From e10ed14a3cbf8e99be18f2725bc6d6cfc795a059 Mon Sep 17 00:00:00 2001 From: Indev Date: Wed, 27 Sep 2023 12:36:10 +0300 Subject: [PATCH] Remove unneeded interpolation from R_PlayerSliptideAngle (this function is only used from lua, and lua is always running at 35 fps anyway) --- src/r_main.c | 13 +------------ 1 file changed, 1 insertion(+), 12 deletions(-) diff --git a/src/r_main.c b/src/r_main.c index 1e50aeb3c..0e8fc9361 100644 --- a/src/r_main.c +++ b/src/r_main.c @@ -445,7 +445,6 @@ angle_t R_PlayerSliptideAngle(player_t *player) spritedef_t *sprdef; spriteframe_t *sprframe; angle_t ang = 0; - interpmobjstate_t interp = {0}; if (!cv_sliptideroll.value || !player || P_MobjWasRemoved(player->mo)) return 0; @@ -455,16 +454,6 @@ angle_t R_PlayerSliptideAngle(player_t *player) size_t rot = mo->frame & FF_FRAMEMASK; boolean papersprite = (mo->frame & FF_PAPERSPRITE); - // Yes. - if (R_UsingFrameInterpolation() && !paused) - { - R_InterpolateMobjState(mo, rendertimefrac, &interp); - } - else - { - R_InterpolateMobjState(mo, FRACUNIT, &interp); - } - if (mo->skin && mo->sprite == SPR_PLAY) { sprdef = &((skin_t *)mo->skin)->spritedef; @@ -489,7 +478,7 @@ angle_t R_PlayerSliptideAngle(player_t *player) if (!sprframe) return 0; if (sprframe->rotate != SRF_SINGLE || papersprite) - ang = R_PointToAngle(interp.x, interp.y) - interp.angle; + ang = R_PointToAngle(mo->x, mo->y) - mo->angle; return FixedMul(FINECOSINE((ang) >> ANGLETOFINESHIFT), mo->player->sliproll*(mo->player->sliptidemem)); } -- 2.54.0