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- Blood: Floatify all the bobbing/swaying code.
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33def4bd6e
commit
b127c37939
5 changed files with 51 additions and 51 deletions
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@ -118,13 +118,13 @@ void hudDraw(PLAYER* pPlayer, sectortype* pSector, double bobx, double boby, dou
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{
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if (cl_hudinterpolation)
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{
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cX += (bobx / 256.);
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cY += (boby / 256.) + (zDelta * 2.);
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cX += bobx;
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cY += boby + (zDelta * 2.);
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}
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else
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{
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cX += (int(bobx) >> 8);
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cY += (int(boby) >> 8) + int(zDelta * 2);
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cX += int(bobx);
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cY += int(boby) + int(zDelta * 2);
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}
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}
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else
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@ -102,30 +102,30 @@ POSTURE gPostureDefaults[kModeMax][kPostureMax] = {
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// normal human
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{
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{ 0x4000, 0x4000, 0x4000, 14, 17, 24, 16, 32, 80, 22, 18, 0xc00, 0x90, -0xbaaaa, -0x175555 },
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{ 0x1200, 0x1200, 0x1200, 14, 17, 24, 16, 32, 80, 20, 16, -0x600, 0xb0, 0x5b05, 0 },
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{ 0x2000, 0x2000, 0x2000, 22, 28, 24, 16, 16, 40, 8, 6, -0x600, 0xb0, 0, 0 },
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{ 0x4000, 0x4000, 0x4000, 14, 17, 0.09375, 0.0625, 0.125, 0.3125, 22, 18, 0xc00, 0x90, -0xbaaaa, -0x175555 },
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{ 0x1200, 0x1200, 0x1200, 14, 17, 0.09375, 0.0625, 0.125, 0.3125, 20, 16, -0x600, 0xb0, 0x5b05, 0 },
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{ 0x2000, 0x2000, 0x2000, 22, 28, 0.09375, 0.0625, 0.0625, 0.15625, 8, 6, -0x600, 0xb0, 0, 0 },
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},
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// normal beast
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{
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{ 0x4000, 0x4000, 0x4000, 14, 17, 24, 16, 32, 80, 22, 18, 0xc00, 0x90, -0xbaaaa, -0x175555 },
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{ 0x1200, 0x1200, 0x1200, 14, 17, 24, 16, 32, 80, 20, 16, -0x600, 0xb0, 0x5b05, 0 },
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{ 0x2000, 0x2000, 0x2000, 22, 28, 24, 16, 16, 40, 8, 6, -0x600, 0xb0, 0, 0 },
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{ 0x4000, 0x4000, 0x4000, 14, 17, 0.09375, 0.0625, 0.125, 0.3125, 22, 18, 0xc00, 0x90, -0xbaaaa, -0x175555 },
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{ 0x1200, 0x1200, 0x1200, 14, 17, 0.09375, 0.0625, 0.125, 0.3125, 20, 16, -0x600, 0xb0, 0x5b05, 0 },
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{ 0x2000, 0x2000, 0x2000, 22, 28, 0.09375, 0.0625, 0.0625, 0.15625, 8, 6, -0x600, 0xb0, 0, 0 },
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},
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// shrink human
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{
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{ 10384, 10384, 10384, 14, 17, 24, 16, 32, 80, 22, 18, 3072, 144, -564586, -1329173 },
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{ 2108, 2108, 2108, 14, 17, 24, 16, 32, 80, 20, 16, -1536, 176, 0x5b05, 0 },
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{ 2192, 2192, 2192, 22, 28, 24, 16, 16, 40, 8, 6, -1536, 176, 0, 0 },
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{ 10384, 10384, 10384, 14, 17, 0.09375, 0.0625, 0.125, 0.3125, 22, 18, 3072, 144, -564586, -1329173 },
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{ 2108, 2108, 2108, 14, 17, 0.09375, 0.0625, 0.125, 0.3125, 20, 16, -1536, 176, 0x5b05, 0 },
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{ 2192, 2192, 2192, 22, 28, 0.09375, 0.0625, 0.0625, 0.15625, 8, 6, -1536, 176, 0, 0 },
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},
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// grown human
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{
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{ 19384, 19384, 19384, 14, 17, 24, 16, 32, 80, 22, 18, 3072, 144, -1014586, -1779173 },
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{ 5608, 5608, 5608, 14, 17, 24, 16, 32, 80, 20, 16, -1536, 176, 0x5b05, 0 },
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{ 11192, 11192, 11192, 22, 28, 24, 16, 16, 40, 8, 6, -1536, 176, 0, 0 },
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{ 19384, 19384, 19384, 14, 17, 0.09375, 0.0625, 0.125, 0.3125, 22, 18, 3072, 144, -1014586, -1779173 },
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{ 5608, 5608, 5608, 14, 17, 0.09375, 0.0625, 0.125, 0.3125, 20, 16, -1536, 176, 0x5b05, 0 },
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{ 11192, 11192, 11192, 22, 28, 0.09375, 0.0625, 0.0625, 0.15625, 8, 6, -1536, 176, 0, 0 },
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},
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};
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@ -1884,10 +1884,10 @@ void playerProcess(PLAYER* pPlayer)
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{
