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- Duke: Tidy up some unnecessarily deep branches in vehicle input code.
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parent
51a20211f3
commit
401236980c
1 changed files with 88 additions and 103 deletions
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@ -570,9 +570,7 @@ static float motoApplyTurn(player_struct* p, HIDInput* const hidInput, bool cons
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p->TiltStatus = 10;
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}
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}
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else
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{
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if (p->vehTurnLeft || p->vehTurnRight || p->moto_drink)
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else if (p->vehTurnLeft || p->vehTurnRight || p->moto_drink)
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{
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constexpr float velScale = (3.f / 10.f);
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const float baseVel = (buttonMap.ButtonDown(gamefunc_Move_Backward) || hidInput->joyaxes[JOYAXIS_Forward] < 0) && p->MotoSpeed <= 0 ? -VEHICLETURN : VEHICLETURN;
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@ -624,7 +622,6 @@ static float motoApplyTurn(player_struct* p, HIDInput* const hidInput, bool cons
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else if (p->TiltStatus < 0)
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p->TiltStatus += (float)factor;
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}
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}
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if (fabs(p->TiltStatus) < factor)
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p->TiltStatus = 0;
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@ -643,9 +640,7 @@ static float boatApplyTurn(player_struct *p, HIDInput* const hidInput, bool cons
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float turnvel = 0;
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p->oTiltStatus = p->TiltStatus;
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if (p->MotoSpeed)
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{
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if (p->vehTurnLeft || p->vehTurnRight || p->moto_drink)
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if (p->MotoSpeed && (p->vehTurnLeft || p->vehTurnRight || p->moto_drink))
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{
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const float velScale = !p->NotOnWater? 1.f : (6.f / 19.f);
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const float baseVel = VEHICLETURN * velScale;
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@ -701,16 +696,6 @@ static float boatApplyTurn(player_struct *p, HIDInput* const hidInput, bool cons
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else if (p->TiltStatus < 0)
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p->TiltStatus += (float)factor;
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}
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}
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else if (!p->NotOnWater)
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{
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resetTurnHeldAmt();
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if (p->TiltStatus > 0)
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p->TiltStatus -= (float)factor;
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else if (p->TiltStatus < 0)
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p->TiltStatus += (float)factor;
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}
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if (fabs(p->TiltStatus) < factor)
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p->TiltStatus = 0;
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