mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-15 17:01:51 +00:00
- Clean-up of input functions.
* Remove unused `getincanglef()`. * Remove unused `getincangleq16()`. * In `PlayerHorizon` struct, clamp value when setting target in `__settarget()`, not each public `settarget()` overload. * Rename `PlayerAngle` method `applylook()` to `applyinput()`. * Rename `PlayerHorizon` method `sethorizon()` to `applyinput()`. * In `PlayerHorizon::applylook()`, slightly clean return to centre code so it doesn't do math if already at 0. * In `PlayerAngle::applylook()`, slightly clean rotscrnang/look_ang code so it doesn't do math if already at 0 and reposition where mouse input is applied so that if input is applied, the player never enters a spin. * In `Duke3d::player_struct::apply_seasick()`, use `buildfang()` method instead of scaling float to BAM within function.
This commit is contained in:
parent
b49de68c86
commit
93edeac791
11 changed files with 54 additions and 81 deletions
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@ -50,34 +50,6 @@ int getincangle(int a, int na)
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return na-a;
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return na-a;
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}
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}
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double getincanglef(double a, double na)
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{
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a = fmod(a, 2048.);
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na = fmod(na, 2048.);
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if(fabs(a-na) >= 1024)
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{
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if(na > 1024) na -= 2048;
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if(a > 1024) a -= 2048;
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}
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return na-a;
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}
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fixed_t getincangleq16(fixed_t a, fixed_t na)
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{
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a &= 0x7FFFFFF;
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na &= 0x7FFFFFF;
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if(abs(a-na) >= IntToFixed(1024))
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{
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if(na > IntToFixed(1024)) na -= IntToFixed(2048);
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if(a > IntToFixed(1024)) a -= IntToFixed(2048);
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}
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return na-a;
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}
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binangle getincanglebam(binangle a, binangle na)
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binangle getincanglebam(binangle a, binangle na)
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{
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{
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int64_t cura = a.asbam();
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int64_t cura = a.asbam();
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@ -272,7 +244,7 @@ void processMovement(InputPacket* currInput, InputPacket* inputBuffer, ControlIn
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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void PlayerHorizon::sethorizon(float const horz, ESyncBits* actions, double const scaleAdjust)
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void PlayerHorizon::applyinput(float const horz, ESyncBits* actions, double const scaleAdjust)
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{
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{
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// Process only if no targeted horizon set.
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// Process only if no targeted horizon set.
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if (!targetset())
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if (!targetset())
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@ -316,14 +288,11 @@ void PlayerHorizon::sethorizon(float const horz, ESyncBits* actions, double cons
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horiz = q16horiz(clamp(PitchToHoriz(pitch), gi->playerHorizMin(), gi->playerHorizMax()));
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horiz = q16horiz(clamp(PitchToHoriz(pitch), gi->playerHorizMin(), gi->playerHorizMax()));
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// return to center if conditions met.
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// return to center if conditions met.
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if ((*actions & SB_CENTERVIEW) && !(*actions & (SB_LOOK_UP|SB_LOOK_DOWN)))
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if ((*actions & SB_CENTERVIEW) && !(*actions & (SB_LOOK_UP|SB_LOOK_DOWN)) && horiz.asq16())
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{
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if (abs(horiz.asq16()) > (FRACUNIT >> 2))
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{
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{
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// move horiz back to 0
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// move horiz back to 0
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horiz -= buildfhoriz(scaleAdjust * horiz.asbuildf() * (10. / GameTicRate));
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horiz -= buildfhoriz(scaleAdjust * horiz.asbuildf() * (10. / GameTicRate));
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}
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if (abs(horiz.asq16()) < (FRACUNIT >> 2))
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else
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{
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{
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// not looking anymore because horiz is back at 0
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// not looking anymore because horiz is back at 0
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horiz = q16horiz(0);
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horiz = q16horiz(0);
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@ -343,15 +312,21 @@ void PlayerHorizon::sethorizon(float const horz, ESyncBits* actions, double cons
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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void PlayerAngle::applylook(float const avel, ESyncBits* actions, double const scaleAdjust)
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void PlayerAngle::applyinput(float const avel, ESyncBits* actions, double const scaleAdjust)
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{
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{
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// return q16rotscrnang to 0 and set to 0 if less than a quarter of a unit
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if (rotscrnang.asbam())
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{
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// return rotscrnang to 0
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rotscrnang -= buildfang(scaleAdjust * rotscrnang.signedbuildf() * (15. / GameTicRate));
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rotscrnang -= buildfang(scaleAdjust * rotscrnang.signedbuildf() * (15. / GameTicRate));
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if (abs(rotscrnang.signedbam()) < (BAMUNIT >> 2)) rotscrnang = bamang(0);
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if (abs(rotscrnang.signedbam()) < (BAMUNIT >> 2)) rotscrnang = bamang(0);
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}
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// return q16look_ang to 0 and set to 0 if less than a quarter of a unit
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if (look_ang.asbam())
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{
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// return look_ang to 0
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look_ang -= buildfang(scaleAdjust * look_ang.signedbuildf() * (7.5 / GameTicRate));
