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SW: With the input tied to frame rate, disable aiming while the
player is dead, and also disable horizontal aiming while on a ladder.
This commit is contained in:
parent
40ca656f38
commit
120abb1029
1 changed files with 185 additions and 179 deletions
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@ -3289,6 +3289,10 @@ void getinput(int const playerNum)
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localInput.q16avel = fix16_clamp(fix16_sadd(localInput.q16avel, input.q16avel), fix16_from_int(-MAXANGVEL), fix16_from_int(MAXANGVEL));
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localInput.q16avel = fix16_clamp(fix16_sadd(localInput.q16avel, input.q16avel), fix16_from_int(-MAXANGVEL), fix16_from_int(MAXANGVEL));
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localInput.q16horz = fix16_clamp(fix16_sadd(localInput.q16horz, input.q16horz), fix16_from_int(-MAXHORIZVEL), fix16_from_int(MAXHORIZVEL));
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localInput.q16horz = fix16_clamp(fix16_sadd(localInput.q16horz, input.q16horz), fix16_from_int(-MAXHORIZVEL), fix16_from_int(MAXHORIZVEL));
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if (!TEST(pp->Flags, PF_DEAD))
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{
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if (!TEST(pp->Flags, PF_CLIMBING))
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{
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if (!TEST(pp->Flags, PF_TURN_180))
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if (!TEST(pp->Flags, PF_TURN_180))
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{
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{
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if (TEST_SYNC_KEY(pp, SK_TURN_180))
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if (TEST_SYNC_KEY(pp, SK_TURN_180))
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@ -3357,6 +3361,7 @@ void getinput(int const playerNum)
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sprite[pp->PlayerUnderSprite].ang = fix16_to_int(pp->q16ang);
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sprite[pp->PlayerUnderSprite].ang = fix16_to_int(pp->q16ang);
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}
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}
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}
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}
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}
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// Fixme: This should probably be made optional.
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// Fixme: This should probably be made optional.
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if (cl_slopetilting)
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if (cl_slopetilting)
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@ -3497,6 +3502,7 @@ void getinput(int const playerNum)
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// add base and offsets
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// add base and offsets
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pp->q16horiz = fix16_clamp((pp->q16horizbase + pp->q16horizoff), fix16_from_int(PLAYER_HORIZ_MIN), fix16_from_int(PLAYER_HORIZ_MAX));
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pp->q16horiz = fix16_clamp((pp->q16horizbase + pp->q16horizoff), fix16_from_int(PLAYER_HORIZ_MIN), fix16_from_int(PLAYER_HORIZ_MAX));
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}
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if (!CommEnabled)
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if (!CommEnabled)
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{
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{
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