- Blood: Put QAV interpolation code behind a CVAR for now until some final minor issues are resolved.

* Thanks to Dzierzan for testing and the reports.
This commit is contained in:
Mitchell Richters 2021-07-31 10:15:17 +10:00
parent f6c7ed3984
commit a9b75e7e7d
3 changed files with 3 additions and 1 deletions

View file

@ -84,6 +84,7 @@ CVARD(Bool, cl_exhumedoldturn, false, CVAR_ARCHIVE, "enable/disable legacy turni
CVARD(Bool, cl_hudinterpolation, true, CVAR_ARCHIVE, "enable/disable HUD (weapon drawer) interpolation")
CVARD(Bool, cl_bloodvanillarun, true, CVAR_ARCHIVE, "enable/disable Blood's vanilla run mode")
CVARD(Bool, cl_bloodvanillabobbing, true, CVAR_ARCHIVE, "enable/disable Blood's vanilla bobbing while not using vanilla run mode")
CVARD(Bool, cl_bloodhudinterp, false, CVAR_ARCHIVE, "enable/disable Blood's HUD interpolation")
CUSTOM_CVARD(Int, cl_autoaim, 1, CVAR_ARCHIVE|CVAR_USERINFO, "enable/disable weapon autoaim")

View file

@ -29,6 +29,7 @@ EXTERN_CVAR(Bool, cl_exhumedoldturn)
EXTERN_CVAR(Bool, cl_hudinterpolation)
EXTERN_CVAR(Bool, cl_bloodvanillarun)
EXTERN_CVAR(Bool, cl_bloodvanillabobbing)
EXTERN_CVAR(Bool, cl_bloodhudinterp)
EXTERN_CVAR(Bool, demorec_seeds_cvar)
EXTERN_CVAR(Bool, demoplay_diffs)

View file

@ -100,7 +100,7 @@ void QAV::Draw(double x, double y, int ticks, int stat, int shade, int palnum, b
double tileZ;
double tileA;
if (prevTile && cl_hudinterpolation && (nFrames > 1) && (nFrame != oFrame) && (smoothratio != MaxSmoothRatio) && interpolate)
if (cl_bloodhudinterp && prevTile && cl_hudinterpolation && (nFrames > 1) && (nFrame != oFrame) && (smoothratio != MaxSmoothRatio) && interpolate)
{
tileX += interpolatedvaluef(prevTile->x, thisTile->x, smoothratio);
tileY += interpolatedvaluef(prevTile->y, thisTile->y, smoothratio);