mirror of
https://github.com/DrBeef/Raze.git
synced 2025-03-22 09:11:02 +00:00
- Rename remaining PlayerAngle
methods.
This commit is contained in:
parent
f305fbb370
commit
353c2a20fd
21 changed files with 65 additions and 65 deletions
|
@ -235,7 +235,7 @@ void PlayerAngle::applyinput(float const avel, ESyncBits* actions, double const
|
|||
ZzROTSCRNANG -= getTicrateScale(YAW_ROTATESPEED) * getCorrectedScale(scaleAdjust) * looking;
|
||||
}
|
||||
|
||||
if (!movementlocked())
|
||||
if (!lockedYaw())
|
||||
{
|
||||
// add player's input
|
||||
ZzANGLE += DAngle::fromDeg(avel);
|
||||
|
@ -347,7 +347,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, Pl
|
|||
w.ZzOLDLOOKANG = w.ZzLOOKANG;
|
||||
w.ZzOLDROTSCRNANG = w.ZzROTSCRNANG;
|
||||
w.inputdisabled = w.inputdisabled;
|
||||
w.resetadjustment();
|
||||
w.resetAdjustmentYaw();
|
||||
}
|
||||
}
|
||||
return arc;
|
||||
|
|
|
@ -108,13 +108,13 @@ struct PlayerAngle
|
|||
void applyinput(float const avel, ESyncBits* actions, double const scaleAdjust = 1);
|
||||
|
||||
// Interpolation helpers.
|
||||
void backup()
|
||||
void backupYaw()
|
||||
{
|
||||
ZzOLDANGLE = ZzANGLE;
|
||||
ZzOLDLOOKANG = ZzLOOKANG;
|
||||
ZzOLDROTSCRNANG = ZzROTSCRNANG;
|
||||
}
|
||||
void restore()
|
||||
void restoreYaw()
|
||||
{
|
||||
ZzANGLE = ZzOLDANGLE;
|
||||
ZzLOOKANG = ZzOLDLOOKANG;
|
||||
|
@ -132,13 +132,13 @@ struct PlayerAngle
|
|||
DAngle angRENDERROTSCRN(double const interpfrac) { return !SyncInput() ? ZzROTSCRNANG : angLERPROTSCRN(interpfrac); }
|
||||
|
||||
// Ticrate playsim adjustment helpers.
|
||||
void resetadjustment() { adjustment = nullAngle; }
|
||||
bool targetset() { return target.Sgn(); }
|
||||
void resetAdjustmentYaw() { adjustment = nullAngle; }
|
||||
bool targetedYaw() { return target.Sgn(); }
|
||||
|
||||
// Input locking helpers.
|
||||
void lockinput() { inputdisabled = true; }
|
||||
void unlockinput() { inputdisabled = false; }
|
||||
bool movementlocked() { return targetset() || inputdisabled; }
|
||||
void lockYaw() { inputdisabled = true; }
|
||||
void unlockYaw() { inputdisabled = false; }
|
||||
bool lockedYaw() { return targetedYaw() || inputdisabled; }
|
||||
|
||||
// Draw code helpers. The logic where these are used rely heavily on Build's angle period.
|
||||
double angLOOKANGHALF(double const interpfrac) { return angRENDERLOOKANG(interpfrac).Normalized180().Degrees() * (128. / 45.); }
|
||||
|
@ -158,7 +158,7 @@ struct PlayerAngle
|
|||
}
|
||||
|
||||
// Ticrate playsim adjustment setters and processor.
