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https://github.com/ZDoom/Raze.git
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- Blood, Duke & SW: Create new backend chasecam function and replace game-specific versions with it.
* Based off SW's implementation.
This commit is contained in:
parent
2abda0e27d
commit
ba57429ac6
13 changed files with 172 additions and 270 deletions
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@ -1045,6 +1045,7 @@ set (PCH_SOURCES
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core/gameconfigfile.cpp
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core/gamecvars.cpp
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core/gamecontrol.cpp
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core/gamefuncs.cpp
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core/gameinput.cpp
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core/interpolate.cpp
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core/inputstate.cpp
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147
source/core/gamefuncs.cpp
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147
source/core/gamefuncs.cpp
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@ -0,0 +1,147 @@
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 2021 Christoph Oelckers & Mitchell Richters
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This is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "gamefuncs.h"
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//---------------------------------------------------------------------------
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//
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// Unified chasecam function for all games.
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//
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//---------------------------------------------------------------------------
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int cameradist, cameraclock;
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bool calcChaseCamPos(int* px, int* py, int* pz, spritetype* pspr, short *psectnum, binangle ang, fixedhoriz horiz, double const smoothratio)
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{
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hitdata_t hitinfo;
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binangle daang;
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short bakcstat;
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int newdist;
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assert(*psectnum >= 0 && *psectnum < MAXSECTORS);
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// Calculate new pos to shoot backwards, using averaged values from the big three.
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int nx = xs_CRoundToInt(-ang.fcos() * (4352. / 3.));
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int ny = xs_CRoundToInt(-ang.fsin() * (4352. / 3.));
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int nz = xs_CRoundToInt(horiz.asq16() * (17. / 6144.));
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vec3_t pvect = { *px, *py, *pz };
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bakcstat = pspr->cstat;
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pspr->cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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updatesectorz(*px, *py, *pz, psectnum);
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hitscan(&pvect, *psectnum, nx, ny, nz, &hitinfo, CLIPMASK1);
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pspr->cstat = bakcstat;
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int hx = hitinfo.pos.x - *px;
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int hy = hitinfo.pos.y - *py;
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if (*psectnum < 0)
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{
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return false;
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}
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assert(*psectnum >= 0 && *psectnum < MAXSECTORS);
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// If something is in the way, make pp->camera_dist lower if necessary
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if (abs(nx) + abs(ny) > abs(hx) + abs(hy))
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{
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if (hitinfo.wall >= 0)
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{
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// Push you a little bit off the wall
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*psectnum = hitinfo.sect;
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daang = bvectangbam(wall[wall[hitinfo.wall].point2].x - wall[hitinfo.wall].x,
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wall[wall[hitinfo.wall].point2].y - wall[hitinfo.wall].y);
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newdist = nx * daang.bsin() + ny * -daang.bcos();
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if (abs(nx) > abs(ny))
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hx -= MulScale(nx, newdist, 28);
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else
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hy -= MulScale(ny, newdist, 28);
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}
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else if (hitinfo.sprite < 0)
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{
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// Push you off the ceiling/floor
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*psectnum = hitinfo.sect;
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if (abs(nx) > abs(ny))
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hx -= (nx >> 5);
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else
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hy -= (ny >> 5);
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}
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else
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{
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// If you hit a sprite that's not a wall sprite - try again.
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spritetype* hspr = &sprite[hitinfo.sprite];
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if (!(hspr->cstat & CSTAT_SPRITE_ALIGNMENT_WALL))
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{
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bakcstat = hspr->cstat;
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hspr->cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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calcChaseCamPos(px, py, pz, pspr, psectnum, ang, horiz, smoothratio);
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hspr->cstat = bakcstat;
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return false;
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}
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else
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{
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// same as wall calculation.
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daang = buildang(pspr->ang - 512);
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newdist = nx * daang.bsin() + ny * -daang.bcos();
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if (abs(nx) > abs(ny))
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hx -= MulScale(nx, newdist, 28);
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else
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hy -= MulScale(ny, newdist, 28);
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}
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}
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if (abs(nx) > abs(ny))
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newdist = DivScale(hx, nx, 16);
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else
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newdist = DivScale(hy, ny, 16);
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if (newdist < cameradist)
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cameradist = newdist;
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}
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// Actually move you! (Camerdist is 65536 if nothing is in the way)
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*px += MulScale(nx, cameradist, 16);
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*py += MulScale(ny, cameradist, 16);
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*pz += MulScale(nz, cameradist, 16);
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// Caculate clock using GameTicRate so it increases the same rate on all speed computers.
