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P_Ticker: update view interpolation at the start of a tic
This lets R_ResetViewInterpolation only need to be called once from game logic.
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5 changed files with 7 additions and 6 deletions
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@ -2090,8 +2090,6 @@ void G_ResetView(UINT8 viewnum, INT32 playernum, boolean onlyactive)
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camerap = &camera[viewnum-1];
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P_ResetCamera(&players[(*displayplayerp)], camerap);
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// Why does it need to be done twice?
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R_ResetViewInterpolation(viewnum);
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R_ResetViewInterpolation(viewnum);
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}
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@ -150,7 +150,6 @@ public:
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// all into its new position -- just snap
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// instantly into place.
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R_ResetViewInterpolation(1 + i);
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R_ResetViewInterpolation(1 + i); // (Why does it need to be called twice?)
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}
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r_splitscreen = size() - 1;
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@ -8093,7 +8093,6 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
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if (rendermode != render_none && reloadinggamestate == false)
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{
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R_ResetViewInterpolation(0);
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R_ResetViewInterpolation(0);
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R_UpdateMobjInterpolators();
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@ -646,6 +646,13 @@ void P_Ticker(boolean run)
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}
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}
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if (run)
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{
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// Update old view state BEFORE ticking so resetting
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// the old interpolation state from game logic works.
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R_UpdateViewInterpolation();
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}
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if (objectplacing)
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{
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if (OP_FreezeObjectplace())
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@ -982,7 +989,6 @@ void P_Ticker(boolean run)
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if (run)
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{
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R_UpdateLevelInterpolators();
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R_UpdateViewInterpolation();
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// Hack: ensure newview is assigned every tic.
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// Ensures view interpolation is T-1 to T in poor network conditions
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@ -3606,7 +3606,6 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
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{
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P_MoveChaseCamera(player, thiscam, false);
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R_ResetViewInterpolation(num + 1);
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R_ResetViewInterpolation(num + 1);
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}
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return (x == thiscam->x && y == thiscam->y && z == thiscam->z && angle == thiscam->aiming);
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