|
||||
void addadjustment(const DAngle value)
|
||||
void addYaw(const DAngle value)
|
||||
{
|
||||
if (!SyncInput())
|
||||
{
|
||||
|
@ -170,7 +170,7 @@ struct PlayerAngle
|
|||
}
|
||||
}
|
||||
|
||||
void settarget(const DAngle value, bool const backup = false)
|
||||
void setYaw(const DAngle value, bool const backup = false)
|
||||
{
|
||||
if (!SyncInput() && !backup)
|
||||
{
|
||||
|
@ -183,9 +183,9 @@ struct PlayerAngle
|
|||
}
|
||||
}
|
||||
|
||||
void processhelpers(double const scaleAdjust)
|
||||
void processLegacyHelperYaw(double const scaleAdjust)
|
||||
{
|
||||
if (targetset())
|
||||
if (targetedYaw())
|
||||
{
|
||||
auto delta = deltaangle(ZzANGLE, target);
|
||||
|
||||
|
|
|
@ -67,7 +67,7 @@ void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdju
|
|||
doslopetilting(pPlayer, scaleAdjust);
|
||||
}
|
||||
|
||||
pPlayer->angle.processhelpers(scaleAdjust);
|
||||
pPlayer->angle.processLegacyHelperYaw(scaleAdjust);
|
||||
pPlayer->horizon.processLegacyHelperPitch(scaleAdjust);
|
||||
UpdatePlayerSpriteAngle(pPlayer);
|
||||
}
|
||||
|
|
|
@ -6050,13 +6050,13 @@ bool modernTypeOperateSprite(DBloodActor* actor, EVENT& event)
|
|||
if (actor->xspr.data4 != 0) break;
|
||||
else if (actor->spr.flags & kModernTypeFlag1)
|
||||
{
|
||||
pPlayer->angle.settarget(actor->spr.Angles.Yaw);
|
||||
pPlayer->angle.lockinput();
|
||||
pPlayer->angle.setYaw(actor->spr.Angles.Yaw);
|
||||
pPlayer->angle.lockYaw();
|
||||
}
|
||||
else if (valueIsBetween(actor->xspr.data2, -kAng360, kAng360))
|
||||
{
|
||||
pPlayer->angle.settarget(mapangle(actor->xspr.data2));
|
||||
pPlayer->angle.lockinput();
|
||||
pPlayer->angle.setYaw(mapangle(actor->xspr.data2));
|
||||
pPlayer->angle.lockYaw();
|
||||
}
|
||||
break;
|
||||
case 10: // 74 (de)activate powerup
|
||||
|
|
|
@ -1533,7 +1533,7 @@ void ProcessInput(PLAYER* pPlayer)
|
|||
};
|
||||
|
||||
pPlayer->horizon.resetAdjustmentPitch();
|
||||
pPlayer->angle.resetadjustment();
|
||||
pPlayer->angle.resetAdjustmentYaw();
|
||||
|
||||
DBloodActor* actor = pPlayer->actor;
|
||||
POSTURE* pPosture = &pPlayer->pPosture[pPlayer->lifeMode][pPlayer->posture];
|
||||
|
@ -1554,7 +1554,7 @@ void ProcessInput(PLAYER* pPlayer)
|
|||
DBloodActor* fragger = pPlayer->fragger;
|
||||
if (fragger)
|
||||
{
|
||||
pPlayer->angle.addadjustment(deltaangle(pPlayer->angle.ZzANGLE, (fragger->spr.pos.XY() - actor->spr.pos.XY()).Angle()));
|
||||
pPlayer->angle.addYaw(deltaangle(pPlayer->angle.ZzANGLE, (fragger->spr.pos.XY() - actor->spr.pos.XY()).Angle()));
|
||||
}
|
||||
pPlayer->deathTime += 4;
|
||||
if (!bSeqStat)
|
||||
|
@ -1730,7 +1730,7 @@ void ProcessInput(PLAYER* pPlayer)
|
|||
doslopetilting(pPlayer);
|
||||
}
|
||||
|
||||
pPlayer->angle.unlockinput();
|
||||
pPlayer->angle.unlockYaw();
|
||||
pPlayer->horizon.unlockPitch();
|
||||
|
||||
pPlayer->slope = pPlayer->horizon.ZzHORIZON.Tan();
|
||||
|
|
|
@ -910,7 +910,7 @@ void TranslateSector(sectortype* pSector, double wave1, double wave2, const DVec
|
|||
viewBackupSpriteLoc(actor);
|
||||
actor->spr.pos.XY() = spot + pt_w2 - pivot;
|
||||
actor->spr.Angles.Yaw += angleofs;
|
||||
if (!VanillaMode() && actor->IsPlayerActor()) gPlayer[actor->spr.type - kDudePlayer1].angle.addadjustment(angleofs);
|
||||
if (!VanillaMode() && actor->IsPlayerActor()) gPlayer[actor->spr.type - kDudePlayer1].angle.addYaw(angleofs);
|
||||
|
||||
}
|
||||
else if (actor->spr.cstat & CSTAT_SPRITE_MOVE_REVERSE)
|
||||
|
@ -922,7 +922,7 @@ void TranslateSector(sectortype* pSector, double wave1, double wave2, const DVec
|
|||
viewBackupSpriteLoc(actor);
|
||||
actor->spr.pos.XY() = spot - pt_w2 + pivot;
|
||||
actor->spr.Angles.Yaw += angleofs;
|
