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https://github.com/DrBeef/Raze.git
synced 2025-03-12 20:58:48 +00:00
Merge remote-tracking branch 'upstream/master'
This commit is contained in:
commit
4012183cf1
239 changed files with 78 additions and 107 deletions
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@ -230,7 +230,7 @@ struct TVector2
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// Vector length
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vec_t Length() const
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{
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return (vec_t)g_sqrt (X*X + Y*Y);
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return (vec_t)g_sqrt (LengthSquared());
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}
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vec_t LengthSquared() const
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@ -613,7 +613,7 @@ struct TVector3
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// Vector length
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double Length() const
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{
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return g_sqrt (X*X + Y*Y + Z*Z);
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return g_sqrt (LengthSquared());
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}
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double LengthSquared() const
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@ -928,7 +928,7 @@ struct TVector4
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// Vector length
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double Length() const
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{
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return g_sqrt(X*X + Y*Y + Z*Z + W*W);
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return g_sqrt(LengthSquared());
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}
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double LengthSquared() const
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@ -1450,7 +1450,7 @@ public:
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double Tan() const
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{
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auto bam = BAMs();
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const auto bam = BAMs();
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return g_sinbam(bam) / g_cosbam(bam);
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}
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@ -1487,7 +1487,7 @@ inline TAngle<T> deltaangle(const TAngle<T> &a1, const TAngle<T> &a2)
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template<class T>
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inline TAngle<T> absangle(const TAngle<T> &a1, const TAngle<T> &a2)
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{
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return fabs((a1 - a2).Normalized180());
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return fabs(deltaangle(a2, a1));
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}
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template<class T>
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@ -1528,7 +1528,7 @@ TAngle<T> TVector3<T>::Angle() const
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template<class T>
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TAngle<T> TVector3<T>::Pitch() const
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{
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return -VecToAngle(TVector2<T>(X, Y).Length(), Z);
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return -VecToAngle(XY().Length(), Z);
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}
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template<class T>
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@ -1694,13 +1694,10 @@ struct TRotator
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};
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// Create a forward vector from a rotation (ignoring roll)
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template<class T>
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inline TVector3<T>::TVector3 (const TRotator<T> &rot)
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{
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double pcos = rot.Pitch.Cos();
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X = pcos * rot.Yaw.Cos();
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Y = pcos * rot.Yaw.Sin();
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XY() = rot.Pitch.Cos() * rot.Yaw.ToVector();
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Z = rot.Pitch.Sin();
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}
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@ -103,11 +103,6 @@ public:
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return interpolatedvalue(PrevAngles.Yaw, spr.Angles.Yaw, interpfrac);
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}
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DRotator interpolatedangles(double const interpfrac)
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{
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return interpolatedvalue(PrevAngles, spr.Angles, interpfrac);
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}
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void backupz()
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{
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opos.Z = spr.pos.Z;
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@ -71,13 +71,17 @@ static inline DAngle getscaledangle(const DAngle angle, const double scale, cons
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return (angle.Normalized180() * getTicrateScale(scale)) + push;
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}
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static inline void scaletozero(DAngle& angle, const double scale, const DAngle push = DAngle::fromDeg(32. / 465.))
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static inline bool scaletozero(DAngle& angle, const double scale, const DAngle push = DAngle::fromDeg(32. / 465.))
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{
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if (auto sgn = angle.Sgn())
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{
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angle -= getscaledangle(angle, scale, push * sgn);
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if (sgn != angle.Sgn()) angle = nullAngle;
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if (sgn != (angle -= getscaledangle(angle, scale, push * sgn)).Sgn())
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{
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angle = nullAngle;
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return true;
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}
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}
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return false;
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}
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@ -203,12 +207,14 @@ void PlayerAngles::doPitchKeys(ESyncBits* actions, const bool stopcentering)
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{
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const auto pitch = abs(pActor->spr.Angles.Pitch);
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const auto scale = pitch > PITCH_CNTRSINEOFFSET ? (pitch - PITCH_CNTRSINEOFFSET).Cos() : 1.;
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scaletozero(pActor->spr.Angles.Pitch, PITCH_CENTERSPEED * scale);
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if (!pActor->spr.Angles.Pitch.Sgn()) *actions &= ~SB_CENTERVIEW;
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if (scaletozero(pActor->spr.Angles.Pitch, PITCH_CENTERSPEED * scale))
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*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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pActor->spr.Angles.Pitch = ClampViewPitch(pActor->spr.Angles.Pitch);
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// clamp before we finish, factoring in the player's view pitch offset.
