diff --git a/src/g_game.c b/src/g_game.c index a3025f949..851eb5675 100644 --- a/src/g_game.c +++ b/src/g_game.c @@ -886,6 +886,7 @@ static fixed_t angleturn[3] = {640, 1280, 320}; // + slow turn void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics) { boolean forcestrafe = false; + boolean forcefullinput = false; INT32 tspeed, forward, side, axis, altaxis, i; const INT32 speed = 1; // these ones used for multiple conditions @@ -959,6 +960,10 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics) if (turnleft) cmd->angleturn = (INT16)(cmd->angleturn + angleturn[tspeed]); } + if (twodlevel + || (player->mo && (player->mo->flags2 & MF2_TWOD)) + || (!demoplayback && (player->pflags & PF_SLIDING))) + forcefullinput = true; if (twodlevel || (player->mo && (player->mo->flags2 & MF2_TWOD)) || (!demoplayback && (player->climbing @@ -1172,11 +1177,13 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics) // No additional acceleration when moving forward/backward and strafing simultaneously. // do this AFTER we cap to MAXPLMOVE so people can't find ways to cheese around this. - // 9-18-2017: ALSO, only do this when using keys to move. Gamepad analog sticks get severely gimped by this - if (!forcestrafe && (((movefkey || movebkey) && side) || ((strafelkey || straferkey) && forward))) + if (!forcefullinput && forward && side) { - forward = FixedMul(forward, 3*FRACUNIT/4); - side = FixedMul(side, 3*FRACUNIT/4); + angle_t angle = R_PointToAngle2(0, 0, side << FRACBITS, forward << FRACBITS); + INT32 maxforward = abs(P_ReturnThrustY(NULL, angle, MAXPLMOVE)); + INT32 maxside = abs(P_ReturnThrustX(NULL, angle, MAXPLMOVE)); + forward = max(min(forward, maxforward), -maxforward); + side = max(min(side, maxside), -maxside); } //Silly hack to make 2d mode *somewhat* playable with no chasecam. @@ -1212,6 +1219,7 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics) void G_BuildTiccmd2(ticcmd_t *cmd, INT32 realtics) { boolean forcestrafe = false; + boolean forcefullinput = false; INT32 tspeed, forward, side, axis, altaxis, i; const INT32 speed = 1; // these ones used for multiple conditions @@ -1283,6 +1291,10 @@ void G_BuildTiccmd2(ticcmd_t *cmd, INT32 realtics) if (turnleft) cmd->angleturn = (INT16)(cmd->angleturn + angleturn[tspeed]); } + if (twodlevel + || (player->mo && (player->mo->flags2 & MF2_TWOD)) + || (!demoplayback && (player->pflags & PF_SLIDING))) + forcefullinput = true; if (twodlevel || (player->mo && (player->mo->flags2 & MF2_TWOD)) || player->climbing @@ -1494,10 +1506,13 @@ void G_BuildTiccmd2(ticcmd_t *cmd, INT32 realtics) // No additional acceleration when moving forward/backward and strafing simultaneously. // do this AFTER we cap to MAXPLMOVE so people can't find ways to cheese around this. // 9-18-2017: ALSO, only do this when using keys to move. Gamepad analog sticks get severely gimped by this - if (!forcestrafe && (((movefkey || movebkey) && side) || ((strafelkey || straferkey) && forward))) + if (!forcefullinput && forward && side) { - forward = FixedMul(forward, 3*FRACUNIT/4); - side = FixedMul(side, 3*FRACUNIT/4); + angle_t angle = R_PointToAngle2(0, 0, side << FRACBITS, forward << FRACBITS); + INT32 maxforward = abs(P_ReturnThrustY(NULL, angle, MAXPLMOVE)); + INT32 maxside = abs(P_ReturnThrustX(NULL, angle, MAXPLMOVE)); + forward = max(min(forward, maxforward), -maxforward); + side = max(min(side, maxside), -maxside); } //Silly hack to make 2d mode *somewhat* playable with no chasecam. @@ -6165,4 +6180,3 @@ INT32 G_TicsToMilliseconds(tic_t tics) { return (INT32)((tics%TICRATE) * (1000.00f/TICRATE)); } -