mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
- Blood: Cut q16ang
/q16look_ang
/q16rotscrnang
over to PlayerAngle struct.
This commit is contained in:
parent
40cb64cdcf
commit
bd68f67460
10 changed files with 84 additions and 75 deletions
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@ -27,6 +27,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "misc.h"
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#include "printf.h"
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#include "v_text.h"
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#include "binaryangle.h"
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BEGIN_BLD_NS
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@ -586,6 +587,16 @@ inline fixed_t interpolateangfix16(fixed_t a, fixed_t b, int c)
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return a+mulscale16(((b-a+0x4000000)&0x7ffffff)-0x4000000, c);
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}
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inline binangle interpolateangbin(uint32_t a, uint32_t b, double c)
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{
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return bamang(xs_CRoundToUInt(a + fmulscale16(b - a, c)));
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}
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inline lookangle interpolateanglook(int32_t a, int32_t b, double c)
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{
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return bamlook(xs_CRoundToUInt(a + fmulscale16(b - a, c)));
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}
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inline char Chance(int a1)
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{
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return wrand() < (a1>>1);
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@ -55,11 +55,11 @@ void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
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// Perform unsynchronised angle/horizon if not dead.
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if (gView->pXSprite->health != 0)
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{
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applylook2(&pPlayer->q16ang, &pPlayer->q16look_ang, &pPlayer->q16rotscrnang, &pPlayer->spin, input.q16avel, &pPlayer->input.actions, scaleAdjust, pPlayer->posture != 0);
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applylook(&pPlayer->angle, input.q16avel, &pPlayer->input.actions, scaleAdjust, pPlayer->posture != 0);
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sethorizon(&pPlayer->horizon.horiz, input.horz, &pPlayer->input.actions, scaleAdjust);
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}
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playerProcessHelpers(&pPlayer->q16ang, &pPlayer->angAdjust, &pPlayer->angTarget, scaleAdjust);
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pPlayer->angle.processhelpers(scaleAdjust);
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pPlayer->horizon.processhelpers(scaleAdjust);
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UpdatePlayerSpriteAngle(pPlayer);
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}
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@ -98,7 +98,7 @@ static void viewBurnTime(int gScale)
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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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{
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double look_anghalf = getHalfLookAng(pView->q16look_ang, gView->q16look_ang, cl_syncinput, smoothratio);
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double look_anghalf = getHalfLookAng(pView->look_ang.asq16(), gView->angle.look_ang.asq16(), cl_syncinput, smoothratio);
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DrawCrosshair(kCrosshairTile, gView->pXSprite->health >> 4, -look_anghalf, 0, 2);
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@ -2113,7 +2113,7 @@ void useTeleportTarget(XSPRITE* pXSource, spritetype* pSprite) {
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if (pXSource->data2 == 1) {
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if (pPlayer) pPlayer->q16ang = IntToFixed(pSource->ang);
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if (pPlayer) pPlayer->angle.ang = buildang(pSource->ang);
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else if (isDude) xsprite[pSprite->extra].goalAng = pSprite->ang = pSource->ang;
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else pSprite->ang = pSource->ang;
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}
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@ -3965,8 +3965,8 @@ bool modernTypeOperateSprite(int nSprite, spritetype* pSprite, XSPRITE* pXSprite
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case 9: // 73 (set player's sprite angle, TO-DO: if tx > 0, take a look on TX ID sprite)
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//data4 is reserved
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if (pXSprite->data4 != 0) break;
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else if (pSprite->flags & kModernTypeFlag1) pPlayer->q16ang = IntToFixed(pSprite->ang);
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else if (valueIsBetween(pXSprite->data2, -kAng360, kAng360)) pPlayer->q16ang = IntToFixed(pXSprite->data2);
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else if (pSprite->flags & kModernTypeFlag1) pPlayer->angle.ang = buildang(pSprite->ang);
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else if (valueIsBetween(pXSprite->data2, -kAng360, kAng360)) pPlayer->angle.ang = buildang(pXSprite->data2);
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break;
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}
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}
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@ -51,7 +51,7 @@ static int osdcmd_warptocoords(CCmdFuncPtr parm)
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if (parm->numparms >= 4)
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{
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pPlayer->q16ang = gView->q16ang = IntToFixed(atoi(parm->parms[3]));
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pPlayer->angle.oang = gView->angle.ang = buildang(atoi(parm->parms[3]));
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}
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if (parm->numparms == 5)
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@ -712,7 +712,7 @@ void playerStart(int nPlayer, int bNewLevel)
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pSprite->z -= bottom - pSprite->z;
