- Make the new scaled angle changes at frame rate opt-in behind new flag SPF_SCALEDNOLERP.

* This will still test whether the game needs to lerp and will force `SPF_INTERPOLATE` if needed.
This commit is contained in:
Mitchell Richters 2022-12-02 22:24:21 +11:00 committed by Christoph Oelckers
commit 6629944d39
6 changed files with 57 additions and 37 deletions

View file

@ -3429,18 +3429,22 @@ void AActor::SetPitch(DAngle p, int fflags)
{
if (player != nullptr)
{
if (fflags & SPF_INTERPOLATE)
const bool mustLerp = !P_NoInterpolation(player, this);
if ((fflags & SPF_INTERPOLATE) || ((fflags & SPF_SCALEDNOLERP) && mustLerp))
{
if (P_NoInterpolation(player, this))
{
player->angleTargets.Pitch = deltaangle(Angles.Pitch, p);
player->angleAppliedAmounts.Pitch = nullAngle;
}
else
{
Angles.Pitch = p;
player->cheats |= CF_INTERPVIEW;
}
Angles.Pitch = p;
player->cheats |= CF_INTERPVIEW;
}
else if ((fflags & SPF_SCALEDNOLERP) && !mustLerp)
{
player->angleTargets.Pitch = deltaangle(Angles.Pitch, p);
player->angleAppliedAmounts.Pitch = nullAngle;
player->cheats |= CF_SCALEDNOLERP;
}
else
{
Angles.Pitch = p;
}
}
else
@ -3457,18 +3461,22 @@ void AActor::SetAngle(DAngle ang, int fflags)
{
if (player != nullptr)
{
if (fflags & SPF_INTERPOLATE)
const bool mustLerp = !P_NoInterpolation(player, this);
if ((fflags & SPF_INTERPOLATE) || ((fflags & SPF_SCALEDNOLERP) && mustLerp))
{
if (P_NoInterpolation(player, this))
{
player->angleTargets.Yaw = deltaangle(Angles.Yaw, ang);
player->angleAppliedAmounts.Yaw = nullAngle;
}
else
{
Angles.Yaw = ang;
player->cheats |= CF_INTERPVIEW;
}
Angles.Yaw = ang;
player->cheats |= CF_INTERPVIEW;
}
else if ((fflags & SPF_SCALEDNOLERP) && !mustLerp)
{
player->angleTargets.Yaw = deltaangle(Angles.Yaw, ang);
player->angleAppliedAmounts.Yaw = nullAngle;
player->cheats |= CF_SCALEDNOLERP;
}
else
{
Angles.Yaw = ang;
}
}
else
@ -3485,18 +3493,22 @@ void AActor::SetRoll(DAngle r, int fflags)
{
if (player != nullptr)
{
if (fflags & SPF_INTERPOLATE)
const bool mustLerp = !P_NoInterpolation(player, this);
if ((fflags & SPF_INTERPOLATE) || ((fflags & SPF_SCALEDNOLERP) && mustLerp))
{
if (P_NoInterpolation(player, this))
{
player->angleTargets.Roll = deltaangle(Angles.Roll, r);
player->angleAppliedAmounts.Roll = nullAngle;
}
else
{
Angles.Roll = r;
player->cheats |= CF_INTERPVIEW;
}
Angles.Roll = r;
player->cheats |= CF_INTERPVIEW;
}
else if ((fflags & SPF_SCALEDNOLERP) && !mustLerp)
{
player->angleTargets.Roll = deltaangle(Angles.Roll, r);
player->angleAppliedAmounts.Roll = nullAngle;
player->cheats |= CF_SCALEDNOLERP;
}
else
{
Angles.Roll = r;
}
}
else