made some changes to turn the CF_INTERPVIEW flag when changing angles into an op-in feature instead of making it automatic.

This commit is contained in:
Christoph Oelckers 2014-05-08 09:15:56 +02:00
commit 67ebbe3ed4
5 changed files with 21 additions and 18 deletions

View file

@ -3930,12 +3930,19 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_MonsterRefire)
// Set actor's angle (in degrees).
//
//===========================================================================
enum
{
SPF_FORCECLAMP = 1, // players always clamp
SPF_INTERPOLATE = 2,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetAngle)
{
ACTION_PARAM_START(1);
ACTION_PARAM_START(2);
ACTION_PARAM_ANGLE(angle, 0);
self->SetAngle(angle);
ACTION_PARAM_INT(flags, 1)
self->SetAngle(angle, !!(flags & SPF_INTERPOLATE));
}
//===========================================================================
@ -3946,11 +3953,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetAngle)
//
//===========================================================================
enum
{
SPF_FORCECLAMP = 1, // players always clamp
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPitch)
{
ACTION_PARAM_START(2);
@ -3973,7 +3975,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPitch)
}
pitch = clamp<int>(pitch, min, max);
}
self->SetPitch(pitch);
self->SetPitch(pitch, !!(flags & SPF_INTERPOLATE));
}
//===========================================================================