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look_ang -= buildfang(scaleAdjust * look_ang.signedbuildf() * (7.5 / GameTicRate));
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if (abs(look_ang.signedbam()) < (BAMUNIT >> 2)) look_ang = bamang(0);
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if (abs(look_ang.signedbam()) < (BAMUNIT >> 2)) look_ang = bamang(0);
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}
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if (*actions & SB_LOOK_LEFT)
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if (*actions & SB_LOOK_LEFT)
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{
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{
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@ -379,6 +354,13 @@ void PlayerAngle::applylook(float const avel, ESyncBits* actions, double const s
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*actions &= ~SB_TURNAROUND;
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*actions &= ~SB_TURNAROUND;
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}
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}
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if (avel)
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{
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// add player's input
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ang += degang(avel);
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spin = 0;
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}
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if (spin < 0)
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if (spin < 0)
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{
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{
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// return spin to 0
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// return spin to 0
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@ -392,13 +374,6 @@ void PlayerAngle::applylook(float const avel, ESyncBits* actions, double const s
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}
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}
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ang += buildfang(add);
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ang += buildfang(add);
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}
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}
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if (avel)
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{
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// add player's input
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ang += degang(avel);
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spin = 0;
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}
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}
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}
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else
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else
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{
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{
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@ -7,8 +7,6 @@
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#include "packet.h"
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#include "packet.h"
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int getincangle(int a, int na);
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int getincangle(int a, int na);
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double getincanglef(double a, double na);
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fixed_t getincangleq16(fixed_t a, fixed_t na);
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binangle getincanglebam(binangle a, binangle na);
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binangle getincanglebam(binangle a, binangle na);
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struct PlayerHorizon
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struct PlayerHorizon
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@ -44,12 +42,12 @@ struct PlayerHorizon
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void settarget(double value, bool backup = false)
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void settarget(double value, bool backup = false)
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{
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{
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__settarget(buildfhoriz(clamp(value, FixedToFloat(gi->playerHorizMin()), FixedToFloat(gi->playerHorizMax()))), backup);
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__settarget(buildfhoriz(value), backup);
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}
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}
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void settarget(fixedhoriz value, bool backup = false)
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void settarget(fixedhoriz value, bool backup = false)
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{
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{
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__settarget(q16horiz(clamp(value.asq16(), gi->playerHorizMin(), gi->playerHorizMax())), backup);
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__settarget(value, backup);
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}
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}
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bool targetset()
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bool targetset()
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@ -99,7 +97,7 @@ struct PlayerHorizon
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return (!SyncInput() ? sum() : interpolatedsum(smoothratio)).asbuildf() * (1. / 16.); // Used within draw code for Duke.
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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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}
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void sethorizon(float const horz, ESyncBits* actions, double const scaleAdjust = 1);
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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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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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private:
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@ -120,6 +118,8 @@ private:
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void __settarget(fixedhoriz value, bool backup)
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void __settarget(fixedhoriz value, bool backup)
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{
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{
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value = q16horiz(clamp(value.asq16(), gi->playerHorizMin(), gi->playerHorizMax()));
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if (!SyncInput() && !backup)
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if (!SyncInput() && !backup)
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{
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{
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target = value;
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target = value;
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@ -239,7 +239,7 @@ struct PlayerAngle
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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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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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}
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void applylook(float const avel, ESyncBits* actions, double const scaleAdjust = 1);
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void applyinput(float const avel, ESyncBits* actions, double const scaleAdjust = 1);
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private:
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private:
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binangle target;
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binangle target;
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@ -58,8 +58,8 @@ void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
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// Perform unsynchronised angle/horizon if not dead.