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pSprite->pal = 11+(pPlayer->teamId&3);
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pPlayer->angold = pSprite->ang = pStartZone->ang;
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pPlayer->q16ang = IntToFixed(pSprite->ang);
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pPlayer->angle.ang = buildang(pSprite->ang);
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pSprite->type = kDudePlayer1+nPlayer;
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pSprite->clipdist = pDudeInfo->clipdist;
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pSprite->flags = 15;
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@ -733,7 +733,7 @@ void playerStart(int nPlayer, int bNewLevel)
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pPlayer->restTime = 0;
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pPlayer->kickPower = 0;
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pPlayer->laughCount = 0;
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pPlayer->spin = 0;
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pPlayer->angle.spin = buildlook(0);
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pPlayer->posture = 0;
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pPlayer->voodooTarget = -1;
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pPlayer->voodooTargets = 0;
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@ -1312,8 +1312,8 @@ void UpdatePlayerSpriteAngle(PLAYER *pPlayer)
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{
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spritetype *pSprite = pPlayer->pSprite;
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pPlayer->q16ang = (pPlayer->q16ang + IntToFixed(pSprite->ang - pPlayer->angold)) & 0x7FFFFFF;
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pPlayer->angold = pSprite->ang = FixedToInt(pPlayer->q16ang);
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pPlayer->angle.ang += buildang(pSprite->ang - pPlayer->angold);
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pPlayer->angold = pSprite->ang = pPlayer->angle.ang.asbuild();
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}
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//---------------------------------------------------------------------------
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@ -1325,7 +1325,7 @@ void UpdatePlayerSpriteAngle(PLAYER *pPlayer)
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static void resetinputhelpers(PLAYER* pPlayer)
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{
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pPlayer->horizon.resetadjustment();
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pPlayer->angAdjust = 0;
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pPlayer->angle.resetadjustment();
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}
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void ProcessInput(PLAYER *pPlayer)
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@ -1359,7 +1359,7 @@ void ProcessInput(PLAYER *pPlayer)
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{
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fixed_t fraggerAng = gethiq16angle(sprite[pPlayer->fraggerId].x - pSprite->x, sprite[pPlayer->fraggerId].y - pSprite->y);
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pPlayer->angold = pSprite->ang = FixedToInt(fraggerAng);
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playerAddAngle2(&pPlayer->q16ang, &pPlayer->angAdjust, FixedToFloat(getincangleq16(pPlayer->q16ang, fraggerAng)));
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pPlayer->angle.addadjustment(FixedToFloat(getincangleq16(pPlayer->angle.ang.asq16(), fraggerAng)));
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}
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pPlayer->deathTime += 4;
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if (!bSeqStat)
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@ -1445,7 +1445,7 @@ void ProcessInput(PLAYER *pPlayer)
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if (cl_syncinput)
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{
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applylook2(&pPlayer->q16ang, &pPlayer->q16look_ang, &pPlayer->q16rotscrnang, &pPlayer->spin, pInput->q16avel, &pInput->actions, 1, pPlayer->posture != 0);
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applylook(&pPlayer->angle, pInput->q16avel, &pInput->actions, 1, pPlayer->posture != 0);
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UpdatePlayerSpriteAngle(pPlayer);
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}
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@ -86,6 +86,7 @@ struct PLAYER
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DUDEINFO* pDudeInfo;
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InputPacket input;
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PlayerHorizon horizon;
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PlayerAngle angle;
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uint8_t newWeapon;
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int used1; // something related to game checksum
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int weaponQav;
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@ -153,7 +154,6 @@ struct PLAYER
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int restTime;
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int kickPower;
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int laughCount;
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fixed_t spin; // turning around
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bool godMode;
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bool fallScream;
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bool cantJump;
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@ -178,17 +178,10 @@ struct PLAYER
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int pickupEffect;
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bool flashEffect; // if true, reduce pPlayer->visibility counter
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int quakeEffect;
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fixed_t q16ang;
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int angold;
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int player_par;
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int nWaterPal;
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POSTURE pPosture[kModeMax][kPostureMax];
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fixed_t q16look_ang;
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fixed_t q16rotscrnang;
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// Input helper variables.