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pPlayer->bobAmp = (pPlayer->bobAmp + 17) & 2047;
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pPlayer->swayAmp = (pPlayer->swayAmp + 17) & 2047;
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pPlayer->bobHeight = MulScale(pPosture->bobV * 10, Sin(pPlayer->bobAmp * 2), 30);
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pPlayer->bobWidth = MulScale(pPosture->bobH * pPlayer->bobPhase, Sin(pPlayer->bobAmp - 256), 30);
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pPlayer->swayHeight = MulScale(pPosture->swayV * pPlayer->bobPhase, Sin(pPlayer->swayAmp * 2), 30);
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pPlayer->swayWidth = MulScale(pPosture->swayH * pPlayer->bobPhase, Sin(pPlayer->swayAmp - 0x155), 30);
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pPlayer->bobHeight = pPosture->bobV * 10 * BobVal(pPlayer->bobAmp * 2);
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pPlayer->bobWidth = pPosture->bobH * pPlayer->bobPhase * BobVal(pPlayer->bobAmp - 256);
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pPlayer->swayHeight = pPosture->swayV * pPlayer->bobPhase * BobVal(pPlayer->swayAmp * 2);
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pPlayer->swayWidth = pPosture->swayH * pPlayer->bobPhase * BobVal(pPlayer->swayAmp - 0x155);
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}
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else
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{
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@ -1907,10 +1907,10 @@ void playerProcess(PLAYER* pPlayer)
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pPlayer->bobPhase = ClipHigh(pPlayer->bobPhase + nSpeed, 30);
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}
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}
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pPlayer->bobHeight = MulScale(pPosture->bobV * pPlayer->bobPhase, Sin(pPlayer->bobAmp * 2), 30);
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pPlayer->bobWidth = MulScale(pPosture->bobH * pPlayer->bobPhase, Sin(pPlayer->bobAmp - 256), 30);
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pPlayer->swayHeight = MulScale(pPosture->swayV * pPlayer->bobPhase, Sin(pPlayer->swayAmp * 2), 30);
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pPlayer->swayWidth = MulScale(pPosture->swayH * pPlayer->bobPhase, Sin(pPlayer->swayAmp - 0x155), 30);
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pPlayer->bobHeight = pPosture->bobV * pPlayer->bobPhase * BobVal(pPlayer->bobAmp * 2);
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pPlayer->bobWidth = pPosture->bobH * pPlayer->bobPhase * BobVal(pPlayer->bobAmp - 256);
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pPlayer->swayHeight = pPosture->swayV * pPlayer->bobPhase * BobVal(pPlayer->swayAmp * 2);
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pPlayer->swayWidth = pPosture->swayH * pPlayer->bobPhase * BobVal(pPlayer->swayAmp - 0x155);
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}
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pPlayer->flickerEffect = 0;
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pPlayer->quakeEffect = ClipLow(pPlayer->quakeEffect - 4, 0);
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@ -64,10 +64,10 @@ struct POSTURE
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int sideAccel;
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int backAccel;
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int pace[2];
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int bobV;
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int bobH;
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int swayV;
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int swayH;
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double bobV;
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double bobH;
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double swayV;
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double swayH;
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double eyeAboveZ;
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double weaponAboveZ;
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int xOffset;
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@ -94,16 +94,16 @@ struct PLAYER
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int sceneQav; // by NoOne: used to keep qav id
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int bobPhase;
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int bobAmp;
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int bobHeight;
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int bobWidth;
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int obobHeight;
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int obobWidth;
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double bobHeight;
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double bobWidth;
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double obobHeight;
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double obobWidth;
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int swayPhase;
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int swayAmp;
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int swayHeight;
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int swayWidth;
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int oswayHeight;
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int oswayWidth;
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double swayHeight;
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double swayWidth;
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double oswayHeight;
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double oswayWidth;
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int nPlayer; // Connect id
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int lifeMode;
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int bloodlust; // ---> useless