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// Perform unsynchronised angle/horizon if not dead.
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if (gView->pXSprite->health != 0)
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if (gView->pXSprite->health != 0)
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{
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{
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pPlayer->angle.applylook(input.avel, &pPlayer->input.actions, scaleAdjust);
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pPlayer->angle.applyinput(input.avel, &pPlayer->input.actions, scaleAdjust);
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pPlayer->horizon.sethorizon(input.horz, &pPlayer->input.actions, scaleAdjust);
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pPlayer->horizon.applyinput(input.horz, &pPlayer->input.actions, scaleAdjust);
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doslopetilting(pPlayer, scaleAdjust);
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doslopetilting(pPlayer, scaleAdjust);
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}
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}
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@ -1422,7 +1422,7 @@ void ProcessInput(PLAYER *pPlayer)
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if (SyncInput())
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if (SyncInput())
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{
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{
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pPlayer->angle.applylook(pInput->avel, &pInput->actions);
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pPlayer->angle.applyinput(pInput->avel, &pInput->actions);
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}
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}
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// unconditionally update the player's sprite angle
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// unconditionally update the player's sprite angle
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if (SyncInput())
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if (SyncInput())
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{
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{
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pPlayer->horizon.sethorizon(pInput->horz, &pInput->actions);
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pPlayer->horizon.applyinput(pInput->horz, &pInput->actions);
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doslopetilting(pPlayer);
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doslopetilting(pPlayer);
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}
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}
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@ -834,9 +834,9 @@ void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
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{
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{
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// Do these in the same order as the old code.
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// Do these in the same order as the old code.
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doslopetilting(p, scaleAdjust);
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doslopetilting(p, scaleAdjust);
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p->angle.applylook(p->adjustavel(input.avel), &p->sync.actions, scaleAdjust);
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p->angle.applyinput(p->adjustavel(input.avel), &p->sync.actions, scaleAdjust);
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p->apply_seasick(scaleAdjust);
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p->apply_seasick(scaleAdjust);
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p->horizon.sethorizon(input.horz, &p->sync.actions, scaleAdjust);
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p->horizon.applyinput(input.horz, &p->sync.actions, scaleAdjust);
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}
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}
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p->angle.processhelpers(scaleAdjust);
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p->angle.processhelpers(scaleAdjust);
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@ -741,16 +741,16 @@ void player_struct::apply_seasick(double factor)
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if (SeaSick < 250)
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if (SeaSick < 250)
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{
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{
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if (SeaSick >= 180)
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if (SeaSick >= 180)
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angle.rotscrnang += bamang(xs_CRoundToUInt(24 * factor * BAMUNIT));
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angle.rotscrnang += buildfang(24 * factor);
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else if (SeaSick >= 130)
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else if (SeaSick >= 130)
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angle.rotscrnang -= bamang(xs_CRoundToUInt(24 * factor * BAMUNIT));
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angle.rotscrnang -= buildfang(24 * factor);
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else if (SeaSick >= 70)
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else if (SeaSick >= 70)
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angle.rotscrnang += bamang(xs_CRoundToUInt(24 * factor * BAMUNIT));
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angle.rotscrnang += buildfang(24 * factor);
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else if (SeaSick >= 20)
