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Add R_RelativeTeleportViewInterpolation
Adjusts pview_old for relative teleport to attempt a contigious motion
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3 changed files with 11 additions and 0 deletions
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@ -2387,6 +2387,7 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
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camera[i].y += y;
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camera[i].z += z;
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camera[i].subsector = R_PointInSubsector(camera[i].x, camera[i].y);
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R_RelativeTeleportViewInterpolation(i, x, y, z, 0);
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break;
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}
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}
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@ -216,6 +216,14 @@ void R_ResetViewInterpolation(UINT8 p)
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}
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}
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void R_RelativeTeleportViewInterpolation(UINT8 p, fixed_t xdiff, fixed_t ydiff, fixed_t zdiff, angle_t angdiff)
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{
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pview_old[p].x += xdiff;
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pview_old[p].y += ydiff;
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pview_old[p].z += zdiff;
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pview_old[p].angle += angdiff;
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}
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void R_SetViewContext(enum viewcontext_e _viewcontext)
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{
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UINT8 i = 0;
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@ -126,6 +126,8 @@ void R_InterpolateViewRollAngle(fixed_t frac);
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void R_UpdateViewInterpolation(void);
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// Reset the view states (e.g. after level load) so R_InterpolateView doesn't interpolate invalid data
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void R_ResetViewInterpolation(UINT8 p);
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// Update old view for seamless relative teleport
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void R_RelativeTeleportViewInterpolation(UINT8 p, fixed_t xdiff, fixed_t ydiff, fixed_t zdiff, angle_t angdiff);
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// Set the current view context (the viewvars pointed to by newview)
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void R_SetViewContext(enum viewcontext_e _viewcontext);
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