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- refactored third person view to only access the clock in its worker function
Timer values in interface code are undefined, these should not access anything that changes at real time. Also use smoothratio to do the calculation in frame time, not tic time.
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a8bb6ba515
commit
e5d963c515
7 changed files with 12 additions and 11 deletions
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@ -297,7 +297,7 @@ static int osdcmd_third_person_view(CCmdFuncPtr parm)
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{
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ps[myconnectindex].over_shoulder_on = 1;
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cameradist = 0;
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cameraclock = gameclock;
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cameraclock = INT_MIN;
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}
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FTA(QUOTE_VIEW_MODE_OFF + ps[myconnectindex].over_shoulder_on, &ps[myconnectindex]);
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}
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@ -228,7 +228,7 @@ static bool cheatView(cheatseq_t *)
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{
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ps[myconnectindex].over_shoulder_on = 1;
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cameradist = 0;
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cameraclock = gameclock;
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cameraclock = INT_MIN;
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}
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//FTA(22,&ps[myconnectindex]); this message makes no sense.
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}
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@ -258,12 +258,10 @@ void GameInterface::MenuClosed()
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auto& gm = ps[myconnectindex].gm;
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if (gm & MODE_GAME)
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{
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// The following lines are here so that you cannot close the menu when no game is running.
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if (ud.multimode < 2 && ud.recstat != 2)
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{
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ready2send = 1;
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cameraclock = gameclock;
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cameraclock = INT_MIN;
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cameradist = 65536;
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}
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}
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@ -116,7 +116,7 @@ void playerLookUp(int snum, ESyncBits actions);
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void playerLookDown(int snum, ESyncBits actions);
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void playerAimUp(int snum, ESyncBits actions);
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void playerAimDown(int snum, ESyncBits actions);
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bool view(struct player_struct* pp, int* vx, int* vy, int* vz, short* vsectnum, int ang, int horiz);
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bool view(struct player_struct* pp, int* vx, int* vy, int* vz, short* vsectnum, int ang, int horiz, double smoothratio);
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void tracers(int x1, int y1, int z1, int x2, int y2, int z2, int n);
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int hits(int i);
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int hitasprite(int i, short* hitsp);
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@ -274,7 +274,7 @@ void drawoverlays(double smoothratio)
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fi.displaymasks(screenpeek, smoothratio);
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}
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if (!isRR())
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moveclouds();
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moveclouds(smoothratio);
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}
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if (automapMode != am_off)
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@ -1215,7 +1215,7 @@ int haskey(int sect, int snum)
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//
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//---------------------------------------------------------------------------
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bool view(struct player_struct* pp, int* vx, int* vy, int* vz, short* vsectnum, int ang, int horiz)
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bool view(struct player_struct* pp, int* vx, int* vy, int* vz, short* vsectnum, int ang, int horiz, double smoothratio)
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{
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spritetype* sp;
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int i, nx, ny, nz, hx, hy, hitx, hity, hitz;
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@ -1264,9 +1264,12 @@ bool view(struct player_struct* pp, int* vx, int* vy, int* vz, short* vsectnum,
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*vx = (*vx) + mulscale16(nx, cameradist);
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*vy = (*vy) + mulscale16(ny, cameradist);
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*vz = (*vz) + mulscale16(nz, cameradist);
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int myclock = ud.levelclock + int(TICSPERFRAME/65536. * smoothratio);
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if (cameraclock == INT_MIN) cameraclock = myclock; // third person view was just started.
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cameradist = min(cameradist + ((gameclock - cameraclock) << 10), 65536);
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cameraclock = gameclock;
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cameradist = min(cameradist + ((myclock - cameraclock) << 10), 65536);
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cameraclock = myclock;
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updatesectorz(*vx, *vy, *vz, vsectnum);
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@ -593,7 +593,7 @@ void displayrooms(int snum, double smoothratio)
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{
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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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else view(p, &cposx, &cposy, &cposz, §, cang.asbuild(), choriz.asbuild(), smoothratio);
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cz = hittype[p->i].ceilingz;
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fz = hittype[p->i].floorz;
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