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https://github.com/KartKrewDev/RingRacers.git
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Merge branch 'light-setup-frame-refactor' into 'master'
A lightweight refactor to R_SetupFrame and R_SkyboxFrame See merge request KartKrew/Kart!532
This commit is contained in:
commit
2fdcd9bc2d
3 changed files with 75 additions and 119 deletions
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@ -6048,7 +6048,7 @@ void HWR_RenderSkyboxView(player_t *player)
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}
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// note: sets viewangle, viewx, viewy, viewz
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R_SkyboxFrame(player);
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R_SkyboxFrame(viewssnum);
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// copy view cam position for local use
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dup_viewx = viewx;
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@ -6259,7 +6259,7 @@ void HWR_RenderPlayerView(void)
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}
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// note: sets viewangle, viewx, viewy, viewz
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R_SetupFrame(player);
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R_SetupFrame(viewssnum);
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framecount++; // timedemo
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// copy view cam position for local use
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182
src/r_main.c
182
src/r_main.c
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@ -1199,30 +1199,61 @@ subsector_t *R_PointInSubsectorOrNull(fixed_t x, fixed_t y)
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// R_SetupFrame
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//
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void R_SetupFrame(player_t *player)
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static void
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R_SetupCommonFrame
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( player_t * player,
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subsector_t * subsector)
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{
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camera_t *thiscam = &camera[0];
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boolean chasecam = (cv_chasecam[0].value != 0);
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UINT8 i = 0;
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newview->player = player;
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for (i = 0; i <= r_splitscreen; i++)
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newview->x += quake.x;
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newview->y += quake.y;
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newview->z += quake.z;
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newview->roll = R_ViewRollAngle(player);
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if (subsector)
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newview->sector = subsector->sector;
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else
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newview->sector = R_PointInSubsector(newview->x, newview->y)->sector;
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R_InterpolateView(rendertimefrac);
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}
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static void R_SetupAimingFrame(int s)
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{
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if (player == &players[displayplayers[i]])
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player_t *player = &players[displayplayers[s]];
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camera_t *thiscam = &camera[s];
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if (player->awayviewtics)
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{
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thiscam = &camera[i];
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chasecam = (cv_chasecam[i].value != 0);
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R_SetViewContext(VIEWCONTEXT_PLAYER1 + i);
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break;
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newview->aim = player->awayviewaiming;
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newview->angle = player->awayviewmobj->angle;
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}
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else if (thiscam && thiscam->chase)
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{
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newview->aim = thiscam->aiming;
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newview->angle = thiscam->angle;
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}
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else if (!demo.playback && player->playerstate != PST_DEAD)
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{
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newview->aim = localaiming[s];
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newview->angle = localangle[s];
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}
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else
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{
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newview->aim = player->aiming;
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newview->angle = player->mo->angle;
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}
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}
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if (i > r_splitscreen)
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void R_SetupFrame(int s)
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{
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i = 0; // Shouldn't be possible, but just in case.
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thiscam = &camera[0];
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chasecam = (cv_chasecam[0].value != 0);
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R_SetViewContext(VIEWCONTEXT_PLAYER1);
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}
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player_t *player = &players[displayplayers[s]];
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camera_t *thiscam = &camera[s];
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boolean chasecam = (cv_chasecam[s].value != 0);
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R_SetViewContext(VIEWCONTEXT_PLAYER1 + s);
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if (player->spectator) // no spectator chasecam
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chasecam = false; // force chasecam off
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@ -1237,97 +1268,51 @@ void R_SetupFrame(player_t *player)
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newview->sky = false;
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R_SetupAimingFrame(s);
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if (player->awayviewtics)
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{
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// cut-away view stuff
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r_viewmobj = player->awayviewmobj; // should be a MT_ALTVIEWMAN
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I_Assert(r_viewmobj != NULL);
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newview->x = r_viewmobj->x;
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newview->y = r_viewmobj->y;
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newview->z = r_viewmobj->z + 20*FRACUNIT;
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newview->aim = player->awayviewaiming;
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newview->angle = r_viewmobj->angle;
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R_SetupCommonFrame(player, r_viewmobj->subsector);
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}
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else if (!player->spectator && chasecam)
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// use outside cam view
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{
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r_viewmobj = NULL;
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newview->x = thiscam->x;
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newview->y = thiscam->y;
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newview->z = thiscam->z + (thiscam->height>>1);
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newview->aim = thiscam->aiming;
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newview->angle = thiscam->angle;
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R_SetupCommonFrame(player, thiscam->subsector);
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}
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else
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// use the player's eyes view
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{
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newview->z = player->viewz;
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r_viewmobj = player->mo;
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I_Assert(r_viewmobj != NULL);
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newview->aim = player->aiming;
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newview->angle = r_viewmobj->angle;
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if (!demo.playback && player->playerstate != PST_DEAD)
