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https://github.com/DrBeef/Raze.git
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- Tidy up PlayerAngles::doPitchKeys()
interface by passing the whole sync packet through.
This commit is contained in:
parent
9ffc65fa48
commit
62561d863e
7 changed files with 20 additions and 19 deletions
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@ -167,30 +167,31 @@ void processMovement(InputPacket* const currInput, InputPacket* const inputBuffe
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//
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//---------------------------------------------------------------------------
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void PlayerAngles::doPitchKeys(ESyncBits* actions, const bool stopcentering)
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void PlayerAngles::doPitchKeys(InputPacket* const input)
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{
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// Cancel return to center if conditions met.
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if (stopcentering) *actions &= ~SB_CENTERVIEW;
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if (input->horz)
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input->actions &= ~SB_CENTERVIEW;
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// Process keyboard input.
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if (auto aiming = !!(*actions & SB_AIM_DOWN) - !!(*actions & SB_AIM_UP))
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if (const auto aiming = !!(input->actions & SB_AIM_DOWN) - !!(input->actions & SB_AIM_UP))
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{
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pActor->spr.Angles.Pitch += DAngle::fromDeg(getTicrateScale(PITCH_AIMSPEED)) * aiming;
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*actions &= ~SB_CENTERVIEW;
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pActor->spr.Angles.Pitch += DAngle::fromDeg(getTicrateScale(PITCH_AIMSPEED) * aiming);
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input->actions &= ~SB_CENTERVIEW;
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}
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if (auto looking = !!(*actions & SB_LOOK_DOWN) - !!(*actions & SB_LOOK_UP))
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if (const auto looking = !!(input->actions & SB_LOOK_DOWN) - !!(input->actions & SB_LOOK_UP))
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{
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pActor->spr.Angles.Pitch += DAngle::fromDeg(getTicrateScale(PITCH_LOOKSPEED)) * looking;
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*actions |= SB_CENTERVIEW;
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pActor->spr.Angles.Pitch += DAngle::fromDeg(getTicrateScale(PITCH_LOOKSPEED) * looking);
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input->actions |= SB_CENTERVIEW;
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}
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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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if ((input->actions & SB_CENTERVIEW) && !(input->actions & (SB_LOOK_UP|SB_LOOK_DOWN)))
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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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if (scaletozero(pActor->spr.Angles.Pitch, PITCH_CENTERSPEED * scale))
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*actions &= ~SB_CENTERVIEW;
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input->actions &= ~SB_CENTERVIEW;
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}
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// clamp before we finish, factoring in the player's view pitch offset.
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@ -20,7 +20,7 @@ struct PlayerAngles
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friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngles& w, PlayerAngles* def);
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// Prototypes.
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void doPitchKeys(ESyncBits* actions, const bool stopcentering);
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void doPitchKeys(InputPacket* const input);
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void doYawKeys(ESyncBits* actions);
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void doViewPitch(const bool canslopetilt, const bool climbing = false);
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void doViewYaw(const ESyncBits actions);
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@ -1705,7 +1705,7 @@ void ProcessInput(PLAYER* pPlayer)
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const int florhit = pPlayer->actor->hit.florhit.type;
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pPlayer->Angles.doViewPitch(actor->xspr.height < 16 && (florhit == kHitSector || florhit == 0));
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pPlayer->Angles.doPitchKeys(&pInput->actions, pInput->horz);
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pPlayer->Angles.doPitchKeys(pInput);
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pPlayer->slope = pPlayer->actor->spr.Angles.Pitch.Tan();
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if (pInput->actions & SB_INVPREV)
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@ -2988,7 +2988,7 @@ HORIZONLY:
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p->GetActor()->spr.Angles.Pitch += GetPlayerHorizon(snum);
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}
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p->Angles.doPitchKeys(&actions, GetPlayerHorizon(snum).Sgn());
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p->Angles.doPitchKeys(&p->sync);
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p->checkhardlanding();
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@ -3802,7 +3802,7 @@ HORIZONLY:
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p->GetActor()->spr.Angles.Pitch += GetPlayerHorizon(snum);
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}
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p->Angles.doPitchKeys(&actions, GetPlayerHorizon(snum).Sgn());
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p->Angles.doPitchKeys(&p->sync);
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p->checkhardlanding();
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@ -2471,7 +2471,7 @@ sectdone:
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pPlayer->pActor->spr.Angles.Pitch += DAngle::fromDeg(PlayerList[nPlayer].input.horz);
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}
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pPlayer->Angles.doPitchKeys(&PlayerList[nLocalPlayer].input.actions, PlayerList[nPlayer].input.pan);
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pPlayer->Angles.doPitchKeys(&PlayerList[nLocalPlayer].input);
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if (actions & (SB_AIM_UP | SB_AIM_DOWN) || PlayerList[nPlayer].input.horz)
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{
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@ -2163,7 +2163,7 @@ void DoPlayerMove(PLAYER* pp)
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pp->actor->spr.Angles.Pitch += DAngle::fromDeg(pp->input.horz);
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}
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pp->Angles.doPitchKeys(&pp->input.actions, pp->input.horz);
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pp->Angles.doPitchKeys(&pp->input);
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DoPlayerSlopeTilting(pp);
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@ -2750,7 +2750,7 @@ void DoPlayerMoveVehicle(PLAYER* pp)
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pp->actor->spr.Angles.Pitch += DAngle::fromDeg(pp->input.horz);
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}
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pp->Angles.doPitchKeys(&pp->input.actions, pp->input.horz);
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pp->Angles.doPitchKeys(&pp->input);
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DoPlayerSlopeTilting(pp);
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@ -2796,7 +2796,7 @@ void DoPlayerMoveTurret(PLAYER* pp)
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pp->actor->spr.Angles.Pitch += DAngle::fromDeg(pp->input.horz);
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}
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pp->Angles.doPitchKeys(&pp->input.actions, pp->input.horz);
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pp->Angles.doPitchKeys(&pp->input);
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DoPlayerSlopeTilting(pp);
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}
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@ -3398,7 +3398,7 @@ void DoPlayerClimb(PLAYER* pp)
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pp->actor->spr.Angles.Pitch += DAngle::fromDeg(pp->input.horz);
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}
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pp->Angles.doPitchKeys(&pp->input.actions, pp->input.horz);
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pp->Angles.doPitchKeys(&pp->input);
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DoPlayerSlopeTilting(pp);
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