- Set up interpolated camera angle changes to occur at framerate when all conditions in P_NoInterpolation() are met.
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3 changed files with 93 additions and 9 deletions
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@ -762,6 +762,35 @@ static double QuakePower(double factor, double intensity, double offset)
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return factor * (offset + randumb);
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}
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//==========================================================================
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//
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// R_DoActorTickerAngleChanges
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//
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//==========================================================================
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static void R_DoActorTickerAngleChanges(player_t* const player, AActor* const actor, const double scale)
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{
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for (unsigned i = 0; i < 3; i++)
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{
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if (player->angleTargets[i].Sgn())
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{
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// Calculate scaled amount of target and add to the accumlation buffer.
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DAngle addition = player->angleTargets[i] * scale;
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player->angleAppliedAmounts[i] += addition;
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// Test whether we're now reached/exceeded our target.
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if (abs(player->angleAppliedAmounts[i]) >= abs(player->angleTargets[i]))
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{
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addition -= player->angleAppliedAmounts[i] - player->angleTargets[i];
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player->angleTargets[i] = player->angleAppliedAmounts[i] = nullAngle;
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}
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// Apply the scaled addition to the angle.
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actor->Angles[i] += addition;
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}
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}
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}
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//==========================================================================
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//
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// R_SetupFrame
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@ -799,6 +828,12 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
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I_Error ("You lost your body. Bad dehacked work is likely to blame.");
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}
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// [MR] Process player angle changes if permitted to do so.
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if (player && P_NoInterpolation(player, viewpoint.camera))
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{
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R_DoActorTickerAngleChanges(player, viewpoint.camera, I_GetInputFrac(false));
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}
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iview = FindPastViewer (viewpoint.camera);
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int nowtic = I_GetTime ();
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