Fixes for SCALEDNOLERP
No longer relies on last input fraction to determine offset on frame (now uses TicFrac). No longer modifies Actor angle in real-time. Fixed offsetting breaking when other viewports are being renderer.
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e4ea5ad307
4 changed files with 30 additions and 58 deletions
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@ -783,26 +783,12 @@ static double QuakePower(double factor, double intensity, double offset)
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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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static void R_DoActorTickerAngleChanges(player_t* const player, DRotator& angles, 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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if (fabs(player->angleOffsetTargets[i].Degrees()) >= EQUAL_EPSILON)
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angles[i] += player->angleOffsetTargets[i] * scale;
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}
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}
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@ -843,15 +829,6 @@ 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] Get the input fraction, even if we don't need it this frame. Must run every frame.
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const auto scaleAdjust = I_GetInputFrac();
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// [MR] Process player angle changes if permitted to do so.
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if (player && (player->cheats & CF_SCALEDNOLERP) && P_NoInterpolation(player, viewpoint.camera))
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{
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R_DoActorTickerAngleChanges(player, viewpoint.camera, scaleAdjust);
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}
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iview = FindPastViewer (viewpoint.camera);
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int nowtic = I_GetTime ();
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@ -972,6 +949,9 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
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// [MR] Apply view angles as the viewpoint angles if asked to do so.
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iview->New.Angles = !(viewpoint.camera->flags8 & MF8_ABSVIEWANGLES) ? viewpoint.camera->Angles : viewpoint.camera->ViewAngles;
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iview->New.ViewAngles = viewpoint.camera->ViewAngles;
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// [MR] Process player angle changes if permitted to do so.
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if (player && (player->cheats & CF_SCALEDNOLERP) && P_NoInterpolation(player, viewpoint.camera))
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R_DoActorTickerAngleChanges(player, iview->New.Angles, viewpoint.TicFrac);
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if (viewpoint.camera->player != 0)
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{
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