mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-15 00:41:55 +00:00
SW: Adjust look and snap up/down keys and slightly tune PLAYER_TURN_AMOUNT.
- Look and snap up/down action was too aggressive and unlike vanilla, corrected. - PLAYER_TURN_AMOUNT was slightly high, unbalancing the axes.
This commit is contained in:
parent
533d5dd42f
commit
2852536dbf
2 changed files with 10 additions and 10 deletions
|
@ -3275,11 +3275,11 @@ void getinput(int const playerNum)
|
|||
|
||||
// adjust pp->q16horiz negative
|
||||
if (TEST_SYNC_KEY(pp, SK_SNAP_DOWN))
|
||||
pp->q16horizbase = fix16_ssub(pp->q16horizbase, fix16_from_int((HORIZ_SPEED/2)));
|
||||
pp->q16horizbase = fix16_ssub(pp->q16horizbase, fix16_from_float(scaleAdjustmentToInterval((HORIZ_SPEED/2))));
|
||||
|
||||
// adjust pp->q16horiz positive
|
||||
if (TEST_SYNC_KEY(pp, SK_SNAP_UP))
|
||||
pp->q16horizbase = fix16_sadd(pp->q16horizbase, fix16_from_int((HORIZ_SPEED/2)));
|
||||
pp->q16horizbase = fix16_sadd(pp->q16horizbase, fix16_from_float(scaleAdjustmentToInterval((HORIZ_SPEED/2))));
|
||||
}
|
||||
|
||||
|
||||
|
@ -3291,11 +3291,11 @@ void getinput(int const playerNum)
|
|||
|
||||
// adjust pp->q16horiz negative
|
||||
if (TEST_SYNC_KEY(pp, SK_LOOK_DOWN))
|
||||
pp->q16horizbase = fix16_ssub(pp->q16horizbase, fix16_from_int(HORIZ_SPEED));
|
||||
pp->q16horizbase = fix16_ssub(pp->q16horizbase, fix16_from_float(scaleAdjustmentToInterval(HORIZ_SPEED)));
|
||||
|
||||
// adjust pp->q16horiz positive
|
||||
if (TEST_SYNC_KEY(pp, SK_LOOK_UP))
|
||||
pp->q16horizbase = fix16_sadd(pp->q16horizbase, fix16_from_int(HORIZ_SPEED));
|
||||
pp->q16horizbase = fix16_sadd(pp->q16horizbase, fix16_from_float(scaleAdjustmentToInterval(HORIZ_SPEED)));
|
||||
}
|
||||
|
||||
|
||||
|
@ -3311,7 +3311,7 @@ void getinput(int const playerNum)
|
|||
for (i = 1; i; i--)
|
||||
{
|
||||
// this formula does not work for pp->q16horiz = 101-103
|
||||
pp->q16horizbase = fix16_sadd(pp->q16horizbase, fix16_ssub(fix16_from_int(25), fix16_sdiv(pp->q16horizbase, fix16_from_int(4))));
|
||||
pp->q16horizbase = fix16_sadd(pp->q16horizbase, fix16_from_float(scaleAdjustmentToInterval(fix16_to_float(fix16_ssub(fix16_from_int(25), fix16_sdiv(pp->q16horizbase, fix16_from_int(4)))))));
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -3328,17 +3328,17 @@ void getinput(int const playerNum)
|
|||
|
||||
// bound adjust q16horizoff
|
||||
if (pp->q16horizbase + pp->q16horizoff < fix16_from_int(PLAYER_HORIZ_MIN))
|
||||
pp->q16horizoff = fix16_ssub(fix16_from_int(PLAYER_HORIZ_MIN), pp->q16horizbase);
|
||||
pp->q16horizoff = fix16_ssub(fix16_from_float(scaleAdjustmentToInterval(PLAYER_HORIZ_MIN)), pp->q16horizbase);
|
||||
else if (pp->q16horizbase + pp->q16horizoff > fix16_from_int(PLAYER_HORIZ_MAX))
|
||||
pp->q16horizoff = fix16_ssub(fix16_from_int(PLAYER_HORIZ_MAX), pp->q16horizbase);
|
||||
pp->q16horizoff = fix16_ssub(fix16_from_float(scaleAdjustmentToInterval(PLAYER_HORIZ_MAX)), pp->q16horizbase);
|
||||
|
||||
// add base and offsets
|
||||
pp->q16horiz = fix16_clamp((pp->q16horizbase + pp->q16horizoff), fix16_from_int(PLAYER_HORIZ_MIN), fix16_from_int(PLAYER_HORIZ_MAX));
|
||||
#if 0
|
||||
if (pp->q16horizbase + pp->q16horizoff < fix16_from_int(PLAYER_HORIZ_MIN))
|
||||
pp->q16horizbase += fix16_from_int(HORIZ_SPEED);
|
||||
pp->q16horizbase = fix16_sadd(pp->q16horizbase, fix16_from_float(scaleAdjustmentToInterval(HORIZ_SPEED)))
|
||||
else if (pp->q16horizbase + pp->q16horizoff > fix16_from_int(PLAYER_HORIZ_MAX))
|
||||
pp->q16horizbase -= fix16_from_int(HORIZ_SPEED);
|
||||
pp->q16horizbase = fix16_ssub(pp->q16horizbase, fix16_from_float(scaleAdjustmentToInterval(HORIZ_SPEED)))
|
||||
|
||||
pp->q16horiz = fix16_clamp((pp->q16horizbase + pp->q16horizoff), fix16_from_int(PLAYER_HORIZ_MIN), fix16_from_int(PLAYER_HORIZ_MAX));
|
||||
#endif
|
||||
|
|
|
@ -98,7 +98,7 @@ SWBOOL NightVision = FALSE;
|
|||
extern SWBOOL FinishedLevel;
|
||||
|
||||
//#define PLAYER_TURN_SCALE (8)
|
||||
#define PLAYER_TURN_SCALE (3)
|
||||
#define PLAYER_TURN_SCALE (2)
|
||||
|
||||
// the smaller the number the slower the going
|
||||
#define PLAYER_RUN_FRICTION (50000L)
|
||||
|
|
Loading…
Reference in a new issue