- game input works, but still no 3D scene rendered.

This commit is contained in:
Christoph Oelckers 2020-08-30 13:04:07 +02:00
parent ffe5b114f3
commit 38d10cc591
4 changed files with 12 additions and 6 deletions

View file

@ -46,6 +46,11 @@ BEGIN_DUKE_NS
void GameInterface::Ticker() void GameInterface::Ticker()
{ {
// Make copies so that the originals do not have to be modified.
for (int i = 0; i < MAXPLAYERS; i++)
{
sync[i] = playercmds[i].ucmd;
}
ud.camerasprite = -1; ud.camerasprite = -1;
if (earthquaketime > 0) earthquaketime--; if (earthquaketime > 0) earthquaketime--;

View file

@ -162,6 +162,11 @@ inline fixed_t PlayerInputAngVel(int pl)
return sync[pl].q16avel; return sync[pl].q16avel;
} }
inline fixed_t PlayerHorizon(int pl)
{
return sync[pl].q16horz;
}
inline void clearfriction() inline void clearfriction()
{ {
for (int i = 0; i != -1; i = connectpoint2[i]) for (int i = 0; i != -1; i = connectpoint2[i])

View file

@ -1339,8 +1339,6 @@ int doincrements_d(struct player_struct* p)
int snum; int snum;
snum = sprite[p->i].yvel; snum = sprite[p->i].yvel;
// j = sync[snum].avel;
// p->weapon_ang = -(j/5);
p->player_par++; p->player_par++;
@ -3039,7 +3037,7 @@ HORIZONLY:
if (cl_syncinput) if (cl_syncinput)
{ {
sethorizon(snum, actions, 1, sync[snum].q16horz); sethorizon(snum, actions, 1, PlayerHorizon(snum));
} }
checkhardlanding(p); checkhardlanding(p);

View file

@ -1207,8 +1207,6 @@ int doincrements_r(struct player_struct* p)
} }
snum = sprite[p->i].yvel; snum = sprite[p->i].yvel;
// j = sync[snum].avel;
// p->weapon_ang = -(j/5);
p->player_par++; p->player_par++;
if (p->yehaa_timer) if (p->yehaa_timer)
@ -4085,7 +4083,7 @@ HORIZONLY:
if (cl_syncinput) if (cl_syncinput)
{ {
sethorizon(snum, actions, 1, sync[snum].q16horz); sethorizon(snum, actions, 1, PlayerHorizon(snum));
} }
checkhardlanding(p); checkhardlanding(p);