Remove unneeded interpolation from R_PlayerSliptideAngle #73

Merged
Indev450 merged 1 commits from lua-remove-unneeded-interpolation into Saturn 2023-09-27 16:03:09 +02:00
+1 -12
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@@ -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));
}