From 9b6f01dff0d37284cadf2b93ae949d7493cc9795 Mon Sep 17 00:00:00 2001 From: Mitchell Richters <mjr4077au@gmail.com> Date: Fri, 25 Nov 2022 16:41:09 +1100 Subject: [PATCH] - Rename `PlayerAngle` private members in preparation for replacement work. --- source/core/gameinput.cpp | 4 ++-- source/core/gameinput.h | 28 ++++++++++++++-------------- 2 files changed, 16 insertions(+), 16 deletions(-) diff --git a/source/core/gameinput.cpp b/source/core/gameinput.cpp index e4e5ad7db..3f9618638 100644 --- a/source/core/gameinput.cpp +++ b/source/core/gameinput.cpp @@ -338,7 +338,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, Pl ("lookang", w.ZzLOOKANG) ("rotscrnang", w.ZzROTSCRNANG) ("spin", w.YawSpin) - ("inputdisabled", w.inputdisabled) + ("inputdisabled", w.legacyDisabledYaw) .EndObject(); if (arc.isReading()) @@ -346,7 +346,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, Pl w.ZzOLDANGLE = w.ZzANGLE; w.ZzOLDLOOKANG = w.ZzLOOKANG; w.ZzOLDROTSCRNANG = w.ZzROTSCRNANG; - w.inputdisabled = w.inputdisabled; + w.legacyDisabledYaw = w.legacyDisabledYaw; w.resetAdjustmentYaw(); } } diff --git a/source/core/gameinput.h b/source/core/gameinput.h index aeeafef45..a88357e6d 100644 --- a/source/core/gameinput.h +++ b/source/core/gameinput.h @@ -132,13 +132,13 @@ struct PlayerAngle DAngle angRENDERROTSCRN(double const interpfrac) { return !SyncInput() ? ZzROTSCRNANG : angLERPROTSCRN(interpfrac); } // Ticrate playsim adjustment helpers. - void resetAdjustmentYaw() { adjustment = nullAngle; } - bool targetedYaw() { return target.Sgn(); } + void resetAdjustmentYaw() { legacyAdjustmentYaw = nullAngle; } + bool targetedYaw() { return legacyTargetYaw.Sgn(); } // Input locking helpers. - void lockYaw() { inputdisabled = true; } - void unlockYaw() { inputdisabled = false; } - bool lockedYaw() { return targetedYaw() || inputdisabled; } + void lockYaw() { legacyDisabledYaw = true; } + void unlockYaw() { legacyDisabledYaw = false; } + bool lockedYaw() { return targetedYaw() || legacyDisabledYaw; } // Draw code helpers. The logic where these are used rely heavily on Build's angle period. double angLOOKANGHALF(double const interpfrac) { return angRENDERLOOKANG(interpfrac).Normalized180().Degrees() * (128. / 45.); } @@ -162,7 +162,7 @@ struct PlayerAngle { if (!SyncInput()) { - adjustment += value.Normalized180(); + legacyAdjustmentYaw += value.Normalized180(); } else { @@ -174,7 +174,7 @@ struct PlayerAngle { if (!SyncInput() && !backup) { - target = value.Sgn() ? value : minAngle; + legacyTargetYaw = value.Sgn() ? value : minAngle; } else { @@ -187,7 +187,7 @@ struct PlayerAngle { if (targetedYaw()) { - auto delta = deltaangle(ZzANGLE, target); + auto delta = deltaangle(ZzANGLE, legacyTargetYaw); if (abs(delta) > DAngleBuildToDeg) { @@ -195,19 +195,19 @@ struct PlayerAngle } else { - ZzANGLE = target; - target = nullAngle; + ZzANGLE = legacyTargetYaw; + legacyTargetYaw = nullAngle; } } - else if (adjustment.Sgn()) + else if (legacyAdjustmentYaw.Sgn()) { - ZzANGLE += adjustment * scaleAdjust; + ZzANGLE += legacyAdjustmentYaw * scaleAdjust; } } private: - DAngle target, adjustment; - bool inputdisabled; + DAngle legacyTargetYaw, legacyAdjustmentYaw; + bool legacyDisabledYaw; }; class FSerializer;