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- Blood: Eliminate VIEW::pos
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parent
80121f6021
commit
85412a39e6
3 changed files with 6 additions and 10 deletions
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@ -36,10 +36,8 @@ void GameInterface::WarpToCoords(double x, double y, double z, DAngle ang, int h
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PLAYER* pPlayer = &gPlayer[myconnectindex];
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VIEW* pView = &gPrevView[myconnectindex];
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gView->actor->spr.pos.XY() = { x , y };
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pPlayer->actor->spr.pos.XY() = gView->actor->spr.pos.XY();
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pView->pos.XY() = gView->actor->spr.pos.XY();
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pPlayer->zView = pView->viewz = gView->zView = z;
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pPlayer->actor->opos.XY() = pPlayer->actor->spr.pos.XY() = { x , y };
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pView->viewz = gView->zView = z;
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if (ang != DAngle::fromDeg(INT_MIN))
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{
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@ -61,7 +61,6 @@ void viewBackupView(int nPlayer)
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{
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PLAYER* pPlayer = &gPlayer[nPlayer];
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VIEW* pView = &gPrevView[nPlayer];
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pView->pos.XY() = pPlayer->actor->spr.pos.XY();
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pView->viewz = pPlayer->zView;
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pView->weaponZ = pPlayer->zWeapon - pPlayer->zView - 0xc00;
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pView->horiz = pPlayer->horizon.horiz;
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@ -87,7 +86,7 @@ void viewCorrectViewOffsets(int nPlayer, const DVector3& oldpos)
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{
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PLAYER* pPlayer = &gPlayer[nPlayer];
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VIEW* pView = &gPrevView[nPlayer];
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pView->pos.XY() += pPlayer->actor->spr.pos.XY() - oldpos.XY();
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pPlayer->actor->opos.XY() += pPlayer->actor->spr.pos.XY() - oldpos.XY();
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pView->viewz += (pPlayer->actor->spr.pos.Z - oldpos.Z) * zworldtoint;
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}
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@ -468,7 +467,7 @@ static void DrawMap(DBloodActor* view, const double smoothratio)
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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(interpolatedvalue(pView->pos, view->spr.pos, smoothratio * (1. / MaxSmoothRatio)).XY(), ang, 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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setViewport(hud_size);
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}
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@ -514,8 +513,8 @@ static void SetupView(int& cX, int& cY, int& cZ, DAngle& cA, fixedhoriz& cH, sec
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#endif
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{
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VIEW* pView = &gPrevView[gViewIndex];
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cX = interpolatedvalue(pView->pos.X, gView->actor->spr.pos.X, smoothratio * (1. / MaxSmoothRatio)) * worldtoint;
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cY = interpolatedvalue(pView->pos.Y, gView->actor->spr.pos.Y, smoothratio * (1. / MaxSmoothRatio)) * worldtoint;
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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(pView->viewz, gView->zView, smoothratio * (1. / MaxSmoothRatio));
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zDelta = interpolatedvalue<double>(pView->weaponZ, gView->zWeapon - gView->zView - (12 << 8), smoothratio * (1. / MaxSmoothRatio));
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bobWidth = interpolatedvalue(pView->bobWidth, gView->bobWidth, smoothratio * (1. / MaxSmoothRatio));
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@ -50,7 +50,6 @@ struct VIEW {
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int zWeaponVel;
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int posture; // posture
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double spin; // spin
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DVector3 pos;
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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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