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int myclock = PlayClock + MulScale(120 / GameTicRate, smoothratio, 16);
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if (cameraclock == INT_MIN)
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{
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// Third person view was just started.
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cameraclock = myclock;
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}
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// Slowly increase cameradist until it reaches 65536.
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cameradist = min(cameradist + ((myclock - cameraclock) << 10), 65536);
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cameraclock = myclock;
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// Make sure psectnum is correct.
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updatesectorz(*px, *py, *pz, psectnum);
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return true;
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}
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9
source/core/gamefuncs.h
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9
source/core/gamefuncs.h
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@ -0,0 +1,9 @@
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#pragma once
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#include "gamecontrol.h"
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#include "buildtypes.h"
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#include "binaryangle.h"
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extern int cameradist, cameraclock;
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bool calcChaseCamPos(int* px, int* py, int* pz, spritetype* pspr, short *psectnum, binangle ang, fixedhoriz horiz, double const smoothratio);
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@ -40,6 +40,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "v_font.h"
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#include "statusbar.h"
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#include "automap.h"
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#include "gamefuncs.h"
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#include "v_draw.h"
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#include "glbackend/glbackend.h"
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@ -196,8 +197,7 @@ void viewInit(void)
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}
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int othercameradist = 1280;
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int cameradist = -1;
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int othercameraclock, cameraclock;
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int othercameraclock;
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void CalcOtherPosition(spritetype *pSprite, int *pX, int *pY, int *pZ, int *vsectnum, int nAng, fixed_t zm, int smoothratio)
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{
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@ -245,53 +245,6 @@ void CalcOtherPosition(spritetype *pSprite, int *pX, int *pY, int *pZ, int *vsec
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pSprite->cstat = bakCstat;
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}
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void CalcPosition(spritetype *pSprite, int *pX, int *pY, int *pZ, int *vsectnum, int nAng, fixed_t zm, int smoothratio)
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{
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int vX = MulScale(-Cos(nAng), 1280, 30);
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int vY = MulScale(-Sin(nAng), 1280, 30);
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int vZ = FixedToInt(MulScale(zm, 1280, 3))-(16<<8);
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int bakCstat = pSprite->cstat;
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pSprite->cstat &= ~256;
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assert(*vsectnum >= 0 && *vsectnum < kMaxSectors);
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FindSector(*pX, *pY, *pZ, vsectnum);
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short nHSector;
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int hX, hY;
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hitscangoal.x = hitscangoal.y = 0x1fffffff;
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vec3_t pos = { *pX, *pY, *pZ };
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hitdata_t hitdata;
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hitscan(&pos, *vsectnum, vX, vY, vZ, &hitdata, CLIPMASK1);
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nHSector = hitdata.sect;
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hX = hitdata.pos.x;
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hY = hitdata.pos.y;
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int dX = hX-*pX;
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int dY = hY-*pY;
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if (abs(vX)+abs(vY) > abs(dX)+abs(dY))
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{
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*vsectnum = nHSector;
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dX -= Sgn(vX)<<6;
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dY -= Sgn(vY)<<6;
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int nDist;
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if (abs(vX) > abs(vY))
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{
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nDist = ClipHigh(DivScale(dX,vX, 16), cameradist);
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}
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else
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{
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nDist = ClipHigh(DivScale(dY,vY, 16), cameradist);
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}
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cameradist = nDist;
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}
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*pX += MulScale(vX, cameradist, 16);
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*pY += MulScale(vY, cameradist, 16);
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*pZ += MulScale(vZ, cameradist, 16);
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int myclock = PlayClock + MulScale(4, smoothratio, 16);
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cameradist = ClipHigh(cameradist+((myclock-cameraclock)<<10), 65536);
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cameraclock = myclock;
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assert(*vsectnum >= 0 && *vsectnum < kMaxSectors);
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FindSector(*pX, *pY, *pZ, vsectnum);
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pSprite->cstat = bakCstat;
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}
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// by NoOne: show warning msgs in game instead of throwing errors (in some cases)
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void viewSetSystemMessage(const char* pMessage, ...) {
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char buffer[1024]; va_list args; va_start(args, pMessage);
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}
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else
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{
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CalcPosition(gView->pSprite, (int*)&cX, (int*)&cY, (int*)&cZ, &nSectnum, cA.asbuild(), cH.asq16(), (int)gInterpolate);