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const auto maximum = GetMaxPitch() - ViewAngles.Pitch * (ViewAngles.Pitch < nullAngle);
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const auto minimum = GetMinPitch() - ViewAngles.Pitch * (ViewAngles.Pitch > nullAngle);
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pActor->spr.Angles.Pitch = clamp(pActor->spr.Angles.Pitch, maximum, minimum);
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}
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@ -259,7 +265,7 @@ void PlayerAngles::doViewPitch(const DVector2& pos, DAngle const ang, bool const
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if (aimmode && canslopetilt) // If the floor is sloped
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{
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// Get a point, 512 (64 for Blood) units ahead of player's position
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auto rotpt = pos + ang.ToVector() * (isBlood() ? 4 : 32);
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auto rotpt = pos + ang.ToVector() * (!isBlood() ? 32 : 4);
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auto tempsect = cursectnum;
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updatesector(rotpt, &tempsect);
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@ -285,7 +291,8 @@ void PlayerAngles::doViewPitch(const DVector2& pos, DAngle const ang, bool const
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if (climbing)
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{
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// tilt when climbing but you can't even really tell it.
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if (ViewAngles.Pitch > PITCH_HORIZOFFCLIMB) ViewAngles.Pitch += getscaledangle(deltaangle(ViewAngles.Pitch, PITCH_HORIZOFFCLIMB), PITCH_HORIZOFFSPEED, PITCH_HORIZOFFPUSH);
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if (ViewAngles.Pitch > PITCH_HORIZOFFCLIMB)
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ViewAngles.Pitch += getscaledangle(deltaangle(ViewAngles.Pitch, PITCH_HORIZOFFCLIMB), PITCH_HORIZOFFSPEED, PITCH_HORIZOFFPUSH);
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}
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else
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{
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@ -28,7 +28,7 @@ struct PlayerAngles
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// General methods.
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void initialize(DCoreActor* const actor, const DAngle viewyaw = nullAngle)
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{
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if ((pActor = actor)) RenderAngles = PrevLerpAngles = pActor->spr.Angles;
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if (pActor = actor) RenderAngles = PrevLerpAngles = pActor->spr.Angles;
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PrevViewAngles.Yaw = ViewAngles.Yaw = viewyaw;
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}
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DAngle getPitchWithView()
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@ -37,21 +37,17 @@ struct PlayerAngles
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}
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// Render angle functions.
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DRotator lerpViewAngles(const double interpfrac)
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{
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return interpolatedvalue(PrevViewAngles, ViewAngles, interpfrac);
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}
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DRotator getRenderAngles(const double interpfrac)
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{
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// Get angles and return with clamped off pitch.
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auto angles = RenderAngles + lerpViewAngles(interpfrac);
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auto angles = RenderAngles + interpolatedvalue(PrevViewAngles, ViewAngles, interpfrac);
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angles.Pitch = ClampViewPitch(angles.Pitch);
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return angles;
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}
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void updateRenderAngles(const double interpfrac)
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{
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// Apply the current interpolated angle state to the render angles.
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const auto lerpAngles = pActor->interpolatedangles(interpfrac);
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const auto lerpAngles = interpolatedvalue(pActor->PrevAngles, pActor->spr.Angles, interpfrac);
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RenderAngles += lerpAngles - PrevLerpAngles;
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PrevLerpAngles = lerpAngles;
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}
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@ -66,14 +62,9 @@ struct PlayerAngles
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// Draw code helpers.
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auto getCrosshairOffsets(const double interpfrac)
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{
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// Set up angles.
