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# pragma once
# include "m_fixed.h"
# include "binaryangle.h"
# include "gamecvars.h"
# include "packet.h"
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int getincangle ( int a , int na ) ;
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double getincanglef ( double a , double na ) ;
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fixed_t getincangleq16 ( fixed_t a , fixed_t na ) ;
lookangle getincanglebam ( binangle a , binangle na ) ;
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struct PlayerHorizon
{
fixedhoriz horiz , ohoriz , horizoff , ohorizoff ;
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double adjustment , target ;
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void backup ( )
{
ohoriz = horiz ;
ohorizoff = horizoff ;
}
void restore ( )
{
horiz = ohoriz ;
horizoff = ohorizoff ;
}
void addadjustment ( double value )
{
if ( ! cl_syncinput )
{
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adjustment + = value * FRACUNIT ;
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}
else
{
horiz + = q16horiz ( FloatToFixed ( value ) ) ;
}
}
void resetadjustment ( )
{
adjustment = 0 ;
}
void settarget ( double value , bool backup = false )
{
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if ( ! cl_syncinput & & ! backup )
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{
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target = value * FRACUNIT ;
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if ( target = = 0 ) target + = 1 ;
}
else
{
horiz = q16horiz ( FloatToFixed ( value ) ) ;
if ( backup ) ohoriz = horiz ;
}
}
void processhelpers ( double const scaleAdjust )
{
if ( target )
{
horiz + = q16horiz ( xs_CRoundToInt ( scaleAdjust * ( target - horiz . asq16 ( ) ) ) ) ;
if ( abs ( horiz . asq16 ( ) - target ) < FRACUNIT )
{
horiz = q16horiz ( target ) ;
target = 0 ;
}
}
else if ( adjustment )
{
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horiz + = q16horiz ( xs_CRoundToInt ( scaleAdjust * adjustment ) ) ;
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}
}
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fixedhoriz osum ( )
{
return ohoriz + ohorizoff ;
}
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fixedhoriz sum ( )
{
return horiz + horizoff ;
}
fixedhoriz interpolatedsum ( double const smoothratio )
{
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double const ratio = smoothratio * ( 1. / FRACUNIT ) ;
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fixed_t const prev = osum ( ) . asq16 ( ) ;
fixed_t const curr = sum ( ) . asq16 ( ) ;
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return q16horiz ( prev + xs_CRoundToInt ( ratio * ( curr - prev ) ) ) ;
}
} ;
struct PlayerAngle
{
binangle ang , oang ;
lookangle look_ang , olook_ang , rotscrnang , orotscrnang , spin ;
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double adjustment , target ;
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void backup ( )
{
oang = ang ;
olook_ang = look_ang ;
orotscrnang = rotscrnang ;
}
void restore ( )
{
ang = oang ;
look_ang = olook_ang ;
rotscrnang = orotscrnang ;
}
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void addadjustment ( int value )
{
if ( ! cl_syncinput )
{
adjustment + = BAngToBAM ( value ) ;
}
else
{
ang + = buildang ( value ) ;
}
}
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void addadjustment ( double value )
{
if ( ! cl_syncinput )
{
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adjustment + = value * BAMUNIT ;
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}
else
{
ang + = bamang ( xs_CRoundToUInt ( value * BAMUNIT ) ) ;
}
}
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void addadjustment ( lookangle value )
{
if ( ! cl_syncinput )
{
adjustment + = value . asbam ( ) ;
}
else
{
ang + = bamang ( value . asbam ( ) ) ;
}
}
void addadjustment ( binangle value )
{
if ( ! cl_syncinput )
{
adjustment + = value . asbam ( ) ;
}
else
{
ang + = value ;
}
}
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void resetadjustment ( )
{
adjustment = 0 ;
}
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void settarget ( int value , bool backup = false )
{
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if ( ! cl_syncinput & & ! backup )
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{
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target = ( ang + getincanglebam ( ang , buildang ( value ) ) ) . asbam ( ) ;
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if ( target = = 0 ) target + = 1 ;
}
else
{
ang = buildang ( value ) ;
if ( backup ) oang = ang ;
}
}
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void settarget ( double value , bool backup = false )
{
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if ( ! cl_syncinput & & ! backup )
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{
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target = ( ang + getincanglebam ( ang , buildfang ( value ) ) ) . asbam ( ) ;
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if ( target = = 0 ) target + = 1 ;
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}
else
{
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ang = buildfang ( value ) ;
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if ( backup ) oang = ang ;
}
}
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void settarget ( binangle value , bool backup = false )
{
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if ( ! cl_syncinput & & ! backup )
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{
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target = ( ang + getincanglebam ( ang , value ) ) . asbam ( ) ;
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if ( target = = 0 ) target + = 1 ;
}
else
{
ang = value ;
if ( backup ) oang = ang ;
}
}
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void processhelpers ( double const scaleAdjust )
{
if ( target )
{
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ang + = bamang ( xs_CRoundToUInt ( scaleAdjust * ( target - ang . asbam ( ) ) ) ) ;
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if ( abs ( ang . asbam ( ) - target ) < BAMUNIT )
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{
ang = bamang ( target ) ;
target = 0 ;
}
}
else if ( adjustment )
{
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ang + = bamang ( xs_CRoundToUInt ( scaleAdjust * adjustment ) ) ;
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}
}
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binangle osum ( )
{
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return oang + olook_ang ;
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}
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binangle sum ( )
{
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return ang + look_ang ;
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}
binangle interpolatedsum ( double const smoothratio )
{
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double const ratio = smoothratio * ( 1. / FRACUNIT ) ;
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uint32_t const dang = UINT32_MAX > > 1 ;
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int64_t const prev = osum ( ) . asbam ( ) ;
int64_t const curr = sum ( ) . asbam ( ) ;
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return bamang ( prev + xs_CRoundToUInt ( ratio * ( ( ( curr + dang - prev ) & 0xFFFFFFFF ) - dang ) ) ) ;
}
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lookangle interpolatedlookang ( double const smoothratio )
{
double const ratio = smoothratio * ( 1. / FRACUNIT ) ;
return bamlook ( olook_ang . asbam ( ) + xs_CRoundToInt ( ratio * ( look_ang - olook_ang ) . asbam ( ) ) ) ;
}
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lookangle interpolatedrotscrn ( double const smoothratio )
{
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double const ratio = smoothratio * ( 1. / FRACUNIT ) ;
return bamlook ( orotscrnang . asbam ( ) + xs_CRoundToInt ( ratio * ( rotscrnang - orotscrnang ) . asbam ( ) ) ) ;
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}
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double look_anghalf ( double const smoothratio )
{
return ( ! cl_syncinput ? look_ang : interpolatedlookang ( smoothratio ) ) . asbam ( ) * ( 0.5 / BAMUNIT ) ; // Used within draw code for weapon and crosshair when looking left/right.
}
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} ;
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class FSerializer ;
FSerializer & Serialize ( FSerializer & arc , const char * keyname , PlayerAngle & w , PlayerAngle * def ) ;
FSerializer & Serialize ( FSerializer & arc , const char * keyname , PlayerHorizon & w , PlayerHorizon * def ) ;
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void processMovement ( InputPacket * currInput , InputPacket * inputBuffer , ControlInfo * const hidInput , double const scaleAdjust , int const drink_amt = 0 , bool const allowstrafe = true , double const turnscale = 1 ) ;
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void sethorizon ( fixedhoriz * horiz , float const horz , ESyncBits * actions , double const scaleAdjust = 1 ) ;
void applylook ( PlayerAngle * angle , float const avel , ESyncBits * actions , double const scaleAdjust = 1 ) ;