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https://github.com/ZDoom/raze-gles.git
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- gameinput.h: Remove precise bool from horizsumfrac()
, look_anghalf()
and looking_arc()
added in a4895cb270
.
* It looks terrible to have low precision math versions of look_anghalf and looking_arc since we always interpolate `look_ang` now, so lets just not.
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ccdf9d13f1
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9 changed files with 20 additions and 20 deletions
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@ -94,9 +94,9 @@ struct PlayerHorizon
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return q16horiz(interpolatedvalue(osum().asq16(), sum().asq16(), smoothratio));
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return q16horiz(interpolatedvalue(osum().asq16(), sum().asq16(), smoothratio));
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}
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}
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double horizsumfrac(bool const precise, double const smoothratio)
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double horizsumfrac(double const smoothratio)
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{
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{
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return !precise ? sum().asq16() >> 20 : (!SyncInput() ? sum() : interpolatedsum(smoothratio)).asbuildf() * (1. / 16.); // Used within draw code for Duke.
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return (!SyncInput() ? sum() : interpolatedsum(smoothratio)).asbuildf() * (1. / 16.); // Used within draw code for Duke.
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}
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}
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void sethorizon(float const horz, ESyncBits* actions, double const scaleAdjust = 1);
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void sethorizon(float const horz, ESyncBits* actions, double const scaleAdjust = 1);
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@ -229,14 +229,14 @@ struct PlayerAngle
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return interpolatedangle(orotscrnang, rotscrnang, smoothratio);
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return interpolatedangle(orotscrnang, rotscrnang, smoothratio);
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}
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}
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double look_anghalf(bool const precise, double const smoothratio)
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double look_anghalf(double const smoothratio)
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{
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{
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return !precise ? look_ang.signedbam() >> 22 : (!SyncInput() ? look_ang : interpolatedlookang(smoothratio)).signedbuildf() * 0.5; // Used within draw code for weapon and crosshair when looking left/right.
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return (!SyncInput() ? look_ang : interpolatedlookang(smoothratio)).signedbuildf() * 0.5; // Used within draw code for weapon and crosshair when looking left/right.
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}
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}
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double looking_arc(bool const precise, double const smoothratio)
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double looking_arc(double const smoothratio)
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{
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{
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return !precise ? abs(look_ang.signedbuild()) / 9 : fabs((!SyncInput() ? look_ang : interpolatedlookang(smoothratio)).signedbuildf()) * (1. / 9.); // Used within draw code for weapon and crosshair when looking left/right.
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return fabs((!SyncInput() ? look_ang : interpolatedlookang(smoothratio)).signedbuildf()) * (1. / 9.); // Used within draw code for weapon and crosshair when looking left/right.
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}
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}
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void applylook(float const avel, ESyncBits* actions, double const scaleAdjust = 1);
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void applylook(float const avel, ESyncBits* actions, double const scaleAdjust = 1);
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@ -91,13 +91,13 @@ static void viewBurnTime(int gScale)
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void hudDraw(PLAYER *gView, int nSectnum, double bobx, double boby, double zDelta, int basepal, double smoothratio)
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void hudDraw(PLAYER *gView, int nSectnum, double bobx, double boby, double zDelta, int basepal, double smoothratio)
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{
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{
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double look_anghalf = gView->angle.look_anghalf(cl_hudinterpolation, smoothratio);
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double look_anghalf = gView->angle.look_anghalf(smoothratio);
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DrawCrosshair(kCrosshairTile, gView->pXSprite->health >> 4, -look_anghalf, 0, 2);
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DrawCrosshair(kCrosshairTile, gView->pXSprite->health >> 4, -look_anghalf, 0, 2);
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if (gViewPos == 0)
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if (gViewPos == 0)
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{
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{
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double looking_arc = gView->angle.looking_arc(cl_hudinterpolation, smoothratio);
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double looking_arc = gView->angle.looking_arc(smoothratio);
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double cX = 160 - look_anghalf;
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double cX = 160 - look_anghalf;
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double cY = 220 + looking_arc;
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double cY = 220 + looking_arc;
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@ -293,7 +293,7 @@ void drawoverlays(double smoothratio)
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if (ps[myconnectindex].newOwner == nullptr && ud.cameraactor == nullptr)
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if (ps[myconnectindex].newOwner == nullptr && ud.cameraactor == nullptr)
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{
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{
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DrawCrosshair(TILE_CROSSHAIR, ps[screenpeek].last_extra, -pp->angle.look_anghalf(cl_hudinterpolation, smoothratio), pp->over_shoulder_on ? 2.5 : 0, isRR() ? 0.5 : 1);
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DrawCrosshair(TILE_CROSSHAIR, ps[screenpeek].last_extra, -pp->angle.look_anghalf(smoothratio), pp->over_shoulder_on ? 2.5 : 0, isRR() ? 0.5 : 1);
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}
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}
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if (paused == 2)
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if (paused == 2)