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const auto viewAngles = lerpViewAngles(interpfrac);
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const auto rotTangent = viewAngles.Roll.Tan();
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const auto yawTangent = clamp(viewAngles.Yaw, -DAngle90, DAngle90).Tan();
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const auto fovTangent = tan(r_fov * pi::pi() / 360.);
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// Return as pair with roll as the 2nd object since all callers inevitably need it.
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return std::make_pair(DVector2(160, 120 * -rotTangent) * -yawTangent / fovTangent, viewAngles.Roll);
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// Set up angles and return as pair with roll as the 2nd object since all callers inevitably need it.
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const auto viewAngles = interpolatedvalue(PrevViewAngles, ViewAngles, interpfrac);
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return std::make_pair(DVector2(160, 120 * -viewAngles.Roll.Tan()) * -viewAngles.Yaw.Tan() / tan(r_fov * pi::pi() / 360.), viewAngles.Roll);
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}
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auto getWeaponOffsets(const double interpfrac)
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{
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@ -1128,10 +1128,6 @@ int HWWall::CheckWallSprite(tspritetype* spr, tspritetype* last)
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void HWWall::ProcessWallSprite(HWDrawInfo* di, tspritetype* spr, sectortype* sector)
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{
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if (spr->time == 1373)
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{
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int a = 0;
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}
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auto tex = TexMan.GetGameTexture(spr->spritetexture());
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if (!tex || !tex->isValid()) return;
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@ -54,15 +54,11 @@ void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdju
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ApplyGlobalInput(gInput, hidInput);
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processMovement(&input, &gInput, hidInput, scaleAdjust);
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if (!SyncInput() && gamestate == GS_LEVEL)
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// Perform unsynchronised angle/horizon if not dead.
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if (!SyncInput() && gamestate == GS_LEVEL && pPlayer->actor->xspr.health != 0)
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{
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// Perform unsynchronised angle/horizon if not dead.
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if (pPlayer->actor->xspr.health != 0)
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{
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pPlayer->Angles.RenderAngles.Yaw += DAngle::fromDeg(input.avel);
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//Set the pitch directly
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pPlayer->Angles.RenderAngles.Pitch = DAngle::fromDeg(input.horz);
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}
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pPlayer->Angles.RenderAngles.Yaw += DAngle::fromDeg(input.avel);
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pPlayer->Angles.RenderAngles.Pitch = DAngle::fromDeg(input.horz);
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}
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if (packet)
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@ -489,7 +489,7 @@ static void SetupView(PLAYER* pPlayer, DVector3& cPos, DRotator& cAngles, sector
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{
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cPos.Z += bobHeight;
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}
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cPos.Z -= interpolatedvalue(0., 10., cAngles.Pitch / DAngle90);
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cPos.Z -= 10. * (cAngles.Pitch / DAngle90);
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}
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else
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{
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|
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@ -231,7 +231,7 @@ void displayweapon_d(int snum, double interpfrac)
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auto offpair = p->Angles.getWeaponOffsets(interpfrac);
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auto offsets = offpair.first;
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auto pitchoffset = interpolatedvalue(0., 16., p->Angles.getRenderAngles(interpfrac).Pitch / DAngle90);
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auto pitchoffset = 16. * (p->Angles.getRenderAngles(interpfrac).Pitch / DAngle90);
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auto yawinput = getavel(snum) * (1. / 16.);
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auto angle = offpair.second;
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auto weapon_xoffset = 160 - 90 - (BobVal(512 + weapon_sway * 0.5) * (16384. / 1536.)) - 58 - p->weapon_ang;
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|
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@ -838,15 +838,10 @@ void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdju
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FinalizeInput(p, input);
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if (!SyncInput())
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if (!SyncInput() && p->GetActor()->spr.extra > 0)
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{
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if (p->GetActor()->spr.extra > 0)
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{
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// Do these in the same order as the old code.
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p->Angles.RenderAngles.Yaw += p->adjustavel(input.avel);
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//Set pitch directly
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p->Angles.RenderAngles.Pitch = DAngle::fromDeg(input.horz);
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}
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p->Angles.RenderAngles.Yaw += p->adjustavel(input.avel);
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p->Angles.RenderAngles.Pitch = DAngle::fromDeg(input.horz);
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}
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if (packet)
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|
|
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@ -376,8 +376,6 @@ void GameInterface::Ticker()
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PlayerList[nLocalPlayer].Angles.resetRenderAngles();
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UpdatePlayerSpriteAngle(&PlayerList[nLocalPlayer]);
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inita = inita.Normalized360();
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// disable synchronised input if set by game.