||||
if (!VanillaMode() && actor->IsPlayerActor()) gPlayer[actor->spr.type - kDudePlayer1].angle.addadjustment(angleofs);
|
||||
if (!VanillaMode() && actor->IsPlayerActor()) gPlayer[actor->spr.type - kDudePlayer1].angle.addYaw(angleofs);
|
||||
}
|
||||
else if (pXSector->Drag)
|
||||
{
|
||||
|
@ -938,7 +938,7 @@ void TranslateSector(sectortype* pSector, double wave1, double wave2, const DVec
|
|||
}
|
||||
actor->spr.Angles.Yaw += angleofs;
|
||||
actor->spr.pos += position;
|
||||
if (!VanillaMode() && actor->IsPlayerActor()) gPlayer[actor->spr.type - kDudePlayer1].angle.addadjustment(angleofs);
|
||||
if (!VanillaMode() && actor->IsPlayerActor()) gPlayer[actor->spr.type - kDudePlayer1].angle.addYaw(angleofs);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -963,7 +963,7 @@ void TranslateSector(sectortype* pSector, double wave1, double wave2, const DVec
|
|||
viewBackupSpriteLoc(ac);
|
||||
ac->spr.pos.XY() = spot + pt_w2 - pivot;
|
||||
ac->spr.Angles.Yaw += angleofs;
|
||||
if (!VanillaMode() && ac->IsPlayerActor()) gPlayer[ac->spr.type - kDudePlayer1].angle.addadjustment(angleofs);
|
||||
if (!VanillaMode() && ac->IsPlayerActor()) gPlayer[ac->spr.type - kDudePlayer1].angle.addYaw(angleofs);
|
||||
}
|
||||
else if (ac->spr.cstat & CSTAT_SPRITE_MOVE_REVERSE)
|
||||
{
|
||||
|
@ -971,7 +971,7 @@ void TranslateSector(sectortype* pSector, double wave1, double wave2, const DVec
|
|||
viewBackupSpriteLoc(ac);
|
||||
ac->spr.pos.XY() = spot - pt_w2 + pivot;
|
||||
ac->spr.Angles.Yaw += angleofs;
|
||||
if (!VanillaMode() && ac->IsPlayerActor()) gPlayer[ac->spr.type - kDudePlayer1].angle.addadjustment(angleofs);
|
||||
if (!VanillaMode() && ac->IsPlayerActor()) gPlayer[ac->spr.type - kDudePlayer1].angle.addYaw(angleofs);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1627,7 +1627,7 @@ void OperateTeleport(sectortype* pSector)
|
|||
{
|
||||
playerResetInertia(pPlayer);
|
||||
pPlayer->zViewVel = pPlayer->zWeaponVel = 0;
|
||||
pPlayer->angle.settarget(actor->spr.Angles.Yaw, true);
|
||||
pPlayer->angle.setYaw(actor->spr.Angles.Yaw, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -65,7 +65,7 @@ void viewBackupView(int nPlayer)
|
|||
pPlayer->obobWidth = pPlayer->bobWidth;
|
||||
pPlayer->oswayHeight = pPlayer->swayHeight;
|
||||
pPlayer->oswayWidth = pPlayer->swayWidth;
|
||||
pPlayer->angle.backup();
|
||||
pPlayer->angle.backupYaw();
|
||||
pPlayer->horizon.backupPitch();
|
||||
}
|
||||
|
||||
|
|
|
@ -204,7 +204,7 @@ void clearcamera(player_struct* ps)
|
|||
{
|
||||
ps->newOwner = nullptr;
|
||||
ps->GetActor()->restorepos();
|
||||
ps->angle.restore();
|
||||
ps->angle.restoreYaw();
|
||||
updatesector(ps->GetActor()->getPosWithOffsetZ(), &ps->cursector);
|
||||
|
||||
DukeStatIterator it(STAT_ACTOR);
|
||||
|
@ -442,7 +442,7 @@ void moveplayers(void)
|
|||
|
||||
if (p->actorsqu != nullptr)
|
||||
{
|
||||
p->angle.addadjustment(deltaangle(p->angle.ZzANGLE, (p->actorsqu->spr.pos.XY() - p->GetActor()->spr.pos.XY()).Angle()) * 0.25);
|
||||
p->angle.addYaw(deltaangle(p->angle.ZzANGLE, (p->actorsqu->spr.pos.XY() - p->GetActor()->spr.pos.XY()).Angle()) * 0.25);
|
||||
}
|
||||
|
||||
if (act->spr.extra > 0)
|
||||
|
@ -462,7 +462,7 @@ void moveplayers(void)
|
|||
|
||||
if (p->wackedbyactor != nullptr && p->wackedbyactor->spr.statnum < MAXSTATUS)
|
||||
{
|
||||
p->angle.addadjustment(deltaangle(p->angle.ZzANGLE, (p->wackedbyactor->spr.pos.XY() - p->GetActor()->spr.pos.XY()).Angle()) * 0.5);
|
||||
p->angle.addYaw(deltaangle(p->angle.ZzANGLE, (p->wackedbyactor->spr.pos.XY() - p->GetActor()->spr.pos.XY()).Angle()) * 0.5);
|
||||
}
|
||||
}
|
||||
act->spr.Angles.Yaw = p->angle.ZzANGLE; // check me out later.
