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- Blood: Eliminate VIEW
bobbing/swaying members.
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commit
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3 changed files with 12 additions and 12 deletions
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@ -96,10 +96,14 @@ struct PLAYER
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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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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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int nPlayer; // Connect id
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int lifeMode;
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int bloodlust; // ---> useless
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@ -63,10 +63,10 @@ void viewBackupView(int nPlayer)
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VIEW* pView = &gPrevView[nPlayer];
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pPlayer->ozView = pPlayer->zView;
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pPlayer->ozWeapon = pPlayer->zWeapon - pPlayer->zView - 0xc00;
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pView->bobHeight = pPlayer->bobHeight;
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pView->bobWidth = pPlayer->bobWidth;
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pView->shakeBobY = pPlayer->swayHeight;
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pView->shakeBobX = pPlayer->swayWidth;
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pPlayer->obobHeight = pPlayer->bobHeight;
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pPlayer->obobWidth = pPlayer->bobWidth;
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pPlayer->oswayHeight = pPlayer->swayHeight;
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pPlayer->oswayWidth = pPlayer->swayWidth;
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pView->look_ang = pPlayer->angle.look_ang;
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pView->rotscrnang = pPlayer->angle.rotscrnang;
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pPlayer->angle.backup();
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@ -500,10 +500,10 @@ static void SetupView(int& cX, int& cY, int& cZ, DAngle& cA, fixedhoriz& cH, sec
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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(gView->ozView, gView->zView, smoothratio * (1. / MaxSmoothRatio));
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zDelta = interpolatedvalue<double>(gView->ozWeapon, 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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bobHeight = interpolatedvalue(pView->bobHeight, gView->bobHeight, smoothratio * (1. / MaxSmoothRatio));
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shakeX = interpolatedvalue<double>(pView->shakeBobX, gView->swayWidth, smoothratio * (1. / MaxSmoothRatio));
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shakeY = interpolatedvalue<double>(pView->shakeBobY, gView->swayHeight, smoothratio * (1. / MaxSmoothRatio));
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bobWidth = interpolatedvalue(gView->obobWidth, gView->bobWidth, smoothratio * (1. / MaxSmoothRatio));
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bobHeight = interpolatedvalue(gView->obobHeight, gView->bobHeight, smoothratio * (1. / MaxSmoothRatio));
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shakeX = interpolatedvalue<double>(gView->oswayWidth, gView->swayWidth, smoothratio * (1. / MaxSmoothRatio));
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shakeY = interpolatedvalue<double>(gView->oswayHeight, gView->swayHeight, smoothratio * (1. / MaxSmoothRatio));
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if (!SyncInput())
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{
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@ -34,10 +34,6 @@ BEGIN_BLD_NS
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struct VIEW {
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int bobPhase;
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int Kills;
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int bobHeight; // bob height
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int bobWidth; // bob width
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int swayPhase;
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int swayAmp;
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int shakeBobY; // bob sway y
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int shakeBobX; // bob sway x
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int zViewVel;
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