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- gameinput.h: Remove some of the verticality from the PlayerHorizon
and PlayerAngle
structs.
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parent
9d310c7d6a
commit
7ee4f49649
1 changed files with 48 additions and 144 deletions
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@ -15,63 +15,44 @@ struct PlayerHorizon
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friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerHorizon& w, PlayerHorizon* def);
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// Prototypes for functions in gameinput.cpp.
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void applyinput(float const horz, ESyncBits* actions, double const scaleAdjust = 1);
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void calcviewpitch(vec2_t const pos, binangle const ang, bool const aimmode, bool const canslopetilt, int const cursectnum, double const scaleAdjust = 1, bool const climbing = false);
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// Interpolation helpers.
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void backup()
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{
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ohoriz = horiz;
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ohorizoff = horizoff;
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}
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void restore()
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{
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horiz = ohoriz;
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horizoff = ohorizoff;
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}
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void addadjustment(double value)
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{
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__addadjustment(buildfhoriz(value));
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}
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// Commonly used getters.
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fixedhoriz osum() { return ohoriz + ohorizoff; }
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fixedhoriz sum() { return horiz + horizoff; }
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fixedhoriz interpolatedsum(double const smoothratio) { return q16horiz(interpolatedvalue(osum().asq16(), sum().asq16(), smoothratio)); }
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void addadjustment(fixedhoriz value)
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{
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__addadjustment(value);
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}
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// Ticrate playsim adjustment helpers.
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void addadjustment(double value) { __addadjustment(buildfhoriz(value)); }
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void addadjustment(fixedhoriz value) { __addadjustment(value); }
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void settarget(double value, bool backup = false) { __settarget(buildfhoriz(value), backup); }
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void settarget(fixedhoriz value, bool backup = false) { __settarget(value, backup); }
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void resetadjustment() { adjustment = 0; }
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bool targetset() { return target.asq16(); }
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void resetadjustment()
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{
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adjustment = 0;
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}
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// Input locking helpers.
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void lockinput() { inputdisabled = true; }
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void unlockinput() { inputdisabled = false; }
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bool movementlocked() { return target.asq16() || inputdisabled; }
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void settarget(double value, bool backup = false)
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{
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__settarget(buildfhoriz(value), backup);
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}
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void settarget(fixedhoriz value, bool backup = false)
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{
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__settarget(value, backup);
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}
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void lockinput()
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{
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inputdisabled = true;
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}
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void unlockinput()
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{
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inputdisabled = false;
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}
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bool targetset()
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{
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return target.asq16();
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}
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bool movementlocked()
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{
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return target.asq16() || inputdisabled;
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}
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// Draw code helpers.
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double horizsumfrac(double const smoothratio) { return (!SyncInput() ? sum() : interpolatedsum(smoothratio)).asbuildf() * (1. / 16.); }
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// Ticrate playsim adjustment processor.
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void processhelpers(double const scaleAdjust)
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{
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if (targetset())
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@ -94,29 +75,6 @@ struct PlayerHorizon
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}
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}
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fixedhoriz osum()
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{
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return ohoriz + ohorizoff;
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}
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fixedhoriz sum()
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{
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return horiz + horizoff;
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}
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fixedhoriz interpolatedsum(double const smoothratio)
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{
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return q16horiz(interpolatedvalue(osum().asq16(), sum().asq16(), smoothratio));
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}
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double horizsumfrac(double const smoothratio)
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{
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return (!SyncInput() ? sum() : interpolatedsum(smoothratio)).asbuildf() * (1. / 16.); // Used within draw code for Duke.
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}
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void applyinput(float const horz, ESyncBits* actions, double const scaleAdjust = 1);
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void calcviewpitch(vec2_t const pos, binangle const ang, bool const aimmode, bool const canslopetilt, int const cursectnum, double const scaleAdjust = 1, bool const climbing = false);
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private:
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fixedhoriz target;
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double adjustment;
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@ -158,13 +116,16 @@ struct PlayerAngle
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friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, PlayerAngle* def);
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// Prototypes for functions in gameinput.cpp.
