- Rename DCoreActor::interpolatedangle() to DCoreActor::interpolatedyaw()

This commit is contained in:
Mitchell Richters 2022-11-25 21:21:14 +11:00 committed by Christoph Oelckers
parent abdeeac205
commit 599a375d67
8 changed files with 10 additions and 10 deletions

View file

@ -96,7 +96,7 @@ public:
return interpolatedvalue(opos, spr.pos, interpfrac);
}
DAngle interpolatedangle(double const interpfrac)
DAngle interpolatedyaw(double const interpfrac)
{
return interpolatedvalue(PrevAngles.Yaw, spr.Angles.Yaw, interpfrac);
}

View file

@ -556,7 +556,7 @@ void viewProcessSprites(tspriteArray& tsprites, const DVector3& cPos, DAngle cA,
if (cl_interpolate && owneractor->interpolated && !(pTSprite->flags & 512))
{
pTSprite->pos = owneractor->interpolatedpos(interpfrac);
pTSprite->Angles.Yaw = owneractor->interpolatedangle(interpfrac);
pTSprite->Angles.Yaw = owneractor->interpolatedyaw(interpfrac);
}
int nAnim = 0;
switch (picanm[nTile].extra & 7) {

View file

@ -174,7 +174,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
if (actorflag(h, SFLAG2_INTERPOLATEANGLE))
{
t->Angles.Yaw = h->interpolatedangle(interpfrac);
t->Angles.Yaw = h->interpolatedyaw(interpfrac);
}

View file

@ -154,7 +154,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
if (actorflag(h, SFLAG2_INTERPOLATEANGLE))
{
t->Angles.Yaw = h->interpolatedangle(interpfrac);
t->Angles.Yaw = h->interpolatedyaw(interpfrac);
}

View file

@ -436,7 +436,7 @@ bool GameInterface::DrawAutomapPlayer(const DVector2& mxy, const DVector2& cpos,
double j = clamp(czoom * act->spr.scale.Y + abs(pp.truefz - pp.GetActor()->getOffsetZ()) * REPEAT_SCALE, 0.333, 2.);
auto const vec = OutAutomapVector(mxy - cpos, cangvect, czoom, xydim);
auto const daang = -((!SyncInput() ? act->spr.Angles.Yaw : act->interpolatedangle(interpfrac)) - cang).Normalized360().Degrees();
auto const daang = -((!SyncInput() ? act->spr.Angles.Yaw : act->interpolatedyaw(interpfrac)) - cang).Normalized360().Degrees();
DrawTexture(twod, tileGetTexture(i), vec.X, vec.Y, DTA_TranslationIndex, TRANSLATION(Translation_Remap + setpal(&pp), act->spr.pal), DTA_CenterOffset, true,
DTA_Rotate, daang, DTA_Color, shadeToLight(act->spr.shade), DTA_ScaleX, j, DTA_ScaleY, j, TAG_DONE);

View file

@ -89,7 +89,7 @@ void GameInterface::UpdateCameras(double smoothratio)
display_mirror = 1; // should really be 'display external view'.
auto cstat = camera->spr.cstat;
camera->spr.cstat = CSTAT_SPRITE_INVISIBLE;
render_camtex(camera, camera->spr.pos, camera->sector(), camera->interpolatedangle(smoothratio), maphoriz(-camera->spr.shade), nullAngle, tex, rect, smoothratio);
render_camtex(camera, camera->spr.pos, camera->sector(), camera->interpolatedyaw(smoothratio), maphoriz(-camera->spr.shade), nullAngle, tex, rect, smoothratio);
camera->spr.cstat = cstat;
display_mirror = 0;
});
@ -253,7 +253,7 @@ void displayrooms(int snum, double interpfrac, bool sceneonly)
else if (viewer->spr.yint > 199) viewer->spr.yint = 300;
cpos = viewer->spr.pos.plusZ(-4);
cang = viewer->interpolatedangle(interpfrac);
cang = viewer->interpolatedyaw(interpfrac);
choriz = maphoriz(-viewer->spr.yint);
rotscrnang = nullAngle;
sect = viewer->sector();
@ -312,7 +312,7 @@ void displayrooms(int snum, double interpfrac, bool sceneonly)
if (p->newOwner != nullptr)
{
viewer = p->newOwner;
cang = viewer->interpolatedangle(interpfrac);
cang = viewer->interpolatedyaw(interpfrac);
choriz = maphoriz(-viewer->spr.shade);
cpos = viewer->spr.pos;
sect = viewer->sector();

View file

@ -70,7 +70,7 @@ static void analyzesprites(tspriteArray& tsprites, const DVector3& view, double
{
// interpolate sprite position
pTSprite->pos = pTSprite->ownerActor->interpolatedpos(interpfrac);
pTSprite->Angles.Yaw = pTSprite->ownerActor->interpolatedangle(interpfrac);
pTSprite->Angles.Yaw = pTSprite->ownerActor->interpolatedyaw(interpfrac);
}
}

View file

@ -1463,7 +1463,7 @@ bool GameInterface::DrawAutomapPlayer(const DVector2& mxy, const DVector2& cpos,
if (spnum >= 0)
{
const auto daang = -((!SyncInput() ? actor->spr.Angles.Yaw : actor->interpolatedangle(interpfrac)) - cang).Normalized360().Degrees();
const auto daang = -((!SyncInput() ? actor->spr.Angles.Yaw : actor->interpolatedyaw(interpfrac)) - cang).Normalized360().Degrees();
auto vect = OutAutomapVector(mxy - cpos, cangvect, czoom, xydim);
// This repeat scale is correct.