ref: 624adbdab89dc121d22dc784ebdf1cc760055885
parent: 210e1f1c252989f0a2e9a3ac745993689b5e1029
author: Clownacy <Clownacy@users.noreply.github.com>
date: Wed Apr 15 15:59:13 EDT 2020
Remove junk widescreen code This doesn't belong in here. Also, this code was overhauled in the enhanced branch, so this version is useless.
--- a/src/Frame.cpp
+++ b/src/Frame.cpp
@@ -14,61 +14,6 @@
short map_w, map_l;
GetMapData(0, &map_w, &map_l);
-#if WINDOW_WIDTH != 320 || WINDOW_HEIGHT != 240 // TODO - Really need to make this a compiler flag (also, should probably move this stuff to the enhanced branch)
- if (g_GameFlags & 8)
- {
- // Use the original camera boundaries during the credits
- gFrame.x += (*gFrame.tgt_x - (320 * 0x200 / 2) - gFrame.x) / gFrame.wait;
- gFrame.y += (*gFrame.tgt_y - (240 * 0x200 / 2) - gFrame.y) / gFrame.wait;
-
- if (gFrame.x / 0x200 < 0)
- gFrame.x = 0;
- if (gFrame.y / 0x200 < 0)
- gFrame.y = 0;
-
- if (gFrame.x > (((map_w - 1) * 16) - 320) * 0x200)
- gFrame.x = (((map_w - 1) * 16) - 320) * 0x200;
- if (gFrame.y > (((map_l - 1) * 16) - 240) * 0x200)
- gFrame.y = (((map_l - 1) * 16) - 240) * 0x200;
-
- gFrame.x -= ((WINDOW_WIDTH - 320) / 2) * 0x200;
- gFrame.y -= ((WINDOW_HEIGHT - 240) / 2) * 0x200;
- }
- else
- {
- // Widescreen/tallscreen-safe behaviour
- if ((map_w - 1) * 16 < WINDOW_WIDTH)
- {
- gFrame.x = -(((WINDOW_WIDTH - ((map_w - 1) * 16)) * 0x200) / 2);
- }
- else
- {
- gFrame.x += (*gFrame.tgt_x - (WINDOW_WIDTH * 0x200 / 2) - gFrame.x) / gFrame.wait;
-
- if (gFrame.x / 0x200 < 0)
- gFrame.x = 0;
-
- if (gFrame.x > (((map_w - 1) * 16) - WINDOW_WIDTH) * 0x200)
- gFrame.x = (((map_w - 1) * 16) - WINDOW_WIDTH) * 0x200;
- }
-
- if ((map_l - 1) * 16 < WINDOW_HEIGHT)
- {
- gFrame.y = -(((WINDOW_HEIGHT - ((map_l - 1) * 16)) * 0x200) / 2);
- }
- else
- {
- gFrame.y += (*gFrame.tgt_y - (WINDOW_HEIGHT * 0x200 / 2) - gFrame.y) / gFrame.wait;
-
- if (gFrame.y / 0x200 < 0)
- gFrame.y = 0;
-
- if (gFrame.y > (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200)
- gFrame.y = (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200;
- }
- }
-#else
- // Vanilla behaviour
gFrame.x += (*gFrame.tgt_x - (WINDOW_WIDTH * 0x200 / 2) - gFrame.x) / gFrame.wait;
gFrame.y += (*gFrame.tgt_y - (WINDOW_HEIGHT * 0x200 / 2) - gFrame.y) / gFrame.wait;
@@ -81,7 +26,6 @@
gFrame.x = (((map_w - 1) * 16) - WINDOW_WIDTH) * 0x200;
if (gFrame.y > (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200)
gFrame.y = (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200;
-#endif
// Quake
if (gFrame.quake2)
@@ -125,54 +69,6 @@
gFrame.y = fy;
// Keep in bounds
-#if WINDOW_WIDTH != 320 || WINDOW_HEIGHT != 240
- if (g_GameFlags & 8)
- {
- // Use the original camera boundaries during the credits
- if (gFrame.x / 0x200 < 0)
- gFrame.x = 0;
- if (gFrame.y / 0x200 < 0)
- gFrame.y = 0;
-
- if (gFrame.x > (((map_w - 1) * 16) - 320) * 0x200)
- gFrame.x = (((map_w - 1) * 16) - 320) * 0x200;
