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- Duke: Make a bit more use of the calculated smooth ratio.
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2 changed files with 16 additions and 16 deletions
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@ -213,7 +213,7 @@ void dobonus_r(bool bonusonly, const CompletionFunc& completion);
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void displayrest(double smoothratio);
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void drawbackground(void);
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void displayrooms(int32_t playerNum, int32_t smoothratio);
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void displayrooms(int32_t playerNum, double smoothratio);
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void setgamepalette(int palid);
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void resetmys();
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void resettimevars();
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@ -461,7 +461,7 @@ static void geometryEffect(int cposx, int cposy, int cposz, binangle cang, fixed
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//
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//---------------------------------------------------------------------------
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void displayrooms(int snum, int smoothratio)
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void displayrooms(int snum, double smoothratio)
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{
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int cposx, cposy, cposz, fz, cz;
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short sect;
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@ -507,7 +507,7 @@ void displayrooms(int snum, int smoothratio)
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if (s->yvel < 0) s->yvel = -100;
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else if (s->yvel > 199) s->yvel = 300;
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cang = buildang(hittype[ud.camerasprite].tempang + mulscale16((int)(((s->ang + 1024 - hittype[ud.camerasprite].tempang) & 2047) - 1024), smoothratio));
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cang = buildang(hittype[ud.camerasprite].tempang + xs_CRoundToInt(fmulscale16(((s->ang + 1024 - hittype[ud.camerasprite].tempang) & 2047) - 1024, smoothratio)));
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auto bh = buildhoriz(s->yvel);
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se40code(s->x, s->y, s->z, cang, bh, smoothratio);
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@ -534,19 +534,19 @@ void displayrooms(int snum, int smoothratio)
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if (!cl_syncinput)
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renderSetRollAngle(p->q16rotscrnang / (float)(FRACUNIT));
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else
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renderSetRollAngle((p->oq16rotscrnang + mulscale16(((p->q16rotscrnang - p->oq16rotscrnang + dang) & 0x7FFFFFF) - dang, smoothratio)) / (float)(FRACUNIT));
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renderSetRollAngle((p->oq16rotscrnang + fmulscale16(((p->q16rotscrnang - p->oq16rotscrnang + dang) & 0x7FFFFFF) - dang, smoothratio)) / FRACUNIT);
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if ((snum == myconnectindex) && (numplayers > 1))
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{
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cposx = omyx + mulscale16((int)(myx - omyx), smoothratio);
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cposy = omyy + mulscale16((int)(myy - omyy), smoothratio);
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cposz = omyz + mulscale16((int)(myz - omyz), smoothratio);
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cposx = omyx + xs_CRoundToInt(fmulscale16(myx - omyx, smoothratio));
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cposy = omyy + xs_CRoundToInt(fmulscale16(myy - omyy, smoothratio));
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cposz = omyz + xs_CRoundToInt(fmulscale16(myz - omyz, smoothratio));
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if (cl_syncinput)
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{
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fixed_t ohorz = (oq16myhoriz + oq16myhorizoff);
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fixed_t horz = (q16myhoriz + q16myhorizoff);
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choriz = q16horiz(ohorz + mulscale16(horz - ohorz, smoothratio));
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cang = q16ang(oq16myang + mulscale16(((q16myang + dang - oq16myang) & 0x7FFFFFF) - dang, smoothratio));
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choriz = q16horiz(ohorz + xs_CRoundToInt(fmulscale16(horz - ohorz, smoothratio)));
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cang = q16ang(oq16myang + xs_CRoundToInt(fmulscale16(((q16myang + dang - oq16myang) & 0x7FFFFFF) - dang, smoothratio)));
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}
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else
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{
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@ -557,19 +557,19 @@ void displayrooms(int snum, int smoothratio)
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}
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else
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{
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cposx = p->oposx + mulscale16((int)(p->posx - p->oposx), smoothratio);
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cposy = p->oposy + mulscale16((int)(p->posy - p->oposy), smoothratio);
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cposz = p->oposz + mulscale16((int)(p->posz - p->oposz), smoothratio);
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cposx = p->oposx + xs_CRoundToInt(fmulscale16(p->posx - p->oposx, smoothratio));
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cposy = p->oposy + xs_CRoundToInt(fmulscale16(p->posy - p->oposy, smoothratio));
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cposz = p->oposz + xs_CRoundToInt(fmulscale16(p->posz - p->oposz, smoothratio));
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if (cl_syncinput)
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{
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// Original code for when the values are passed through the sync struct
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fixed_t ohorz = (p->oq16horiz + p->oq16horizoff);
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fixed_t horz = (p->q16horiz + p->q16horizoff);
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choriz = q16horiz(ohorz + mulscale16(horz - ohorz, smoothratio));
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choriz = q16horiz(ohorz + xs_CRoundToInt(fmulscale16(horz - ohorz, smoothratio)));
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fixed_t oang = (p->oq16ang + p->oq16look_ang);
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fixed_t ang = (p->q16ang + p->q16look_ang);
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cang = q16ang(oang + mulscale16(((ang + dang - oang) & 0x7FFFFFF) - dang, smoothratio));
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cang = q16ang(oang + xs_CRoundToInt(fmulscale16(((ang + dang - oang) & 0x7FFFFFF) - dang, smoothratio)));
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}
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else
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{
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@ -582,7 +582,7 @@ void displayrooms(int snum, int smoothratio)
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if (p->newowner >= 0)
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{
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fixed_t oang = hittype[p->newowner].oq16ang;
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cang = q16ang(oang + mulscale16(((p->q16ang + dang - oang) & 0x7FFFFFF) - dang, smoothratio));
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cang = q16ang(oang + xs_CRoundToInt(fmulscale16(((p->q16ang + dang - oang) & 0x7FFFFFF) - dang, smoothratio)));
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choriz = q16horiz(p->q16horiz + p->q16horizoff);
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cposx = p->posx;
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cposy = p->posy;
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@ -592,7 +592,7 @@ void displayrooms(int snum, int smoothratio)
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}
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else if (p->over_shoulder_on == 0)
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{
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if (cl_viewbob) cposz += p->opyoff + mulscale16((int)(p->pyoff - p->opyoff), smoothratio);
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if (cl_viewbob) cposz += p->opyoff + xs_CRoundToInt(fmulscale16(p->pyoff - p->opyoff, smoothratio));
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}
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else view(p, &cposx, &cposy, &cposz, §, cang.asbuild(), choriz.asbuild());
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