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else if (SeaSick >= 20)
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angle.rotscrnang -= bamang(xs_CRoundToUInt(24 * factor * BAMUNIT));
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angle.rotscrnang -= buildfang(24 * factor);
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}
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}
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if (SeaSick < 250)
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if (SeaSick < 250)
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angle.look_ang = bamang(xs_CRoundToUInt(((krand() & 255) - 128) * factor * BAMUNIT));
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angle.look_ang = buildfang(((krand() & 255) - 128) * factor);
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}
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}
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}
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}
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@ -2729,7 +2729,6 @@ void processinput_d(int snum)
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int j, k, doubvel, fz, cz, truefdist;
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int j, k, doubvel, fz, cz, truefdist;
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Collision chz, clz;
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Collision chz, clz;
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bool shrunk;
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bool shrunk;
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ESyncBits actions;
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short psect, psectlotag;
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short psect, psectlotag;
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struct player_struct* p;
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struct player_struct* p;
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spritetype* s;
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spritetype* s;
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@ -2741,7 +2740,7 @@ void processinput_d(int snum)
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p->horizon.resetadjustment();
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p->horizon.resetadjustment();
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p->angle.resetadjustment();
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p->angle.resetadjustment();
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actions = PlayerInputBits(snum, SB_ALL);
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ESyncBits& actions = p->sync.actions;
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auto sb_fvel = PlayerInputForwardVel(snum);
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auto sb_fvel = PlayerInputForwardVel(snum);
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auto sb_svel = PlayerInputSideVel(snum);
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auto sb_svel = PlayerInputSideVel(snum);
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@ -2906,7 +2905,7 @@ void processinput_d(int snum)
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// may still be needed later for demo recording
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// may still be needed later for demo recording
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sb_avel = p->adjustavel(sb_avel);
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sb_avel = p->adjustavel(sb_avel);
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p->angle.applylook(sb_avel, &p->sync.actions);
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p->angle.applyinput(sb_avel, &actions);
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}
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}
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if (p->spritebridge == 0)
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if (p->spritebridge == 0)
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@ -3139,7 +3138,7 @@ HORIZONLY:
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if (SyncInput())
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if (SyncInput())
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{
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{
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p->horizon.sethorizon(PlayerHorizon(snum), &p->sync.actions);
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p->horizon.applyinput(PlayerHorizon(snum), &actions);
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}
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}
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p->checkhardlanding();
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p->checkhardlanding();
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@ -3353,7 +3353,6 @@ void processinput_r(int snum)
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int i, k, doubvel, fz, cz, truefdist;
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int i, k, doubvel, fz, cz, truefdist;
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Collision chz, clz;
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Collision chz, clz;
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char shrunk;
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char shrunk;
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ESyncBits actions;
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short psect, psectlotag;
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short psect, psectlotag;
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auto p = &ps[snum];
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auto p = &ps[snum];
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@ -3363,7 +3362,7 @@ void processinput_r(int snum)
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p->horizon.resetadjustment();
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p->horizon.resetadjustment();
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p->angle.resetadjustment();
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p->angle.resetadjustment();
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actions = PlayerInputBits(snum, SB_ALL);
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ESyncBits& actions = p->sync.actions;
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auto sb_fvel = PlayerInputForwardVel(snum);
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auto sb_fvel = PlayerInputForwardVel(snum);
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auto sb_svel = PlayerInputSideVel(snum);
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auto sb_svel = PlayerInputSideVel(snum);
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@ -3639,7 +3638,7 @@ void processinput_r(int snum)
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// may still be needed later for demo recording
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// may still be needed later for demo recording
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sb_avel = p->adjustavel(sb_avel);
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sb_avel = p->adjustavel(sb_avel);
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p->angle.applylook(sb_avel, &p->sync.actions);
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p->angle.applyinput(sb_avel, &actions);
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}
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}
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if (p->spritebridge == 0)
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if (p->spritebridge == 0)
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@ -4001,7 +4000,7 @@ HORIZONLY:
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if (SyncInput())
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if (SyncInput())
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{
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{
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p->horizon.sethorizon(PlayerHorizon(snum), &p->sync.actions);
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p->horizon.applyinput(PlayerHorizon(snum), &actions);
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}
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}
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p->checkhardlanding();
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p->checkhardlanding();
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@ -124,8 +124,8 @@ void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
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{
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{
|
||||||
if (!nFreeze)
|
if (!nFreeze)
|
||||||
{
|
{
|
||||||
pPlayer->angle.applylook(input.avel, &sPlayerInput[nLocalPlayer].actions, scaleAdjust);
|
pPlayer->angle.applyinput(input.avel, &sPlayerInput[nLocalPlayer].actions, scaleAdjust);
|
||||||
pPlayer->horizon.sethorizon(input.horz, &sPlayerInput[nLocalPlayer].actions, scaleAdjust);
|
pPlayer->horizon.applyinput(input.horz, &sPlayerInput[nLocalPlayer].actions, scaleAdjust);
|
||||||
|
|
||||||
if (input.horz)
|
if (input.horz)
|
||||||
{
|
{
|
||||||
|
|
|
@ -915,7 +915,7 @@ void FuncPlayer(int a, int nDamage, int nRun)
|
||||||
if (SyncInput())
|
if (SyncInput())
|
||||||
{
|
{
|
||||||
Player* pPlayer = &PlayerList[nPlayer];
|
Player* pPlayer = &PlayerList[nPlayer];
|
||||||
pPlayer->angle.applylook(sPlayerInput[nPlayer].nAngle, &sPlayerInput[nLocalPlayer].actions);
|
pPlayer->angle.applyinput(sPlayerInput[nPlayer].nAngle, &sPlayerInput[nLocalPlayer].actions);
|
||||||
UpdatePlayerSpriteAngle(pPlayer);
|
UpdatePlayerSpriteAngle(pPlayer);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -2640,7 +2640,7 @@ loc_1BD2E:
|
||||||
|
|
||||||
if (SyncInput())
|
if (SyncInput())
|
||||||
{
|
{
|
||||||
pPlayer->horizon.sethorizon(sPlayerInput[nPlayer].pan, &sPlayerInput[nLocalPlayer].actions);
|
pPlayer->horizon.applyinput(sPlayerInput[nPlayer].pan, &sPlayerInput[nLocalPlayer].actions);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (actions & (SB_LOOK_UP | SB_LOOK_DOWN) || sPlayerInput[nPlayer].pan)
|
if (actions & (SB_LOOK_UP | SB_LOOK_DOWN) || sPlayerInput[nPlayer].pan)
|
||||||
|
|
|
@ -1516,7 +1516,7 @@ UpdatePlayerSpriteAngle(PLAYERp pp)
|
||||||
void
|
void
|
||||||
DoPlayerTurn(PLAYERp pp, float const avel, double const scaleAdjust)
|
DoPlayerTurn(PLAYERp pp, float const avel, double const scaleAdjust)
|
||||||
{
|
{
|
||||||
pp->angle.applylook(avel, &pp->input.actions, scaleAdjust);
|
pp->angle.applyinput(avel, &pp->input.actions, scaleAdjust);
|
||||||
UpdatePlayerSpriteAngle(pp);
|
UpdatePlayerSpriteAngle(pp);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1668,7 +1668,7 @@ DoPlayerHorizon(PLAYERp pp, float const horz, double const scaleAdjust)
|
||||||
{
|
{
|
||||||
bool const canslopetilt = !TEST(pp->Flags, PF_FLYING|PF_SWIMMING|PF_DIVING|PF_CLIMBING|PF_JUMPING|PF_FALLING) && TEST(sector[pp->cursectnum].floorstat, FLOOR_STAT_SLOPE);
|
bool const canslopetilt = !TEST(pp->Flags, PF_FLYING|PF_SWIMMING|PF_DIVING|PF_CLIMBING|PF_JUMPING|PF_FALLING) && TEST(sector[pp->cursectnum].floorstat, FLOOR_STAT_SLOPE);
|
||||||
pp->horizon.calcviewpitch(pp->pos.vec2, pp->angle.ang, pp->input.actions & SB_AIMMODE, canslopetilt, pp->cursectnum, scaleAdjust, TEST(pp->Flags, PF_CLIMBING));
|
pp->horizon.calcviewpitch(pp->pos.vec2, pp->angle.ang, pp->input.actions & SB_AIMMODE, canslopetilt, pp->cursectnum, scaleAdjust, TEST(pp->Flags, PF_CLIMBING));
|
||||||
pp->horizon.sethorizon(horz, &pp->input.actions, scaleAdjust);
|
pp->horizon.applyinput(horz, &pp->input.actions, scaleAdjust);
|
||||||
}
|
}
|
||||||
|
|
||||||
void
|
void
|
||||||
|
|
Loading…
Reference in a new issue