Interpolate view, even when paused
Fixes slideshow movement with demo freecam while paused. Does not appear to jitter like texture scrollers do.
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3 changed files with 7 additions and 1 deletions
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@ -907,11 +907,14 @@ void D_SRB2Loop(void)
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{
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rendertimefrac = FRACUNIT;
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}
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rendertimefrac_unpaused = g_time.timefrac;
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}
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else
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{
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renderdeltatics = realtics * FRACUNIT;
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rendertimefrac = FRACUNIT;
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rendertimefrac_unpaused = FRACUNIT;
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}
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if ((interp || doDisplay) && !frameskip)
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@ -89,6 +89,7 @@ mobj_t *r_viewmobj;
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int r_splitscreen;
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fixed_t rendertimefrac;
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fixed_t rendertimefrac_unpaused;
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fixed_t renderdeltatics;
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boolean renderisnewtic;
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@ -1215,7 +1216,7 @@ R_SetupCommonFrame
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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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R_InterpolateView(rendertimefrac_unpaused);
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}
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static void R_SetupAimingFrame(int s)
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@ -39,6 +39,8 @@ extern size_t validcount, linecount, loopcount, framecount;
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// The fraction of a tic being drawn (for interpolation between two tics)
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extern fixed_t rendertimefrac;
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// Same as rendertimefrac but not suspended when the game is paused
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extern fixed_t rendertimefrac_unpaused;
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// Evaluated delta tics for this frame (how many tics since the last frame)
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extern fixed_t renderdeltatics;
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// The current render is a new logical tic
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