|
||||
|
@ -1867,7 +1867,7 @@ void handle_se00(DDukeActor* actor)
|
|||
{
|
||||
if (ps[p].cursector == actor->sector() && ps[p].on_ground == 1)
|
||||
{
|
||||
ps[p].angle.addadjustment(ang_amount * direction);
|
||||
ps[p].angle.addYaw(ang_amount * direction);
|
||||
|
||||
ps[p].GetActor()->spr.pos.Z += zchange;
|
||||
|
||||
|
@ -2047,7 +2047,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6)
|
|||
|
||||
ps[p].bobpos += vec;
|
||||
|
||||
ps[p].angle.addadjustment(diffangle);
|
||||
ps[p].angle.addYaw(diffangle);
|
||||
|
||||
if (numplayers > 1)
|
||||
{
|
||||
|
|
|
@ -1731,7 +1731,7 @@ static void greenslime(DDukeActor *actor)
|
|||
{
|
||||
ps[p].newOwner = nullptr;
|
||||
ps[p].GetActor()->restorepos();
|
||||
ps[p].angle.restore();
|
||||
ps[p].angle.restoreYaw();
|
||||
|
||||
updatesector(ps[p].GetActor()->getPosWithOffsetZ(), &ps[p].cursector);
|
||||
|
||||
|
|
|
@ -472,7 +472,7 @@ void DoPlayer(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor,
|
|||
break;
|
||||
|
||||
case PLAYER_ANG:
|
||||
if (bSet) ps[iPlayer].angle.settarget(mapangle(lValue));
|
||||
if (bSet) ps[iPlayer].angle.setYaw(mapangle(lValue));
|
||||
else SetGameVarID(lVar2, ps[iPlayer].angle.ZzANGLE.Buildang(), sActor, sPlayer);
|
||||
break;
|
||||
|
||||
|
@ -2046,7 +2046,7 @@ int ParseState::parse(void)
|
|||
{
|
||||
ps[g_p].newOwner = nullptr;
|
||||
ps[g_p].GetActor()->restorepos();
|
||||
ps[g_p].angle.restore();
|
||||
ps[g_p].angle.restoreYaw();
|
||||
updatesector(ps[g_p].GetActor()->getPosWithOffsetZ(), &ps[g_p].cursector);
|
||||
|
||||
DukeStatIterator it(STAT_ACTOR);
|
||||
|
|
|
@ -841,7 +841,7 @@ void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdju
|
|||
p->horizon.applyPitch(input.horz, &p->sync.actions, scaleAdjust);
|
||||
}
|
||||
|
||||
p->angle.processhelpers(scaleAdjust);
|
||||
p->angle.processLegacyHelperYaw(scaleAdjust);
|
||||
p->horizon.processLegacyHelperPitch(scaleAdjust);
|
||||
p->GetActor()->spr.Angles.Yaw = p->angle.ZzANGLE; // check me out later.
