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synced 2024-12-28 12:30:46 +00:00
- game input works, but still no 3D scene rendered.
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4 changed files with 12 additions and 6 deletions
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@ -46,6 +46,11 @@ BEGIN_DUKE_NS
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void GameInterface::Ticker()
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{
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// Make copies so that the originals do not have to be modified.
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for (int i = 0; i < MAXPLAYERS; i++)
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{
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sync[i] = playercmds[i].ucmd;
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}
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ud.camerasprite = -1;
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if (earthquaketime > 0) earthquaketime--;
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@ -162,6 +162,11 @@ inline fixed_t PlayerInputAngVel(int pl)
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return sync[pl].q16avel;
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}
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inline fixed_t PlayerHorizon(int pl)
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{
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return sync[pl].q16horz;
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}
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inline void clearfriction()
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{
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for (int i = 0; i != -1; i = connectpoint2[i])
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@ -1339,8 +1339,6 @@ int doincrements_d(struct player_struct* p)
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int snum;
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snum = sprite[p->i].yvel;
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// j = sync[snum].avel;
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// p->weapon_ang = -(j/5);
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p->player_par++;
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@ -3039,7 +3037,7 @@ HORIZONLY:
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if (cl_syncinput)
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{
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sethorizon(snum, actions, 1, sync[snum].q16horz);
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sethorizon(snum, actions, 1, PlayerHorizon(snum));
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}
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checkhardlanding(p);
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@ -1207,8 +1207,6 @@ int doincrements_r(struct player_struct* p)
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}
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snum = sprite[p->i].yvel;
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// j = sync[snum].avel;
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// p->weapon_ang = -(j/5);
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p->player_par++;
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if (p->yehaa_timer)
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@ -4085,7 +4083,7 @@ HORIZONLY:
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if (cl_syncinput)
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{
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sethorizon(snum, actions, 1, sync[snum].q16horz);
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sethorizon(snum, actions, 1, PlayerHorizon(snum));
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}
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checkhardlanding(p);
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