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- Blood: Fix remaining issues such as starting horizon, remove q16look and clean up some remaining bits in nnexts.cpp.
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f7957fc237
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4 changed files with 18 additions and 16 deletions
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@ -1482,17 +1482,22 @@ void trPlayerCtrlSetScreenEffect(XSPRITE* pXSource, PLAYER* pPlayer) {
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}
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void trPlayerCtrlSetLookAngle(XSPRITE* pXSource, PLAYER* pPlayer) {
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const int upAngle = 289;
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const int downAngle = -347;
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const double lookStepUp = 4.0 * upAngle / 60.0;
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const double lookStepDown = -4.0 * downAngle / 60.0;
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void trPlayerCtrlSetLookAngle(XSPRITE* pXSource, PLAYER* pPlayer)
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{
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int look = pXSource->data2 << 5;
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if (look > 0) pPlayer->q16look = min(mulscale8(FloatToFixed(lookStepUp), look), FloatToFixed(upAngle));
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else if (look < 0) pPlayer->q16look = -max(mulscale8(FloatToFixed(lookStepDown), abs(look)), FloatToFixed(downAngle));
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else pPlayer->q16look = 0;
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if (abs(look) > 0)
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{
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if (pPlayer->q16horiz != IntToFixed(100))
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{
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// move q16horiz back to 100
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pPlayer->q16horiz += IntToFixed(25) - (pPlayer->q16horiz >> 2);
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}
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}
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else
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{
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pPlayer->q16horiz = IntToFixed(100);
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}
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}
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@ -721,9 +721,8 @@ void playerStart(int nPlayer, int bNewLevel)
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pPlayer->pXSprite->health = pDudeInfo->startHealth<<4;
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pPlayer->pSprite->cstat &= (unsigned short)~32768;
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pPlayer->bloodlust = 0;
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pPlayer->q16horiz = 100;
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pPlayer->q16horiz = IntToFixed(100);
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pPlayer->q16slopehoriz = 0;
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pPlayer->q16look = 100;
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pPlayer->slope = 0;
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pPlayer->fraggerId = -1;
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pPlayer->underwaterTime = 1200;
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@ -1362,7 +1361,7 @@ void sethorizon(PLAYER *pPlayer, fixed_t const q16horz, double const scaleAdjust
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InputPacket *pInput = &pPlayer->input;
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// Calculate adjustment as true pitch (Fixed point math really sucks...)
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double horizAngle = clamp(atan2(pPlayer->q16look - IntToFixed(100), IntToFixed(128)) * (512. / pi::pi()), -180, 180);
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double horizAngle = clamp(atan2(pPlayer->q16horiz - IntToFixed(100), IntToFixed(128)) * (512. / pi::pi()), -180, 180);
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if (q16horz)
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{
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@ -1417,7 +1416,7 @@ void sethorizon(PLAYER *pPlayer, fixed_t const q16horz, double const scaleAdjust
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}
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// Convert back to Build's horizon and clamp.
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pPlayer->q16horiz = pPlayer->q16look = clamp(IntToFixed(100) + xs_CRoundToInt(IntToFixed(128) * tan(horizAngle * (pi::pi() / 512.))), IntToFixed(PLAYER_HORIZ_MIN), IntToFixed(PLAYER_HORIZ_MAX));
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pPlayer->q16horiz = clamp(IntToFixed(100) + xs_CRoundToInt(IntToFixed(128) * tan(horizAngle * (pi::pi() / 512.))), IntToFixed(PLAYER_HORIZ_MIN), IntToFixed(PLAYER_HORIZ_MAX));
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}
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//---------------------------------------------------------------------------
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@ -108,7 +108,6 @@ struct PLAYER
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int zViewVel;
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int zWeapon;
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int zWeaponVel;
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fixed_t q16look;
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fixed_t q16horiz; // horiz
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fixed_t q16slopehoriz; // horizoff
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int slope;
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@ -58,7 +58,6 @@ static VIEW predictFifo[256];
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void viewInitializePrediction(void)
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{
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predict.at30 = gMe->q16ang;
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predict.at20 = gMe->q16look;
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predict.at24 = gMe->q16horiz;
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predict.at28 = gMe->q16slopehoriz;
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predict.at2c = gMe->slope;
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