|
||||
}
|
||||
|
|
|
@ -546,7 +546,7 @@ void footprints(int snum)
|
|||
inline void backupplayer(player_struct* p)
|
||||
{
|
||||
p->backuppos();
|
||||
p->angle.backup();
|
||||
p->angle.backupYaw();
|
||||
p->horizon.backupPitch();
|
||||
}
|
||||
|
||||
|
@ -865,7 +865,7 @@ void checklook(int snum, ESyncBits actions)
|
|||
actions &= ~SB_LOOK_RIGHT;
|
||||
}
|
||||
}
|
||||
p->angle.backup();
|
||||
p->angle.backupYaw();
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
|
|
@ -2726,7 +2726,7 @@ void processinput_d(int snum)
|
|||
auto pact = p->GetActor();
|
||||
|
||||
p->horizon.resetAdjustmentPitch();
|
||||
p->angle.resetadjustment();
|
||||
p->angle.resetAdjustmentYaw();
|
||||
|
||||
ESyncBits& actions = p->sync.actions;
|
||||
|
||||
|
|
|
@ -1765,7 +1765,7 @@ static void onMotorcycle(int snum, ESyncBits &actions)
|
|||
}
|
||||
|
||||
p->vel.XY() += (p->angle.ZzANGLE + velAdjustment).ToVector() * currSpeed;
|
||||
p->angle.addadjustment(deltaangle(p->angle.ZzANGLE, p->angle.ZzANGLE - DAngle::fromBam(angAdjustment)));
|
||||
p->angle.addYaw(deltaangle(p->angle.ZzANGLE, p->angle.ZzANGLE - DAngle::fromBam(angAdjustment)));
|
||||
}
|
||||
else if (p->MotoSpeed >= 20 && p->on_ground == 1 && (p->moto_on_mud || p->moto_on_oil))
|
||||
{
|
||||
|
@ -2009,7 +2009,7 @@ static void onBoat(int snum, ESyncBits &actions)
|
|||
}
|
||||
|
||||
p->vel.XY() += (p->angle.ZzANGLE + velAdjustment).ToVector() * currSpeed;
|
||||
p->angle.addadjustment(deltaangle(p->angle.ZzANGLE, p->angle.ZzANGLE - DAngle::fromBam(angAdjustment)));
|
||||
p->angle.addYaw(deltaangle(p->angle.ZzANGLE, p->angle.ZzANGLE - DAngle::fromBam(angAdjustment)));
|
||||
}
|
||||
if (p->NotOnWater && p->MotoSpeed > 50)
|
||||
p->MotoSpeed -= (p->MotoSpeed / 2.);
|
||||
|
@ -2333,7 +2333,7 @@ void onMotorcycleMove(int snum, walltype* wal)
|
|||
double damageAmount = p->MotoSpeed * p->MotoSpeed;
|
||||
|
||||
const double scale = (180. / 2048.);
|
||||
p->angle.addadjustment(DAngle::fromDeg(p->MotoSpeed * (krand() & 1 ? -scale : scale)));
|
||||
p->angle.addYaw(DAngle::fromDeg(p->MotoSpeed * (krand() & 1 ? -scale : scale)));
|
||||
|
||||
// That's some very weird angles here...
|
||||
if (angleDelta >= 77.51 && angleDelta <= 102.13)
|
||||
|
@ -2388,7 +2388,7 @@ void onBoatMove(int snum, int psectlotag, walltype* wal)
|
|||
double angleDelta = absangle(p->angle.ZzANGLE, wal->delta().Angle()).Degrees();
|
||||
|
||||
const double scale = (90. / 2048.);
|
||||
p->angle.addadjustment(DAngle::fromDeg(p->MotoSpeed * (krand() & 1 ? -scale : scale)));
|
||||
p->angle.addYaw(DAngle::fromDeg(p->MotoSpeed * (krand() & 1 ? -scale : scale)));
|
||||
|
||||
if (angleDelta >= 77.51 && angleDelta <= 102.13)
|
||||
{
|
||||
|
@ -2985,11 +2985,11 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
|
|||
}
|
||||
if (p->kickback_pic == 2)
|
||||
{
|
||||
p->angle.addadjustment(mapangle(16));
|
||||
p->angle.addYaw(mapangle(16));
|
||||
}
|
||||
else if (p->kickback_pic == 4)
|
||||
{
|
||||
p->angle.addadjustment(mapangle(-16));
|
||||
p->angle.addYaw(mapangle(-16));
|
||||
}
|
||||
if (p->kickback_pic > 4)
|
||||
p->kickback_pic = 1;
|
||||
|