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{
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newview->angle = localangle[i]; // WARNING: camera uses this
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newview->aim = localaiming[i];
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}
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}
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newview->roll = R_ViewRollAngle(player);
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newview->z += quake.z;
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newview->player = player;
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if (chasecam && !player->awayviewtics && !player->spectator)
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{
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newview->x = thiscam->x;
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newview->y = thiscam->y;
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newview->x += quake.x;
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newview->y += quake.y;
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if (thiscam->subsector)
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newview->sector = thiscam->subsector->sector;
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else
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newview->sector = R_PointInSubsector(newview->x, newview->y)->sector;
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}
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else
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{
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newview->x = r_viewmobj->x;
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newview->y = r_viewmobj->y;
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newview->x += quake.x;
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newview->y += quake.y;
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newview->z = player->viewz;
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if (r_viewmobj->subsector)
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newview->sector = r_viewmobj->subsector->sector;
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else
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newview->sector = R_PointInSubsector(newview->x, newview->y)->sector;
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R_SetupCommonFrame(player, r_viewmobj->subsector);
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}
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}
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// newview->sin = FINESINE(viewangle>>ANGLETOFINESHIFT);
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// newview->cos = FINECOSINE(viewangle>>ANGLETOFINESHIFT);
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R_InterpolateView(rendertimefrac);
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}
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void R_SkyboxFrame(player_t *player)
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void R_SkyboxFrame(int s)
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{
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camera_t *thiscam = &camera[0];
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UINT8 i = 0;
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player_t *player = &players[displayplayers[s]];
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camera_t *thiscam = &camera[s];
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for (i = 0; i <= r_splitscreen; i++)
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{
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if (player == &players[displayplayers[i]])
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{
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thiscam = &camera[i];
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R_SetViewContext(VIEWCONTEXT_SKY1 + i);
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break;
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}
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}
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if (i > r_splitscreen)
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{
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i = 0; // Shouldn't be possible, but just in case.
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thiscam = &camera[0];
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R_SetViewContext(VIEWCONTEXT_SKY1);
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}
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R_SetViewContext(VIEWCONTEXT_SKY1 + s);
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// cut-away view stuff
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newview->sky = true;
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@ -1339,30 +1324,8 @@ void R_SkyboxFrame(player_t *player)
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I_Error("R_SkyboxFrame: r_viewmobj null (player %s)", sizeu1(playeri));
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}
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#endif
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if (player->awayviewtics)
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{
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newview->aim = player->awayviewaiming;
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newview->angle = player->awayviewmobj->angle;
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}
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else if (thiscam && thiscam->chase)
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{
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newview->aim = thiscam->aiming;
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newview->angle = thiscam->angle;
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}
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else
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{
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newview->aim = player->aiming;
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newview->angle = player->mo->angle;
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if (/*!demo.playback && */player->playerstate != PST_DEAD)
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{
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newview->angle = localangle[i];
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newview->aim = localaiming[i];
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}
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}
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newview->angle += r_viewmobj->angle;
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newview->roll = R_ViewRollAngle(player);
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newview->player = player;
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R_SetupAimingFrame(s);
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newview->x = r_viewmobj->x;
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newview->y = r_viewmobj->y;
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@ -1440,15 +1403,8 @@ void R_SkyboxFrame(player_t *player)
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newview->z += campos.z * -mh->skybox_scalez;
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}
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if (r_viewmobj->subsector)
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newview->sector = r_viewmobj->subsector->sector;
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else
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newview->sector = R_PointInSubsector(newview->x, newview->y)->sector;
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// newview->sin = FINESINE(viewangle>>ANGLETOFINESHIFT);
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// newview->cos = FINECOSINE(viewangle>>ANGLETOFINESHIFT);
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R_InterpolateView(rendertimefrac);
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R_SetupCommonFrame(player, r_viewmobj->subsector);
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}
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boolean R_ViewpointHasChasecam(player_t *player)
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@ -1562,7 +1518,7 @@ void R_RenderPlayerView(void)
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V_DrawFill(viewwidth, viewheight, viewwidth, viewheight, 31|V_NOSCALESTART);
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}
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R_SetupFrame(player);
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R_SetupFrame(viewssnum);
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framecount++;
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validcount++;
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@ -134,8 +134,8 @@ void R_SetViewSize(void);
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// do it (sometimes explicitly called)
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void R_ExecuteSetViewSize(void);
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void R_SetupFrame(player_t *player);
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void R_SkyboxFrame(player_t *player);
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void R_SetupFrame(int split);
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void R_SkyboxFrame(int split);
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boolean R_ViewpointHasChasecam(player_t *player);
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boolean R_IsViewpointThirdPerson(player_t *player, boolean skybox);
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