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Interpolate eye level
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parent
590a165e16
commit
aff6ef67c0
3 changed files with 7 additions and 5 deletions
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@ -109,7 +109,7 @@ short nPlayerViewSect[kMaxPlayers];
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short nPlayerFloorSprite[kMaxPlayers];
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PlayerSave sPlayerSave[kMaxPlayers];
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int totalvel[kMaxPlayers] = { 0 };
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int16_t eyelevel[kMaxPlayers];
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int16_t eyelevel[kMaxPlayers], oeyelevel[kMaxPlayers];
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short nNetStartSprite[kMaxPlayers] = { 0 };
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short nStandHeight;
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@ -770,7 +770,7 @@ void RestartPlayer(short nPlayer)
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}
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nPlayerGrenade[nPlayer] = -1;
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eyelevel[nPlayer] = -14080;
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oeyelevel[nPlayer] = eyelevel[nPlayer] = -14080;
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dVertPan[nPlayer] = 0;
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nTemperature[nPlayer] = 0;
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@ -881,7 +881,7 @@ void StartDeathSeq(int nPlayer, int nVal)
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StopFiringWeapon(nPlayer);
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PlayerList[nPlayer].q16ohoriz = PlayerList[nPlayer].q16horiz = nVertPan[nPlayer] = F16(92);
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eyelevel[nPlayer] = -14080;
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oeyelevel[nPlayer] = eyelevel[nPlayer] = -14080;
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nPlayerInvisible[nPlayer] = 0;
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dVertPan[nPlayer] = 15;
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@ -1050,6 +1050,7 @@ void FuncPlayer(int pA, int nDamage, int nRun)
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PlayerList[nPlayer].opos = sprite[nPlayerSprite].pos;
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PlayerList[nPlayer].q16oangle = PlayerList[nPlayer].q16angle;
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PlayerList[nPlayer].q16ohoriz = PlayerList[nPlayer].q16horiz;
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oeyelevel[nPlayer] = eyelevel[nPlayer];
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switch (nMessage)
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{
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@ -89,7 +89,7 @@ extern short nPlayerClip[];
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extern short bobangle;
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extern int totalvel[];
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extern short eyelevel[];
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extern int16_t eyelevel[], oeyelevel[];
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extern short nNetStartSprite[kMaxPlayers];
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extern short nNetStartSprites;
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@ -406,7 +406,8 @@ void DrawView(int smoothRatio)
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{
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playerX = interpolate16(PlayerList[nLocalPlayer].opos.x, sprite[nPlayerSprite].x, smoothRatio);
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playerY = interpolate16(PlayerList[nLocalPlayer].opos.y, sprite[nPlayerSprite].y, smoothRatio);
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playerZ = interpolate16(PlayerList[nLocalPlayer].opos.z, sprite[nPlayerSprite].z, smoothRatio) + eyelevel[nLocalPlayer];
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playerZ = interpolate16(PlayerList[nLocalPlayer].opos.z, sprite[nPlayerSprite].z, smoothRatio)
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+ interpolate16(oeyelevel[nLocalPlayer], eyelevel[nLocalPlayer], smoothRatio);
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nSector = nPlayerViewSect[nLocalPlayer];
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nAngle = q16angle_interpolate16(PlayerList[nLocalPlayer].q16oangle, PlayerList[nLocalPlayer].q16angle, smoothRatio);
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