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calcChaseCamPos((int*)&cX, (int*)&cY, (int*)&cZ, gView->pSprite, (short*)&nSectnum, cA, cH, gInterpolate);
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}
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CheckLink((int*)&cX, (int*)&cY, (int*)&cZ, &nSectnum);
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int v78 = interpolateang(gScreenTiltO, gScreenTilt, gInterpolate);
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@ -34,6 +34,7 @@ Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au)
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#include "cheathandler.h"
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#include "c_dispatch.h"
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#include "gamestate.h"
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#include "gamefuncs.h"
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#include "dukeactor.h"
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BEGIN_DUKE_NS
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@ -126,7 +126,6 @@ void playerLookUp(int snum, ESyncBits actions);
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void playerLookDown(int snum, ESyncBits actions);
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void playerAimUp(int snum, ESyncBits actions);
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void playerAimDown(int snum, ESyncBits actions);
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bool view(struct player_struct* pp, int* vx, int* vy, int* vz, short* vsectnum, int ang, fixed_t q16horiz, double smoothratio);
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void tracers(int x1, int y1, int z1, int x2, int y2, int z2, int n);
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DDukeActor* aim(DDukeActor* s, int aang);
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void checkweapons(struct player_struct* const p);
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@ -80,7 +80,6 @@ uint8_t enemysizecheat /*raat607*/, ufospawnsminion, pistonsound, chickenphase /
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//-------------------------------------------------------------------------
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// not serialized
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int cameradist = 0, cameraclock = 0; // only for 3rd person view
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int otherp; // internal helper
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int actor_tog; // cheat helper
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int playerswhenstarted; // why is this needed?
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@ -46,8 +46,6 @@ struct DukeGameInfo
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extern DukeGameInfo gs;
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extern int cameraclock;
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extern int cameradist;
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extern int otherp; // transient helper, MP only
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extern int actor_tog; // cheat state
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extern intptr_t apScriptGameEvent[];
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@ -1064,75 +1064,4 @@ void shootbloodsplat(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, i
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}
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}
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//---------------------------------------------------------------------------
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//
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// view - as in third person view (stupid name for this function)
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//
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//---------------------------------------------------------------------------
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bool view(struct player_struct* pp, int* vx, int* vy, int* vz, short* vsectnum, int ang, fixed_t q16horiz, double smoothratio)
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{
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spritetype* sp;
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int i, nx, ny, nz, hx, hy, hitx, hity, hitz;
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short bakcstat, hitsect, hitwall, daang;
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DDukeActor* hitsprt;
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nx = -bcos(ang, -4);
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ny = -bsin(ang, -4);
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nz = q16horiz >> 9;
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sp = &pp->GetActor()->s;
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bakcstat = sp->cstat;
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sp->cstat &= (short)~0x101;
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updatesectorz(*vx, *vy, *vz, vsectnum);
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hitscan(*vx, *vy, *vz, *vsectnum, nx, ny, nz, &hitsect, &hitwall, &hitsprt, &hitx, &hity, &hitz, CLIPMASK1);
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if (*vsectnum < 0)
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{
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sp->cstat = bakcstat;
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return false;
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}
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hx = hitx - (*vx); hy = hity - (*vy);
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if (abs(nx) + abs(ny) > abs(hx) + abs(hy))
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{
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*vsectnum = hitsect;
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if (hitwall >= 0)
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{
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daang = getangle(wall[wall[hitwall].point2].x - wall[hitwall].x,
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wall[wall[hitwall].point2].y - wall[hitwall].y);
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i = nx * bsin(daang) + ny * -bcos(daang);
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if (abs(nx) > abs(ny)) hx -= MulScale(nx, i, 28);
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else hy -= MulScale(ny, i, 28);
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}
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else if (!hitsprt)
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{
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if (abs(nx) > abs(ny)) hx -= (nx >> 5);
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else hy -= (ny >> 5);
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}
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if (abs(nx) > abs(ny)) i = DivScale(hx, nx, 16);
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else i = DivScale(hy, ny, 16);
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if (i < cameradist) cameradist = i;
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}
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*vx = (*vx) + MulScale(nx, cameradist, 16);
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*vy = (*vy) + MulScale(ny, cameradist, 16);
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*vz = (*vz) + MulScale(nz, cameradist, 16);
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int myclock = PlayClock + int(TICSPERFRAME/65536. * smoothratio);
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if (cameraclock == INT_MIN) cameraclock = myclock; // third person view was just started.