- if (gFrame.y > (((map_l - 1) * 16) - 240) * 0x200)
- gFrame.y = (((map_l - 1) * 16) - 240) * 0x200;
-
- gFrame.x -= ((WINDOW_WIDTH - 320) / 2) * 0x200;
- gFrame.y -= ((WINDOW_HEIGHT - 240) / 2) * 0x200;
- }
- else
- {
- // Widescreen/tallscreen-safe behaviour
- if ((map_w - 1) * 16 < WINDOW_WIDTH)
- {
- gFrame.x = -(((WINDOW_WIDTH - ((map_w - 1) * 16)) * 0x200) / 2);
- }
- else
- {
- if (gFrame.x / 0x200 < 0)
- gFrame.x = 0;
-
- if (gFrame.x > (((map_w - 1) * 16) - WINDOW_WIDTH) * 0x200)
- gFrame.x = (((map_w - 1) * 16) - WINDOW_WIDTH) * 0x200;
- }
-
- if ((map_l - 1) * 16 < WINDOW_HEIGHT)
- {
- gFrame.y = -(((WINDOW_HEIGHT - ((map_l - 1) * 16)) * 0x200) / 2);
- }
- else
- {
- if (gFrame.y / 0x200 < 0)
- gFrame.y = 0;
-
- if (gFrame.y > (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200)
- gFrame.y = (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200;
- }
- }
-#else
- // Vanilla behaviour
if (gFrame.x / 0x200 < 0)
gFrame.x = 0;
if (gFrame.y / 0x200 < 0)
@@ -182,7 +78,6 @@
gFrame.x = (((map_w - 1) * 16) - WINDOW_WIDTH) * 0x200;
if (gFrame.y > (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200)
gFrame.y = (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200;
-#endif
}
void SetFrameMyChar(void)
@@ -199,54 +94,6 @@
gFrame.y = mc_y - ((WINDOW_HEIGHT / 2) * 0x200);
// Keep in bounds
-#if WINDOW_WIDTH != 320 || WINDOW_HEIGHT != 240
- if (g_GameFlags & 8)
- {
- // Use the original camera boundaries during the credits
- if (gFrame.x / 0x200 < 0)
- gFrame.x = 0;
- if (gFrame.y / 0x200 < 0)
- gFrame.y = 0;
-
- if (gFrame.x > (((map_w - 1) * 16) - 320) * 0x200)
- gFrame.x = (((map_w - 1) * 16) - 320) * 0x200;
- if (gFrame.y > (((map_l - 1) * 16) - 240) * 0x200)
- gFrame.y = (((map_l - 1) * 16) - 240) * 0x200;
-
- gFrame.x -= ((WINDOW_WIDTH - 320) / 2) * 0x200;
- gFrame.y -= ((WINDOW_HEIGHT - 240) / 2) * 0x200;
- }
- else
- {
- // Widescreen/tallscreen-safe behaviour
- if ((map_w - 1) * 16 < WINDOW_WIDTH)
- {
- gFrame.x = -(((WINDOW_WIDTH - ((map_w - 1) * 16)) * 0x200) / 2);
- }
- else
- {
- if (gFrame.x / 0x200 < 0)
- gFrame.x = 0;
-
- if (gFrame.x > (((map_w - 1) * 16) - WINDOW_WIDTH) * 0x200)
- gFrame.x = (((map_w - 1) * 16) - WINDOW_WIDTH) * 0x200;
- }
-
- if ((map_l - 1) * 16 < WINDOW_HEIGHT)
- {
- gFrame.y = -(((WINDOW_HEIGHT - ((map_l - 1) * 16)) * 0x200) / 2);
- }
- else
- {
- if (gFrame.y / 0x200 < 0)
- gFrame.y = 0;
-
- if (gFrame.y > (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200)
- gFrame.y = (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200;
- }
- }
-#else
- // Vanilla behaviour
if (gFrame.x / 0x200 < 0)
gFrame.x = 0;
if (gFrame.y / 0x200 < 0)
@@ -256,7 +103,6 @@
gFrame.x = (((map_w - 1) * 16) - WINDOW_WIDTH) * 0x200;
if (gFrame.y > (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200)
gFrame.y = (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200;
-#endif
}
void SetFrameTargetMyChar(int wait)