Remove unneeded interpolation from R_PlayerSliptideAngle #73
+1
-12
@@ -445,7 +445,6 @@ angle_t R_PlayerSliptideAngle(player_t *player)
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spritedef_t *sprdef;
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spriteframe_t *sprframe;
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angle_t ang = 0;
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interpmobjstate_t interp = {0};
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if (!cv_sliptideroll.value || !player || P_MobjWasRemoved(player->mo))
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return 0;
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@@ -455,16 +454,6 @@ angle_t R_PlayerSliptideAngle(player_t *player)
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size_t rot = mo->frame & FF_FRAMEMASK;
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boolean papersprite = (mo->frame & FF_PAPERSPRITE);
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// Yes.
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if (R_UsingFrameInterpolation() && !paused)
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{
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R_InterpolateMobjState(mo, rendertimefrac, &interp);
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}
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else
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{
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R_InterpolateMobjState(mo, FRACUNIT, &interp);
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}
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if (mo->skin && mo->sprite == SPR_PLAY)
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{
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sprdef = &((skin_t *)mo->skin)->spritedef;
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@@ -489,7 +478,7 @@ angle_t R_PlayerSliptideAngle(player_t *player)
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if (!sprframe) return 0;
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if (sprframe->rotate != SRF_SINGLE || papersprite)
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ang = R_PointToAngle(interp.x, interp.y) - interp.angle;
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ang = R_PointToAngle(mo->x, mo->y) - mo->angle;
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return FixedMul(FINECOSINE((ang) >> ANGLETOFINESHIFT), mo->player->sliproll*(mo->player->sliptidemem));
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}
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