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@ -412,13 +412,13 @@ void viewUpdateShake(PLAYER* pPlayer, DVector3& cPos, DAngle& cA, fixedhoriz& cH
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if (effectType)
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{
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int nValue = ClipHigh(effectType * 8, 2000);
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cH += buildhoriz(QRandom2(nValue >> 8));
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cA += mapangle(QRandom2(nValue >> 8));
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cH += buildfhoriz(QRandom2F(nValue * (1. / 256.)));
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cA += DAngle::fromBuildf(QRandom2F(nValue * (1. / 256.)));
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cPos.X += QRandom2F(nValue * inttoworld) * inttoworld;
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cPos.Y += QRandom2F(nValue * inttoworld) * inttoworld;
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cPos.Z += QRandom2F(nValue) * zinttoworld;
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pshakeX += QRandom2(nValue);
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pshakeY += QRandom2(nValue);
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pshakeX += QRandom2F(nValue) * (1. / 256.);
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pshakeY += QRandom2F(nValue) * (1. / 256.);
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}
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};
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doEffect(pPlayer->flickerEffect);
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@ -493,10 +493,10 @@ static void SetupView(PLAYER* pPlayer, DVector3& cPos, DAngle& cA, fixedhoriz& c
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cPos.XY() = pPlayer->actor->interpolatedpos(interpfrac).XY();
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cPos.Z = interpolatedvalue(pPlayer->ozView, pPlayer->zView, interpfrac);
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zDelta = interpolatedvalue(pPlayer->ozWeapon, pPlayer->zWeapon - pPlayer->zView - 12, interpfrac);
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bobWidth = interpolatedvalue<double>(pPlayer->obobWidth, pPlayer->bobWidth, interpfrac);
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bobHeight = interpolatedvalue<double>(pPlayer->obobHeight, pPlayer->bobHeight, interpfrac);
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shakeX = interpolatedvalue<double>(pPlayer->oswayWidth, pPlayer->swayWidth, interpfrac);
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shakeY = interpolatedvalue<double>(pPlayer->oswayHeight, pPlayer->swayHeight, interpfrac);
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bobWidth = interpolatedvalue(pPlayer->obobWidth, pPlayer->bobWidth, interpfrac);
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bobHeight = interpolatedvalue(pPlayer->obobHeight, pPlayer->bobHeight, interpfrac);
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shakeX = interpolatedvalue(pPlayer->oswayWidth, pPlayer->swayWidth, interpfrac);
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shakeY = interpolatedvalue(pPlayer->oswayHeight, pPlayer->swayHeight, interpfrac);
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if (!SyncInput())
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{
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@ -518,12 +518,12 @@ static void SetupView(PLAYER* pPlayer, DVector3& cPos, DAngle& cA, fixedhoriz& c
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{
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if (cl_viewhbob)
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{
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cPos.X -= bobWidth * cA.Sin() * (1. / 256.);
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cPos.Y += bobWidth * cA.Cos() * (1. / 256.);
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cPos.X -= bobWidth * cA.Sin();
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cPos.Y += bobWidth * cA.Cos();
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}
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if (cl_viewvbob)
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{
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cPos.Z += bobHeight * zinttoworld;
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cPos.Z += bobHeight;
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}
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cPos.Z += FixedToFloat<24>(cH.asq16() * 10);
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}
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@ -64,12 +64,12 @@ struct BloodPlayer native
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native int sceneQav; // by NoOne: used to keep qav id
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native int bobPhase;
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native int bobAmp;
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native int bobHeight;
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native int bobWidth;
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native double bobHeight;
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native double bobWidth;
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native int swayPhase;
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native int swayAmp;
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native int swayHeight;
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native int swayWidth;
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native double swayHeight;
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native double swayWidth;
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native int nPlayer; // Connect id
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//native int nSprite;
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native int lifeMode;
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