diff --git a/source/core/gameinput.h b/source/core/gameinput.h index 4e32cc5e0..39569165f 100644 --- a/source/core/gameinput.h +++ b/source/core/gameinput.h @@ -115,14 +115,6 @@ struct PlayerAngles } } - - // Legacy, to be removed. - DAngle horizLERPSUM(double const interpfrac) { return interpolatedvalue(ZzOLDHORIZON() + PrevViewAngles.Pitch, ZzHORIZON() + ViewAngles.Pitch, interpfrac); } - DAngle angSUM(const double interpfrac) { return ZzANGLE() + angLERPLOOKANG(interpfrac); } - DAngle angLERPSUM(double const interpfrac) { return interpolatedvalue(ZzOLDANGLE() + PrevViewAngles.Yaw, ZzANGLE() + ViewAngles.Yaw, interpfrac); } - DAngle angLERPANG(double const interpfrac) { return interpolatedvalue(ZzOLDANGLE(), ZzANGLE(), interpfrac); } - DAngle angLERPLOOKANG(double const interpfrac) { return interpolatedvalue(PrevViewAngles.Yaw, ViewAngles.Yaw, interpfrac); } - private: // DRotator indices. enum : unsigned diff --git a/source/games/blood/src/view.cpp b/source/games/blood/src/view.cpp index 85332be4f..f3b2a3c24 100644 --- a/source/games/blood/src/view.cpp +++ b/source/games/blood/src/view.cpp @@ -446,8 +446,7 @@ static void DrawMap(PLAYER* pPlayer, const double interpfrac) setViewport(Hud_Stbar); tm = 1; } - auto ang = !SyncInput() ? pPlayer->Angles.angSUM(interpfrac) : pPlayer->Angles.angLERPSUM(interpfrac); - DrawOverheadMap(pPlayer->actor->interpolatedpos(interpfrac).XY(), ang, interpfrac); + DrawOverheadMap(pPlayer->actor->interpolatedpos(interpfrac).XY(), pPlayer->Angles.getRenderAngles(interpfrac).Yaw, interpfrac); if (tm) setViewport(hud_size); } diff --git a/source/games/duke/src/game_misc.cpp b/source/games/duke/src/game_misc.cpp index 224b6f476..d431996d6 100644 --- a/source/games/duke/src/game_misc.cpp +++ b/source/games/duke/src/game_misc.cpp @@ -273,8 +273,8 @@ void drawoverlays(double interpfrac) } else { - cposxy = interpolatedvalue(pp->GetActor()->getPrevPosWithOffsetZ(), pp->GetActor()->getPosWithOffsetZ(), interpfrac).XY(); - cang = !SyncInput() ? pp->Angles.ZzANGLE() : interpolatedvalue(pp->Angles.ZzOLDANGLE(), pp->Angles.ZzANGLE(), interpfrac); + cposxy = pp->GetActor()->interpolatedpos(interpfrac).XY(); + cang = pp->Angles.getRenderAngles(interpfrac).Yaw; } } else diff --git a/source/games/duke/src/hudweapon_d.cpp b/source/games/duke/src/hudweapon_d.cpp index fd8dc0516..dd0f20c0d 100644 --- a/source/games/duke/src/hudweapon_d.cpp +++ b/source/games/duke/src/hudweapon_d.cpp @@ -230,8 +230,7 @@ void displayweapon_d(int snum, double interpfrac) auto offpair = p->Angles.getWeaponOffsets(interpfrac); auto offsets = offpair.first; - auto horiz = !SyncInput() ? p->Angles.getPitchWithView(interpfrac) : p->Angles.horizLERPSUM(interpfrac); - auto pitchoffset = interpolatedvalue(0., 16., horiz / DAngle90); + auto pitchoffset = interpolatedvalue(0., 16., p->Angles.getRenderAngles(interpfrac).Pitch / DAngle90); auto yawinput = getavel(snum) * (1. / 16.); auto angle = -offpair.second; auto weapon_xoffset = 160 - 90 - (BobVal(512 + weapon_sway * 0.5) * (16384. / 1536.)) - 58 - p->weapon_ang; diff --git a/source/games/exhumed/src/map.cpp b/source/games/exhumed/src/map.cpp index 3a2422634..540c320ce 100644 --- a/source/games/exhumed/src/map.cpp +++ b/source/games/exhumed/src/map.cpp @@ -55,8 +55,7 @@ void DrawMap(double const interpfrac) if (!nFreeze && automapMode != am_off) { auto pPlayerActor = PlayerList[nLocalPlayer].pActor; - auto ang = !SyncInput() ? PlayerList[nLocalPlayer].Angles.angSUM(interpfrac) : PlayerList[nLocalPlayer].Angles.angLERPSUM(interpfrac); - DrawOverheadMap(pPlayerActor->interpolatedpos(interpfrac).XY(), ang, interpfrac); + DrawOverheadMap(pPlayerActor->interpolatedpos(interpfrac).XY(), PlayerList[nLocalPlayer].Angles.getRenderAngles(interpfrac).Yaw, interpfrac); } } diff --git a/source/games/sw/src/draw.cpp b/source/games/sw/src/draw.cpp index 31514777b..2f9a9ad90 100644 --- a/source/games/sw/src/draw.cpp +++ b/source/games/sw/src/draw.cpp @@ -812,7 +812,7 @@ static void analyzesprites(tspriteArray& tsprites, const DVector3& viewpos, doub { pp = tActor->user.PlayerP; tsp->pos = pp->actor->getRenderPos(interpfrac); - tsp->Angles.Yaw = pp->Angles.angLERPANG(interpfrac); + tsp->Angles.Yaw = pp->actor->interpolatedyaw(interpfrac); } }