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- Blood: Make delirium rotscrnang smoother with use of more precision.
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mjr4077au committed Jul 18, 2021
1 parent c62e5db commit b4af9e8
Showing 1 changed file with 4 additions and 4 deletions.
8 changes: 4 additions & 4 deletions source/games/blood/src/view.cpp
Expand Up @@ -618,16 +618,16 @@ void viewDrawScreen(bool sceneonly)
binangle rotscrnang;
SetupView(cX, cY, cZ, cA, cH, nSectnum, zDelta, shakeX, shakeY, rotscrnang);

int tilt = interpolatedangle(gScreenTiltO, gScreenTilt, gInterpolate);
binangle tilt = interpolatedangle(buildang(gScreenTiltO), buildang(gScreenTilt), gInterpolate);
uint8_t v14 = 0;
uint8_t v10 = 0;
bool bDelirium = powerupCheck(gView, kPwUpDeliriumShroom) > 0;
static bool bDeliriumOld = false;
//int tiltcs, tiltdim;
uint8_t otherview = powerupCheck(gView, kPwUpCrystalBall) > 0;
if (tilt || bDelirium)
if (tilt.asbam() || bDelirium)
{
rotscrnang = buildang(tilt);
rotscrnang = tilt;
}
else if (otherview && gNetPlayers > 1)
{
Expand Down Expand Up @@ -689,7 +689,7 @@ void viewDrawScreen(bool sceneonly)
}
cH = q16horiz(ClipRange(cH.asq16(), gi->playerHorizMin(), gi->playerHorizMax()));

if ((tilt || bDelirium) && !sceneonly)
if ((tilt.asbam() || bDelirium) && !sceneonly)
{
if (gDeliriumBlur)
{
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