Ensure viewsector is accurate to viewx/viewy

This fixes a potential crash in OpenGL when changing between levels.
This commit is contained in:
Eidolon 2019-12-22 01:16:57 -06:00 committed by Sally Coolatta
parent f16b567319
commit e2482edce3
2 changed files with 14 additions and 30 deletions

View file

@ -35,6 +35,16 @@ viewvars_t *newview = &pview_new[0];
enum viewcontext_e viewcontext = VIEWCONTEXT_PLAYER1;
static fixed_t R_LerpFixed(fixed_t from, fixed_t to, fixed_t frac)
{
return FixedMul(frac, to - from);
}
static angle_t R_LerpAngle(angle_t from, angle_t to, fixed_t frac)
{
return FixedMul(frac, to - from);
}
// recalc necessary stuff for mouseaiming
// slopes are already calculated for the full possible view (which is 4*viewheight).
// 18/08/18: (No it's actually 16*viewheight, thanks Jimita for finding this out)
@ -78,6 +88,8 @@ void R_InterpolateView(fixed_t frac)
if (FIXED_TO_FLOAT(frac) < 0)
frac = 0;
if (frac > FRACUNIT)
frac = FRACUNIT;
viewx = oldview->x + R_LerpFixed(oldview->x, newview->x, frac);
viewy = oldview->y + R_LerpFixed(oldview->y, newview->y, frac);
@ -91,16 +103,8 @@ void R_InterpolateView(fixed_t frac)
// this is gonna create some interesting visual errors for long distance teleports...
// might want to recalculate the view sector every frame instead...
if (frac >= FRACUNIT)
{
viewplayer = newview->player;
viewsector = newview->sector;
}
else
{
viewplayer = oldview->player;
viewsector = oldview->sector;
}
viewplayer = newview->player;
viewsector = R_PointInSubsector(viewx, viewy)->sector;
// well, this ain't pretty
for (i = 0; i < MAXSPLITSCREENPLAYERS; i++)
@ -157,18 +161,3 @@ void R_SetViewContext(enum viewcontext_e _viewcontext)
break;
}
}
fixed_t R_LerpFixed(fixed_t from, fixed_t to, fixed_t frac)
{
return FixedMul(frac, to - from);
}
INT32 R_LerpInt32(INT32 from, INT32 to, fixed_t frac)
{
return FixedInt(FixedMul(frac, (to*FRACUNIT) - (from*FRACUNIT)));
}
angle_t R_LerpAngle(angle_t from, angle_t to, fixed_t frac)
{
return FixedMul(frac, to - from);
}

View file

@ -55,9 +55,4 @@ void R_UpdateViewInterpolation(void);
// Set the current view context (the viewvars pointed to by newview)
void R_SetViewContext(enum viewcontext_e _viewcontext);
fixed_t R_LerpFixed(fixed_t from, fixed_t to, fixed_t frac);
INT32 R_LerpInt32(INT32 from, INT32 to, fixed_t frac);
UINT32 R_LerpUInt32(UINT32 from, UINT32 to, fixed_t frac);
angle_t R_LerpAngle(angle_t from, angle_t to, fixed_t frac);
#endif