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- change returned value for CalcSmoothRatio()
from int to double and pass through to displayrest()
for future use with displayweapon()
.
* `displayrooms()` ultimately should be adjusted as well. For now, just relying on integer truncation as this is just a proof of concept. # Conflicts: # source/core/gamecontrol.cpp # source/core/gamecontrol.h
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4301706e00
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0c12436092
5 changed files with 8 additions and 9 deletions
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@ -1038,10 +1038,9 @@ void S_SetSoundPaused(int state)
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}
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}
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int CalcSmoothRatio(ClockTicks totalclk, ClockTicks ototalclk, int realgameticspersec)
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double CalcSmoothRatio(ClockTicks totalclk, ClockTicks ototalclk, int realgameticspersec)
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{
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double ratio;
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int result;
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double ratio, result;
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if (cl_debugintrpl)
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{
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@ -1075,11 +1074,11 @@ int CalcSmoothRatio(ClockTicks totalclk, ClockTicks ototalclk, int realgameticsp
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ratio = (0.5 + (totalclk - ototalclk)) / (120 / realgameticspersec);
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}
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result = clamp(xs_CRoundToInt(ratio * MaxSmoothRatio), 0, MaxSmoothRatio);
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result = fclamp2(ratio * MaxSmoothRatio, 0., MaxSmoothRatio);
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if (cl_debugintrpl)
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{
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Printf("ratio: %f\nresult: %d\n", ratio, result);
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Printf("ratio: %f\nresult: %f\n", ratio, result);
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}
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return result;
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@ -192,7 +192,7 @@ void S_ResumeSound(bool notsfx);
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void S_SetSoundPaused(int state);
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void G_FatalEngineError(void);
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int CalcSmoothRatio(ClockTicks totalclk, ClockTicks ototalclk, int realgameticspersec);
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double CalcSmoothRatio(ClockTicks totalclk, ClockTicks ototalclk, int realgameticspersec);
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enum
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{
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MaxSmoothRatio = FRACUNIT
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@ -211,7 +211,7 @@ void dobonus(int bonusonly, const CompletionFunc& completion);
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void dobonus_d(bool bonusonly, const CompletionFunc& completion);
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void dobonus_r(bool bonusonly, const CompletionFunc& completion);
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void displayrest(int32_t smoothratio);
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void displayrest(double smoothratio);
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void drawbackground(void);
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void displayrooms(int32_t playerNum, int32_t smoothratio);
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void setgamepalette(int palid);
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@ -234,7 +234,7 @@ void V_AddBlend (float r, float g, float b, float a, float v_blend[4])
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//
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//---------------------------------------------------------------------------
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void displayrest(int smoothratio)
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void displayrest(double smoothratio)
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{
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int i, j;
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unsigned char fader = 0, fadeg = 0, fadeb = 0, fadef = 0, tintr = 0, tintg = 0, tintb = 0, tintf = 0, dotint = 0;
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@ -342,7 +342,7 @@ bool GameTicker()
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{
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ototalclock = totalclock - 1;
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}
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int const smoothRatio = calc_smoothratio(totalclock, ototalclock);
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double const smoothRatio = calc_smoothratio(totalclock, ototalclock);
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gameupdatetime.Unclock();
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