Formatting

git-svn-id: https://svn.eduke32.com/eduke32@6790 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2018-04-02 21:59:59 +00:00
parent 136dd514e1
commit fbf1d6ae08

View file

@ -907,11 +907,12 @@ void G_DrawRooms(int32_t playerNum, int32_t smoothRatio)
pPlayer->opos.y + mulscale16(pPlayer->pos.y - pPlayer->opos.y, smoothRatio), pPlayer->opos.y + mulscale16(pPlayer->pos.y - pPlayer->opos.y, smoothRatio),
pPlayer->opos.z + mulscale16(pPlayer->pos.z - pPlayer->opos.z, smoothRatio) }; pPlayer->opos.z + mulscale16(pPlayer->pos.z - pPlayer->opos.z, smoothRatio) };
CAMERA(pos) = camVect; CAMERA(pos) = camVect;
CAMERA(q16ang) = pPlayer->oq16ang + mulscale16(((pPlayer->q16ang + F16(1024) - pPlayer->oq16ang) & 0x7FFFFFF) - F16(1024), smoothRatio); CAMERA(q16ang) = pPlayer->oq16ang
CAMERA(q16ang) += fix16_from_int(pPlayer->look_ang); + mulscale16(((pPlayer->q16ang + F16(1024) - pPlayer->oq16ang) & 0x7FFFFFF) - F16(1024), smoothRatio)
+ fix16_from_int(pPlayer->look_ang);
CAMERA(q16horiz) = pPlayer->oq16horiz + pPlayer->oq16horizoff CAMERA(q16horiz) = pPlayer->oq16horiz + pPlayer->oq16horizoff
+ mulscale16((pPlayer->q16horiz + pPlayer->q16horizoff - pPlayer->oq16horiz - pPlayer->oq16horizoff), smoothRatio); + mulscale16((pPlayer->q16horiz + pPlayer->q16horizoff - pPlayer->oq16horiz - pPlayer->oq16horizoff), smoothRatio);
if (ud.viewbob) if (ud.viewbob)
{ {
@ -939,10 +940,10 @@ void G_DrawRooms(int32_t playerNum, int32_t smoothRatio)
vec3_t const camVect = G_GetCameraPosition(pPlayer->newowner, smoothRatio); vec3_t const camVect = G_GetCameraPosition(pPlayer->newowner, smoothRatio);
// looking through viewscreen // looking through viewscreen
CAMERA(pos) = camVect; CAMERA(pos) = camVect;
CAMERA(q16ang) = pPlayer->q16ang + fix16_from_int(pPlayer->look_ang); CAMERA(q16ang) = pPlayer->q16ang + fix16_from_int(pPlayer->look_ang);
CAMERA(q16horiz) = fix16_from_int(100 + sprite[pPlayer->newowner].shade); CAMERA(q16horiz) = fix16_from_int(100 + sprite[pPlayer->newowner].shade);
CAMERA(sect) = sprite[pPlayer->newowner].sectnum; CAMERA(sect) = sprite[pPlayer->newowner].sectnum;
} }
ceilZ = actor[pPlayer->i].ceilingz; ceilZ = actor[pPlayer->i].ceilingz;