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- Slightly tidy up PlayerHorizon::applyinput()
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1 changed files with 26 additions and 29 deletions
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@ -173,37 +173,34 @@ void PlayerHorizon::applyinput(float const horz, ESyncBits* actions, double cons
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// Process only if movement isn't locked.
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if (!movementlocked())
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{
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// Test if we have input to process.
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if (horz || *actions & (SB_AIM_UP | SB_AIM_DOWN | SB_LOOK_UP | SB_LOOK_DOWN | SB_CENTERVIEW))
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// Process mouse input.
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if (horz)
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{
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// Process mouse input.
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if (horz)
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{
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*actions &= ~SB_CENTERVIEW;
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horiz += DAngle::fromDeg(horz);
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}
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// Process keyboard input.
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auto doKbdInput = [&](ESyncBits_ const up, ESyncBits_ const down, double const rate, bool const lock)
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{
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if (*actions & (up | down))
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{
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if (lock) *actions &= ~SB_CENTERVIEW; else *actions |= SB_CENTERVIEW;
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horiz += DAngle::fromDeg(scaleAdjust * getTicrateScale(rate) * (!!(*actions & up) - !!(*actions & down)));
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}
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};
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doKbdInput(SB_AIM_UP, SB_AIM_DOWN, PITCH_AIMSPEED, true);
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doKbdInput(SB_LOOK_UP, SB_LOOK_DOWN, PITCH_LOOKSPEED, false);
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if ((*actions & SB_CENTERVIEW) && !(*actions & (SB_LOOK_UP|SB_LOOK_DOWN)))
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{
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scaletozero(horiz, PITCH_CENTRESPEED * (PITCH_CNTRSINEOFFSET - abs(horiz)).Sin(), scaleAdjust);
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if (!horiz.Sgn()) *actions &= ~SB_CENTERVIEW;
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}
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// clamp before converting back to horizon
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horiz = ClampViewPitch(horiz);
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*actions &= ~SB_CENTERVIEW;
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horiz += DAngle::fromDeg(horz);
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}
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// Process keyboard input.
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auto doKbdInput = [&](ESyncBits_ const up, ESyncBits_ const down, double const rate, bool const lock)
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{
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if (*actions & (up | down))
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{
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if (lock) *actions &= ~SB_CENTERVIEW; else *actions |= SB_CENTERVIEW;
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horiz += DAngle::fromDeg(scaleAdjust * getTicrateScale(rate) * (!!(*actions & up) - !!(*actions & down)));
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}
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};
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doKbdInput(SB_AIM_UP, SB_AIM_DOWN, PITCH_AIMSPEED, true);
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doKbdInput(SB_LOOK_UP, SB_LOOK_DOWN, PITCH_LOOKSPEED, false);
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// Do return to centre.
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if ((*actions & SB_CENTERVIEW) && !(*actions & (SB_LOOK_UP|SB_LOOK_DOWN)))
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{
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scaletozero(horiz, PITCH_CENTRESPEED * (PITCH_CNTRSINEOFFSET - abs(horiz)).Sin(), scaleAdjust);
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if (!horiz.Sgn()) *actions &= ~SB_CENTERVIEW;
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}
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// clamp before we finish, even if it's clamped in the drawer.
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horiz = ClampViewPitch(horiz);
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}
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else
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{
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