- Rename PlayerAngle private members in preparation for replacement work.

This commit is contained in:
Mitchell Richters 2022-11-25 16:41:09 +11:00 committed by Christoph Oelckers
parent 353c2a20fd
commit 9b6f01dff0
2 changed files with 16 additions and 16 deletions

View file

@ -338,7 +338,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, Pl
("lookang", w.ZzLOOKANG) ("lookang", w.ZzLOOKANG)
("rotscrnang", w.ZzROTSCRNANG) ("rotscrnang", w.ZzROTSCRNANG)
("spin", w.YawSpin) ("spin", w.YawSpin)
("inputdisabled", w.inputdisabled) ("inputdisabled", w.legacyDisabledYaw)
.EndObject(); .EndObject();
if (arc.isReading()) if (arc.isReading())
@ -346,7 +346,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, Pl
w.ZzOLDANGLE = w.ZzANGLE; w.ZzOLDANGLE = w.ZzANGLE;
w.ZzOLDLOOKANG = w.ZzLOOKANG; w.ZzOLDLOOKANG = w.ZzLOOKANG;
w.ZzOLDROTSCRNANG = w.ZzROTSCRNANG; w.ZzOLDROTSCRNANG = w.ZzROTSCRNANG;
w.inputdisabled = w.inputdisabled; w.legacyDisabledYaw = w.legacyDisabledYaw;
w.resetAdjustmentYaw(); w.resetAdjustmentYaw();
} }
} }

View file

@ -132,13 +132,13 @@ struct PlayerAngle
DAngle angRENDERROTSCRN(double const interpfrac) { return !SyncInput() ? ZzROTSCRNANG : angLERPROTSCRN(interpfrac); } DAngle angRENDERROTSCRN(double const interpfrac) { return !SyncInput() ? ZzROTSCRNANG : angLERPROTSCRN(interpfrac); }
// Ticrate playsim adjustment helpers. // Ticrate playsim adjustment helpers.
void resetAdjustmentYaw() { adjustment = nullAngle; } void resetAdjustmentYaw() { legacyAdjustmentYaw = nullAngle; }
bool targetedYaw() { return target.Sgn(); } bool targetedYaw() { return legacyTargetYaw.Sgn(); }
// Input locking helpers. // Input locking helpers.
void lockYaw() { inputdisabled = true; } void lockYaw() { legacyDisabledYaw = true; }
void unlockYaw() { inputdisabled = false; } void unlockYaw() { legacyDisabledYaw = false; }
bool lockedYaw() { return targetedYaw() || inputdisabled; } bool lockedYaw() { return targetedYaw() || legacyDisabledYaw; }
// Draw code helpers. The logic where these are used rely heavily on Build's angle period. // 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.); } double angLOOKANGHALF(double const interpfrac) { return angRENDERLOOKANG(interpfrac).Normalized180().Degrees() * (128. / 45.); }
@ -162,7 +162,7 @@ struct PlayerAngle
{ {
if (!SyncInput()) if (!SyncInput())
{ {
adjustment += value.Normalized180(); legacyAdjustmentYaw += value.Normalized180();
} }
else else
{ {
@ -174,7 +174,7 @@ struct PlayerAngle
{ {
if (!SyncInput() && !backup) if (!SyncInput() && !backup)
{ {
target = value.Sgn() ? value : minAngle; legacyTargetYaw = value.Sgn() ? value : minAngle;
} }
else else
{ {
@ -187,7 +187,7 @@ struct PlayerAngle
{ {
if (targetedYaw()) if (targetedYaw())
{ {
auto delta = deltaangle(ZzANGLE, target); auto delta = deltaangle(ZzANGLE, legacyTargetYaw);
if (abs(delta) > DAngleBuildToDeg) if (abs(delta) > DAngleBuildToDeg)
{ {
@ -195,19 +195,19 @@ struct PlayerAngle
} }
else else
{ {
ZzANGLE = target; ZzANGLE = legacyTargetYaw;
target = nullAngle; legacyTargetYaw = nullAngle;
} }
} }
else if (adjustment.Sgn()) else if (legacyAdjustmentYaw.Sgn())
{ {
ZzANGLE += adjustment * scaleAdjust; ZzANGLE += legacyAdjustmentYaw * scaleAdjust;
} }
} }
private: private:
DAngle target, adjustment; DAngle legacyTargetYaw, legacyAdjustmentYaw;
bool inputdisabled; bool legacyDisabledYaw;
}; };
class FSerializer; class FSerializer;