mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 14:52:01 +00:00
- gamecontrol.h: Move getHalfLookAng()
into PlayerAngle
struct as look_anghalf()
.
* Uses internal struct variables at full BAM precision.
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parent
aac4fcefa2
commit
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12 changed files with 23 additions and 24 deletions
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@ -95,9 +95,9 @@ static void viewBurnTime(int gScale)
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}
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void hudDraw(PLAYER *gView, VIEW *pView, int nSectnum, double bobx, double boby, double zDelta, int basepal, double smoothratio)
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void hudDraw(PLAYER *gView, int nSectnum, double bobx, double boby, double zDelta, int basepal, double smoothratio)
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{
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double look_anghalf = getHalfLookAng(pView->look_ang.asq16(), gView->angle.look_ang.asq16(), cl_syncinput, smoothratio);
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double look_anghalf = gView->angle.look_anghalf(smoothratio);
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DrawCrosshair(kCrosshairTile, gView->pXSprite->health >> 4, -look_anghalf, 0, 2);
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@ -972,7 +972,7 @@ void viewDrawScreen(bool sceneonly)
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}
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}
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#endif
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hudDraw(gView, &gPrevView[gViewIndex], nSectnum, v4c, v48, zDelta, basepal, gInterpolate);
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hudDraw(gView, nSectnum, v4c, v48, zDelta, basepal, gInterpolate);
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}
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UpdateDacs(0, true); // keep the view palette active only for the actual 3D view and its overlays.
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if (automapMode != am_off)
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@ -141,7 +141,7 @@ extern LOCATION gPrevSpriteLoc[kMaxSprites];
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extern int gLastPal;
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extern double gInterpolate;
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void hudDraw(PLAYER* gView, VIEW *pView, int nSectnum, double bobx, double boby, double zDelta, int basepal, double smoothratio);
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void hudDraw(PLAYER* gView, int nSectnum, double bobx, double boby, double zDelta, int basepal, double smoothratio);
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void viewInitializePrediction(void);
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void viewUpdatePrediction(InputPacket *pInput);
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void viewCorrectPrediction(void);
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@ -226,14 +226,3 @@ extern int chatmodeon;
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extern bool sendPause;
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extern int lastTic;
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//---------------------------------------------------------------------------
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//
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// Return half player's q16look_ang directly or interpolated as required.
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//
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//---------------------------------------------------------------------------
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inline double getHalfLookAng(fixed_t const oq16look_ang, fixed_t const q16look_ang, bool interpolate, double smoothratio)
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{
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return (!interpolate ? q16look_ang : oq16look_ang + fmulscale16(q16look_ang - oq16look_ang, smoothratio)) * (0.5 / FRACUNIT);
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}
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@ -246,11 +246,22 @@ struct PlayerAngle
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return bamang(prev + xs_CRoundToUInt(ratio * (((curr + dang - prev) & 0xFFFFFFFF) - dang)));
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}
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lookangle interpolatedlookang(double const smoothratio)
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{
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double const ratio = smoothratio * (1. / FRACUNIT);
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return bamlook(olook_ang.asbam() + xs_CRoundToInt(ratio * (look_ang - olook_ang).asbam()));
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}
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lookangle interpolatedrotscrn(double const smoothratio)
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{
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double const ratio = smoothratio * (1. / FRACUNIT);
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return bamlook(orotscrnang.asbam() + xs_CRoundToInt(ratio * (rotscrnang - orotscrnang).asbam()));
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}
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double look_anghalf(double const smoothratio)
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{
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return (!cl_syncinput ? look_ang : interpolatedlookang(smoothratio)).asbam() * (0.5 / BAMUNIT); // Used within draw code for weapon and crosshair when looking left/right.