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double angAdjust;
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fixed_t angTarget;
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};
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struct PROFILE
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@ -57,7 +57,7 @@ static VIEW predictFifo[256];
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void viewInitializePrediction(void)
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{
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predict.at30 = gMe->q16ang;
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predict.at30 = gMe->angle.ang;
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predict.at24 = gMe->horizon.horiz;
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predict.at28 = gMe->horizon.horizoff;
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predict.at2c = gMe->slope;
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@ -75,7 +75,7 @@ void viewInitializePrediction(void)
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predict.at64 = zvel[gMe->pSprite->index];
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predict.at6a = gMe->pXSprite->height;
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predict.at48 = gMe->posture;
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predict.at4c = gMe->spin;
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predict.at4c = gMe->angle.spin;
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predict.at6e = !!(gMe->input.actions & SB_CENTERVIEW);
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memcpy(&predict.at75,&gSpriteHit[gMe->pSprite->extra],sizeof(SPRITEHIT));
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predict.TotalKills = gMe->bobPhase;
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@ -120,8 +120,8 @@ static void fakeProcessInput(PLAYER *pPlayer, InputPacket *pInput)
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predict.at71 = !!(gMe->input.actions & SB_JUMP);
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if (predict.at48 == 1)
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{
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int x = Cos(FixedToInt(predict.at30));
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int y = Sin(FixedToInt(predict.at30));
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int x = Cos(predict.at30.asbuild());
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int y = Sin(predict.at30.asbuild());
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if (pInput->fvel)
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{
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int forward = pInput->fvel;
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@ -145,8 +145,8 @@ static void fakeProcessInput(PLAYER *pPlayer, InputPacket *pInput)
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int speed = 0x10000;
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if (predict.at6a > 0)
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speed -= divscale16(predict.at6a, 0x100);
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int x = Cos(FixedToInt(predict.at30));
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int y = Sin(FixedToInt(predict.at30));
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int x = Cos(predict.at30.asbuild());
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int y = Sin(predict.at30.asbuild());
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if (pInput->fvel)
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{
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int forward = pInput->fvel;
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@ -170,11 +170,11 @@ static void fakeProcessInput(PLAYER *pPlayer, InputPacket *pInput)
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}
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}
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if (pInput->q16avel)
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predict.at30 = (predict.at30+pInput->q16avel)&0x7ffffff;
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predict.at30 = degang(FixedToFloat(pInput->q16avel));
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if (pInput->actions & SB_TURNAROUND)
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if (!predict.at4c)