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resetForcedSyncInput();
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|
|
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@ -82,18 +82,14 @@ void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdju
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sPlayerInput[nLocalPlayer].vel.Zero();
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}
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if (!SyncInput() && gamestate == GS_LEVEL)
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if (!SyncInput() && gamestate == GS_LEVEL && !nFreeze)
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{
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if (!nFreeze)
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{
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pPlayer->Angles.RenderAngles.Yaw += DAngle::fromDeg(input.avel);
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//Set pitch directly
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pPlayer->Angles.RenderAngles.Pitch = DAngle::fromDeg(input.horz);
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pPlayer->Angles.RenderAngles.Yaw += DAngle::fromDeg(input.avel);
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pPlayer->Angles.RenderAngles.Pitch = DAngle::fromDeg(input.horz);
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|
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if (input.horz)
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{
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pPlayer->bPlayerPan = pPlayer->bLockPan = true;
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}
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if (input.horz)
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{
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pPlayer->bPlayerPan = pPlayer->bLockPan = true;
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}
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|
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UpdatePlayerSpriteAngle(pPlayer);
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|
|
|
@ -666,7 +666,7 @@ static void pickupMessage(int no)
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void UpdatePlayerSpriteAngle(Player* pPlayer)
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{
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if (pPlayer->pActor) inita = pPlayer->pActor->spr.Angles.Yaw;
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if (pPlayer->pActor) inita = pPlayer->pActor->spr.Angles.Yaw.Normalized360();
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}
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//---------------------------------------------------------------------------
|
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|
|
|
@ -1285,7 +1285,7 @@ int PlayerInitChemBomb(PLAYER* pp)
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if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew))
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actorNew->user.Flags |= (SPR_UNDERWATER);
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setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, HORIZ_MULTF);
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setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.getPitchWithView(), HORIZ_MULTF);
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double oclipdist = plActor->clipdist;
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plActor->clipdist = 0;
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|
@ -1655,7 +1655,7 @@ int PlayerInitCaltrops(PLAYER* pp)
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if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew))
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actorNew->user.Flags |= (SPR_UNDERWATER);
|
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|
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setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, HORIZ_MULTF);
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setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.getPitchWithView(), HORIZ_MULTF);
|
||||
|
||||
double oclipdist = plActor->clipdist;
|
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plActor->clipdist = 0;
|
||||
|
|
|
@ -11521,7 +11521,7 @@ int DoRing(DSWActor* actor)
|
|||
|
||||
// put it out there
|
||||
actor->spr.pos += actor->spr.Angles.Yaw.ToVector() * actor->user.Dist;
|
||||
if (pp) actor->spr.pos.Z -= actor->user.Dist * pp->actor->spr.Angles.Pitch.Tan() * 2.; // horizon math sucks...
|
||||
if (pp) actor->spr.pos.Z -= actor->user.Dist * pp->Angles.getPitchWithView().Tan() * 2.; // horizon math sucks...
|
||||
|
||||
SetActor(actor, actor->spr.pos);
|
||||
|
||||
|
@ -11599,7 +11599,7 @@ void InitSpellRing(PLAYER* pp)
|
|||
|
||||
// put it out there
|
||||
actorNew->spr.pos += actorNew->spr.Angles.Yaw.ToVector() * actorNew->user.Dist;
|
||||
actorNew->spr.pos.Z += pp->actor->getOffsetZ() + 20 - (actorNew->user.Dist * pp->actor->spr.Angles.Pitch.Tan() * 2.); // horizon math sucks...
|
||||
actorNew->spr.pos.Z += pp->actor->getOffsetZ() + 20 - (actorNew->user.Dist * pp->Angles.getPitchWithView().Tan() * 2.); // horizon math sucks...
