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- Blood: Eliminate VIEW
structure entirely.
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parent
b4af1a4600
commit
3c39174a22
3 changed files with 4 additions and 34 deletions
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@ -43,8 +43,6 @@ void fakePlayerProcess(PLAYER* pPlayer, InputPacket* pInput);
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void fakeActProcessSprites(void);
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bool gPrediction = true;
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VIEW predict, predictOld;
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static VIEW predictFifo[256];
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void viewInitializePrediction(void)
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{
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@ -89,14 +87,16 @@ void viewInitializePrediction(void)
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void viewUpdatePrediction(InputPacket* pInput)
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{
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#if 0
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predictOld = predict;
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auto bakCstat = gMe->actor->spr.cstat;
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gMe->actor->spr.cstat = 0;
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fakePlayerProcess(gMe, pInput);
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fakeActProcessSprites();
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gMe->actor->spr.cstat = bakCstat;
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//predictFifo[gPredictTail&255] = predict;
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//gPredictTail++;
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predictFifo[gPredictTail&255] = predict;
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gPredictTail++;
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#endif
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}
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static void fakeProcessInput(PLAYER* pPlayer, InputPacket* pInput)
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@ -47,7 +47,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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BEGIN_BLD_NS
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VIEW gPrevView[kMaxPlayers];
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VIEWPOS gViewPos;
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int gViewIndex;
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@ -445,7 +444,6 @@ static void DrawMap(DBloodActor* view, const double smoothratio)
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setViewport(Hud_Stbar);
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tm = 1;
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}
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VIEW* pView = &gPrevView[gViewIndex];
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auto ang = !SyncInput() ? gView->angle.sum() : gView->angle.interpolatedsum(smoothratio * (1. / MaxSmoothRatio));
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DrawOverheadMap(view->interpolatedpos(smoothratio * (1. / MaxSmoothRatio)).XY(), ang, smoothratio * (1. / MaxSmoothRatio));
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if (tm)
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@ -492,7 +490,6 @@ static void SetupView(int& cX, int& cY, int& cZ, DAngle& cA, fixedhoriz& cH, sec
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else
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#endif
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{
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VIEW* pView = &gPrevView[gViewIndex];
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cX = interpolatedvalue(gView->actor->opos.X, gView->actor->spr.pos.X, smoothratio * (1. / MaxSmoothRatio)) * worldtoint;
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cY = interpolatedvalue(gView->actor->opos.Y, gView->actor->spr.pos.Y, smoothratio * (1. / MaxSmoothRatio)) * worldtoint;
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cZ = interpolatedvalue(gView->ozView, gView->zView, smoothratio * (1. / MaxSmoothRatio));
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@ -31,33 +31,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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BEGIN_BLD_NS
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struct VIEW {
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int bobPhase;
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int Kills;
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int shakeBobY; // bob sway y
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int shakeBobX; // bob sway x
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int zViewVel;
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int zWeapon;
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int zWeaponVel;
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int posture; // posture
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double spin; // spin
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int xvel; //xvel
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int yvel; //yvel
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int zvel; //zvel
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int sectnum; // sectnum
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unsigned int floordist; // floordist
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uint8_t lookCenter; // look center
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uint8_t cantJump;
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uint8_t isRunning; // run
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uint8_t jump; // jump
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uint8_t isUnderwater; // underwater
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int16_t sprflags; // sprite flags
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SPRITEHIT hit;
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};
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extern VIEW gPrevView[kMaxPlayers];
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extern VIEW predict, predictOld;
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extern bool gPrediction;
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enum VIEW_EFFECT {
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