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predict.at4c = -1024;
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if (predict.at4c < 0)
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if (!predict.at4c.asbuild())
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predict.at4c = buildlook(-1024);
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if (predict.at4c.asbuild() < 0)
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{
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int speed;
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if (predict.at48 == 1)
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@ -182,8 +182,8 @@ static void fakeProcessInput(PLAYER *pPlayer, InputPacket *pInput)
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else
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speed = 128;
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predict.at4c = min(predict.at4c+speed, 0);
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predict.at30 += IntToFixed(speed);
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predict.at4c = buildlook(min(predict.at4c.asbuild()+speed, 0));
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predict.at30 += buildang(speed);
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}
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if (!predict.at71)
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@ -249,8 +249,8 @@ static void fakeProcessInput(PLAYER *pPlayer, InputPacket *pInput)
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if (va && (sector[nSector].floorstat&2) != 0)
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{
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int z1 = getflorzofslope(nSector, predict.at50, predict.at54);
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int x2 = predict.at50+mulscale30(64, Cos(FixedToInt(predict.at30)));
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int y2 = predict.at54+mulscale30(64, Sin(FixedToInt(predict.at30)));
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int x2 = predict.at50+mulscale30(64, Cos(predict.at30.asbuild()));
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int y2 = predict.at54+mulscale30(64, Sin(predict.at30.asbuild()));
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short nSector2 = nSector;
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updatesector(x2, y2, &nSector2);
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if (nSector2 == nSector)
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@ -656,7 +656,7 @@ void viewCorrectPrediction(void)
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#if 0
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spritetype *pSprite = gMe->pSprite;
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VIEW *pView = &predictFifo[(gNetFifoTail-1)&255];
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if (gMe->q16ang != pView->at30 || pView->at24 != gMe->horizon.horiz || pView->at50 != pSprite->x || pView->at54 != pSprite->y || pView->at58 != pSprite->z)
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if (gMe->angle.ang != pView->at30 || pView->at24 != gMe->horizon.horiz || pView->at50 != pSprite->x || pView->at54 != pSprite->y || pView->at58 != pSprite->z)
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{
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viewInitializePrediction();
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predictOld = gPrevView[myconnectindex];
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@ -104,7 +104,7 @@ void viewBackupView(int nPlayer)
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{
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PLAYER *pPlayer = &gPlayer[nPlayer];
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VIEW *pView = &gPrevView[nPlayer];
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pView->at30 = pPlayer->q16ang;
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pView->at30 = pPlayer->angle.ang;
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pView->at50 = pPlayer->pSprite->x;
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pView->at54 = pPlayer->pSprite->y;
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pView->at38 = pPlayer->zView;
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@ -116,8 +116,8 @@ void viewBackupView(int nPlayer)
