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Initial work on input code improving
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825b643370
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1dd696df18
6 changed files with 167 additions and 12 deletions
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@ -61,6 +61,50 @@ static const char gamefunctions[kMaxGameFunctions][kMaxGameFuncLen] =
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};
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};
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static const char keydefaults[kMaxGameFunctions * 2][kMaxGameFuncLen] =
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static const char keydefaults[kMaxGameFunctions * 2][kMaxGameFuncLen] =
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{
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"W", "Kpad8",
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"S", "Kpad2",
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"Left", "Kpad4",
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"Right", "KPad6",
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"LAlt", "RAlt",
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"A", "",
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"D", "",
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"LShift", "RShift",
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"Space", "",
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"LCtrl", "",
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"RCtrl", "",
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"E", "",
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"PgUp", "",
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"PgDn", "",
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"Home", "",
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"Insert", "",
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"Delete", "",
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"T", "",
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"1", "",
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"2", "",
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"3", "",
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"4", "",
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"5", "",
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"6", "",
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"7", "",
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"/", "",
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"Pause", "",
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"Tab", "",
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"=", "",
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"-", "",
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"F11", "",
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"Escape", "",
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"Kpad-", "",
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"Kpad+", "",
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"Enter", "",
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"[", "",
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"]", "",
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"F7", "",
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"F8", "",
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"`", "",
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};
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static const char oldkeydefaults[kMaxGameFunctions * 2][kMaxGameFuncLen] =
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{
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{
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"Up", "Kpad8",
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"Up", "Kpad8",
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"Down", "Kpad2",
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"Down", "Kpad2",
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@ -399,7 +443,7 @@ void CONFIG_SetDefaults()
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mouseaiming = 0;
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mouseaiming = 0;
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aimmode = 1;
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aimmode = 1;
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mouseflip = 0;
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mouseflip = 1;
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runkey_mode = 0;
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runkey_mode = 0;
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auto_run = 1;
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auto_run = 1;
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@ -2200,12 +2200,13 @@ LOOP3:
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sPlayerInput[nLocalPlayer].xVel = lPlayerXVel;
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sPlayerInput[nLocalPlayer].xVel = lPlayerXVel;
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sPlayerInput[nLocalPlayer].yVel = lPlayerYVel;
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sPlayerInput[nLocalPlayer].yVel = lPlayerYVel;
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sPlayerInput[nLocalPlayer].buttons = lLocalButtons | lLocalCodes;
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sPlayerInput[nLocalPlayer].buttons = lLocalButtons | lLocalCodes;
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sPlayerInput[nLocalPlayer].nAngle = fix16_from_int(nPlayerDAng)<<2;
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sPlayerInput[nLocalPlayer].nAngle = nPlayerDAng;
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sPlayerInput[nLocalPlayer].nTarget = besttarget;
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sPlayerInput[nLocalPlayer].nTarget = besttarget;
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Ra[nLocalPlayer].nTarget = besttarget;
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Ra[nLocalPlayer].nTarget = besttarget;
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lLocalCodes = 0;
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lLocalCodes = 0;
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nPlayerDAng = 0;
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sPlayerInput[nLocalPlayer].horizon = nVertPan[nLocalPlayer];
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sPlayerInput[nLocalPlayer].horizon = nVertPan[nLocalPlayer];
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}
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}
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@ -725,7 +725,7 @@ loc_flag:
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// loc_27266:
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// loc_27266:
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case kWeaponSword:
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case kWeaponSword:
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{
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{
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nHeight += (92 - sPlayerInput[nPlayer].horizon) << 6;
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nHeight += (92 - fix16_to_int(sPlayerInput[nPlayer].horizon)) << 6;
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theZ += nHeight;
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theZ += nHeight;
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@ -828,7 +828,7 @@ loc_flag:
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}
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}
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case kWeaponPistol:
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case kWeaponPistol:
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{
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{
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int var_50 = (sPlayerInput[nPlayer].horizon - 92) << 2;
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int var_50 = (fix16_to_int(sPlayerInput[nPlayer].horizon) - 92) << 2;
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nHeight -= var_50;