|
||||
|
||||
actorNew->spr.Angles.Yaw += DAngle90;
|
||||
|
||||
|
@ -11971,7 +11971,7 @@ void InitSpellNapalm(PLAYER* pp)
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|||
actor->spr.shade = -40;
|
||||
actor->spr.scale = DVector2(0.5, 0.5);
|
||||
actor->clipdist = 0;
|
||||
setFreeAimVelocity(actor->vel.X, actor->vel.Z, pp->actor->spr.Angles.Pitch, HORIZ_MULTF);
|
||||
setFreeAimVelocity(actor->vel.X, actor->vel.Z, pp->Angles.getPitchWithView(), HORIZ_MULTF);
|
||||
actor->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER);
|
||||
actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
actor->user.Flags2 |= (SPR2_BLUR_TAPER_FAST);
|
||||
|
@ -12101,7 +12101,7 @@ int InitSpellMirv(PLAYER* pp)
|
|||
actorNew->spr.shade = -40;
|
||||
actorNew->spr.scale = DVector2(1.125, 1.125);
|
||||
actorNew->clipdist = 2;
|
||||
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, HORIZ_MULTF);
|
||||
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.getPitchWithView(), HORIZ_MULTF);
|
||||
actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER);
|
||||
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
|
||||
|
@ -12236,7 +12236,7 @@ int InitSwordAttack(PLAYER* pp)
|
|||
|
||||
double dax = 1024., daz = 0;
|
||||
DAngle daang = pp->actor->spr.Angles.Yaw;
|
||||
setFreeAimVelocity(dax, daz, pp->actor->spr.Angles.Pitch, 1000. - (RandomRangeF(24000 / 256.) - 12000 / 256.));
|
||||
setFreeAimVelocity(dax, daz, pp->Angles.getPitchWithView(), 1000. - (RandomRangeF(24000 / 256.) - 12000 / 256.));
|
||||
FAFhitscan(pp->actor->getPosWithOffsetZ(), pp->cursector, DVector3(pp->actor->spr.Angles.Yaw.ToVector() * dax, daz), hit, CLIPMASK_MISSILE);
|
||||
|
||||
if (hit.hitSector == nullptr)
|
||||
|
@ -12414,7 +12414,7 @@ int InitFistAttack(PLAYER* pp)
|
|||
HitInfo hit{};
|
||||
double dax = 1024., daz = 0;
|
||||
auto daang = pp->actor->spr.Angles.Yaw;
|
||||
setFreeAimVelocity(dax, daz, pp->actor->spr.Angles.Pitch, 1000. - (RandomRangeF(24000 / 256.) - 12000 / 256.));
|
||||
setFreeAimVelocity(dax, daz, pp->Angles.getPitchWithView(), 1000. - (RandomRangeF(24000 / 256.) - 12000 / 256.));
|
||||
FAFhitscan(pp->actor->getPosWithOffsetZ(), pp->cursector, DVector3(pp->actor->spr.Angles.Yaw.ToVector() * dax, daz), hit, CLIPMASK_MISSILE);
|
||||
|
||||
if (hit.hitSector == nullptr)
|
||||
|
@ -12975,7 +12975,7 @@ int InitStar(PLAYER* pp)
|
|||
actorNew->clipdist = 2;
|
||||
// zvel was overflowing with this calculation - had to move to a local long var
|
||||
double zvel = 0;
|
||||
setFreeAimVelocity(actorNew->vel.X, zvel, pp->actor->spr.Angles.Pitch, (HORIZ_MULT + STAR_HORIZ_ADJ) * 0.5);
|
||||
setFreeAimVelocity(actorNew->vel.X, zvel, pp->Angles.getPitchWithView(), (HORIZ_MULT + STAR_HORIZ_ADJ) * 0.5);
|
||||
|
||||
actorNew->user.ceiling_dist = (1);
|
||||
actorNew->user.floor_dist = (1);
|
||||
|
@ -13075,7 +13075,7 @@ void InitHeartAttack(PLAYER* pp)
|
|||
actorNew->spr.shade = -10;
|
||||
actorNew->spr.scale = DVector2(0.8125, 0.8125);
|
||||
actorNew->clipdist = 0;
|
||||
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, HORIZ_MULTF);
|
||||