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pView->atc = pPlayer->bobWidth;
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pView->at18 = pPlayer->swayHeight;
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pView->at1c = pPlayer->swayWidth;
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pView->q16look_ang = pPlayer->q16look_ang;
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pView->q16rotscrnang = pPlayer->q16rotscrnang;
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pView->look_ang = pPlayer->angle.look_ang;
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pView->rotscrnang = pPlayer->angle.rotscrnang;
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}
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void viewCorrectViewOffsets(int nPlayer, vec3_t const *oldpos)
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@ -633,8 +633,9 @@ void viewDrawScreen(bool sceneonly)
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renderSetAspect(v1, yxaspect);
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int cX, cY, cZ, v74, v8c;
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fixed_t cA, q16rotscrnang;
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fixedhoriz q16horizon, q16horizoff;
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lookangle rotscrnang;
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binangle cA;
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fixedhoriz cH, cOff;
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double zDelta, v4c, v48;
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int nSectnum = gView->pSprite->sectnum;
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if (numplayers > 1 && gView == gMe && gPrediction && gMe->pXSprite->health > 0)
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cY = interpolate(predictOld.at54, predict.at54, gInterpolate);
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cZ = interpolate(predictOld.at38, predict.at38, gInterpolate);
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zDelta = finterpolate(predictOld.at34, predict.at34, gInterpolate);
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q16horizoff = q16horiz(interpolate(predictOld.at28.asq16(), predict.at28.asq16(), gInterpolate));
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cOff = q16horiz(interpolate(predictOld.at28.asq16(), predict.at28.asq16(), gInterpolate));
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v74 = interpolate(predictOld.atc, predict.atc, gInterpolate);
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v8c = interpolate(predictOld.at8, predict.at8, gInterpolate);
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v4c = finterpolate(predictOld.at1c, predict.at1c, gInterpolate);
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@ -652,15 +653,17 @@ void viewDrawScreen(bool sceneonly)
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if (!cl_syncinput)
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{
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cA = predict.at30 + predict.q16look_ang;
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q16horizon = predict.at24;
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q16rotscrnang = predict.q16rotscrnang;
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cA = bamang(predict.at30.asbam() + predict.look_ang.asbam());
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cH = predict.at24;
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rotscrnang = predict.rotscrnang;
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}
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else
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{
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cA = interpolateangfix16(predictOld.at30 + predictOld.q16look_ang, predict.at30 + predict.q16look_ang, gInterpolate);
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q16horizon = q16horiz(interpolate(predictOld.at24.asq16(), predict.at24.asq16(), gInterpolate));
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q16rotscrnang = interpolateangfix16(predictOld.q16rotscrnang, predict.q16rotscrnang, gInterpolate);
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uint32_t oang = predictOld.at30.asbam() + predictOld.look_ang.asbam();
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uint32_t ang = predict.at30.asbam() + predict.look_ang.asbam();
