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- Blood: Floatify PLAYER::zView
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parent
9eec69d810
commit
f35fffdf3d
6 changed files with 18 additions and 18 deletions
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@ -173,7 +173,7 @@ void hudDraw(PLAYER* pPlayer, sectortype* pSector, double bobx, double boby, dou
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drawElement(320, 237, 2358, 1, 1, 1, 1);
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}
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int zn = ((pPlayer->zWeapon - pPlayer->zView - (12 << 8)) >> 7) + 220;
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int zn = (int(pPlayer->zWeapon - pPlayer->zView * zworldtoint - (12 << 8)) >> 7) + 220;
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PLAYER* pPSprite = &gPlayer[pPlayer->actor->spr.type - kDudePlayer1];
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if (pPlayer->actor->IsPlayerActor() && pPSprite->hand == 1)
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{
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@ -713,18 +713,18 @@ void playerSetGodMode(PLAYER* pPlayer, bool bGodMode)
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void playerResetInertia(PLAYER* pPlayer)
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{
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POSTURE* pPosture = &pPlayer->pPosture[pPlayer->lifeMode][pPlayer->posture];
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pPlayer->zView = pPlayer->actor->int_pos().Z - pPosture->eyeAboveZ;
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pPlayer->zView = pPlayer->actor->spr.pos.Z - pPosture->eyeAboveZ * zinttoworld;
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pPlayer->zWeapon = pPlayer->actor->int_pos().Z - pPosture->weaponAboveZ;
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viewBackupView(pPlayer->nPlayer);
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}
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void playerCorrectInertia(PLAYER* pPlayer, const DVector3& oldpos)
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{
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auto zAdj = (pPlayer->actor->spr.pos.Z - oldpos.Z) * zworldtoint;
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auto zAdj = pPlayer->actor->spr.pos.Z - oldpos.Z;
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pPlayer->zView += zAdj;
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pPlayer->zWeapon += zAdj;
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pPlayer->zWeapon += zAdj * zworldtoint;
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pPlayer->actor->opos.XY() += pPlayer->actor->spr.pos.XY() - oldpos.XY();
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pPlayer->ozView += (pPlayer->actor->spr.pos.Z - oldpos.Z) * zworldtoint;
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pPlayer->ozView += zAdj;
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}
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void playerResetPowerUps(PLAYER* pPlayer)
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@ -1865,12 +1865,12 @@ void playerProcess(PLAYER* pPlayer)
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ProcessInput(pPlayer);
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int nSpeed = approxDist(actor->int_vel().X, actor->int_vel().Y);
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pPlayer->zViewVel = interpolatedvalue(pPlayer->zViewVel, actor->int_vel().Z, FixedToFloat(0x7000));
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int dz = pPlayer->actor->int_pos().Z - pPosture->eyeAboveZ - pPlayer->zView;
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int dz = pPlayer->actor->int_pos().Z - pPosture->eyeAboveZ - pPlayer->zView * zworldtoint;
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if (dz > 0)
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pPlayer->zViewVel += MulScale(dz << 8, 0xa000, 16);
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else
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pPlayer->zViewVel += MulScale(dz << 8, 0x1800, 16);
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pPlayer->zView += pPlayer->zViewVel >> 8;
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pPlayer->zView += FixedToFloat(pPlayer->zViewVel);
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pPlayer->zWeaponVel = interpolatedvalue(pPlayer->zWeaponVel, actor->int_vel().Z, FixedToFloat(0x5000));
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dz = pPlayer->actor->int_pos().Z - pPosture->weaponAboveZ - pPlayer->zWeapon;
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if (dz > 0)
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@ -1930,7 +1930,7 @@ void playerProcess(PLAYER* pPlayer)
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auto link = actor->sector()->lowerLink;
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if (link && (link->spr.type == kMarkerLowGoo || link->spr.type == kMarkerLowWater))
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{
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if (getceilzofslopeptr(actor->sector(), actor->spr.pos) > pPlayer->zView)
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if (getceilzofslopeptrf(actor->sector(), actor->spr.pos) > pPlayer->zView)
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pPlayer->isUnderwater = 0;
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}
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}
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@ -107,8 +107,8 @@ struct PLAYER
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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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int zView;
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int ozView;
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double zView;
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double ozView;
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int zViewVel;
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int zWeapon;
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int ozWeapon;
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@ -60,7 +60,7 @@ void viewBackupView(int nPlayer)
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{
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PLAYER* pPlayer = &gPlayer[nPlayer];
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pPlayer->ozView = pPlayer->zView;
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pPlayer->ozWeapon = pPlayer->zWeapon - pPlayer->zView - 0xc00;
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pPlayer->ozWeapon = pPlayer->zWeapon - pPlayer->zView * zworldtoint - 0xc00;
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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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@ -491,8 +491,8 @@ static void SetupView(PLAYER* pPlayer, DVector3& cPos, DAngle& cA, fixedhoriz& c
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#endif
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{
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cPos.XY() = pPlayer->actor->interpolatedpos(interpfrac).XY();
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cPos.Z = interpolatedvalue(pPlayer->ozView, pPlayer->zView, interpfrac) * zinttoworld;
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zDelta = interpolatedvalue<double>(pPlayer->ozWeapon, pPlayer->zWeapon - pPlayer->zView - (12 << 8), interpfrac);
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cPos.Z = interpolatedvalue(pPlayer->ozView, pPlayer->zView, interpfrac);
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zDelta = interpolatedvalue<double>(pPlayer->ozWeapon, pPlayer->zWeapon - pPlayer->zView * zworldtoint - (12 << 8), 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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@ -247,16 +247,16 @@ static bool checkAmmo2(const PLAYER* pPlayer, int ammotype, int amount)
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void SpawnBulletEject(PLAYER* pPlayer, int a2, int a3)
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{
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POSTURE* pPosture = &pPlayer->pPosture[pPlayer->lifeMode][pPlayer->posture];
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pPlayer->zView = pPlayer->actor->int_pos().Z - pPosture->eyeAboveZ;
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int dz = pPlayer->zWeapon - (pPlayer->zWeapon - pPlayer->zView) / 2;
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pPlayer->zView = pPlayer->actor->spr.pos.Z - pPosture->eyeAboveZ * zinttoworld;
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int dz = pPlayer->zWeapon - (pPlayer->zWeapon - pPlayer->zView * zworldtoint) / 2;
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fxSpawnEjectingBrass(pPlayer->actor, dz, a2, a3);
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}
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void SpawnShellEject(PLAYER* pPlayer, int a2, int a3)
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{
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POSTURE* pPosture = &pPlayer->pPosture[pPlayer->lifeMode][pPlayer->posture];
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pPlayer->zView = pPlayer->actor->int_pos().Z - pPosture->eyeAboveZ;
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int t = pPlayer->zWeapon - pPlayer->zView;
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pPlayer->zView = pPlayer->actor->spr.pos.Z - pPosture->eyeAboveZ * zinttoworld;
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int t = pPlayer->zWeapon - pPlayer->zView * zworldtoint;
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int dz = pPlayer->zWeapon - t + (t >> 2);
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fxSpawnEjectingShell(pPlayer->actor, dz, a2, a3);
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}
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@ -73,7 +73,7 @@ struct BloodPlayer native
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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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native int zView;
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native double zView;
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native int zViewVel;
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native int zWeapon;
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native int zWeaponVel;
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