- Added rollIntensity and rollWave to A_QuakeEx.
- Instead of moving the camera around, it rolls the camera. - This only has an effect in GZDoom.
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9 changed files with 44 additions and 17 deletions
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@ -799,6 +799,7 @@ void R_SetupFrame (AActor *actor)
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P_AimCamera (camera, campos, camangle, viewsector, unlinked); // fixme: This needs to translate the angle, too.
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iview->New.Pos = campos;
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iview->New.Angles.Yaw = camangle;
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r_showviewer = true;
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// Interpolating this is a very complicated thing because nothing keeps track of the aim camera's movement, so whenever we detect a portal transition
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// it's probably best to just reset the interpolation for this move.
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@ -868,6 +869,10 @@ void R_SetupFrame (AActor *actor)
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double quakefactor = r_quakeintensity;
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DAngle an;
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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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}
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if (jiggers.RelIntensity.X != 0 || jiggers.RelOffset.X != 0)
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{
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an = camera->Angles.Yaw;
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@ -898,6 +903,10 @@ 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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