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nHeight -= var_50;
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short thetargetthin = sPlayerInput[nPlayer].nTarget;
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short thetargetthin = sPlayerInput[nPlayer].nTarget;
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@ -846,7 +846,7 @@ loc_flag:
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case kWeaponGrenade:
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case kWeaponGrenade:
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{
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{
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ThrowGrenade(nPlayer, ebp, ebx, nHeight - 2560, sPlayerInput[nPlayer].horizon - 92);
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ThrowGrenade(nPlayer, ebp, ebx, nHeight - 2560, fix16_to_int(sPlayerInput[nPlayer].horizon) - 92);
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break;
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break;
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}
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}
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case kWeaponStaff:
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case kWeaponStaff:
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@ -44,9 +44,9 @@ struct PlayerSave
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short nAngle;
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short nAngle;
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};
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};
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int lPlayerXVel = 0;
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fix16_t lPlayerXVel = 0;
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int lPlayerYVel = 0;
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fix16_t lPlayerYVel = 0;
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int nPlayerDAng = 0;
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fix16_t nPlayerDAng = 0;
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short bobangle = 0;
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short bobangle = 0;
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short bPlayerPan = 0;
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short bPlayerPan = 0;
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short bLockPan = 0;
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short bLockPan = 0;
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@ -176,10 +176,116 @@ void PlayerInterruptKeys()
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// JBF: Run key behaviour is selectable
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// JBF: Run key behaviour is selectable
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int const playerRunning = (runkey_mode) ? (BUTTON(gamefunc_Run) | auto_run) : (auto_run ^ BUTTON(gamefunc_Run));
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int const playerRunning = (runkey_mode) ? (BUTTON(gamefunc_Run) | auto_run) : (auto_run ^ BUTTON(gamefunc_Run));
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int const turnAmount = playerRunning ? 12 : 8;
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int const turnAmount = playerRunning ? 12 : 8;
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int const keyMove = playerRunning ? 12 : 6;
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constexpr int const analogTurnAmount = 12;
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constexpr int const analogExtent = 32767; // KEEPINSYNC sdlayer.cpp
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constexpr int const analogExtent = 32767; // KEEPINSYNC sdlayer.cpp
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int fvel = 0, svel = 0;
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fix16_t q16avel = 0, q16horz = 0;
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int fvel = 0;
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if (BUTTON(gamefunc_Strafe))
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{
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static int strafeyaw;
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svel = -(info.mousex + strafeyaw) >> 6;
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strafeyaw = (info.mousex + strafeyaw) % 64;
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svel -= info.dyaw * keyMove / analogExtent;
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}
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else
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{
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q16avel = fix16_div(fix16_from_int(info.mousex), F16(32));
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q16avel += fix16_from_int(info.dyaw) / analogExtent * (analogTurnAmount << 1);
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}
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if (aimmode)
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q16horz = fix16_div(fix16_from_int(info.mousey), F16(64));
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else
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fvel = -(info.mousey >> 6);
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if (mouseflip) q16horz = -q16horz;
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q16horz -= fix16_from_int(info.dpitch) / analogExtent * analogTurnAmount;
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svel -= info.dx * keyMove / analogExtent;
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fvel -= info.dz * keyMove / analogExtent;
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if (BUTTON(gamefunc_Strafe))
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{
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if (BUTTON(gamefunc_Turn_Left))
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svel -= -keyMove;
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if (BUTTON(gamefunc_Turn_Right))
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svel -= keyMove;
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}
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else
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{
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static int turn = 0;
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static int counter = 0;
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// normal, non strafing movement
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if (BUTTON(gamefunc_Turn_Left))
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{
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turn -= 2;
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if (turn < -turnAmount)
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turn = -turnAmount;
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}
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else if (BUTTON(gamefunc_Turn_Right))
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{
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turn += 2;
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if (turn > turnAmount)
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turn = turnAmount;
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}
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if (turn < 0)
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{
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turn++;
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if (turn > 0)
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turn = 0;
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}
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if (turn > 0)
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{
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turn--;
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if (turn < 0)
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turn = 0;
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}
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if ((counter++) % 4 == 0)
