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Revert "- SW: Attempt at making vehicle movement work nicely while uninterpolated."
This reverts commit 28a3ef131f
.
I mostly added this to visualise an attempt at how I've attempted to make the vehicles work with unsynchronised input. I don't wish for this to be committed to the main branch as it's a net negative.
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2ffb6a3580
commit
be6e0d87d7
2 changed files with 10 additions and 23 deletions
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@ -191,11 +191,6 @@ void so_setinterpolationtics(SECTOR_OBJECTp sop, int16_t locktics)
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interp->lasttic = locktics;
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}
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static inline bool so_nointerpolations(short track)
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{
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return !cl_syncinput && (track >= SO_TURRET_MGUN && track <= SO_VEHICLE);
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}
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void so_updateinterpolations(void) // Stick at beginning of domovethings
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{
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int32_t i;
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@ -207,7 +202,8 @@ void so_updateinterpolations(void) // Stick at beginning of domovethings
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for (sop = SectorObject, interp = so_interpdata;
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sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++, interp++)
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{
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if (SO_EMPTY(sop) || so_nointerpolations(sop->track))
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bool skip = !cl_syncinput && (sop->track == SO_TURRET);
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if (SO_EMPTY(sop) || skip)
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continue;
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if (interp->tic < interp->lasttic)
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interp->tic += synctics;
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@ -245,7 +241,8 @@ void so_dointerpolations(int32_t smoothratio) // Stick at b
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for (sop = SectorObject, interp = so_interpdata;
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sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++, interp++)
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{
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if (SO_EMPTY(sop) || so_nointerpolations(sop->track))
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bool skip = !cl_syncinput && (sop->track == SO_TURRET);
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if (SO_EMPTY(sop) || skip)
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continue;
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for (i = 0; i < interp->numinterpolations; i++)
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@ -271,7 +268,8 @@ void so_dointerpolations(int32_t smoothratio) // Stick at b
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for (sop = SectorObject, interp = so_interpdata;
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sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++, interp++)
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{
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if (SO_EMPTY(sop) || so_nointerpolations(sop->track))
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bool skip = !cl_syncinput && (sop->track == SO_TURRET);
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if (SO_EMPTY(sop) || skip)
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continue;
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// Check if interpolation has been explicitly disabled
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@ -331,7 +329,8 @@ void so_restoreinterpolations(void) // Stick at end of drawscree
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for (sop = SectorObject, interp = so_interpdata;
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sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++, interp++)
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{
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if (SO_EMPTY(sop) || so_nointerpolations(sop->track))
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bool skip = !cl_syncinput && (sop->track == SO_TURRET);
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if (SO_EMPTY(sop) || skip)
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continue;
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for (i = 0, data = interp->data; i < interp->numinterpolations; i++, data++)
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@ -1669,11 +1669,6 @@ DoPlayerTurnVehicle(PLAYERp pp, fixed_t q16avel, int z, int floor_dist)
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sprite[pp->PlayerSprite].ang = FixedToInt(pp->q16ang);
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}
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}
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if (!cl_syncinput)
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{
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OperateSectorObject(pp->sop, FixedToInt(pp->q16ang), pp->oposx + mulscale16(pp->posx - pp->oposx, smoothratio), pp->oposy + mulscale16(pp->posy - pp->oposy, smoothratio));
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}
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}
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void
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@ -3049,10 +3044,7 @@ DoPlayerMoveVehicle(PLAYERp pp)
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}
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save_sectnum = pp->cursectnum;
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if (cl_syncinput)
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{
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OperateSectorObject(pp->sop, FixedToInt(pp->q16ang), MAXSO, MAXSO);
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}
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pp->cursectnum = pp->sop->op_main_sector; // for speed
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floor_dist = labs(z - pp->sop->floor_loz);
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@ -3156,11 +3148,7 @@ DoPlayerMoveVehicle(PLAYERp pp)
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}
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}
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if (cl_syncinput)
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{
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OperateSectorObject(pp->sop, FixedToInt(pp->q16ang), pp->posx, pp->posy);
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}
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pp->cursectnum = save_sectnum; // for speed
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if (!cl_syncinput)
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