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.getPitchWithView(), HORIZ_MULTF);
|
||||
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
actorNew->user.Flags2 |= (SPR2_DONT_TARGET_OWNER);
|
||||
actorNew->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);
|
||||
|
@ -13217,7 +13217,7 @@ int InitShotgun(PLAYER* pp)
|
|||
DAngle daang = DAngle22_5 * 0.5;
|
||||
if (WeaponAutoAimHitscan(pp->actor, &daz, &daang, false) == nullptr)
|
||||
{
|
||||
setFreeAimVelocity(dax, daz, pp->actor->spr.Angles.Pitch, 1000.);
|
||||
setFreeAimVelocity(dax, daz, pp->Angles.getPitchWithView(), 1000.);
|
||||
daang = pp->actor->spr.Angles.Yaw;
|
||||
}
|
||||
|
||||
|
@ -13379,7 +13379,7 @@ int InitLaser(PLAYER* pp)
|
|||
actorNew->clipdist = 4;
|
||||
|
||||
// the slower the missile travels the less of a zvel it needs
|
||||
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, 16.);
|
||||
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.getPitchWithView(), 16.);
|
||||
|
||||
actorNew->user.WeaponNum = actor->user.WeaponNum;
|
||||
actorNew->user.Radius = 200;
|
||||
|
@ -13474,7 +13474,7 @@ int InitRail(PLAYER* pp)
|
|||
SetOwner(pp->actor, actorNew);
|
||||
actorNew->spr.scale = DVector2(0.8125, 0.8125);
|
||||
actorNew->spr.shade = -15;
|
||||
setFreeAimVelocity(actorNew->vel.X, zvel, pp->actor->spr.Angles.Pitch, (HORIZ_MULT + 17) * 0.5);
|
||||
setFreeAimVelocity(actorNew->vel.X, zvel, pp->Angles.getPitchWithView(), (HORIZ_MULT + 17) * 0.5);
|
||||
|
||||
actorNew->user.RotNum = 5;
|
||||
NewStateGroup(actorNew, &sg_Rail[0]);
|
||||
|
@ -13638,7 +13638,7 @@ int InitRocket(PLAYER* pp)
|
|||
SetOwner(pp->actor, actorNew);
|
||||
actorNew->spr.scale = DVector2(1.40626, 1.40625);
|
||||
actorNew->spr.shade = -15;
|
||||
setFreeAimVelocity(actorNew->vel.X, zvel, pp->actor->spr.Angles.Pitch, (HORIZ_MULT + 35) * 0.5);
|
||||
setFreeAimVelocity(actorNew->vel.X, zvel, pp->Angles.getPitchWithView(), (HORIZ_MULT + 35) * 0.5);
|
||||
|
||||
actorNew->clipdist = 4;
|
||||
|
||||
|
@ -13745,7 +13745,7 @@ int InitBunnyRocket(PLAYER* pp)
|
|||
SetOwner(pp->actor, actorNew);
|
||||
actorNew->spr.scale = DVector2(1, 1);
|
||||
actorNew->spr.shade = -15;
|
||||
setFreeAimVelocity(actorNew->vel.X, zvel, pp->actor->spr.Angles.Pitch, (HORIZ_MULT + 35) * 0.5);
|
||||
setFreeAimVelocity(actorNew->vel.X, zvel, pp->Angles.getPitchWithView(), (HORIZ_MULT + 35) * 0.5);
|
||||
|
||||
actorNew->clipdist = 4;
|
||||
|
||||
|
@ -13847,7 +13847,7 @@ int InitNuke(PLAYER* pp)
|
|||
SetOwner(pp->actor, actorNew);
|
||||
actorNew->spr.scale = DVector2(2, 2);
|
||||
actorNew->spr.shade = -15;
|
||||
setFreeAimVelocity(actorNew->vel.X, zvel, pp->actor->spr.Angles.Pitch, (HORIZ_MULT + 36) * 0.5);
|
||||
setFreeAimVelocity(actorNew->vel.X, zvel, pp->Angles.getPitchWithView(), (HORIZ_MULT + 36) * 0.5);
|
||||
actorNew->clipdist = 4;
|
||||
|
||||
// Set to red palette
|
||||
|
@ -14003,7 +14003,7 @@ int InitMicro(PLAYER* pp)
|
|||
return 0;
|
||||
|
||||
double vel = 75., zvel = 0;
|
||||
setFreeAimVelocity(vel, zvel, pp->actor->spr.Angles.Pitch, HORIZ_MULTF);
|
||||
setFreeAimVelocity(vel, zvel, pp->Angles.getPitchWithView(), HORIZ_MULTF);
