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- use gFrameClock plus interpolation for angles in viewProcessSprites
Both more reliable and precise.
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parent
0fa742f0ca
commit
b19681b50c
1 changed files with 6 additions and 4 deletions
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@ -441,8 +441,10 @@ static void viewApplyDefaultPal(tspritetype *pTSprite, sectortype const *pSector
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}
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}
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void viewProcessSprites(int32_t cX, int32_t cY, int32_t cZ, int32_t cA, int32_t)
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void viewProcessSprites(int32_t cX, int32_t cY, int32_t cZ, int32_t cA, int32_t smoothratio)
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{
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// shift before interpolating to increase precision.
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int myclock = (gFrameClock<<3) + mulscale16(4<<3, smoothratio);
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dassert(spritesortcnt <= kMaxViewSprites);
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gCameraAng = cA;
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int nViewSprites = spritesortcnt;
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@ -559,7 +561,7 @@ void viewProcessSprites(int32_t cX, int32_t cY, int32_t cZ, int32_t cA, int32_t)
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pTSprite->picnum = voxelIndex[pTSprite->picnum];
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if ((picanm[nTile].extra&7) == 7)
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{
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pTSprite->ang = (gameclock<<3)&2047;
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pTSprite->ang = myclock & 2047;
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}
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}
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}
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@ -588,7 +590,7 @@ void viewProcessSprites(int32_t cX, int32_t cY, int32_t cZ, int32_t cA, int32_t)
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int const nVoxel = tiletovox[pTSprite->picnum];
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if (nVoxel != -1 && ((voxrotate[nVoxel>>3]&pow2char[nVoxel&7]) != 0 || (picanm[nRootTile].extra&7) == 7))
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pTSprite->ang = (pTSprite->ang+(gameclock<<3))&2047;
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pTSprite->ang = (pTSprite->ang+myclock)&2047;
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}
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if ((pTSprite->cstat&48) != 48 && hw_models && !(spriteext[nSprite].flags&SPREXT_NOTMD))
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@ -603,7 +605,7 @@ void viewProcessSprites(int32_t cX, int32_t cY, int32_t cZ, int32_t cA, int32_t)
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pTSprite->xoffset += tileLeftOffset(nAnimTile);
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if ((picanm[nRootTile].extra&7) == 7)
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pTSprite->ang = (pTSprite->ang+(gameclock<<3))&2047;
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pTSprite->ang = (pTSprite->ang+myclock)&2047;
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}
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}
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