- floatified r_interpolate.cpp.
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4 changed files with 45 additions and 49 deletions
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@ -125,7 +125,6 @@ fixed_t viewsin, viewtansin;
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AActor *camera; // [RH] camera to draw from. doesn't have to be a player
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fixed_t r_TicFrac; // [RH] Fractional tic to render
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double r_TicFracF; // same as floating point
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DWORD r_FrameTime; // [RH] Time this frame started drawing (in ms)
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bool r_NoInterpolate;
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@ -572,9 +571,9 @@ static void R_Shutdown ()
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//CVAR (Int, tf, 0, 0)
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EXTERN_CVAR (Bool, cl_noprediction)
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void R_InterpolateView (player_t *player, fixed_t frac, InterpolationViewer *iview)
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void R_InterpolateView (player_t *player, double Frac, InterpolationViewer *iview)
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{
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// frac = tf;
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fixed_t frac = FLOAT2FIXED(Frac);
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if (NoInterpolateView)
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{
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InterpolationPath.Clear();
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@ -1012,9 +1011,7 @@ void R_SetupFrame (AActor *actor)
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{
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r_TicFracF = 1.;
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}
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r_TicFrac = FLOAT2FIXED(r_TicFracF);
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R_InterpolateView (player, r_TicFrac, iview);
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R_InterpolateView (player, r_TicFracF, iview);
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#ifdef TEST_X
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viewx = TEST_X;
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@ -1025,7 +1022,7 @@ void R_SetupFrame (AActor *actor)
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R_SetViewAngle ();
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interpolator.DoInterpolations (r_TicFrac);
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interpolator.DoInterpolations (r_TicFracF);
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// Keep the view within the sector's floor and ceiling
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if (viewsector->PortalBlocksMovement(sector_t::ceiling))
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