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cameradist = min(cameradist + ((myclock - cameraclock) << 10), 65536);
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cameraclock = myclock;
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updatesectorz(*vx, *vy, *vz, vsectnum);
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sp->cstat = bakcstat;
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return true;
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}
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END_DUKE_NS
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@ -587,10 +587,10 @@ void displayrooms(int snum, double smoothratio)
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{
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cposz -= isRR() ? 3840 : 3072;
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if (!view(p, &cposx, &cposy, &cposz, §, cang.asbuild(), choriz.asq16(), smoothratio))
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if (!calcChaseCamPos(&cposx, &cposy, &cposz, &p->GetActor()->s, §, cang, choriz, smoothratio))
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{
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cposz += isRR() ? 3840 : 3072;
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view(p, &cposx, &cposy, &cposz, §, cang.asbuild(), choriz.asq16(), smoothratio);
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calcChaseCamPos(&cposx, &cposy, &cposz, &p->GetActor()->s, §, cang, choriz, smoothratio);
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}
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}
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@ -38,6 +38,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "mytypes.h"
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#include "gamecontrol.h"
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#include "gamefuncs.h"
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#include "network.h"
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#include "pal.h"
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#include "player.h"
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@ -925,133 +926,6 @@ post_analyzesprites(void)
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}
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#endif
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bool
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BackView(int *nx, int *ny, int *nz, short *vsect, binangle *nang, fixed_t q16horiz)
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{
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vec3_t n = { *nx, *ny, *nz };
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SPRITEp sp;
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hitdata_t hitinfo;
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int i, vx, vy, vz, hx, hy;
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short bakcstat, daang;
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PLAYERp pp = &Player[screenpeek];
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short ang;
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ASSERT(*vsect >= 0 && *vsect < MAXSECTORS);
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ang = nang->asbuild() + pp->view_outside_dang;
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// Calculate the vector (nx,ny,nz) to shoot backwards
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vx = -bcos(ang, -3);
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vy = -bsin(ang, -3);
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vz = q16horiz >> 8;
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// Player sprite of current view
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sp = &sprite[pp->PlayerSprite];
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bakcstat = sp->cstat;
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RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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// Make sure sector passed to FAFhitscan is correct
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//COVERupdatesector(*nx, *ny, vsect);
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hitscan(&n, *vsect, vx, vy, vz,
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&hitinfo, CLIPMASK_PLAYER);
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if (*vsect < 0)
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{
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||||
sp->cstat = bakcstat;
|
||||
return false;
|
||||
}
