From a9b75e7e7dbee42d5ddeeb683126496cdd92b308 Mon Sep 17 00:00:00 2001 From: Mitchell Richters Date: Sat, 31 Jul 2021 10:15:17 +1000 Subject: [PATCH] - Blood: Put QAV interpolation code behind a CVAR for now until some final minor issues are resolved. * Thanks to Dzierzan for testing and the reports. --- source/core/gamecvars.cpp | 1 + source/core/gamecvars.h | 1 + source/games/blood/src/qav.cpp | 2 +- 3 files changed, 3 insertions(+), 1 deletion(-) diff --git a/source/core/gamecvars.cpp b/source/core/gamecvars.cpp index ed869e112ca..1008b5d1f4a 100644 --- a/source/core/gamecvars.cpp +++ b/source/core/gamecvars.cpp @@ -84,6 +84,7 @@ CVARD(Bool, cl_exhumedoldturn, false, CVAR_ARCHIVE, "enable/disable legacy turni CVARD(Bool, cl_hudinterpolation, true, CVAR_ARCHIVE, "enable/disable HUD (weapon drawer) interpolation") CVARD(Bool, cl_bloodvanillarun, true, CVAR_ARCHIVE, "enable/disable Blood's vanilla run mode") CVARD(Bool, cl_bloodvanillabobbing, true, CVAR_ARCHIVE, "enable/disable Blood's vanilla bobbing while not using vanilla run mode") +CVARD(Bool, cl_bloodhudinterp, false, CVAR_ARCHIVE, "enable/disable Blood's HUD interpolation") CUSTOM_CVARD(Int, cl_autoaim, 1, CVAR_ARCHIVE|CVAR_USERINFO, "enable/disable weapon autoaim") diff --git a/source/core/gamecvars.h b/source/core/gamecvars.h index 2aa589599d3..4328b0b43b7 100644 --- a/source/core/gamecvars.h +++ b/source/core/gamecvars.h @@ -29,6 +29,7 @@ EXTERN_CVAR(Bool, cl_exhumedoldturn) EXTERN_CVAR(Bool, cl_hudinterpolation) EXTERN_CVAR(Bool, cl_bloodvanillarun) EXTERN_CVAR(Bool, cl_bloodvanillabobbing) +EXTERN_CVAR(Bool, cl_bloodhudinterp) EXTERN_CVAR(Bool, demorec_seeds_cvar) EXTERN_CVAR(Bool, demoplay_diffs) diff --git a/source/games/blood/src/qav.cpp b/source/games/blood/src/qav.cpp index 43ef1a8e3aa..0501a408236 100644 --- a/source/games/blood/src/qav.cpp +++ b/source/games/blood/src/qav.cpp @@ -100,7 +100,7 @@ void QAV::Draw(double x, double y, int ticks, int stat, int shade, int palnum, b double tileZ; double tileA; - if (prevTile && cl_hudinterpolation && (nFrames > 1) && (nFrame != oFrame) && (smoothratio != MaxSmoothRatio) && interpolate) + if (cl_bloodhudinterp && prevTile && cl_hudinterpolation && (nFrames > 1) && (nFrame != oFrame) && (smoothratio != MaxSmoothRatio) && interpolate) { tileX += interpolatedvaluef(prevTile->x, thisTile->x, smoothratio); tileY += interpolatedvaluef(prevTile->y, thisTile->y, smoothratio);