It now picks the minimum of the current formula and the one from before June 2017 - the current one was causing problems with sprites in the distance so now the old one is used as an upper bound.
of sector objects as whole groups of points and sprite angles.
The following goals are intended to be achieved with this code:
- Make it easy to let the user toggle sector object interpolation.
- Interpolate the angles of sprites carried by sector objects.
- Use the right amount of samples for interpolating a sector object,
depending on the players' locations, as done in the checks within
DoSector. Unfortunately, modifying DoSector itself to
unconditionally call MoveSectorObjects(sop, synctics) technically
changes the way sectors move (in the logical sense), and was
found out to make a specifically constructed user map unbeatable.
- Make it easy to disable interpolation of a whole sector object in
case of a need. This is especially important if such an object
is controlled by a player in multiplayer, mostly since this
isn't compatible with the way player prediction is working.
A known issue, which also applies to existing settings like the voxel
toggle, is that its value gets written to the saved game, and when such
a game is loaded, the its value gets overwritten by the one in the
saved game. Options should move to settings.cfg later, anyway.
similar manner to what's done in Duke3D (with the addition of the angle).
There seem to be some jitters with this, mostly in Master/Slave mode.
Decreasing PAKRATE in mmulti.cpp might also increase the frequency
of this occuring in Peer-2-Peer mode.
less dependent on the frame rate.
It would probably be better to update this from the game loop side,
like in Duke3D, but it's still better than the preceding situation.
DoPlayerTurn/DoPlayerHorizon while input is tied to the frame rate:
Introduce the new player flags PF2_INPUT_CAN_TURN and PF2_INPUT_CAN_AIM.
Set PF2_INPUT_CAN_TURN if DoPlayerTurn can be called outside
of getinput. Similarly set PF2_INPUT_CAN_AIM if DoPlayerHorizon
can be called in this manner.
getinput will only call DoPlayerTurn/DoPlayerHorizon
if PF2_INPUT_CAN_TURN/PF2_INPUT_CAN_AIM is set. These flags are reset
right before the call to the player's current DoPlayerAction function.
For one example in which this assists, it's not always the
case that DoPlayerDeathFollowKiller may call DoPlayerTurn,
even if we assume that pp->input.q16angvel is never zero.