@ -3015,11 +3015,11 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
|
|||
}
|
||||
if (p->kickback_pic == 2)
|
||||
{
|
||||
p->angle.addadjustment(mapangle(4));
|
||||
p->angle.addYaw(mapangle(4));
|
||||
}
|
||||
else if (p->kickback_pic == 4)
|
||||
{
|
||||
p->angle.addadjustment(mapangle(-4));
|
||||
p->angle.addYaw(mapangle(-4));
|
||||
}
|
||||
if (p->kickback_pic > 4)
|
||||
p->kickback_pic = 1;
|
||||
|
@ -3273,7 +3273,7 @@ void processinput_r(int snum)
|
|||
auto pact = p->GetActor();
|
||||
|
||||
p->horizon.resetAdjustmentPitch();
|
||||
p->angle.resetadjustment();
|
||||
p->angle.resetAdjustmentYaw();
|
||||
|
||||
ESyncBits& actions = p->sync.actions;
|
||||
|
||||
|
|
|
@ -1062,7 +1062,7 @@ void checkhitdefault_d(DDukeActor* targ, DDukeActor* proj)
|
|||
{
|
||||
ps[p].newOwner = nullptr;
|
||||
ps[p].GetActor()->restorepos();
|
||||
ps[p].angle.restore();
|
||||
ps[p].angle.restoreYaw();
|
||||
|
||||
updatesector(ps[p].GetActor()->getPosWithOffsetZ(), &ps[p].cursector);
|
||||
|
||||
|
|
|
@ -849,7 +849,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, addpos, dukeplayer_addpos)
|
|||
|
||||
void dukeplayer_settargetangle(player_struct* self, double a, int backup)
|
||||
{
|
||||
self->angle.settarget(DAngle::fromDeg(a), backup);
|
||||
self->angle.setYaw(DAngle::fromDeg(a), backup);
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, settargetangle, dukeplayer_settargetangle)
|
||||
|
|
|
@ -95,7 +95,7 @@ void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdju
|
|||
}
|
||||
}
|
||||
|
||||
pPlayer->angle.processhelpers(scaleAdjust);
|
||||
pPlayer->angle.processLegacyHelperYaw(scaleAdjust);
|
||||
pPlayer->horizon.processLegacyHelperPitch(scaleAdjust);
|
||||
UpdatePlayerSpriteAngle(pPlayer);
|
||||
}
|
||||
|
|
|
@ -313,7 +313,7 @@ void RestartPlayer(int nPlayer)
|
|||
floorsprt = nullptr;
|
||||
}
|
||||
|
||||
plr->angle.backup();
|
||||
plr->angle.backupYaw();
|
||||
plr->horizon.backupPitch();
|
||||
|
||||
plr->pPlayerFloorSprite = floorsprt;
|
||||
|
@ -904,9 +904,9 @@ void AIPlayer::Tick(RunListEvent* ev)
|
|||
int nAction = PlayerList[nPlayer].nAction;
|
||||
int nActionB = PlayerList[nPlayer].nAction;
|
||||
|
||||
PlayerList[nPlayer].angle.backup();
|
||||
PlayerList[nPlayer].angle.backupYaw();
|
||||
PlayerList[nPlayer].horizon.backupPitch();
|
||||
PlayerList[nPlayer].angle.resetadjustment();
|
||||
PlayerList[nPlayer].angle.resetAdjustmentYaw();
|
||||
PlayerList[nPlayer].horizon.resetAdjustmentPitch();
|
||||
|
||||
pPlayerActor->vel.XY() = sPlayerInput[nPlayer].vel;
|
||||
|
@ -1072,7 +1072,7 @@ void AIPlayer::Tick(RunListEvent* ev)
|
|||
if (nTotalPlayers <= 1)
|
||||
{
|
||||
auto ang = GetAngleToSprite(pPlayerActor, pSpiritSprite);
|
||||
PlayerList[nPlayer].angle.settarget(ang, true);
|
||||
PlayerList[nPlayer].angle.setYaw(ang, true);
|
||||
pPlayerActor->spr.Angles.Yaw = ang;
|
||||
|
||||
PlayerList[nPlayer].horizon.setPitch(nullAngle, true);
|
||||
|
|
|
@ -200,7 +200,7 @@ void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdju
|
|||
DoPlayerTurnTurret(pp, input.avel);
|
||||
}
|
||||
|
||||
pp->angle.processhelpers(scaleAdjust);
|
||||
pp->angle.processLegacyHelperYaw(scaleAdjust);
|
||||
