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- SW: Make a bit more use of the calculated smooth ratio.
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1 changed files with 8 additions and 8 deletions
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@ -1695,21 +1695,21 @@ drawscreen(PLAYERp pp, double smoothratio)
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else
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camerapp = pp;
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tx = camerapp->oposx + mulscale16(camerapp->posx - camerapp->oposx, smoothratio);
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ty = camerapp->oposy + mulscale16(camerapp->posy - camerapp->oposy, smoothratio);
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tz = camerapp->oposz + mulscale16(camerapp->posz - camerapp->oposz, smoothratio);
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tx = camerapp->oposx + xs_CRoundToInt(fmulscale16(camerapp->posx - camerapp->oposx, smoothratio));
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ty = camerapp->oposy + xs_CRoundToInt(fmulscale16(camerapp->posy - camerapp->oposy, smoothratio));
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tz = camerapp->oposz + xs_CRoundToInt(fmulscale16(camerapp->posz - camerapp->oposz, smoothratio));
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// TODO: It'd be better to check pp->input.q16angvel instead, problem is that
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// it's been repurposed for the q16ang diff while tying input to framerate
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if (PedanticMode || (pp != Player+myconnectindex) ||
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(TEST(pp->Flags, PF_DEAD) && (loc.q16angvel == 0)))
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{
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tq16ang = camerapp->oq16ang + mulscale16(NORM_Q16ANGLE(camerapp->q16ang + fix16_from_int(1024) - camerapp->oq16ang) - fix16_from_int(1024), smoothratio);
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tq16horiz = camerapp->oq16horiz + mulscale16(camerapp->q16horiz - camerapp->oq16horiz, smoothratio);
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tq16ang = camerapp->oq16ang + xs_CRoundToInt(fmulscale16(NORM_Q16ANGLE(camerapp->q16ang + fix16_from_int(1024) - camerapp->oq16ang) - fix16_from_int(1024), smoothratio));
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tq16horiz = camerapp->oq16horiz + xs_CRoundToInt(fmulscale16(camerapp->q16horiz - camerapp->oq16horiz, smoothratio));
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}
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else if (cl_sointerpolation && !CommEnabled)
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{
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tq16ang = camerapp->oq16ang + mulscale16(((pp->camq16ang + fix16_from_int(1024) - camerapp->oq16ang) & 0x7FFFFFF) - fix16_from_int(1024), smoothratio);
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tq16horiz = camerapp->oq16horiz + mulscale16(pp->camq16horiz - camerapp->oq16horiz, smoothratio);
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tq16ang = camerapp->oq16ang + xs_CRoundToInt(fmulscale16(((pp->camq16ang + fix16_from_int(1024) - camerapp->oq16ang) & 0x7FFFFFF) - fix16_from_int(1024), smoothratio));
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tq16horiz = camerapp->oq16horiz + xs_CRoundToInt(fmulscale16(pp->camq16horiz - camerapp->oq16horiz, smoothratio));
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}
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else
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{
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@ -1782,7 +1782,7 @@ drawscreen(PLAYERp pp, double smoothratio)
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{
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tz += bob_amt;
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tz += PedanticMode ? camerapp->bob_z :
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pp->obob_z + mulscale16(pp->bob_z - pp->obob_z, smoothratio);
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pp->obob_z + xs_CRoundToInt(fmulscale16(pp->bob_z - pp->obob_z, smoothratio));
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// recoil only when not in camera
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tq16horiz = tq16horiz + fix16_from_int(pp->recoil_horizoff);
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