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}
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};
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class FSerializer;
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@ -90,11 +90,10 @@ void GameInterface::Render()
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}
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double const smoothratio = calc_smoothratio();
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double const look_anghalf = getHalfLookAng(PlayerList[nLocalPlayer].angle.olook_ang.asq16(), PlayerList[nLocalPlayer].angle.look_ang.asq16(), cl_syncinput, smoothratio);
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DrawView(smoothratio);
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DrawStatusBar();
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DrawCrosshair(MAXTILES, PlayerList[nLocalPlayer].nHealth >> 3, -look_anghalf, 0, 1);
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DrawCrosshair(MAXTILES, PlayerList[nLocalPlayer].nHealth >> 3, -PlayerList[nLocalPlayer].angle.look_anghalf(smoothratio), 0, 1);
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if (paused && !M_Active())
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{
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@ -983,7 +983,7 @@ void DrawWeapons(double smooth)
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nShade = sprite[PlayerList[nLocalPlayer].nSprite].shade;
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}
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double const look_anghalf = getHalfLookAng(PlayerList[nLocalPlayer].angle.olook_ang.asq16(), PlayerList[nLocalPlayer].angle.look_ang.asq16(), cl_syncinput, smooth);
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double const look_anghalf = PlayerList[nLocalPlayer].angle.look_anghalf(smooth);
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double const looking_arc = fabs(look_anghalf) / 4.5;
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xOffset -= look_anghalf;
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@ -301,7 +301,7 @@ void drawoverlays(double smoothratio)
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if (ps[myconnectindex].newOwner == nullptr && ud.cameraactor == nullptr)
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{
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DrawCrosshair(TILE_CROSSHAIR, ps[screenpeek].last_extra, -getHalfLookAng(pp->angle.olook_ang.asq16(), pp->angle.look_ang.asq16(), cl_syncinput, smoothratio), pp->over_shoulder_on ? 2.5 : 0, isRR() ? 0.5 : 1);
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DrawCrosshair(TILE_CROSSHAIR, ps[screenpeek].last_extra, -pp->angle.look_anghalf(smoothratio), pp->over_shoulder_on ? 2.5 : 0, isRR() ? 0.5 : 1);
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}
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if (paused == 2)
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@ -282,7 +282,7 @@ void displayweapon_d(int snum, double smoothratio)
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o = 0;
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horiz16th = get16thOfHoriz(snum, cl_syncinput, smoothratio);
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look_anghalf = getHalfLookAng(p->angle.olook_ang.asq16(), p->angle.look_ang.asq16(), cl_syncinput, smoothratio);
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look_anghalf = p->angle.look_anghalf(smoothratio);
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looking_arc = fabs(look_anghalf) / 4.5;
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weapon_sway = p->oweapon_sway + fmulscale16(p->weapon_sway - p->oweapon_sway, smoothratio);
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kickback_pic = p->okickback_pic + fmulscale16(*kb - p->okickback_pic, smoothratio);
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@ -125,7 +125,7 @@ void displayweapon_r(int snum, double smoothratio)
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o = 0;
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look_anghalf = getHalfLookAng(p->angle.olook_ang.asq16(), p->angle.look_ang.asq16(), cl_syncinput, smoothratio);
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look_anghalf = p->angle.look_anghalf(smoothratio);
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looking_arc = fabs(look_anghalf) / 4.5;
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weapon_sway = p->oweapon_sway + fmulscale16((p->weapon_sway - p->oweapon_sway), smoothratio);
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TiltStatus = !cl_syncinput ? p->TiltStatus : p->oTiltStatus + fmulscale16((p->TiltStatus - p->oTiltStatus), smoothratio);
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@ -1259,7 +1259,7 @@ void DrawCrosshair(PLAYERp pp)
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if (!(CameraTestMode))
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{
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USERp u = User[pp->PlayerSprite];
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::DrawCrosshair(2326, u->Health, -getHalfLookAng(pp->angle.olook_ang.asq16(), pp->angle.look_ang.asq16(), cl_syncinput, smoothratio), TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE) ? 5 : 0, 2, shadeToLight(10));
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::DrawCrosshair(2326, u->Health, -pp->angle.look_anghalf(smoothratio), TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE) ? 5 : 0, 2, shadeToLight(10));
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}
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}
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@ -6929,8 +6929,8 @@ pDisplaySprites(PLAYERp pp, double smoothratio)
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short ang;
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int flags;
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double look_anghalf = getHalfLookAng(pp->angle.olook_ang.asq16(), pp->angle.look_ang.asq16(), cl_syncinput, smoothratio);
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double looking_arc = fabs(look_anghalf) / 4.5;
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double const look_anghalf = pp->angle.look_anghalf(smoothratio);
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double const looking_arc = fabs(look_anghalf) / 4.5;
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TRAVERSE(&pp->PanelSpriteList, psp, next)
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{
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