mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-15 00:41:55 +00:00
- Remove wrapper usage within gameinput.cpp.
This commit is contained in:
parent
d7d76d5fc4
commit
2b9e3f804d
1 changed files with 9 additions and 9 deletions
|
@ -181,33 +181,33 @@ void PlayerAngles::applyPitch(float const horz, ESyncBits* actions, double const
|
|||
// Process mouse input.
|
||||
if (horz)
|
||||
{
|
||||
ZzHORIZON() += DAngle::fromDeg(horz);
|
||||
pActor->spr.Angles.Pitch += DAngle::fromDeg(horz);
|
||||
*actions &= ~SB_CENTERVIEW;
|
||||
}
|
||||
|
||||
// Process keyboard input.
|
||||
if (auto aiming = !!(*actions & SB_AIM_DOWN) - !!(*actions & SB_AIM_UP))
|
||||
{
|
||||
ZzHORIZON() += getTicrateScale(PITCH_AIMSPEED) * scaleAdjust * aiming;
|
||||
pActor->spr.Angles.Pitch += getTicrateScale(PITCH_AIMSPEED) * scaleAdjust * aiming;
|
||||
*actions &= ~SB_CENTERVIEW;
|
||||
}
|
||||
if (auto looking = !!(*actions & SB_LOOK_DOWN) - !!(*actions & SB_LOOK_UP))
|
||||
{
|
||||
ZzHORIZON() += getTicrateScale(PITCH_LOOKSPEED) * scaleAdjust * looking;
|
||||
pActor->spr.Angles.Pitch += getTicrateScale(PITCH_LOOKSPEED) * scaleAdjust * looking;
|
||||
*actions |= SB_CENTERVIEW;
|
||||
}
|
||||
|
||||
// Do return to centre.
|
||||
if ((*actions & SB_CENTERVIEW) && !(*actions & (SB_LOOK_UP|SB_LOOK_DOWN)))
|
||||
{
|
||||
const auto pitch = abs(ZzHORIZON());
|
||||
const auto pitch = abs(pActor->spr.Angles.Pitch);
|
||||
const auto scale = pitch > PITCH_CNTRSINEOFFSET ? (pitch - PITCH_CNTRSINEOFFSET).Cos() : 1.;
|
||||
scaletozero(ZzHORIZON(), PITCH_CENTERSPEED * scale, scaleAdjust);
|
||||
if (!ZzHORIZON().Sgn()) *actions &= ~SB_CENTERVIEW;
|
||||
scaletozero(pActor->spr.Angles.Pitch, PITCH_CENTERSPEED * scale, scaleAdjust);
|
||||
if (!pActor->spr.Angles.Pitch.Sgn()) *actions &= ~SB_CENTERVIEW;
|
||||
}
|
||||
|
||||
// clamp before we finish, even if it's clamped in the drawer.
|
||||
ZzHORIZON() = ClampViewPitch(ZzHORIZON());
|
||||
pActor->spr.Angles.Pitch = ClampViewPitch(pActor->spr.Angles.Pitch);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -238,7 +238,7 @@ void PlayerAngles::applyYaw(float const avel, ESyncBits* actions, double const s
|
|||
if (!lockedYaw())
|
||||
{
|
||||
// add player's input
|
||||
ZzANGLE() += DAngle::fromDeg(avel);
|
||||
pActor->spr.Angles.Yaw += DAngle::fromDeg(avel);
|
||||
|
||||
if (*actions & SB_TURNAROUND)
|
||||
{
|
||||
|
@ -261,7 +261,7 @@ void PlayerAngles::applyYaw(float const avel, ESyncBits* actions, double const s
|
|||
add -= YawSpin;
|
||||
YawSpin = nullAngle;
|
||||
}
|
||||
ZzANGLE() += add;
|
||||
pActor->spr.Angles.Yaw += add;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
|
Loading…
Reference in a new issue