- floatified p_trace, p_slopes and p_udmf.cpp.
- major cleanup of unused code.
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35 changed files with 350 additions and 529 deletions
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@ -105,6 +105,7 @@ fixed_t viewx;
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fixed_t viewy;
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fixed_t viewz;
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int viewpitch;
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angle_t viewangle;
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extern "C"
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{
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@ -117,7 +118,6 @@ extern "C"
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int otic;
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angle_t viewangle;
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sector_t *viewsector;
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fixed_t viewcos, viewtancos;
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@ -619,7 +619,7 @@ void R_InterpolateView (player_t *player, fixed_t frac, InterpolationViewer *ivi
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DVector3a &end = InterpolationPath[i];
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pathlen += FLOAT2FIXED((end.pos-start.pos).Length());
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totalzdiff += FLOAT2FIXED(start.pos.Z);
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totaladiff += FLOAT2ANGLE(start.angle.Degrees);
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totaladiff += start.angle.BAMs();
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}
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fixed_t interpolatedlen = FixedMul(frac, pathlen);
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@ -629,7 +629,7 @@ void R_InterpolateView (player_t *player, fixed_t frac, InterpolationViewer *ivi
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DVector3a &end = InterpolationPath[i];
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fixed_t fraglen = FLOAT2FIXED((end.pos - start.pos).Length());
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zdiff += FLOAT2FIXED(start.pos.Z);
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adiff += FLOAT2ANGLE(start.angle.Degrees);
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adiff += start.angle.BAMs();
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if (fraglen <= interpolatedlen)
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{
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interpolatedlen -= fraglen;
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@ -683,11 +683,11 @@ void R_InterpolateView (player_t *player, fixed_t frac, InterpolationViewer *ivi
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// Avoid overflowing viewpitch (can happen when a netgame is stalled)
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if (viewpitch > INT_MAX - delta)
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{
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viewpitch = FLOAT2ANGLE(player->MaxPitch.Degrees);
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viewpitch = player->MaxPitch.BAMs();
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}
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else
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{
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viewpitch = MIN<int>(viewpitch + delta, FLOAT2ANGLE(player->MaxPitch.Degrees));
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viewpitch = MIN<int>(viewpitch + delta, player->MaxPitch.BAMs());
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}
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}
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else if (delta < 0)
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@ -695,11 +695,11 @@ void R_InterpolateView (player_t *player, fixed_t frac, InterpolationViewer *ivi
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// Avoid overflowing viewpitch (can happen when a netgame is stalled)
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if (viewpitch < INT_MIN - delta)
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{
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viewpitch = FLOAT2ANGLE(player->MinPitch.Degrees);
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viewpitch = player->MinPitch.BAMs();
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}
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else
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{
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viewpitch = MAX<int>(viewpitch + delta, FLOAT2ANGLE(player->MinPitch.Degrees));
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viewpitch = MAX<int>(viewpitch + delta, player->MinPitch.BAMs());
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}
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}
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}
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@ -994,13 +994,13 @@ void R_SetupFrame (AActor *actor)
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viewsector = camera->Sector;
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r_showviewer = false;
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}
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iview->nviewpitch = camera->_f_pitch();
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iview->nviewpitch = camera->Angles.Pitch.BAMs();
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if (camera->player != 0)
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{
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player = camera->player;
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}
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iview->nviewangle = camera->_f_angle();
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iview->nviewangle = camera->Angles.Yaw.BAMs();
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if (iview->otic == -1 || r_NoInterpolate)
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{
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R_ResetViewInterpolation ();
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