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@ -244,9 +244,9 @@ void displayweapon_d(int snum, double smoothratio)
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}
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}
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plravel = getavel(snum) * (1. / 16.);
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plravel = getavel(snum) * (1. / 16.);
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horiz16th = p->horizon.horizsumfrac(cl_hudinterpolation, smoothratio);
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horiz16th = p->horizon.horizsumfrac(smoothratio);
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look_anghalf = p->angle.look_anghalf(cl_hudinterpolation, smoothratio);
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look_anghalf = p->angle.look_anghalf(smoothratio);
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looking_arc = p->angle.looking_arc(cl_hudinterpolation, smoothratio);
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looking_arc = p->angle.looking_arc(smoothratio);
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hard_landing *= 8.;
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hard_landing *= 8.;
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gun_pos -= fabs(p->GetActor()->s->xrepeat < 32 ? bsinf(weapon_sway * 4., -9) : bsinf(weapon_sway * 0.5, -10));
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gun_pos -= fabs(p->GetActor()->s->xrepeat < 32 ? bsinf(weapon_sway * 4., -9) : bsinf(weapon_sway * 0.5, -10));
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@ -133,8 +133,8 @@ void displayweapon_r(int snum, double smoothratio)
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TiltStatus = p->TiltStatus;
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TiltStatus = p->TiltStatus;
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}
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}
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look_anghalf = p->angle.look_anghalf(cl_hudinterpolation, smoothratio);
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look_anghalf = p->angle.look_anghalf(smoothratio);
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looking_arc = p->angle.looking_arc(cl_hudinterpolation, smoothratio);
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looking_arc = p->angle.looking_arc(smoothratio);
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hard_landing *= 8.;
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hard_landing *= 8.;
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gun_pos -= fabs(p->GetActor()->s->xrepeat < 8 ? bsinf(weapon_sway * 4., -9) : bsinf(weapon_sway * 0.5, -10));
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gun_pos -= fabs(p->GetActor()->s->xrepeat < 8 ? bsinf(weapon_sway * 4., -9) : bsinf(weapon_sway * 0.5, -10));
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@ -93,7 +93,7 @@ void GameInterface::Render()
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DrawView(smoothratio);
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DrawView(smoothratio);
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DrawStatusBar();
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DrawStatusBar();
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DrawCrosshair(MAXTILES, PlayerList[nLocalPlayer].nHealth >> 3, -PlayerList[nLocalPlayer].angle.look_anghalf(cl_hudinterpolation, smoothratio), 0, 1);
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DrawCrosshair(MAXTILES, PlayerList[nLocalPlayer].nHealth >> 3, -PlayerList[nLocalPlayer].angle.look_anghalf(smoothratio), 0, 1);
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if (paused && !M_Active())
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if (paused && !M_Active())
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{
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{
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@ -997,8 +997,8 @@ void DrawWeapons(double smooth)
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nShade = sprite[PlayerList[nLocalPlayer].nSprite].shade;
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nShade = sprite[PlayerList[nLocalPlayer].nSprite].shade;
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}
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}
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double const look_anghalf = PlayerList[nLocalPlayer].angle.look_anghalf(cl_hudinterpolation, smooth);
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double const look_anghalf = PlayerList[nLocalPlayer].angle.look_anghalf(smooth);
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double const looking_arc = PlayerList[nLocalPlayer].angle.looking_arc(cl_hudinterpolation, smooth);
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double const looking_arc = PlayerList[nLocalPlayer].angle.looking_arc(smooth);
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xOffset -= look_anghalf;
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xOffset -= look_anghalf;
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yOffset += looking_arc;
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yOffset += looking_arc;
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@ -1100,7 +1100,7 @@ void DrawCrosshair(PLAYERp pp)
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if (!(CameraTestMode))
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if (!(CameraTestMode))
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{
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{
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USERp u = User[pp->PlayerSprite];
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USERp u = User[pp->PlayerSprite];
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::DrawCrosshair(2326, u->Health, -pp->angle.look_anghalf(cl_hudinterpolation, smoothratio), TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE) ? 5 : 0, 2, shadeToLight(10));
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::DrawCrosshair(2326, u->Health, -pp->angle.look_anghalf(smoothratio), TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE) ? 5 : 0, 2, shadeToLight(10));
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}
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}
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}
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}
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@ -6897,8 +6897,8 @@ pDisplaySprites(PLAYERp pp, double smoothratio)
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short ang;
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short ang;
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int flags;
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int flags;
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double const look_anghalf = pp->angle.look_anghalf(cl_hudinterpolation, smoothratio);
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double const look_anghalf = pp->angle.look_anghalf(smoothratio);
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double const looking_arc = pp->angle.looking_arc(cl_hudinterpolation, smoothratio);
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double const looking_arc = pp->angle.looking_arc(smoothratio);
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TRAVERSE(&pp->PanelSpriteList, psp, next)
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TRAVERSE(&pp->PanelSpriteList, psp, next)
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{
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{
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