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SW: Adjust look and snap up/down keys and slightly tune PLAYER_TURN_AMOUNT.
- Look and snap up/down action was too aggressive and unlike vanilla, corrected. - PLAYER_TURN_AMOUNT was slightly high, unbalancing the axes.
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533d5dd42f
commit
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2 changed files with 10 additions and 10 deletions
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@ -3275,11 +3275,11 @@ void getinput(int const playerNum)
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// adjust pp->q16horiz negative
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// adjust pp->q16horiz negative
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if (TEST_SYNC_KEY(pp, SK_SNAP_DOWN))
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if (TEST_SYNC_KEY(pp, SK_SNAP_DOWN))
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pp->q16horizbase = fix16_ssub(pp->q16horizbase, fix16_from_int((HORIZ_SPEED/2)));
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pp->q16horizbase = fix16_ssub(pp->q16horizbase, fix16_from_float(scaleAdjustmentToInterval((HORIZ_SPEED/2))));
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// adjust pp->q16horiz positive
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// adjust pp->q16horiz positive
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if (TEST_SYNC_KEY(pp, SK_SNAP_UP))
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if (TEST_SYNC_KEY(pp, SK_SNAP_UP))
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pp->q16horizbase = fix16_sadd(pp->q16horizbase, fix16_from_int((HORIZ_SPEED/2)));
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pp->q16horizbase = fix16_sadd(pp->q16horizbase, fix16_from_float(scaleAdjustmentToInterval((HORIZ_SPEED/2))));
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}
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}
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@ -3291,11 +3291,11 @@ void getinput(int const playerNum)
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// adjust pp->q16horiz negative
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// adjust pp->q16horiz negative
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if (TEST_SYNC_KEY(pp, SK_LOOK_DOWN))
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if (TEST_SYNC_KEY(pp, SK_LOOK_DOWN))
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pp->q16horizbase = fix16_ssub(pp->q16horizbase, fix16_from_int(HORIZ_SPEED));
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pp->q16horizbase = fix16_ssub(pp->q16horizbase, fix16_from_float(scaleAdjustmentToInterval(HORIZ_SPEED)));
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// adjust pp->q16horiz positive
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// adjust pp->q16horiz positive
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if (TEST_SYNC_KEY(pp, SK_LOOK_UP))
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if (TEST_SYNC_KEY(pp, SK_LOOK_UP))
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pp->q16horizbase = fix16_sadd(pp->q16horizbase, fix16_from_int(HORIZ_SPEED));
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pp->q16horizbase = fix16_sadd(pp->q16horizbase, fix16_from_float(scaleAdjustmentToInterval(HORIZ_SPEED)));
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}
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}
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@ -3311,7 +3311,7 @@ void getinput(int const playerNum)
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for (i = 1; i; i--)
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for (i = 1; i; i--)
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{
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{
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// this formula does not work for pp->q16horiz = 101-103
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// this formula does not work for pp->q16horiz = 101-103
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pp->q16horizbase = fix16_sadd(pp->q16horizbase, fix16_ssub(fix16_from_int(25), fix16_sdiv(pp->q16horizbase, fix16_from_int(4))));
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pp->q16horizbase = fix16_sadd(pp->q16horizbase, fix16_from_float(scaleAdjustmentToInterval(fix16_to_float(fix16_ssub(fix16_from_int(25), fix16_sdiv(pp->q16horizbase, fix16_from_int(4)))))));
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}
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}
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}
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}
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else
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else
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@ -3328,17 +3328,17 @@ void getinput(int const playerNum)
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// bound adjust q16horizoff
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// bound adjust q16horizoff
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if (pp->q16horizbase + pp->q16horizoff < fix16_from_int(PLAYER_HORIZ_MIN))
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if (pp->q16horizbase + pp->q16horizoff < fix16_from_int(PLAYER_HORIZ_MIN))
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pp->q16horizoff = fix16_ssub(fix16_from_int(PLAYER_HORIZ_MIN), pp->q16horizbase);
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pp->q16horizoff = fix16_ssub(fix16_from_float(scaleAdjustmentToInterval(PLAYER_HORIZ_MIN)), pp->q16horizbase);
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else if (pp->q16horizbase + pp->q16horizoff > fix16_from_int(PLAYER_HORIZ_MAX))
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else if (pp->q16horizbase + pp->q16horizoff > fix16_from_int(PLAYER_HORIZ_MAX))
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pp->q16horizoff = fix16_ssub(fix16_from_int(PLAYER_HORIZ_MAX), pp->q16horizbase);
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pp->q16horizoff = fix16_ssub(fix16_from_float(scaleAdjustmentToInterval(PLAYER_HORIZ_MAX)), pp->q16horizbase);
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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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#if 0
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#if 0
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if (pp->q16horizbase + pp->q16horizoff < fix16_from_int(PLAYER_HORIZ_MIN))
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if (pp->q16horizbase + pp->q16horizoff < fix16_from_int(PLAYER_HORIZ_MIN))
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pp->q16horizbase += fix16_from_int(HORIZ_SPEED);
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pp->q16horizbase = fix16_sadd(pp->q16horizbase, fix16_from_float(scaleAdjustmentToInterval(HORIZ_SPEED)))
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else if (pp->q16horizbase + pp->q16horizoff > fix16_from_int(PLAYER_HORIZ_MAX))
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else if (pp->q16horizbase + pp->q16horizoff > fix16_from_int(PLAYER_HORIZ_MAX))
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pp->q16horizbase -= fix16_from_int(HORIZ_SPEED);
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pp->q16horizbase = fix16_ssub(pp->q16horizbase, fix16_from_float(scaleAdjustmentToInterval(HORIZ_SPEED)))
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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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#endif
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#endif
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@ -98,7 +98,7 @@ SWBOOL NightVision = FALSE;
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extern SWBOOL FinishedLevel;
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extern SWBOOL FinishedLevel;
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//#define PLAYER_TURN_SCALE (8)
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//#define PLAYER_TURN_SCALE (8)
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#define PLAYER_TURN_SCALE (3)
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#define PLAYER_TURN_SCALE (2)
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// the smaller the number the slower the going
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// the smaller the number the slower the going
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#define PLAYER_RUN_FRICTION (50000L)
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#define PLAYER_RUN_FRICTION (50000L)
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