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- Rename DCoreActor::interpolatedangle()
to DCoreActor::interpolatedyaw()
This commit is contained in:
parent
abdeeac205
commit
599a375d67
8 changed files with 10 additions and 10 deletions
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@ -96,7 +96,7 @@ public:
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return interpolatedvalue(opos, spr.pos, interpfrac);
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}
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DAngle interpolatedangle(double const interpfrac)
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DAngle interpolatedyaw(double const interpfrac)
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{
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return interpolatedvalue(PrevAngles.Yaw, spr.Angles.Yaw, interpfrac);
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}
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@ -556,7 +556,7 @@ void viewProcessSprites(tspriteArray& tsprites, const DVector3& cPos, DAngle cA,
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if (cl_interpolate && owneractor->interpolated && !(pTSprite->flags & 512))
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{
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pTSprite->pos = owneractor->interpolatedpos(interpfrac);
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pTSprite->Angles.Yaw = owneractor->interpolatedangle(interpfrac);
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pTSprite->Angles.Yaw = owneractor->interpolatedyaw(interpfrac);
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}
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int nAnim = 0;
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switch (picanm[nTile].extra & 7) {
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@ -174,7 +174,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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if (actorflag(h, SFLAG2_INTERPOLATEANGLE))
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{
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t->Angles.Yaw = h->interpolatedangle(interpfrac);
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t->Angles.Yaw = h->interpolatedyaw(interpfrac);
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}
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@ -154,7 +154,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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if (actorflag(h, SFLAG2_INTERPOLATEANGLE))
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{
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t->Angles.Yaw = h->interpolatedangle(interpfrac);
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t->Angles.Yaw = h->interpolatedyaw(interpfrac);
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}
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@ -436,7 +436,7 @@ bool GameInterface::DrawAutomapPlayer(const DVector2& mxy, const DVector2& cpos,
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double j = clamp(czoom * act->spr.scale.Y + abs(pp.truefz - pp.GetActor()->getOffsetZ()) * REPEAT_SCALE, 0.333, 2.);
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auto const vec = OutAutomapVector(mxy - cpos, cangvect, czoom, xydim);
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auto const daang = -((!SyncInput() ? act->spr.Angles.Yaw : act->interpolatedangle(interpfrac)) - cang).Normalized360().Degrees();
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auto const daang = -((!SyncInput() ? act->spr.Angles.Yaw : act->interpolatedyaw(interpfrac)) - cang).Normalized360().Degrees();
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DrawTexture(twod, tileGetTexture(i), vec.X, vec.Y, DTA_TranslationIndex, TRANSLATION(Translation_Remap + setpal(&pp), act->spr.pal), DTA_CenterOffset, true,
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DTA_Rotate, daang, DTA_Color, shadeToLight(act->spr.shade), DTA_ScaleX, j, DTA_ScaleY, j, TAG_DONE);
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@ -89,7 +89,7 @@ void GameInterface::UpdateCameras(double smoothratio)
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display_mirror = 1; // should really be 'display external view'.
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auto cstat = camera->spr.cstat;
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camera->spr.cstat = CSTAT_SPRITE_INVISIBLE;
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render_camtex(camera, camera->spr.pos, camera->sector(), camera->interpolatedangle(smoothratio), maphoriz(-camera->spr.shade), nullAngle, tex, rect, smoothratio);
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render_camtex(camera, camera->spr.pos, camera->sector(), camera->interpolatedyaw(smoothratio), maphoriz(-camera->spr.shade), nullAngle, tex, rect, smoothratio);
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camera->spr.cstat = cstat;
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display_mirror = 0;
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});
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@ -253,7 +253,7 @@ void displayrooms(int snum, double interpfrac, bool sceneonly)
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else if (viewer->spr.yint > 199) viewer->spr.yint = 300;
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cpos = viewer->spr.pos.plusZ(-4);
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cang = viewer->interpolatedangle(interpfrac);
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cang = viewer->interpolatedyaw(interpfrac);
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choriz = maphoriz(-viewer->spr.yint);
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rotscrnang = nullAngle;
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sect = viewer->sector();
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@ -312,7 +312,7 @@ void displayrooms(int snum, double interpfrac, bool sceneonly)
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if (p->newOwner != nullptr)
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{
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viewer = p->newOwner;
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cang = viewer->interpolatedangle(interpfrac);
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cang = viewer->interpolatedyaw(interpfrac);
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choriz = maphoriz(-viewer->spr.shade);
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cpos = viewer->spr.pos;
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sect = viewer->sector();
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@ -70,7 +70,7 @@ static void analyzesprites(tspriteArray& tsprites, const DVector3& view, double
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{
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// interpolate sprite position
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pTSprite->pos = pTSprite->ownerActor->interpolatedpos(interpfrac);
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pTSprite->Angles.Yaw = pTSprite->ownerActor->interpolatedangle(interpfrac);
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pTSprite->Angles.Yaw = pTSprite->ownerActor->interpolatedyaw(interpfrac);
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}
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}
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@ -1463,7 +1463,7 @@ bool GameInterface::DrawAutomapPlayer(const DVector2& mxy, const DVector2& cpos,
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if (spnum >= 0)
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{
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const auto daang = -((!SyncInput() ? actor->spr.Angles.Yaw : actor->interpolatedangle(interpfrac)) - cang).Normalized360().Degrees();
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const auto daang = -((!SyncInput() ? actor->spr.Angles.Yaw : actor->interpolatedyaw(interpfrac)) - cang).Normalized360().Degrees();
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auto vect = OutAutomapVector(mxy - cpos, cangvect, czoom, xydim);
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// This repeat scale is correct.
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