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Commit d0020e6c authored by Eidolon's avatar Eidolon
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Ensure viewsector is accurate to viewx/viewy

This fixes a potential crash in OpenGL when changing between levels.
parent df5949d6
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...@@ -39,6 +39,16 @@ viewvars_t *newview = &p1view_new; ...@@ -39,6 +39,16 @@ viewvars_t *newview = &p1view_new;
enum viewcontext_e viewcontext = VIEWCONTEXT_PLAYER1; 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 // recalc necessary stuff for mouseaiming
// slopes are already calculated for the full possible view (which is 4*viewheight). // 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) // 18/08/18: (No it's actually 16*viewheight, thanks Jimita for finding this out)
...@@ -80,6 +90,8 @@ void R_InterpolateView(fixed_t frac) ...@@ -80,6 +90,8 @@ void R_InterpolateView(fixed_t frac)
boolean skybox = 0; boolean skybox = 0;
if (FIXED_TO_FLOAT(frac) < 0) if (FIXED_TO_FLOAT(frac) < 0)
frac = 0; frac = 0;
if (frac > FRACUNIT)
frac = FRACUNIT;
viewx = oldview->x + R_LerpFixed(oldview->x, newview->x, frac); viewx = oldview->x + R_LerpFixed(oldview->x, newview->x, frac);
viewy = oldview->y + R_LerpFixed(oldview->y, newview->y, frac); viewy = oldview->y + R_LerpFixed(oldview->y, newview->y, frac);
...@@ -93,16 +105,8 @@ void R_InterpolateView(fixed_t frac) ...@@ -93,16 +105,8 @@ void R_InterpolateView(fixed_t frac)
// this is gonna create some interesting visual errors for long distance teleports... // this is gonna create some interesting visual errors for long distance teleports...
// might want to recalculate the view sector every frame instead... // might want to recalculate the view sector every frame instead...
if (frac >= FRACUNIT) viewplayer = newview->player;
{ viewsector = R_PointInSubsector(viewx, viewy)->sector;
viewplayer = newview->player;
viewsector = newview->sector;
}
else
{
viewplayer = oldview->player;
viewsector = oldview->sector;
}
// well, this ain't pretty // well, this ain't pretty
if (newview == &sky1view_new || newview == &sky2view_new) if (newview == &sky1view_new || newview == &sky2view_new)
...@@ -152,18 +156,3 @@ void R_SetViewContext(enum viewcontext_e _viewcontext) ...@@ -152,18 +156,3 @@ void R_SetViewContext(enum viewcontext_e _viewcontext)
break; 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);
}
...@@ -51,9 +51,4 @@ void R_UpdateViewInterpolation(void); ...@@ -51,9 +51,4 @@ void R_UpdateViewInterpolation(void);
// Set the current view context (the viewvars pointed to by newview) // Set the current view context (the viewvars pointed to by newview)
void R_SetViewContext(enum viewcontext_e _viewcontext); 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 #endif
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