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void applyinput(float const avel, ESyncBits* actions, double const scaleAdjust = 1);
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// Interpolation helpers.
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void backup()
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{
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oang = ang;
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olook_ang = look_ang;
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orotscrnang = rotscrnang;
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}
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void restore()
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{
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ang = oang;
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@ -172,51 +133,31 @@ struct PlayerAngle
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rotscrnang = orotscrnang;
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}
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void addadjustment(double value)
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{
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__addadjustment(buildfang(value));
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}
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// Commonly used getters.
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binangle osum() { return oang + olook_ang; }
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binangle sum() { return ang + look_ang; }
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binangle interpolatedsum(double const smoothratio) { return interpolatedangle(osum(), sum(), smoothratio); }
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binangle interpolatedlookang(double const smoothratio) { return interpolatedangle(olook_ang, look_ang, smoothratio); }
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binangle interpolatedrotscrn(double const smoothratio) { return interpolatedangle(orotscrnang, rotscrnang, smoothratio); }
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void addadjustment(binangle value)
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{
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__addadjustment(value);
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}
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// Ticrate playsim adjustment helpers.
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void addadjustment(double value) { __addadjustment(buildfang(value)); }
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void addadjustment(binangle value) { __addadjustment(value); }
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void settarget(double value, bool backup = false) { __settarget(buildfang(value), backup); }
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void settarget(binangle value, bool backup = false) { __settarget(value, backup); }
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void resetadjustment() { adjustment = 0; }
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bool targetset() { return target.asbam(); }
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void resetadjustment()
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{
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adjustment = 0;
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}
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// Input locking helpers.
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void lockinput() { inputdisabled = true; }
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void unlockinput() { inputdisabled = false; }
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bool movementlocked() { return target.asq16() || inputdisabled; }
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void settarget(double value, bool backup = false)
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{
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__settarget(buildfang(value), backup);
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}
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void settarget(binangle value, bool backup = false)
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{
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__settarget(value, backup);
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}
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void lockinput()
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{
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inputdisabled = true;
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}
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void unlockinput()
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{
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inputdisabled = false;
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}
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bool targetset()
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{
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return target.asbam();
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}
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bool movementlocked()
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{
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return target.asq16() || inputdisabled;
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}
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// Draw code helpers.
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double look_anghalf(double const smoothratio) { return (!SyncInput() ? look_ang : interpolatedlookang(smoothratio)).signedbuildf() * 0.5; }
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double looking_arc(double const smoothratio) { return fabs((!SyncInput() ? look_ang : interpolatedlookang(smoothratio)).signedbuildf()) * (1. / 9.); }
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// Ticrate playsim adjustment processor.
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void processhelpers(double const scaleAdjust)
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{
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if (targetset())
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@ -239,43 +180,6 @@ struct PlayerAngle
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}
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}
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binangle osum()
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{
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return oang + olook_ang;
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}
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binangle sum()
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{
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return ang + look_ang;
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}
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binangle interpolatedsum(double const smoothratio)
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{
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return interpolatedangle(osum(), sum(), smoothratio);
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}
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binangle interpolatedlookang(double const smoothratio)
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{
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return interpolatedangle(olook_ang, look_ang, smoothratio);
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}
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binangle interpolatedrotscrn(double const smoothratio)
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{
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return interpolatedangle(orotscrnang, rotscrnang, smoothratio);
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}
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double look_anghalf(double const smoothratio)
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{
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return (!SyncInput() ? look_ang : interpolatedlookang(smoothratio)).signedbuildf() * 0.5; // Used within draw code for weapon and crosshair when looking left/right.
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}
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double looking_arc(double const smoothratio)
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{
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return fabs((!SyncInput() ? look_ang : interpolatedlookang(smoothratio)).signedbuildf()) * (1. / 9.); // Used within draw code for weapon and crosshair when looking left/right.
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}
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void applyinput(float const avel, ESyncBits* actions, double const scaleAdjust = 1);
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private:
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binangle target;
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double adjustment;
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