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- Rename PlayerAngle
prototypes in preparation for replacement work.
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commit
d75ac9e445
10 changed files with 10 additions and 10 deletions
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@ -222,7 +222,7 @@ void PlayerHorizon::applyPitch(float const horz, ESyncBits* actions, double cons
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//
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//---------------------------------------------------------------------------
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void PlayerAngle::applyinput(float const avel, ESyncBits* actions, double const scaleAdjust)
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void PlayerAngle::applyYaw(float const avel, ESyncBits* actions, double const scaleAdjust)
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{
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// Process angle return to zeros.
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scaletozero(ZzROTSCRNANG, YAW_LOOKRETURN, scaleAdjust);
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@ -105,7 +105,7 @@ 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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void applyYaw(float const avel, ESyncBits* actions, double const scaleAdjust = 1);
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// Interpolation helpers.
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void backupYaw()
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@ -62,7 +62,7 @@ void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdju
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// Perform unsynchronised angle/horizon if not dead.
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if (pPlayer->actor->xspr.health != 0)
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{
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pPlayer->angle.applyinput(input.avel, &pPlayer->input.actions, scaleAdjust);
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pPlayer->angle.applyYaw(input.avel, &pPlayer->input.actions, scaleAdjust);
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pPlayer->horizon.applyPitch(input.horz, &pPlayer->input.actions, scaleAdjust);
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doslopetilting(pPlayer, scaleAdjust);
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}
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@ -1597,7 +1597,7 @@ void ProcessInput(PLAYER* pPlayer)
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if (SyncInput())
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{
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pPlayer->angle.applyinput(pInput->avel, &pInput->actions);
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pPlayer->angle.applyYaw(pInput->avel, &pInput->actions);
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}
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// unconditionally update the player's sprite angle
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@ -836,7 +836,7 @@ void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdju
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{
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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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p->angle.applyinput(p->adjustavel(input.avel), &p->sync.actions, scaleAdjust);
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p->angle.applyYaw(p->adjustavel(input.avel), &p->sync.actions, scaleAdjust);
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p->apply_seasick(scaleAdjust);
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p->horizon.applyPitch(input.horz, &p->sync.actions, scaleAdjust);
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}
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@ -2904,7 +2904,7 @@ void processinput_d(int snum)
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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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p->angle.applyinput(sb_avel, &actions);
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p->angle.applyYaw(sb_avel, &actions);
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}
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if (p->spritebridge == 0 && pact->insector())
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@ -3559,7 +3559,7 @@ void processinput_r(int snum)
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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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p->angle.applyinput(sb_avel, &actions);
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p->angle.applyYaw(sb_avel, &actions);
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}
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if (p->spritebridge == 0 && pact->insector())
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@ -86,7 +86,7 @@ void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdju
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{
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if (!nFreeze)
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{
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pPlayer->angle.applyinput(input.avel, &sPlayerInput[nLocalPlayer].actions, scaleAdjust);
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pPlayer->angle.applyYaw(input.avel, &sPlayerInput[nLocalPlayer].actions, scaleAdjust);
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pPlayer->horizon.applyPitch(input.horz, &sPlayerInput[nLocalPlayer].actions, scaleAdjust);
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if (input.horz)
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@ -986,7 +986,7 @@ void AIPlayer::Tick(RunListEvent* ev)
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if (SyncInput())
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{
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Player* pPlayer = &PlayerList[nPlayer];
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pPlayer->angle.applyinput(sPlayerInput[nPlayer].nAngle, &sPlayerInput[nLocalPlayer].actions);
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pPlayer->angle.applyYaw(sPlayerInput[nPlayer].nAngle, &sPlayerInput[nLocalPlayer].actions);
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UpdatePlayerSpriteAngle(pPlayer);
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}
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@ -1529,7 +1529,7 @@ void UpdatePlayerSpriteAngle(PLAYER* pp)
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void DoPlayerTurn(PLAYER* pp, float const avel, double const scaleAdjust)
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{
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pp->angle.applyinput(avel, &pp->input.actions, scaleAdjust);
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pp->angle.applyYaw(avel, &pp->input.actions, scaleAdjust);
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UpdatePlayerSpriteAngle(pp);
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}
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