|
||||
|
||||
for (i = 0; i < MAX_MICRO; i++)
|
||||
{
|
||||
|
@ -15208,7 +15208,7 @@ int InitTracerUzi(PLAYER* pp)
|
|||
|
||||
static const short lat_dist[] = {800,-800};
|
||||
|
||||
double nz = 8 + (pp->actor->spr.Angles.Pitch.Tan() * 36.);
|
||||
double nz = 8 + (pp->Angles.getPitchWithView().Tan() * 36.);
|
||||
|
||||
// Spawn a shot
|
||||
// Inserting and setting up variables
|
||||
|
@ -15247,7 +15247,7 @@ int InitTracerUzi(PLAYER* pp)
|
|||
return 0;
|
||||
}
|
||||
|
||||
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, actorNew->vel.X);
|
||||
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.getPitchWithView(), actorNew->vel.X);
|
||||
|
||||
plActor->clipdist = oclipdist;
|
||||
|
||||
|
@ -15512,7 +15512,7 @@ int InitUzi(PLAYER* pp)
|
|||
else
|
||||
{
|
||||
daang = pp->actor->spr.Angles.Yaw + mapangle(RandomRange(24) - 12);
|
||||
setFreeAimVelocity(dax, daz, pp->actor->spr.Angles.Pitch, 1000. - (RandomRangeF(24000/256.) - 12000/256.));
|
||||
setFreeAimVelocity(dax, daz, pp->Angles.getPitchWithView(), 1000. - (RandomRangeF(24000/256.) - 12000/256.));
|
||||
}
|
||||
|
||||
DVector3 vect(daang.ToVector() * dax, daz);
|
||||
|
@ -15684,7 +15684,7 @@ int InitTankShell(DSWActor* actor, PLAYER* pp)
|
|||
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
||||
actorNew->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);
|
||||
|
||||
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, actorNew->vel.X);
|
||||
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.getPitchWithView(), actorNew->vel.X);
|
||||
|
||||
WeaponAutoAim(actor, actorNew, DAngle22_5 / 2, false);
|
||||
// a bit of randomness
|
||||
|
@ -15752,7 +15752,7 @@ int InitTurretMicro(DSWActor* actor, PLAYER* pp)
|
|||
SetOwner(plActor, actorNew);
|
||||
actorNew->spr.scale = DVector2(0.375, 0.375);
|
||||
actorNew->spr.shade = -15;
|
||||
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, HORIZ_MULTF - RandomRangeF(8) + 5);
|
||||
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.getPitchWithView(), HORIZ_MULTF - RandomRangeF(8) + 5);
|
||||
actorNew->clipdist = 4;
|
||||
|
||||
|
||||
|
@ -15821,7 +15821,7 @@ int InitTurretRocket(DSWActor* actor, PLAYER* pp)
|
|||
actorNew->user.Flags2 |= (SPR2_SO_MISSILE);
|
||||
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
||||
|
||||
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, actorNew->vel.X);
|
||||
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.getPitchWithView(), actorNew->vel.X);
|
||||
|
||||
WeaponAutoAim(actor, actorNew, DAngle22_5 / 2, false);
|
||||
// a bit of randomness
|
||||
|
@ -15860,7 +15860,7 @@ int InitTurretFireball(DSWActor* actor, PLAYER* pp)
|
|||
actorNew->user.Flags2 |= (SPR2_SO_MISSILE);
|
||||
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
||||
|
||||
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, actorNew->vel.X);
|
||||
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.getPitchWithView(), actorNew->vel.X);
|
||||
|
||||
WeaponAutoAim(actor, actorNew, DAngle22_5 / 2, false);
|
||||
// a bit of randomness
|
||||
|
@ -15897,7 +15897,7 @@ int InitTurretRail(DSWActor* actor, PLAYER* pp)
