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- Rename some smoothratio
variables to indicate that they've been processed.
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1 changed files with 9 additions and 9 deletions
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@ -42,7 +42,7 @@ struct PlayerHorizon
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// Commonly used getters.
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fixedhoriz osum() { return ohoriz + ohorizoff; }
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fixedhoriz sum() { return horiz + horizoff; }
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fixedhoriz interpolatedsum(double const smoothratio) { return interpolatedvalue(osum(), sum(), smoothratio); }
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fixedhoriz interpolatedsum(double const interpfrac) { return interpolatedvalue(osum(), sum(), interpfrac); }
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// Ticrate playsim adjustment helpers.
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void resetadjustment() { adjustment = 0; }
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@ -54,7 +54,7 @@ struct PlayerHorizon
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bool movementlocked() { return targetset() || inputdisabled; }
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// Draw code helpers.
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double horizsumfrac(double const smoothratio) { return (!SyncInput() ? sum() : interpolatedsum(smoothratio)).asbuildf() * (1. / 16.); }
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double horizsumfrac(double const interpfrac) { return (!SyncInput() ? sum() : interpolatedsum(interpfrac)).asbuildf() * (1. / 16.); }
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// Ticrate playsim adjustment setters and processor.
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void addadjustment(fixedhoriz const value)
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@ -139,11 +139,11 @@ struct PlayerAngle
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// Commonly used getters.
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DAngle osum() { return oang + olook_ang; }
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DAngle sum() { return ang + look_ang; }
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DAngle interpolatedsum(double const smoothratio) { return interpolatedvalue(osum(), sum(), smoothratio); }
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DAngle interpolatedang(double const smoothratio) { return interpolatedvalue(oang, ang, smoothratio); }
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DAngle interpolatedlookang(double const smoothratio) { return interpolatedvalue(olook_ang, look_ang, smoothratio); }
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DAngle interpolatedrotscrn(double const smoothratio) { return interpolatedvalue(orotscrnang, rotscrnang, smoothratio); }
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DAngle renderlookang(double const smoothratio) { return !SyncInput() ? look_ang : interpolatedlookang(smoothratio); }
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DAngle interpolatedsum(double const interpfrac) { return interpolatedvalue(osum(), sum(), interpfrac); }
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DAngle interpolatedang(double const interpfrac) { return interpolatedvalue(oang, ang, interpfrac); }
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DAngle interpolatedlookang(double const interpfrac) { return interpolatedvalue(olook_ang, look_ang, interpfrac); }
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DAngle interpolatedrotscrn(double const interpfrac) { return interpolatedvalue(orotscrnang, rotscrnang, interpfrac); }
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DAngle renderlookang(double const interpfrac) { return !SyncInput() ? look_ang : interpolatedlookang(interpfrac); }
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// Ticrate playsim adjustment helpers.
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void resetadjustment() { adjustment = nullAngle; }
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@ -155,8 +155,8 @@ struct PlayerAngle
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bool movementlocked() { return targetset() || inputdisabled; }
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// Draw code helpers. The logic where these are used rely heavily on Build's angle period.
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double look_anghalf(double const smoothratio) { return renderlookang(smoothratio).Normalized180().Buildfang() * 0.5; }
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double looking_arc(double const smoothratio) { return fabs(renderlookang(smoothratio).Normalized180().Buildfang() * (1. / 9.)); }
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double look_anghalf(double const interpfrac) { return renderlookang(interpfrac).Normalized180().Buildfang() * 0.5; }
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double looking_arc(double const interpfrac) { return fabs(renderlookang(interpfrac).Normalized180().Buildfang() * (1. / 9.)); }
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// Ticrate playsim adjustment setters and processor.
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void addadjustment(const DAngle value)
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