mirror of
https://github.com/ZDoom/Raze.git
synced 2025-04-07 16:31:26 +00:00
- Exhumed: nCameraa
-> nCameraang
.
This commit is contained in:
parent
312bc369ef
commit
48c2b5d89a
1 changed files with 9 additions and 9 deletions
|
@ -179,7 +179,7 @@ void DrawView(double interpfrac, bool sceneonly)
|
|||
DExhumedActor* pEnemy = nullptr;
|
||||
int nEnemyPal = -1;
|
||||
sectortype* pSector = nullptr;
|
||||
DAngle nCameraa, rotscrnang;
|
||||
DAngle nCameraang, rotscrnang;
|
||||
fixedhoriz nCamerapan = q16horiz(0);
|
||||
|
||||
DoInterpolations(interpfrac);
|
||||
|
@ -195,7 +195,7 @@ void DrawView(double interpfrac, bool sceneonly)
|
|||
|
||||
nCamera = pActor->spr.pos;
|
||||
pSector = pActor->sector();
|
||||
nCameraa = pActor->spr.angle;
|
||||
nCameraang = pActor->spr.angle;
|
||||
rotscrnang = nullAngle;
|
||||
|
||||
SetGreenPal();
|
||||
|
@ -223,13 +223,13 @@ void DrawView(double interpfrac, bool sceneonly)
|
|||
if (!SyncInput())
|
||||
{
|
||||
nCamerapan = PlayerList[nLocalPlayer].horizon.sum();
|
||||
nCameraa = PlayerList[nLocalPlayer].angle.sum();
|
||||
nCameraang = PlayerList[nLocalPlayer].angle.sum();
|
||||
rotscrnang = PlayerList[nLocalPlayer].angle.rotscrnang;
|
||||
}
|
||||
else
|
||||
{
|
||||
nCamerapan = PlayerList[nLocalPlayer].horizon.interpolatedsum(interpfrac * MaxSmoothRatio);
|
||||
nCameraa = PlayerList[nLocalPlayer].angle.interpolatedsum(interpfrac);
|
||||
nCameraang = PlayerList[nLocalPlayer].angle.interpolatedsum(interpfrac);
|
||||
rotscrnang = PlayerList[nLocalPlayer].angle.interpolatedrotscrn(interpfrac);
|
||||
}
|
||||
|
||||
|
@ -253,15 +253,15 @@ void DrawView(double interpfrac, bool sceneonly)
|
|||
else
|
||||
{
|
||||
nCamera.Z = min(nCamera.Z + nQuake[nLocalPlayer] * zinttoworld, pPlayerActor->sector()->floorz);
|
||||
nCameraa += DAngle::fromBam((nQuake[nLocalPlayer] % 4095) << 14);
|
||||
nCameraang += DAngle::fromBam((nQuake[nLocalPlayer] % 4095) << 14);
|
||||
|
||||
if (bCamera)
|
||||
{
|
||||
nCamera.Z -= 10;
|
||||
if (!calcChaseCamPos(nCamera, pPlayerActor, &pSector, nCameraa, nCamerapan, interpfrac * MaxSmoothRatio))
|
||||
if (!calcChaseCamPos(nCamera, pPlayerActor, &pSector, nCameraang, nCamerapan, interpfrac * MaxSmoothRatio))
|
||||
{
|
||||
nCamera.Z += 10;
|
||||
calcChaseCamPos(nCamera, pPlayerActor, &pSector, nCameraa, nCamerapan, interpfrac * MaxSmoothRatio);
|
||||
calcChaseCamPos(nCamera, pPlayerActor, &pSector, nCameraang, nCamerapan, interpfrac * MaxSmoothRatio);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -304,7 +304,7 @@ void DrawView(double interpfrac, bool sceneonly)
|
|||
|
||||
if (!nFreeze && !sceneonly)
|
||||
DrawWeapons(interpfrac * MaxSmoothRatio);
|
||||
render_drawrooms(nullptr, nCamera, sectnum(pSector), nCameraa, nCamerapan, rotscrnang, interpfrac * MaxSmoothRatio);
|
||||
render_drawrooms(nullptr, nCamera, sectnum(pSector), nCameraang, nCamerapan, rotscrnang, interpfrac * MaxSmoothRatio);
|
||||
|
||||
if (HavePLURemap())
|
||||
{
|
||||
|
@ -332,7 +332,7 @@ void DrawView(double interpfrac, bool sceneonly)
|
|||
|
||||
pPlayerActor->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
|
||||
|
||||
int ang2 = nCameraa.Buildang() - pPlayerActor->int_ang();
|
||||
int ang2 = nCameraang.Buildang() - pPlayerActor->int_ang();
|
||||
if (ang2 < 0)
|
||||
ang2 = -ang2;
|
||||
|
||||
|
|
Loading…
Reference in a new issue