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96ebe0bcdd | ||
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2e99c90c99 | ||
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d548a898db |
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+1
-6
@@ -285,7 +285,7 @@ typedef struct mobj_s
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// Info for drawing: position.
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fixed_t x, y, z;
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fixed_t old_x, old_y, old_z; // position interpolation
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fixed_t old_x2, old_y2, old_z2;
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fixed_t old_z2; // ok guess we need that...
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// More list: links in sector (if needed)
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struct mobj_s *bnext;
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@@ -297,7 +297,6 @@ typedef struct mobj_s
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// More drawing info: to determine current sprite.
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angle_t angle, pitch, roll; // orientation
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angle_t old_angle, old_pitch, old_roll; // orientation interpolation
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angle_t old_angle2, old_pitch2, old_roll2;
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angle_t rollangle;
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spritenum_t sprite; // used to find patch_t and flip value
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UINT32 frame; // frame number, plus bits see p_pspr.h
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@@ -307,9 +306,7 @@ typedef struct mobj_s
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fixed_t spritexscale, spriteyscale;
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fixed_t spritexoffset, spriteyoffset;
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fixed_t old_spritexscale, old_spriteyscale;
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fixed_t old_spritexscale2, old_spriteyscale2;
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fixed_t old_spritexoffset, old_spriteyoffset;
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fixed_t old_spritexoffset2, old_spriteyoffset2;
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INT16 lightlevel; // Add to sector lightlevel, -255 - 255
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fixed_t realxscale, realyscale; // funn-E streeetch
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@@ -320,7 +317,6 @@ typedef struct mobj_s
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//sloperollangle
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angle_t sloperoll, slopepitch;
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angle_t old_sloperoll, old_slopepitch;
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angle_t old_sloperoll2, old_slopepitch2;
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angle_t pitch_sprite, roll_sprite;
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struct msecnode_s *touching_sectorlist; // a linked list of sectors where this object appears
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@@ -395,7 +391,6 @@ typedef struct mobj_s
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fixed_t scale;
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fixed_t old_scale; // interpolation
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fixed_t old_scale2;
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fixed_t destscale;
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fixed_t scalespeed;
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+14
-13
@@ -1229,19 +1229,20 @@ mobj_t *P_SpawnGhostMobj(mobj_t *mobj)
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mobj->flags &= ~MF_DONTENCOREMAP;
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// Copy interpolation data :)
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ghost->old_x = mobj->old_x2;
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ghost->old_y = mobj->old_y2;
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ghost->old_z = mobj->old_z2;
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ghost->old_angle = (mobj->player ? mobj->player->old_frameangle2 : mobj->old_angle2);
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ghost->old_pitch = mobj->old_pitch2;
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ghost->old_roll = mobj->old_roll2;
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ghost->old_sloperoll = mobj->old_sloperoll2;
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ghost->old_slopepitch = mobj->old_slopepitch2;
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ghost->old_scale = mobj->old_scale2;
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ghost->old_spritexscale = mobj->old_spritexscale2;
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ghost->old_spriteyscale = mobj->old_spriteyscale2;
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ghost->old_spritexoffset = mobj->old_spritexoffset2;
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ghost->old_spriteyoffset = mobj->old_spriteyoffset2;
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// old_x - mobj->momx - hack to preserve vanilla look
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ghost->old_x = mobj->old_x - mobj->momx;
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ghost->old_y = mobj->old_y - mobj->momy;
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ghost->old_z = mobj->old_z2; // Slopes.....
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ghost->old_angle = (mobj->player ? mobj->player->old_frameangle : mobj->old_angle);
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ghost->old_pitch = mobj->old_pitch;
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ghost->old_roll = mobj->old_roll;
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ghost->old_sloperoll = mobj->old_sloperoll;
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ghost->old_slopepitch = mobj->old_slopepitch;
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ghost->old_scale = mobj->old_scale;
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ghost->old_spritexscale = mobj->old_spritexscale;
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ghost->old_spriteyscale = mobj->old_spriteyscale;
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ghost->old_spritexoffset = mobj->old_spritexoffset;
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ghost->old_spriteyoffset = mobj->old_spriteyoffset;
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return ghost;
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}
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+4
-15
@@ -722,6 +722,10 @@ void R_AddMobjInterpolator(mobj_t *mobj)
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interpolated_mobjs.push_back(mobj);
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// Maybe not the best place for it, but for first tic this old_z is 0,
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// so when R_ResetMobjInterpolationState is called old_z2 will be set to 0
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mobj->old_z = mobj->z;
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R_ResetMobjInterpolationState(mobj);
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mobj->resetinterp = true;
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}
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@@ -763,22 +767,7 @@ void R_ResetMobjInterpolationState(mobj_t *mobj)
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if (rendermode == render_none)
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return;
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mobj->old_x2 = mobj->old_x;
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mobj->old_y2 = mobj->old_y;
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mobj->old_z2 = mobj->old_z;
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mobj->old_angle2 = mobj->old_angle;
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mobj->old_scale2 = mobj->old_scale;
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// rotation humor
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mobj->old_pitch2 = mobj->old_pitch;
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mobj->old_roll2 = mobj->old_roll;
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mobj->old_slopepitch2 = mobj->old_slopepitch;
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mobj->old_sloperoll2 = mobj->old_sloperoll;
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mobj->old_spritexscale2 = mobj->old_spritexscale;
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mobj->old_spriteyscale2 = mobj->old_spriteyscale;
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mobj->old_spritexoffset2 = mobj->old_spritexoffset;
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mobj->old_spriteyoffset2 = mobj->old_spriteyoffset;
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mobj->old_x = mobj->x;
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mobj->old_y = mobj->y;
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