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- Blood: Eliminate VIEW::viewz
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parent
85412a39e6
commit
fc71b39d22
5 changed files with 6 additions and 20 deletions
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@ -37,7 +37,7 @@ void GameInterface::WarpToCoords(double x, double y, double z, DAngle ang, int h
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VIEW* pView = &gPrevView[myconnectindex];
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pPlayer->actor->opos.XY() = pPlayer->actor->spr.pos.XY() = { x , y };
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pView->viewz = gView->zView = z;
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pPlayer->ozView = pPlayer->zView = z;
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if (ang != DAngle::fromDeg(INT_MIN))
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{
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@ -724,7 +724,8 @@ void playerCorrectInertia(PLAYER* pPlayer, const DVector3& oldpos)
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auto zAdj = (pPlayer->actor->spr.pos.Z - oldpos.Z) * zworldtoint;
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pPlayer->zView += zAdj;
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pPlayer->zWeapon += zAdj;
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viewCorrectViewOffsets(pPlayer->nPlayer, oldpos);
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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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}
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void playerResetPowerUps(PLAYER* pPlayer)
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@ -104,6 +104,7 @@ struct PLAYER
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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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int zViewVel;
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int zWeapon;
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int zWeaponVel;
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@ -61,7 +61,7 @@ void viewBackupView(int nPlayer)
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{
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PLAYER* pPlayer = &gPlayer[nPlayer];
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VIEW* pView = &gPrevView[nPlayer];
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pView->viewz = pPlayer->zView;
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pPlayer->ozView = pPlayer->zView;
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pView->weaponZ = pPlayer->zWeapon - pPlayer->zView - 0xc00;
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pView->horiz = pPlayer->horizon.horiz;
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pView->horizoff = pPlayer->horizon.horizoff;
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@ -82,20 +82,6 @@ void viewBackupView(int nPlayer)
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//
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//---------------------------------------------------------------------------
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void viewCorrectViewOffsets(int nPlayer, const DVector3& oldpos)
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{
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PLAYER* pPlayer = &gPlayer[nPlayer];
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VIEW* pView = &gPrevView[nPlayer];
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pPlayer->actor->opos.XY() += pPlayer->actor->spr.pos.XY() - oldpos.XY();
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pView->viewz += (pPlayer->actor->spr.pos.Z - oldpos.Z) * zworldtoint;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void viewDrawText(FFont* pFont, const char* pString, int x, int y, int nShade, int nPalette, int position, bool shadow)
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{
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if (!pString) return;
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@ -515,7 +501,7 @@ static void SetupView(int& cX, int& cY, int& cZ, DAngle& cA, fixedhoriz& cH, sec
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VIEW* pView = &gPrevView[gViewIndex];
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cX = interpolatedvalue(gView->actor->opos.X, gView->actor->spr.pos.X, smoothratio * (1. / MaxSmoothRatio)) * worldtoint;
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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(pView->viewz, gView->zView, smoothratio * (1. / MaxSmoothRatio));
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cZ = interpolatedvalue(gView->ozView, gView->zView, smoothratio * (1. / MaxSmoothRatio));
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zDelta = interpolatedvalue<double>(pView->weaponZ, 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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@ -44,7 +44,6 @@ struct VIEW {
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fixedhoriz horizoff; // horizoff
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int slope;
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int weaponZ; // weapon z
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int viewz; // view z
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int zViewVel;
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int zWeapon;
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int zWeaponVel;
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@ -135,7 +134,6 @@ void viewInitializePrediction(void);
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void viewUpdatePrediction(InputPacket* pInput);
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void viewCorrectPrediction(void);
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void viewBackupView(int nPlayer);
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void viewCorrectViewOffsets(int nPlayer, const DVector3& oldpos);
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void InitStatusBar(void);
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void UpdateStatusBar();
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void viewInit(void);
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