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q16avel += fix16_from_int(turn<<2);
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}
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if (BUTTON(gamefunc_Strafe_Left))
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svel += keyMove;
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if (BUTTON(gamefunc_Strafe_Right))
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svel += -keyMove;
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if (BUTTON(gamefunc_Move_Forward))
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fvel += keyMove;
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if (BUTTON(gamefunc_Move_Backward))
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fvel += -keyMove;
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fvel = clamp(fvel, -12, 12);
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svel = clamp(svel, -12, 12);
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nPlayerDAng += q16avel;
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inita &= kAngleMask;
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lPlayerXVel += fvel * Cos(inita) + svel * Sin(inita);
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lPlayerYVel += fvel * Sin(inita) - svel * Cos(inita);
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lPlayerXVel -= (lPlayerXVel >> 5) + (lPlayerXVel >> 6);
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lPlayerYVel -= (lPlayerYVel >> 5) + (lPlayerYVel >> 6);
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// A horiz diff of 128 equal 45 degrees,
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// so we convert horiz to 1024 angle units
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float horizAngle = atan2f(nVertPan[nLocalPlayer] - F16(92), F16(128)) * (512.f / fPI) + fix16_to_float(q16horz);
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nVertPan[nLocalPlayer] = fix16_clamp(F16(92) + Blrintf(F16(128) * tanf(horizAngle * (fPI / 512.f))), F16(0), F16(184));
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#if 0
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info.dyaw *= (lMouseSens >> 1) + 1;
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info.dyaw *= (lMouseSens >> 1) + 1;
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int nXVel, nYVel;
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int nXVel, nYVel;
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@ -370,6 +476,7 @@ void PlayerInterruptKeys()
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lPlayerXVel -= (lPlayerXVel >> 5) + (lPlayerXVel >> 6);
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lPlayerXVel -= (lPlayerXVel >> 5) + (lPlayerXVel >> 6);
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lPlayerYVel -= (lPlayerYVel >> 5) + (lPlayerYVel >> 6);
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lPlayerYVel -= (lPlayerYVel >> 5) + (lPlayerYVel >> 6);
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#endif
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}
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}
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void RestoreSavePoint(int nPlayer, int *x, int *y, int *z, short *nSector, short *nAngle)
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void RestoreSavePoint(int nPlayer, int *x, int *y, int *z, short *nSector, short *nAngle)
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@ -668,7 +775,7 @@ void RestartPlayer(short nPlayer)
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nYDamage[nPlayer] = 0;
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nYDamage[nPlayer] = 0;
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nXDamage[nPlayer] = 0;
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nXDamage[nPlayer] = 0;
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nVertPan[nPlayer] = F16(92);
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PlayerList[nPlayer].q16horiz = nVertPan[nPlayer] = F16(92);
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nDestVertPan[nPlayer] = F16(92);
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nDestVertPan[nPlayer] = F16(92);
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nBreathTimer[nPlayer] = 90;
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nBreathTimer[nPlayer] = 90;
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@ -770,7 +877,7 @@ void StartDeathSeq(int nPlayer, int nVal)
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StopFiringWeapon(nPlayer);
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StopFiringWeapon(nPlayer);
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nVertPan[nPlayer] = F16(92);
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PlayerList[nPlayer].q16horiz = nVertPan[nPlayer] = F16(92);
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eyelevel[nPlayer] = -14080;
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eyelevel[nPlayer] = -14080;
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nPlayerInvisible[nPlayer] = 0;
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nPlayerInvisible[nPlayer] = 0;
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dVertPan[nPlayer] = 15;
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dVertPan[nPlayer] = 15;
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@ -1148,6 +1255,7 @@ void FuncPlayer(int pA, int nDamage, int nRun)
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// loc_1A494:
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// loc_1A494:
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PlayerList[nPlayer].q16angle = (PlayerList[nPlayer].q16angle + sPlayerInput[nPlayer].nAngle) & 0x7FFFFFF;
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PlayerList[nPlayer].q16angle = (PlayerList[nPlayer].q16angle + sPlayerInput[nPlayer].nAngle) & 0x7FFFFFF;
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PlayerList[nPlayer].q16horiz = sPlayerInput[nPlayer].horizon;
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sprite[nPlayerSprite].ang = fix16_to_int(PlayerList[nPlayer].q16angle);
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sprite[nPlayerSprite].ang = fix16_to_int(PlayerList[nPlayer].q16angle);
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// sprite[nPlayerSprite].zvel is modified within Gravity()
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// sprite[nPlayerSprite].zvel is modified within Gravity()
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@ -54,6 +54,7 @@ struct Player
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short nRun;
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short nRun;
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fix16_t q16angle;
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fix16_t q16angle;
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fix16_t q16horiz;
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};
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};
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extern short PlayerCount;
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extern short PlayerCount;
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@ -355,7 +355,8 @@ void DrawView()
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viewz = playerZ + nQuake[nLocalPlayer];
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viewz = playerZ + nQuake[nLocalPlayer];
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int floorZ = sector[sprite[nPlayerSprite].sectnum].floorz;
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int floorZ = sector[sprite[nPlayerSprite].sectnum].floorz;
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pan = nVertPan[nLocalPlayer];
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// pan = nVertPan[nLocalPlayer];
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pan = PlayerList[nLocalPlayer].q16horiz;
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if (viewz > floorZ)
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if (viewz > floorZ)
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viewz = floorZ;
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viewz = floorZ;
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