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cA = interpolateangbin(oang, ang, gInterpolate);
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cH = q16horiz(interpolate(predictOld.at24.asq16(), predict.at24.asq16(), gInterpolate));
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rotscrnang = interpolateanglook(predictOld.rotscrnang.asbam(), predict.rotscrnang.asbam(), gInterpolate);
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}
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}
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else
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@ -670,7 +673,7 @@ void viewDrawScreen(bool sceneonly)
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cY = interpolate(pView->at54, gView->pSprite->y, gInterpolate);
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cZ = interpolate(pView->at38, gView->zView, gInterpolate);
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zDelta = finterpolate(pView->at34, gView->zWeapon - gView->zView - (12 << 8), gInterpolate);
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q16horizoff = q16horiz(interpolate(pView->at28.asq16(), gView->horizon.horizoff.asq16(), gInterpolate));
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cOff = q16horiz(interpolate(pView->at28.asq16(), gView->horizon.horizoff.asq16(), gInterpolate));
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v74 = interpolate(pView->atc, gView->bobWidth, gInterpolate);
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v8c = interpolate(pView->at8, gView->bobHeight, gInterpolate);
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v4c = finterpolate(pView->at1c, gView->swayWidth, gInterpolate);
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@ -678,35 +681,37 @@ void viewDrawScreen(bool sceneonly)
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if (!cl_syncinput)
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{
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cA = gView->q16ang + gView->q16look_ang;
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q16horizon = gView->horizon.horiz;
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q16rotscrnang = gView->q16rotscrnang;
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cA = bamang(gView->angle.ang.asbam() + gView->angle.look_ang.asbam());
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cH = gView->horizon.horiz;
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rotscrnang = gView->angle.rotscrnang;
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}
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else
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{
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cA = interpolateangfix16(pView->at30 + pView->q16look_ang, gView->q16ang + gView->q16look_ang, gInterpolate);
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q16horizon = q16horiz(interpolate(pView->at24.asq16(), gView->horizon.horiz.asq16(), gInterpolate));
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q16rotscrnang = interpolateangfix16(pView->q16rotscrnang, gView->q16rotscrnang, gInterpolate);
|
||||
uint32_t oang = pView->at30.asbam() + pView->look_ang.asbam();
|
||||
uint32_t ang = gView->angle.ang.asbam() + gView->angle.look_ang.asbam();
|
||||
cA = interpolateangbin(oang, ang, gInterpolate);
|
||||
cH = q16horiz(interpolate(pView->at24.asq16(), gView->horizon.horiz.asq16(), gInterpolate));
|
||||
rotscrnang = interpolateanglook(pView->rotscrnang.asbam(), gView->angle.rotscrnang.asbam(), gInterpolate);
|
||||
}
|
||||
}
|
||||
|
||||
viewUpdateShake();
|
||||
q16horizon += buildhoriz(shakeHoriz);
|
||||
cA += IntToFixed(shakeAngle);
|
||||
cH += buildhoriz(shakeHoriz);
|
||||
cA += buildang(shakeAngle);
|
||||
cX += shakeX;
|
||||
cY += shakeY;
|
||||
cZ += shakeZ;
|
||||
v4c += shakeBobX;
|
||||
v48 += shakeBobY;
|
||||
q16horizon += buildhoriz(mulscale30(0x40000000 - Cos(gView->tiltEffect << 2), 30));
|
||||
cH += buildhoriz(mulscale30(0x40000000 - Cos(gView->tiltEffect << 2), 30));
|
||||
if (gViewPos == 0)
|
||||
{
|
||||
if (cl_viewbob)
|
||||
{
|
||||
if (cl_viewhbob)
|
||||
{
|
||||
cX -= mulscale30(v74, Sin(FixedToInt(cA))) >> 4;
|
||||
cY += mulscale30(v74, Cos(FixedToInt(cA))) >> 4;
|
||||
cX -= mulscale30(v74, Sin(cA.asbuild())) >> 4;
|
||||
cY += mulscale30(v74, Cos(cA.asbuild())) >> 4;
|
||||
}
|