|
|||
SetOwner(pp->actor, actorNew);
|
||||
actorNew->spr.scale = DVector2(0.8125, 0.8125);
|
||||
actorNew->spr.shade = -15;
|
||||
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, HORIZ_MULTF);
|
||||
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.getPitchWithView(), HORIZ_MULTF);
|
||||
|
||||
actorNew->user.RotNum = 5;
|
||||
NewStateGroup(actorNew, &sg_Rail[0]);
|
||||
|
@ -15944,7 +15944,7 @@ int InitTurretLaser(DSWActor* actor, PLAYER* pp)
|
|||
actorNew->spr.shade = -15;
|
||||
|
||||
// the slower the missile travels the less of a zvel it needs
|
||||
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, 16.);
|
||||
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.getPitchWithView(), 16.);
|
||||
|
||||
actorNew->user.Radius = 200;
|
||||
actorNew->user.ceiling_dist = (1);
|
||||
|
@ -15983,7 +15983,7 @@ int InitSobjMachineGun(DSWActor* actor, PLAYER* pp)
|
|||
double daz = npos.Z;
|
||||
|
||||
if (RANDOM_P2(1024) < 200)
|
||||
InitTracerTurret(actor, pp->actor, pp->actor->spr.Angles.Pitch);
|
||||
InitTracerTurret(actor, pp->actor, pp->Angles.getPitchWithView());
|
||||
|
||||
DAngle daang = DAngle22_5 / 2;
|
||||
if (WeaponAutoAimHitscan(actor, &daz, &daang, false) != nullptr)
|
||||
|
@ -15992,7 +15992,7 @@ int InitSobjMachineGun(DSWActor* actor, PLAYER* pp)
|
|||
}
|
||||
else
|
||||
{
|
||||
setFreeAimVelocity(dax, daz, DAngle::fromDeg(min(pp->actor->spr.Angles.Pitch.Degrees(), 11.0515)), 1000 - RandomRangeF(80) + 40);
|
||||
setFreeAimVelocity(dax, daz, DAngle::fromDeg(min(pp->Angles.getPitchWithView().Degrees(), 11.0515)), 1000 - RandomRangeF(80) + 40);
|
||||
daang = actor->spr.Angles.Yaw;
|
||||
}
|
||||
|
||||
|
@ -16682,7 +16682,7 @@ int InitGrenade(PLAYER* pp)
|
|||
if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew))
|
||||
actorNew->user.Flags |= (SPR_UNDERWATER);
|
||||
|
||||
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, HORIZ_MULTF);
|
||||
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.getPitchWithView(), HORIZ_MULTF);
|
||||
|
||||
auto oclipdist = actor->clipdist;
|
||||
actor->clipdist = 0;
|
||||
|
@ -16798,7 +16798,7 @@ int InitMine(PLAYER* pp)
|
|||
actorNew->spr.scale = DVector2(0.5, 0.5);
|
||||
actorNew->spr.shade = -15;
|
||||
actorNew->clipdist = 8;
|
||||
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, HORIZ_MULTF);
|
||||
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.getPitchWithView(), HORIZ_MULTF);
|
||||
actorNew->user.WeaponNum = actor->user.WeaponNum;
|
||||
actorNew->user.Radius = 200;
|
||||
actorNew->user.ceiling_dist = (5);
|
||||
|
@ -16933,7 +16933,7 @@ int InitFireball(PLAYER* pp)
|
|||
actorNew->user.ceiling_dist = (6);
|
||||
actorNew->user.floor_dist = (6);
|
||||
double zvel = 0.;
|
||||
setFreeAimVelocity(actorNew->vel.X, zvel, pp->actor->spr.Angles.Pitch, 120.);
|
||||
setFreeAimVelocity(actorNew->vel.X, zvel, pp->Angles.getPitchWithView(), 120.);
|
||||
|
||||
// at certain angles the clipping box was big enough to block the
|
||||
// initial positioning of the fireball.
|
||||
|
|
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