- fixed keyboard look in Blood.

This commit is contained in:
Christoph Oelckers 2020-08-29 17:07:25 +02:00
parent be33872b42
commit eb34b41716
2 changed files with 10 additions and 11 deletions

View file

@ -1562,7 +1562,7 @@ void ProcessInput(PLAYER *pPlayer)
}
if (bVanilla)
{
if ((pInput->actions & SB_CENTERVIEW) && !pInput->actions & (SB_LOOK_UP|SB_LOOK_DOWN))
if ((pInput->actions & SB_CENTERVIEW) && !(pInput->actions & (SB_LOOK_UP | SB_LOOK_DOWN)))
{
if (pPlayer->q16look < 0)
pPlayer->q16look = fix16_min(pPlayer->q16look+fix16_from_int(4), fix16_from_int(0));
@ -1592,7 +1592,7 @@ void ProcessInput(PLAYER *pPlayer)
int downAngle = -347;
double lookStepUp = 4.0*upAngle/60.0;
double lookStepDown = -4.0*downAngle/60.0;
if ((pInput->actions & SB_CENTERVIEW) && !pInput->actions & (SB_LOOK_UP | SB_LOOK_DOWN))
if ((pInput->actions & SB_CENTERVIEW) && !(pInput->actions & (SB_LOOK_UP | SB_LOOK_DOWN)))
{
if (pPlayer->q16look < 0)
pPlayer->q16look = fix16_min(pPlayer->q16look+fix16_from_dbl(lookStepDown), fix16_from_int(0));

View file

@ -24,15 +24,14 @@ enum ESyncBits_ : uint32_t
SB_OPEN = 1 << 17,
SB_AIMMODE = 1 << 18,
SB_QUICK_KICK = 1 << 19, // Duke only.
SB_CROUCH_LOCK = 1 << 19, // SW only.
SB_ESCAPE = 1 << 20,
SB_AIM_UP = 1 << 19,
SB_AIM_DOWN = 1 << 20,
SB_LOOK_LEFT = 1 << 21,
SB_LOOK_RIGHT = 1 << 22,
SB_QUICK_KICK = 1 << 23, // Duke only.
SB_CROUCH_LOCK = 1 << 23, // SW only.
SB_ESCAPE = 1 << 24,
SB_AIM_UP = 1 << 21,
SB_AIM_DOWN = 1 << 22,
SB_LOOK_LEFT = 1 << 23,
SB_LOOK_RIGHT = 1 << 24,
SB_LOOK_UP = 1 << 25,
SB_LOOK_DOWN = 1 << 26,
SB_RUN = 1 << 27,
@ -44,7 +43,7 @@ enum ESyncBits_ : uint32_t
SB_WEAPONMASK_BITS = (15u * SB_FIRST_WEAPON_BIT), // Weapons take up 4 bits
SB_ITEMUSE_BITS = (127u * SB_ITEM_BIT_1),
SB_BUTTON_MASK = SB_ALTFIRE|SB_FIRE|SB_CROUCH|SB_JUMP, // all input from buttons (i.e. active while held)
SB_BUTTON_MASK = SB_ALTFIRE|SB_FIRE|SB_CROUCH|SB_JUMP|SB_LOOK_UP|SB_LOOK_DOWN|SB_AIM_UP|SB_AIM_DOWN|SB_LOOK_LEFT|SB_LOOK_RIGHT, // all input from buttons (i.e. active while held)
SB_INTERFACE_MASK = (SB_INVPREV|SB_INVNEXT|SB_INVUSE|SB_CENTERVIEW|SB_TURNAROUND|SB_HOLSTER|SB_OPEN|SB_ESCAPE|SB_QUICK_KICK), // all input from CCMDs
SB_INTERFACE_BITS = (SB_WEAPONMASK_BITS | SB_ITEMUSE_BITS | SB_INTERFACE_MASK),
SB_ALL = ~0u