||||
if (cl_viewvbob)
|
||||
{
|
||||
|
@ -715,15 +720,15 @@ void viewDrawScreen(bool sceneonly)
|
|||
}
|
||||
if (cl_slopetilting)
|
||||
{
|
||||
q16horizon += q16horizoff;
|
||||
cH += cOff;
|
||||
}
|
||||
cZ += xs_CRoundToInt(q16horizon.asq16() / 6553.6);
|
||||
cZ += xs_CRoundToInt(cH.asq16() / 6553.6);
|
||||
cameradist = -1;
|
||||
cameraclock = gFrameClock +mulscale16(4, (int)gInterpolate);
|
||||
}
|
||||
else
|
||||
{
|
||||
CalcPosition(gView->pSprite, (int*)&cX, (int*)&cY, (int*)&cZ, &nSectnum, FixedToInt(cA), q16horizon.asq16(), (int)gInterpolate);
|
||||
CalcPosition(gView->pSprite, (int*)&cX, (int*)&cY, (int*)&cZ, &nSectnum, cA.asbuild(), cH.asq16(), (int)gInterpolate);
|
||||
}
|
||||
CheckLink((int*)&cX, (int*)&cY, (int*)&cZ, &nSectnum);
|
||||
int v78 = interpolateang(gScreenTiltO, gScreenTilt, gInterpolate);
|
||||
|
@ -734,7 +739,7 @@ void viewDrawScreen(bool sceneonly)
|
|||
//int tiltcs, tiltdim;
|
||||
uint8_t v4 = powerupCheck(gView, kPwUpCrystalBall) > 0;
|
||||
#ifdef USE_OPENGL
|
||||
renderSetRollAngle(FixedToFloat(q16rotscrnang));
|
||||
renderSetRollAngle(rotscrnang.asbam() / (double)(BAMUNIT));
|
||||
#endif
|
||||
if (v78 || bDelirium)
|
||||
{
|
||||
|
@ -869,7 +874,7 @@ void viewDrawScreen(bool sceneonly)
|
|||
nSprite = nextspritestat[nSprite];
|
||||
}
|
||||
g_visibility = (int32_t)(ClipLow(gVisibility - 32 * gView->visibility - unk, 0));
|
||||
cA = (cA + interpolateangfix16(IntToFixed(deliriumTurnO), IntToFixed(deliriumTurn), gInterpolate)) & 0x7ffffff;
|
||||
cA += q16ang(interpolateangfix16(IntToFixed(deliriumTurnO), IntToFixed(deliriumTurn), gInterpolate));
|
||||
int vfc, vf8;
|
||||
getzsofslope(nSectnum, cX, cY, &vfc, &vf8);
|
||||
if (cZ >= vf8)
|
||||
|
@ -880,13 +885,13 @@ void viewDrawScreen(bool sceneonly)
|
|||
{
|
||||
cZ = vfc + (gLowerLink[nSectnum] >= 0 ? 0 : (8 << 8));
|
||||
}
|
||||
q16horizon = q16horiz(ClipRange(q16horizon.asq16(), gi->playerHorizMin(), gi->playerHorizMax()));
|
||||
cH = q16horiz(ClipRange(cH.asq16(), gi->playerHorizMin(), gi->playerHorizMax()));
|
||||
RORHACK:
|
||||
int ror_status[16];
|
||||
for (int i = 0; i < 16; i++)
|
||||
ror_status[i] = TestBitString(gotpic, 4080 + i);
|
||||
fixed_t deliriumPitchI = interpolate(IntToFixed(deliriumPitchO), IntToFixed(deliriumPitch), gInterpolate);
|
||||
DrawMirrors(cX, cY, cZ, cA, q16horizon.asq16() + deliriumPitchI, gInterpolate, gViewIndex);
|
||||
DrawMirrors(cX, cY, cZ, cA.asq16(), cH.asq16() + deliriumPitchI, gInterpolate, gViewIndex);
|
||||
int bakCstat = gView->pSprite->cstat;
|
||||
if (gViewPos == 0)
|
||||
{
|
||||
|
@ -897,8 +902,8 @@ void viewDrawScreen(bool sceneonly)
|
|||
gView->pSprite->cstat |= 514;
|
||||
}
|
||||
|
||||
renderDrawRoomsQ16(cX, cY, cZ, cA, q16horizon.asq16() + deliriumPitchI, nSectnum);
|
||||
viewProcessSprites(cX, cY, cZ, FixedToInt(cA), gInterpolate);
|
||||
renderDrawRoomsQ16(cX, cY, cZ, cA.asq16(), cH.asq16() + deliriumPitchI, nSectnum);
|
||||
viewProcessSprites(cX, cY, cZ, cA.asbuild(), gInterpolate);
|
||||
bool do_ror_hack = false;
|
||||
for (int i = 0; i < 16; i++)
|
||||
if (ror_status[i] != TestBitString(gotpic, 4080 + i))
|
||||
|
@ -955,7 +960,7 @@ void viewDrawScreen(bool sceneonly)
|
|||
int v8 = byte_1CE5C2 > 0 && (sector[tmpSect].ceilingstat & 1);
|
||||
if (gWeather.at12d8 > 0 || v8)
|
||||
{
|
||||
gWeather.Draw(cX, cY, cZ, cA, q16horizon.asq16() + deliriumPitch, gWeather.at12d8);
|
||||
gWeather.Draw(cX, cY, cZ, cA.asq16(), cH.asq16() + deliriumPitch, gWeather.at12d8);
|
||||
if (v8)
|
||||
{
|
||||
gWeather.at12d8 = ClipRange(delta * 8 + gWeather.at12d8, 0, 4095);
|
||||
|
|
|
@ -42,14 +42,14 @@ struct VIEW {
|
|||
fixedhoriz at24; // horiz
|
||||
fixedhoriz at28; // horizoff
|
||||
int at2c;
|
||||
fixed_t at30; // angle
|
||||
binangle at30; // angle
|
||||
int at34; // weapon z
|
||||
int at38; // view z
|
||||
int at3c;
|
||||
int at40;
|
||||
int at44;
|
||||
int at48; // posture
|
||||
int at4c; // spin
|
||||
lookangle at4c; // spin
|
||||
int at50; // x
|
||||
int at54; // y
|
||||
int at58; // z
|
||||
|
@ -65,8 +65,8 @@ struct VIEW {
|
|||
char at72; // underwater
|
||||
short at73; // sprite flags
|
||||
SPRITEHIT at75;
|
||||
fixed_t q16look_ang;
|
||||
fixed_t q16rotscrnang;
|
||||
lookangle look_ang;
|
||||
lookangle rotscrnang;
|
||||
};
|
||||
|
||||
extern VIEW gPrevView[kMaxPlayers];
|
||||
|
|
Loading…
Reference in a new issue