- Rename DCoreActor method interpolatedvec3() to interpolatedpos().

This commit is contained in:
Mitchell Richters 2022-09-07 14:26:39 +10:00 committed by Christoph Oelckers
parent f5dda2909a
commit 2c8cb8f052
7 changed files with 10 additions and 10 deletions

View file

@ -205,7 +205,7 @@ public:
vel = { 0,0,0 };
}
DVector3 interpolatedvec3(double const interpfrac)
DVector3 interpolatedpos(double const interpfrac)
{
return ::interpolatedvalue(opos, spr.pos, interpfrac);
}

View file

@ -554,7 +554,7 @@ void viewProcessSprites(tspriteArray& tsprites, int32_t cX, int32_t cY, int32_t
if (cl_interpolate && owneractor->interpolated && !(pTSprite->flags & 512))
{
pTSprite->pos = owneractor->interpolatedvec3(gInterpolate * (1. / MaxSmoothRatio));
pTSprite->pos = owneractor->interpolatedpos(gInterpolate * (1. / MaxSmoothRatio));
pTSprite->angle = owneractor->interpolatedangle(gInterpolate * (1. / MaxSmoothRatio));
}
int nAnim = 0;

View file

@ -173,7 +173,7 @@ void animatesprites_d(tspriteArray& tsprites, int x, int y, int a, int smoothrat
}
else if (!actorflag(h, SFLAG_NOINTERPOLATE))
{
t->pos = h->interpolatedvec3(smoothratio * (1. / MaxSmoothRatio));
t->pos = h->interpolatedpos(smoothratio * (1. / MaxSmoothRatio));
}
auto sectp = h->sector();

View file

@ -155,7 +155,7 @@ void animatesprites_r(tspriteArray& tsprites, int x, int y, int a, int smoothrat
}
else if (!actorflag(h, SFLAG_NOINTERPOLATE))
{
t->pos = h->interpolatedvec3(smoothratio * (1. / MaxSmoothRatio));
t->pos = h->interpolatedpos(smoothratio * (1. / MaxSmoothRatio));
}
auto sectp = h->sector();

View file

@ -50,7 +50,7 @@ void DrawMap(double const interpfrac)
{
auto pPlayerActor = PlayerList[nLocalPlayer].pActor;
auto ang = !SyncInput() ? PlayerList[nLocalPlayer].angle.sum() : PlayerList[nLocalPlayer].angle.interpolatedsum(interpfrac);
DrawOverheadMap(pPlayerActor->interpolatedvec3(interpfrac).XY(), ang, interpfrac * MaxSmoothRatio);
DrawOverheadMap(pPlayerActor->interpolatedpos(interpfrac).XY(), ang, interpfrac * MaxSmoothRatio);
}
}

View file

@ -64,7 +64,7 @@ static void analyzesprites(tspriteArray& tsprites, int x, int y, int z, double c
if (pTSprite->ownerActor)
{
// interpolate sprite position
pTSprite->pos = pTSprite->ownerActor->interpolatedvec3(smoothratio * (1. / MaxSmoothRatio));
pTSprite->pos = pTSprite->ownerActor->interpolatedpos(smoothratio * (1. / MaxSmoothRatio));
pTSprite->angle = pTSprite->ownerActor->interpolatedangle(smoothratio * (1. / MaxSmoothRatio));
}
}
@ -214,7 +214,7 @@ void DrawView(double interpfrac, bool sceneonly)
}
else
{
nCamerapos = pPlayerActor->interpolatedvec3(interpfrac).plusZ(__interpvaluef(PlayerList[nLocalPlayer].oeyelevel, PlayerList[nLocalPlayer].eyelevel, interpfrac * MaxSmoothRatio) * zinttoworld);
nCamerapos = pPlayerActor->interpolatedpos(interpfrac).plusZ(__interpvaluef(PlayerList[nLocalPlayer].oeyelevel, PlayerList[nLocalPlayer].eyelevel, interpfrac * MaxSmoothRatio) * zinttoworld);
pSector = PlayerList[nLocalPlayer].pPlayerViewSect;
updatesector(nCamerapos, &pSector);

View file

@ -619,7 +619,7 @@ void analyzesprites(tspriteArray& tsprites, int viewx, int viewy, int viewz, int
{
if (tsp->statnum <= STAT_SKIP4_INTERP_END)
{
tsp->pos = tActor->interpolatedvec3(smr4 * (0.25 / MaxSmoothRatio));
tsp->pos = tActor->interpolatedpos(smr4 * (0.25 / MaxSmoothRatio));
}
}
@ -627,7 +627,7 @@ void analyzesprites(tspriteArray& tsprites, int viewx, int viewy, int viewz, int
{
if (tsp->statnum <= STAT_SKIP2_INTERP_END)
{
tsp->pos = tActor->interpolatedvec3(smr2 * (0.5 / MaxSmoothRatio));
tsp->pos = tActor->interpolatedpos(smr2 * (0.5 / MaxSmoothRatio));
}
}
}
@ -1592,7 +1592,7 @@ bool GameInterface::DrawAutomapPlayer(const DVector2& mxy, const DVector2& cpos,
// 1=white / 31=black / 44=green / 56=pink / 128=yellow / 210=blue / 248=orange / 255=purple
PalEntry col = (actor->spr.cstat & CSTAT_SPRITE_BLOCK) > 0 ? GPalette.BaseColors[248] : actor == Player[screenpeek].actor ? GPalette.BaseColors[31] : GPalette.BaseColors[56];
auto statnum = actor->spr.statnum;
auto sprxy = ((statnum >= 1) && (statnum <= 8) && (statnum != 2) ? actor->interpolatedvec3(smoothratio * (1. / MaxSmoothRatio)) : actor->spr.pos).XY() - cpos;
auto sprxy = ((statnum >= 1) && (statnum <= 8) && (statnum != 2) ? actor->interpolatedpos(smoothratio * (1. / MaxSmoothRatio)) : actor->spr.pos).XY() - cpos;
switch (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK)
{