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- Blood: Use backend interpolation functions for angle and rotscrnang.
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1 changed files with 5 additions and 5 deletions
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@ -118,6 +118,8 @@ void viewBackupView(int nPlayer)
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pView->at1c = pPlayer->swayWidth;
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pView->look_ang = pPlayer->angle.look_ang;
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pView->rotscrnang = pPlayer->angle.rotscrnang;
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pPlayer->angle.backup();
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pPlayer->horizon.backup();
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}
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void viewCorrectViewOffsets(int nPlayer, vec3_t const *oldpos)
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@ -681,17 +683,15 @@ void viewDrawScreen(bool sceneonly)
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if (!cl_syncinput)
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{
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cA = bamang(gView->angle.ang.asbam() + gView->angle.look_ang.asbam());
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cA = gView->angle.sum();
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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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uint32_t oang = pView->at30.asbam() + pView->look_ang.asbam();
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uint32_t ang = gView->angle.ang.asbam() + gView->angle.look_ang.asbam();
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cA = interpolateangbin(oang, ang, gInterpolate);
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cA = gView->angle.interpolatedsum(gInterpolate);
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cH = q16horiz(interpolate(pView->at24.asq16(), gView->horizon.horiz.asq16(), gInterpolate));
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rotscrnang = interpolateanglook(pView->rotscrnang.asbam(), gView->angle.rotscrnang.asbam(), gInterpolate);
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rotscrnang = gView->angle.interpolatedrotscrn(gInterpolate);
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}
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}
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