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- Rename DCoreActor
method interpolatedvec3()
to interpolatedpos()
.
This commit is contained in:
parent
f5dda2909a
commit
2c8cb8f052
7 changed files with 10 additions and 10 deletions
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@ -205,7 +205,7 @@ public:
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vel = { 0,0,0 };
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}
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DVector3 interpolatedvec3(double const interpfrac)
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DVector3 interpolatedpos(double const interpfrac)
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{
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return ::interpolatedvalue(opos, spr.pos, interpfrac);
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}
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@ -554,7 +554,7 @@ void viewProcessSprites(tspriteArray& tsprites, int32_t cX, int32_t cY, int32_t
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if (cl_interpolate && owneractor->interpolated && !(pTSprite->flags & 512))
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{
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pTSprite->pos = owneractor->interpolatedvec3(gInterpolate * (1. / MaxSmoothRatio));
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pTSprite->pos = owneractor->interpolatedpos(gInterpolate * (1. / MaxSmoothRatio));
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pTSprite->angle = owneractor->interpolatedangle(gInterpolate * (1. / MaxSmoothRatio));
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}
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int nAnim = 0;
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@ -173,7 +173,7 @@ void animatesprites_d(tspriteArray& tsprites, int x, int y, int a, int smoothrat
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}
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else if (!actorflag(h, SFLAG_NOINTERPOLATE))
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{
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t->pos = h->interpolatedvec3(smoothratio * (1. / MaxSmoothRatio));
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t->pos = h->interpolatedpos(smoothratio * (1. / MaxSmoothRatio));
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}
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auto sectp = h->sector();
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@ -155,7 +155,7 @@ void animatesprites_r(tspriteArray& tsprites, int x, int y, int a, int smoothrat
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}
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else if (!actorflag(h, SFLAG_NOINTERPOLATE))
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{
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t->pos = h->interpolatedvec3(smoothratio * (1. / MaxSmoothRatio));
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t->pos = h->interpolatedpos(smoothratio * (1. / MaxSmoothRatio));
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}
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auto sectp = h->sector();
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@ -50,7 +50,7 @@ void DrawMap(double const interpfrac)
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{
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auto pPlayerActor = PlayerList[nLocalPlayer].pActor;
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auto ang = !SyncInput() ? PlayerList[nLocalPlayer].angle.sum() : PlayerList[nLocalPlayer].angle.interpolatedsum(interpfrac);
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DrawOverheadMap(pPlayerActor->interpolatedvec3(interpfrac).XY(), ang, interpfrac * MaxSmoothRatio);
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DrawOverheadMap(pPlayerActor->interpolatedpos(interpfrac).XY(), ang, interpfrac * MaxSmoothRatio);
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}
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}
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@ -64,7 +64,7 @@ static void analyzesprites(tspriteArray& tsprites, int x, int y, int z, double c
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if (pTSprite->ownerActor)
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{
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// interpolate sprite position
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pTSprite->pos = pTSprite->ownerActor->interpolatedvec3(smoothratio * (1. / MaxSmoothRatio));
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pTSprite->pos = pTSprite->ownerActor->interpolatedpos(smoothratio * (1. / MaxSmoothRatio));
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pTSprite->angle = pTSprite->ownerActor->interpolatedangle(smoothratio * (1. / MaxSmoothRatio));
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}
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}
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@ -214,7 +214,7 @@ void DrawView(double interpfrac, bool sceneonly)
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}
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else
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{
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nCamerapos = pPlayerActor->interpolatedvec3(interpfrac).plusZ(__interpvaluef(PlayerList[nLocalPlayer].oeyelevel, PlayerList[nLocalPlayer].eyelevel, interpfrac * MaxSmoothRatio) * zinttoworld);
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nCamerapos = pPlayerActor->interpolatedpos(interpfrac).plusZ(__interpvaluef(PlayerList[nLocalPlayer].oeyelevel, PlayerList[nLocalPlayer].eyelevel, interpfrac * MaxSmoothRatio) * zinttoworld);
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pSector = PlayerList[nLocalPlayer].pPlayerViewSect;
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updatesector(nCamerapos, &pSector);
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@ -619,7 +619,7 @@ void analyzesprites(tspriteArray& tsprites, int viewx, int viewy, int viewz, int
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{
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if (tsp->statnum <= STAT_SKIP4_INTERP_END)
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{
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tsp->pos = tActor->interpolatedvec3(smr4 * (0.25 / MaxSmoothRatio));
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tsp->pos = tActor->interpolatedpos(smr4 * (0.25 / MaxSmoothRatio));
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}
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}
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@ -627,7 +627,7 @@ void analyzesprites(tspriteArray& tsprites, int viewx, int viewy, int viewz, int
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{
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if (tsp->statnum <= STAT_SKIP2_INTERP_END)
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{
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tsp->pos = tActor->interpolatedvec3(smr2 * (0.5 / MaxSmoothRatio));
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tsp->pos = tActor->interpolatedpos(smr2 * (0.5 / MaxSmoothRatio));
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}
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}
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}
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@ -1592,7 +1592,7 @@ bool GameInterface::DrawAutomapPlayer(const DVector2& mxy, const DVector2& cpos,
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// 1=white / 31=black / 44=green / 56=pink / 128=yellow / 210=blue / 248=orange / 255=purple
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PalEntry col = (actor->spr.cstat & CSTAT_SPRITE_BLOCK) > 0 ? GPalette.BaseColors[248] : actor == Player[screenpeek].actor ? GPalette.BaseColors[31] : GPalette.BaseColors[56];
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auto statnum = actor->spr.statnum;
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auto sprxy = ((statnum >= 1) && (statnum <= 8) && (statnum != 2) ? actor->interpolatedvec3(smoothratio * (1. / MaxSmoothRatio)) : actor->spr.pos).XY() - cpos;
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auto sprxy = ((statnum >= 1) && (statnum <= 8) && (statnum != 2) ? actor->interpolatedpos(smoothratio * (1. / MaxSmoothRatio)) : actor->spr.pos).XY() - cpos;
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switch (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK)
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{
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