|
||||
|
||||
ASSERT(*vsect >= 0 && *vsect < MAXSECTORS);
|
||||
|
||||
sp->cstat = bakcstat; // Restore cstat
|
||||
|
||||
hx = hitinfo.pos.x - (*nx);
|
||||
hy = hitinfo.pos.y - (*ny);
|
||||
|
||||
// If something is in the way, make pp->camera_dist lower if necessary
|
||||
if (abs(vx) + abs(vy) > abs(hx) + abs(hy))
|
||||
{
|
||||
if (hitinfo.wall >= 0) // Push you a little bit off the wall
|
||||
{
|
||||
*vsect = hitinfo.sect;
|
||||
|
||||
daang = getangle(wall[wall[hitinfo.wall].point2].x - wall[hitinfo.wall].x,
|
||||
wall[wall[hitinfo.wall].point2].y - wall[hitinfo.wall].y);
|
||||
|
||||
i = vx * bsin(daang) + vy * -bcos(daang);
|
||||
if (abs(vx) > abs(vy))
|
||||
hx -= MulScale(vx, i, 28);
|
||||
else
|
||||
hy -= MulScale(vy, i, 28);
|
||||
}
|
||||
else if (hitinfo.sprite < 0) // Push you off the ceiling/floor
|
||||
{
|
||||
*vsect = hitinfo.sect;
|
||||
|
||||
if (abs(vx) > abs(vy))
|
||||
hx -= (vx >> 5);
|
||||
else
|
||||
hy -= (vy >> 5);
|
||||
}
|
||||
else
|
||||
{
|
||||
SPRITEp hsp = &sprite[hitinfo.sprite];
|
||||
int flag_backup;
|
||||
|
||||
// if you hit a sprite that's not a wall sprite - try again
|
||||
if (!TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL))
|
||||
{
|
||||
flag_backup = hsp->cstat;
|
||||
RESET(hsp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
ASSERT(*vsect >= 0 && *vsect < MAXSECTORS);
|
||||
BackView(nx, ny, nz, vsect, nang, q16horiz);
|
||||
hsp->cstat = flag_backup;
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
// same as wall calculation
|
||||
daang = NORM_ANGLE(sp->ang-512);
|
||||
|
||||
i = vx * bsin(daang) + vy * -bcos(daang);
|
||||
if (abs(vx) > abs(vy))
|
||||
hx -= MulScale(vx, i, 28);
|
||||
else
|
||||
hy -= MulScale(vy, i, 28);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (abs(vx) > abs(vy))
|
||||
i = IntToFixed(hx) / vx;
|
||||
else
|
||||
i = IntToFixed(hy) / vy;
|
||||
|
||||
if (i < pp->camera_dist)
|
||||
pp->camera_dist = i;
|
||||
}
|
||||
|
||||
// Actually move you! (Camerdist is 65536 if nothing is in the way)
|
||||
*nx = (*nx) + MulScale(vx, pp->camera_dist, 16);
|
||||
*ny = (*ny) + MulScale(vy, pp->camera_dist, 16);
|
||||
*nz = (*nz) + MulScale(vz, pp->camera_dist, 16);
|
||||
|
||||
// Slowly increase pp->camera_dist until it reaches 65536
|
||||
// Synctics is a timer variable so it increases the same rate
|
||||
// on all speed computers
|
||||
pp->camera_dist = min(pp->camera_dist + (3 << 10), 65536);
|
||||
//pp->camera_dist = min(pp->camera_dist + (synctics << 10), 65536);
|
||||
|
||||
// Make sure vsect is correct
|
||||
updatesectorz(*nx, *ny, *nz, vsect);
|
||||
|
||||
*nang += buildang(pp->view_outside_dang);
|
||||
return true;
|
||||
}
|
||||
|
||||
void
|
||||
CircleCamera(int *nx, int *ny, int *nz, short *vsect, binangle *nang, fixed_t q16horiz)
|
||||
{
|
||||
|
@ -1705,10 +1579,10 @@ drawscreen(PLAYERp pp, double smoothratio)
|
|||
{
|
||||
tz -= 8448;
|
||||
|
||||
if (!BackView(&tx, &ty, &tz, &tsectnum, &tang, thoriz.asq16()))
|
||||
if (!calcChaseCamPos(&tx, &ty, &tz, &sprite[pp->PlayerSprite], &tsectnum, tang, thoriz, smoothratio))
|
||||
{
|
||||
tz += 8448;
|
||||
BackView(&tx, &ty, &tz, &tsectnum, &tang, thoriz.asq16());
|
||||
calcChaseCamPos(&tx, &ty, &tz, &sprite[pp->PlayerSprite], &tsectnum, tang, thoriz, smoothratio);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
|
|
@ -839,7 +839,6 @@ struct PLAYERstruct
|
|||
SPRITEp hi_sp, lo_sp;
|
||||
|
||||
SPRITEp last_camera_sp;
|
||||
int camera_dist; // view mode dist
|
||||
int circle_camera_dist;
|
||||
int six,siy,siz; // save player interp position for PlayerSprite
|
||||
short siang;
|
||||
|
|
|
@ -44,6 +44,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|||
#include "jsector.h"
|
||||
#include "network.h"
|
||||
#include "gamestate.h"
|
||||
#include "gamefuncs.h"
|
||||
#include "player.h"
|
||||
|
||||
BEGIN_SW_NS
|
||||
|
@ -99,13 +100,6 @@ void GameInterface::ToggleThirdPerson()
|
|||
{
|
||||
if (gamestate != GS_LEVEL) return;
|
||||
auto pp = &Player[myconnectindex];
|
||||
if (inputState.ShiftPressed())
|
||||
{
|
||||
if (TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE))
|
||||
pp->view_outside_dang = NORM_ANGLE(pp->view_outside_dang + 256);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE))
|
||||
{
|
||||
RESET(pp->Flags, PF_VIEW_FROM_OUTSIDE);
|
||||
|
@ -113,8 +107,7 @@ void GameInterface::ToggleThirdPerson()
|
|||
else
|
||||
{
|
||||
SET(pp->Flags, PF_VIEW_FROM_OUTSIDE);
|
||||
pp->camera_dist = 0;
|
||||
}
|
||||
cameradist = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue