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- use the smooth ratio from the game logic in the renderer instead of calling I_GetTimeFrac again.
Unlike the higher level code this does not check for game over conditions.
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2b1072eb91
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6 changed files with 7 additions and 7 deletions
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@ -275,7 +275,7 @@ static void CheckTimer(FRenderState &state, uint64_t ShaderStartTime)
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void animatecamsprite(double s);
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void render_drawrooms(spritetype* playersprite, const vec3_t& position, int sectnum, binangle angle, fixedhoriz horizon, binangle rollang)
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void render_drawrooms(spritetype* playersprite, const vec3_t& position, int sectnum, binangle angle, fixedhoriz horizon, binangle rollang, double smoothratio)
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{
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checkRotatedWalls();
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@ -295,7 +295,7 @@ void render_drawrooms(spritetype* playersprite, const vec3_t& position, int sect
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// Get this before everything else
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FRenderViewpoint r_viewpoint = SetupViewpoint(playersprite, position, sectnum, angle, horizon, rollang);
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if (cl_capfps) r_viewpoint.TicFrac = 1.;
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else r_viewpoint.TicFrac = I_GetTimeFrac();
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else r_viewpoint.TicFrac = smoothratio * (1/65536.);
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screen->mLights->Clear();
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screen->mViewpoints->Clear();
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