* Blood had this right. It makes sense that the horizon be based around as it's easier to work with.
* Removed all associated game math to deduct default horizon of 100 when doing weapon zvel etc, meaning actual horizon can just be used.
* Re-did return to center function to work on the already converted pitch. Return speed should be 1:1 with previous code.
* Need SW's input helpers available for Blood but therefore also need an angle delta function that does not seem to exist in Blood.
* Realise that gamecontrol.h/cpp might not be the most appropriate place, but it's a shared location and these will go into binaryangle.h when its utilisation can be more realised.
* Because SW's logic was reversed, in that param #1 was the new angle and param #2 was the current, all calls have been reversed.
* By happenstance, also fixes an issue with multiple 180° turns in quick succession.
* Remove fix16.h/cpp and utilise library from m_fixed.h.
* Extend m_fixed.h with two inline functions for int to/from float operations.
* Replace fix16_floor operations with those from xs_Float.h
* Replace multiple Q16.16 conversions from 0 to just be 0.
* Replaced all found in-game bit-shifts and multiplications/divisions with inline functions from m_fixed.h
* Replaced many casts of FRACUNIT as double in SW's panel.cpp as it is converted to double by way of type promotion.
* Fixed missed precision fixes in SW's panel.cpp where some types weren't declared correctly.
* Replaced 100+ `Cos()/Sin() >> 16` operations for Blood with inline functions `CosScale16()/SinScale16()`.
* Duke used `ototalclock` only to keep track of when the game ticked. SW uses it in the rendering code for differentials between tics so we should preserve that to prevent issues down the track.
less dependent on the frame rate.
It would probably be better to update this from the game loop side,
like in Duke3D, but it's still better than the preceding situation.
This reverts commit e878c5bab8.
Revert "SW: Use Q16.16 for horiz."
This reverts commit f07a0ae01e.
Revert "SW: Use Q16.16 for angle."
This reverts commit 1ecc74c2ec.
Revert "SW: Minor repairs for Q16.16 implementation."
This reverts commit d78d046bad.
Revert "SW: Process input at frame rate."
This reverts commit c162014dab.
Revert "SW: Amendments to accommodate changes in master."
This reverts commit eaa51138ad.
Revert "SW: Fix incorrectly declared function input type."
This reverts commit 1cdd5b08d8.
Revert "SW: Amend scaleAdjustmentToInterval() with correct value for SW."
This reverts commit d4dd737cd5.
Revert "SW: Refinements to new input code."
This reverts commit 5ebc65a1fb.
Revert "SW: Adjust look and snap up/down keys and slightly tune PLAYER_TURN_AMOUNT."
This reverts commit 2852536dbf.
Revert "SW: Get PLAYER_TURN_SCALE to be just right."
This reverts commit 4630c8a0b7.
Revert "SW: Make map follow mode work better."
This reverts commit 8e94c48eff.
Revert "SW: Remove line accidentally left from 'MoveScrollMode2D()'."
This reverts commit 5db8047b41.
Revert "Fix multiplayer desync after the change to q16 angle and horiz."
This reverts commit 3bc46078b8.
Revert "SW: Revert commented out horiz->q16horiz renames in DSPRINTF strings"
This reverts commit 537313f620.
Revert "sw/src/draw.cpp:drawscreen: We can set the pp->si* fields just once,"
This reverts commit d2e9595980.
Revert "sw/src/game.cpp:LoadLevel: Rename q16ang -> ang"
This reverts commit a178961a3e.
Revert "SW: Minor tweaks."
This reverts commit 377ba68344.
Revert "SW: Further refine turning and optimise horizon adjustment."
This reverts commit 039022d9ac.
Revert "SW: Don't process input at frame rate if ScrollMode2D is true."
This reverts commit 1aa1e62c4d.
Revert "SW: Use a bit more Q16.16 in places."
This reverts commit 40ca656f38.
Revert "SW: Use the old interpolation path in drawscreen if player is dead"
This reverts commit 2d73466425.
Revert "SW: Smooth out 180 degree turn landing and replace some fix16_min/max with fix16_clamp."
This reverts commit 0996e87f79.
Revert "Change Next/Previous Weapon button handling for Shadow Warrior."
This reverts commit f6b8ca6a22.
Revert "SW: Make "Center_View" key return smoothly."
This reverts commit 23c401fbc2.
Revert "SW: Use the old interpolation path in drawscreen if player is dead"
This reverts commit 43ec16eb55.
Revert "Interpolation fixes for SW:"
This reverts commit ac8a7ecfbd.
Revert "SW: Reset the number of interpolations on level load"
This reverts commit 04bf8499e7.
Revert "Another change modifying saved game format in SW:"
This reverts commit e80888523e.
Revert "SW: Interpolate sector objects in non-demo, single player games."
This reverts commit 996ab77cf4.
Revert "- fixed merge errors in SW."
This reverts commit b8cfa94568.
Revert "- fix interpolation stutters when opening console for SW."
This reverts commit 99fdbfb6cb.
Revert "- reset buttonMap button states after returning from pause for SW (stops keys acting stuck down if down prior to pausing)."
This reverts commit 693b6955da.
Revert "SW: fix stupid input scaling bug"
This reverts commit 1c79e6e17c.
Revert "SW: Make vehicle input better."
This reverts commit 670a53c402.
Revert "SW: Change fix16_from_float() to fix16_from_int() that was changed in 4630c8a0b7 but should have been reverted in 377ba68344e34495638c6fa7685ff78c9a0ed6f8."
This reverts commit 423c9da071.
Revert "SW: Remove ScrollMode2D extern boolean and move into PLAYERp struct."
This reverts commit 31eb55c1fa.
- videoNextPage() moved to after restoring interpolations.
- Properly use Q16.16 in as many places as possible. This fixes the angle/X-axis issues.
- Remove unnecessary call to timerUpdate() in main loop, only needs calling once and is called by eventhandlers().
This removes the last active use case for the software renderer and allows rendering the camera views at a higher resolution.
For Shadow Warrior this necessitated a split of JS_DrawMirrors, because it processed cameras and mirrors in the same loop which cannot be done with the hardware renderer.
All games combined there's 11(!!!) scene render blocks, not counting the sub-blocks for ROR and mirrors.
Does it surprise anyone that most of these sub-blocks do not feature all engine capabilities?
* removed all cases of getting a sound handle and checking it later.
* In particular, refactor the cases where the handle is stored in a static local variable. These are fundamentally unsafe because nothing maintains these local variables.
* finished rewriting the PlaySound function. Let's hope this is what was intended, the entire coding here was not particularly good, mixing high and low level sound handling all on the same level.
* call the update routine each tic and not merely every 4th or 8th one, this kind of granularity was ok in 1997 but not with a modern sound engine.