pp->horizon.processLegacyHelperPitch(scaleAdjust);
|
||||
}
|
||||
|
||||
|
|
|
@ -2186,7 +2186,7 @@ void DoPlayerMove(PLAYER* pp)
|
|||
if (interpolate_ride)
|
||||
{
|
||||
pp->actor->backupz();
|
||||
pp->angle.backup();
|
||||
pp->angle.backupYaw();
|
||||
}
|
||||
|
||||
// check for warp - probably can remove from CeilingHit
|
||||
|
@ -3425,7 +3425,7 @@ void DoPlayerClimb(PLAYER* pp)
|
|||
|
||||
pp->LadderPosition = lActor->spr.pos.XY() + nvec;
|
||||
|
||||
pp->angle.settarget(lActor->spr.Angles.Yaw + DAngle180);
|
||||
pp->angle.setYaw(lActor->spr.Angles.Yaw + DAngle180);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -3813,7 +3813,7 @@ bool PlayerOnLadder(PLAYER* pp)
|
|||
// the sprite
|
||||
|
||||
pp->LadderPosition = lActor->spr.pos + npos;
|
||||
pp->angle.settarget(lActor->spr.Angles.Yaw + DAngle180);
|
||||
pp->angle.setYaw(lActor->spr.Angles.Yaw + DAngle180);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -5968,7 +5968,7 @@ void DoPlayerDeathFollowKiller(PLAYER* pp)
|
|||
{
|
||||
if (FAFcansee(ActorVectOfTop(killer), killer->sector(), pp->actor->getPosWithOffsetZ(), pp->cursector))
|
||||
{
|
||||
pp->angle.addadjustment(deltaangle(pp->angle.ZzANGLE, (killer->spr.pos.XY() - pp->actor->spr.pos.XY()).Angle()) * (1. / 16.));
|
||||
pp->angle.addYaw(deltaangle(pp->angle.ZzANGLE, (killer->spr.pos.XY() - pp->actor->spr.pos.XY()).Angle()) * (1. / 16.));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -6693,7 +6693,7 @@ void MoveSkipSavePos(void)
|
|||
|
||||
pp->actor->backuppos();
|
||||
pp->obob_z = pp->bob_z;
|
||||
pp->angle.backup();
|
||||
pp->angle.backupYaw();
|
||||
pp->horizon.backupPitch();
|
||||
pp->opbob_amt = pp->pbob_amt;
|
||||
}
|
||||
|
@ -6972,7 +6972,7 @@ void domovethings(void)
|
|||
// auto tracking mode for single player multi-game
|
||||
if (numplayers <= 1 && PlayerTrackingMode && pnum == screenpeek && screenpeek != myconnectindex)
|
||||
{
|
||||
Player[screenpeek].angle.settarget((Player[myconnectindex].actor->spr.pos.XY() - Player[screenpeek].actor->spr.pos.XY()).Angle());
|
||||
Player[screenpeek].angle.setYaw((Player[myconnectindex].actor->spr.pos.XY() - Player[screenpeek].actor->spr.pos.XY()).Angle());
|
||||
}
|
||||
|
||||
if (!(pp->Flags & PF_DEAD))
|
||||
|
@ -6988,7 +6988,7 @@ void domovethings(void)
|
|||
// Reset flags used while tying input to framerate
|
||||
pp->Flags2 &= ~(PF2_INPUT_CAN_AIM|PF2_INPUT_CAN_TURN_GENERAL|PF2_INPUT_CAN_TURN_VEHICLE|PF2_INPUT_CAN_TURN_TURRET);
|
||||
pp->horizon.resetAdjustmentPitch();
|
||||
pp->angle.resetadjustment();
|
||||
pp->angle.resetAdjustmentYaw();
|
||||
|
||||
// disable synchronised input if set by game.
|
||||
resetForcedSyncInput();
|
||||
|
|
|
@ -1529,7 +1529,7 @@ void MovePlayer(PLAYER* pp, SECTOR_OBJECT* sop, const DVector2& move)
|
|||
|
||||
// New angle is formed by taking last known angle and
|
||||
// adjusting by the delta angle
|
||||
pp->angle.addadjustment(deltaangle(pp->RevolveAng + pp->RevolveDeltaAng, pp->angle.ZzANGLE));
|
||||
pp->angle.addYaw(deltaangle(pp->RevolveAng + pp->RevolveDeltaAng, pp->angle.ZzANGLE));
|
||||
|
||||
UpdatePlayerSprite(pp);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue