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- Rename PlayerAngle
private members in preparation for replacement work.
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parent
353c2a20fd
commit
9b6f01dff0
2 changed files with 16 additions and 16 deletions
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@ -338,7 +338,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, Pl
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("lookang", w.ZzLOOKANG)
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("rotscrnang", w.ZzROTSCRNANG)
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("spin", w.YawSpin)
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("inputdisabled", w.inputdisabled)
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("inputdisabled", w.legacyDisabledYaw)
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.EndObject();
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if (arc.isReading())
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@ -346,7 +346,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, Pl
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w.ZzOLDANGLE = w.ZzANGLE;
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w.ZzOLDLOOKANG = w.ZzLOOKANG;
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w.ZzOLDROTSCRNANG = w.ZzROTSCRNANG;
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w.inputdisabled = w.inputdisabled;
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w.legacyDisabledYaw = w.legacyDisabledYaw;
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w.resetAdjustmentYaw();
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}
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}
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@ -132,13 +132,13 @@ struct PlayerAngle
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DAngle angRENDERROTSCRN(double const interpfrac) { return !SyncInput() ? ZzROTSCRNANG : angLERPROTSCRN(interpfrac); }
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// Ticrate playsim adjustment helpers.
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void resetAdjustmentYaw() { adjustment = nullAngle; }
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bool targetedYaw() { return target.Sgn(); }
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void resetAdjustmentYaw() { legacyAdjustmentYaw = nullAngle; }
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bool targetedYaw() { return legacyTargetYaw.Sgn(); }
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// Input locking helpers.
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void lockYaw() { inputdisabled = true; }
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void unlockYaw() { inputdisabled = false; }
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bool lockedYaw() { return targetedYaw() || inputdisabled; }
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void lockYaw() { legacyDisabledYaw = true; }
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void unlockYaw() { legacyDisabledYaw = false; }
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bool lockedYaw() { return targetedYaw() || legacyDisabledYaw; }
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// Draw code helpers. The logic where these are used rely heavily on Build's angle period.
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double angLOOKANGHALF(double const interpfrac) { return angRENDERLOOKANG(interpfrac).Normalized180().Degrees() * (128. / 45.); }
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@ -162,7 +162,7 @@ struct PlayerAngle
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{
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if (!SyncInput())
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{
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adjustment += value.Normalized180();
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legacyAdjustmentYaw += value.Normalized180();
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}
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else
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{
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@ -174,7 +174,7 @@ struct PlayerAngle
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{
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if (!SyncInput() && !backup)
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{
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target = value.Sgn() ? value : minAngle;
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legacyTargetYaw = value.Sgn() ? value : minAngle;
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}
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else
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{
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@ -187,7 +187,7 @@ struct PlayerAngle
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{
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if (targetedYaw())
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{
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auto delta = deltaangle(ZzANGLE, target);
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auto delta = deltaangle(ZzANGLE, legacyTargetYaw);
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if (abs(delta) > DAngleBuildToDeg)
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{
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@ -195,19 +195,19 @@ struct PlayerAngle
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}
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else
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{
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ZzANGLE = target;
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target = nullAngle;
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ZzANGLE = legacyTargetYaw;
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legacyTargetYaw = nullAngle;
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}
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}
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else if (adjustment.Sgn())
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else if (legacyAdjustmentYaw.Sgn())
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{
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ZzANGLE += adjustment * scaleAdjust;
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ZzANGLE += legacyAdjustmentYaw * scaleAdjust;
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}
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}
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private:
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DAngle target, adjustment;
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bool inputdisabled;
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DAngle legacyTargetYaw, legacyAdjustmentYaw;
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bool legacyDisabledYaw;
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};
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class FSerializer;
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