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Duke3D: Move lastInputTicks from DukePlayer_t struct to PlayerData_t struct.
Better location for it since it never needs to be sent across the wire in a multiplayer situation. It's now also located where the other properties to do with input being tied to frame-rate are located.
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3 changed files with 5 additions and 6 deletions
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@ -3135,9 +3135,9 @@ void P_GetInput(int const playerNum)
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input.fvel -= info.dz * keyMove / analogExtent;
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auto const currentHiTicks = timerGetHiTicks();
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double const elapsedInputTicks = currentHiTicks - pPlayer->lastInputTicks;
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double const elapsedInputTicks = currentHiTicks - thisPlayer.lastInputTicks;
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pPlayer->lastInputTicks = currentHiTicks;
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thisPlayer.lastInputTicks = currentHiTicks;
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if (elapsedInputTicks == currentHiTicks)
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return;
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@ -213,8 +213,6 @@ typedef struct {
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int8_t last_used_weapon;
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double lastInputTicks;
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#ifdef LUNATIC
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int8_t palsfadespeed, palsfadenext, palsfadeprio, padding2_;
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@ -224,7 +222,7 @@ typedef struct {
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#endif
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int8_t crouch_toggle;
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int8_t padding_[5];
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int8_t padding_[1];
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} DukePlayer_t;
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// KEEPINSYNC lunatic/_defs_game.lua
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@ -238,6 +236,7 @@ typedef struct
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int8_t horizSkew;
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bool lookLeft;
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bool lookRight;
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double lastInputTicks;
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int32_t netsynctime;
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int16_t ping, filler;
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@ -719,7 +719,6 @@ void P_ResetPlayer(int playerNum)
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p.jumping_toggle = 0;
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p.knee_incs = 0;
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p.knuckle_incs = 1;
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p.lastInputTicks = 0;
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p.last_full_weapon = 0;
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p.last_pissed_time = 0;
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p.loogcnt = 0;
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@ -781,6 +780,7 @@ void P_ResetPlayer(int playerNum)
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g_player[playerNum].horizRecenter = 0;
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g_player[playerNum].horizSkew = 0;
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g_player[playerNum].horizAngleAdjust = 0;
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g_player[playerNum].lastInputTicks = 0;
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P_UpdateScreenPal(&p);
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VM_OnEvent(EVENT_RESETPLAYER, p.i, playerNum);
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