
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if (p->newowner != p->oldowner)
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{
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p->oldowner = p->newowner;
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hittype[p->newowner].oq16ang = a;
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cang = q16ang(a);
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p->camchangecnt = 3;
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}
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else if (p->camchangecnt > 0)
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{
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hittype[p->newowner].oq16ang = a;
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cang = q16ang(a);
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p->camchangecnt--;
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}
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else
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{
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fixed_t oang = hittype[p->newowner].oq16ang;
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cang = q16ang(oang + xs_CRoundToInt(fmulscale16(((a + dang - oang) & 0x7FFFFFF) - dang, smoothratio)));
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}
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cang = q16ang(a);
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choriz = q16horiz(p->q16horiz + p->q16horizoff);
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choriz = q16horiz(p->q16horiz + p->q16horizoff);
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cposx = p->posx;
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cposx = sprite[p->newowner].pos.x;
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cposy = p->posy;
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cposy = sprite[p->newowner].pos.y;
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cposz = p->posz;
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cposz = sprite[p->newowner].pos.z;
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sect = sprite[p->newowner].sectnum;
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sect = sprite[p->newowner].sectnum;
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smoothratio = MaxSmoothRatio;
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smoothratio = MaxSmoothRatio;
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}
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}
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else if (p->over_shoulder_on == 0)
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else if (p->over_shoulder_on == 0)
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{
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{
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p->camchangecnt = 0;
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p->oldowner = -1;
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if (cl_viewbob) cposz += p->opyoff + xs_CRoundToInt(fmulscale16(p->pyoff - p->opyoff, smoothratio));
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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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}
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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.asbuild(), smoothratio);
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@ -137,7 +137,7 @@ struct player_struct
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short ammo_amount[MAX_WEAPONS], wackedbyactor, frag, fraggedself;
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short ammo_amount[MAX_WEAPONS], wackedbyactor, frag, fraggedself;
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short curr_weapon, last_weapon, tipincs, wantweaponfire;
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short curr_weapon, last_weapon, tipincs, wantweaponfire;
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short holoduke_amount, newowner, hurt_delay, hbomb_hold_delay;
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short holoduke_amount, newowner, oldowner, camchangecnt, hurt_delay, hbomb_hold_delay;
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short jumping_counter, airleft, knee_incs, access_incs;
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short jumping_counter, airleft, knee_incs, access_incs;
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short ftq, access_wallnum, access_spritenum;
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short ftq, access_wallnum, access_spritenum;
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short got_access, weapon_ang, firstaid_amount;
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short got_access, weapon_ang, firstaid_amount;
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