Use ViewRoll instead of CamRoll, and removed CamRoll entirely. Begin work on interpolation.
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5 changed files with 8 additions and 10 deletions
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@ -108,6 +108,7 @@ int viewwindowy;
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DVector3 ViewPos;
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DAngle ViewAngle;
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DAngle ViewPitch;
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DAngle ViewRoll;
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DVector3 ViewPath[2];
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extern "C"
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@ -542,11 +543,13 @@ void R_InterpolateView (player_t *player, double Frac, InterpolationViewer *ivie
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ViewAngle = (nviewangle + AngleToFloat(LocalViewAngle & 0xFFFF0000)).Normalized180();
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DAngle delta = player->centering ? DAngle(0.) : AngleToFloat(int(LocalViewPitch & 0xFFFF0000));
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ViewPitch = clamp<DAngle>((iview->New.Angles.Pitch - delta).Normalized180(), player->MinPitch, player->MaxPitch);
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ViewRoll = iview->New.Angles.Roll.Normalized180();
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}
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else
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{
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ViewPitch = (iview->Old.Angles.Pitch + deltaangle(iview->Old.Angles.Pitch, iview->New.Angles.Pitch) * Frac).Normalized180();
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ViewAngle = (oviewangle + deltaangle(oviewangle, nviewangle) * Frac).Normalized180();
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ViewRoll = iview->Old.Angles.Roll.Normalized180();
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}
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// Due to interpolation this is not necessarily the same as the sector the camera is in.
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@ -871,7 +874,7 @@ void R_SetupFrame (AActor *actor)
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if (jiggers.RollIntensity != 0 || jiggers.RollWave != 0)
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{
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camera->Angles.CamRoll = camera->Angles.Roll + QuakePower(quakefactor, jiggers.RollIntensity, jiggers.RollWave, jiggers.Falloff, jiggers.WFalloff);
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ViewRoll += QuakePower(quakefactor, jiggers.RollIntensity, jiggers.RollWave, jiggers.Falloff, jiggers.WFalloff);
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}
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if (jiggers.RelIntensity.X != 0 || jiggers.RelOffset.X != 0)
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{
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@ -903,10 +906,6 @@ void R_SetupFrame (AActor *actor)
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ViewPos.Z += QuakePower(quakefactor, jiggers.Intensity.Z, jiggers.Offset.Z, jiggers.Falloff, jiggers.WFalloff);
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}
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}
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else
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{
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camera->Angles.CamRoll = camera->Angles.Roll;
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}
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}
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extralight = camera->player ? camera->player->extralight : 0;
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