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https://github.com/ZDoom/raze-gles.git
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- SW: Clean up old auto aim/mouse aim bits.
This commit is contained in:
parent
949e456018
commit
3ec41e776c
5 changed files with 5 additions and 67 deletions
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@ -415,45 +415,12 @@ void InitLevel(MapRecord *maprec)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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void InitPlayerGameSettings(void)
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{
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int pnum;
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if (CommEnabled)
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{
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// everyone gets the same Auto Aim
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TRAVERSE_CONNECT(pnum)
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{
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if (Autoaim(pnum))
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SET(Player[pnum].Flags, PF_AUTO_AIM);
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else
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RESET(Player[pnum].Flags, PF_AUTO_AIM);
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}
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}
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else
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{
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if (Autoaim(myconnectindex))
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SET(Player[myconnectindex].Flags, PF_AUTO_AIM);
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else
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RESET(Player[myconnectindex].Flags, PF_AUTO_AIM);
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void InitRunLevel(void)
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void InitRunLevel(void)
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{
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{
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Mus_Stop();
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Mus_Stop();
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DoTheCache();
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DoTheCache();
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// auto aim / auto run / etc
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InitPlayerGameSettings();
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// send packets with player info
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// send packets with player info
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InitNetPlayerOptions();
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InitNetPlayerOptions();
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@ -1013,7 +1013,6 @@ enum
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PF_LOCK_CRAWL = (BIT(4)),
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PF_LOCK_CRAWL = (BIT(4)),
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PF_PLAYER_MOVED = (BIT(7)),
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PF_PLAYER_MOVED = (BIT(7)),
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PF_PLAYER_RIDING = (BIT(8)),
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PF_PLAYER_RIDING = (BIT(8)),
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PF_AUTO_AIM = (BIT(9)),
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PF_RECOIL = (BIT(10)),
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PF_RECOIL = (BIT(10)),
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PF_FLYING = (BIT(11)),
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PF_FLYING = (BIT(11)),
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PF_WEAPON_RETRACT = (BIT(12)),
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PF_WEAPON_RETRACT = (BIT(12)),
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@ -1032,7 +1031,6 @@ enum
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PF_VIEW_OUTSIDE_WEAPON = (BIT(27)),
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PF_VIEW_OUTSIDE_WEAPON = (BIT(27)),
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PF_VIEW_FROM_CAMERA = (BIT(28)),
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PF_VIEW_FROM_CAMERA = (BIT(28)),
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PF_TANK = (BIT(29)), // Doin the tank thang
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PF_TANK = (BIT(29)), // Doin the tank thang
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PF_MOUSE_AIMING_ON = (BIT(30)),
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PF_WEAPON_DOWN = (BIT(31)),
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PF_WEAPON_DOWN = (BIT(31)),
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PF2_TELEPORTED = (BIT(0)),
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PF2_TELEPORTED = (BIT(0)),
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PF2_INPUT_CAN_AIM = (BIT(1)), // Allow calling DoPlayerHorizon() from processMovement()
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PF2_INPUT_CAN_AIM = (BIT(1)), // Allow calling DoPlayerHorizon() from processMovement()
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@ -73,33 +73,6 @@ enum
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};
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};
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#endif
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#endif
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//---------------------------------------------------------------------------
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//
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// handles the input bits
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//
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//---------------------------------------------------------------------------
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static void processInputBits(PLAYERp const pp, ControlInfo* const hidInput)
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{
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ApplyGlobalInput(loc, hidInput);
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if (!CommEnabled)
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{
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// Go back to the source to set this - the old code here was catastrophically bad.
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// this needs to be fixed properly - as it is this can never be compatible with demo playback.
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if (!(loc.actions & SB_AIMMODE))
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SET(Player[myconnectindex].Flags, PF_MOUSE_AIMING_ON);
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else
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RESET(Player[myconnectindex].Flags, PF_MOUSE_AIMING_ON);
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if (Autoaim(myconnectindex))
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SET(Player[myconnectindex].Flags, PF_AUTO_AIM);
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else
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RESET(Player[myconnectindex].Flags, PF_AUTO_AIM);
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}
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}
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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//
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//
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// handles movement
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// handles movement
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@ -199,7 +172,7 @@ void GameInterface::GetInput(InputPacket *packet, ControlInfo* const hidInput)
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InputPacket input {};
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InputPacket input {};
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PLAYERp pp = &Player[myconnectindex];
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PLAYERp pp = &Player[myconnectindex];
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processInputBits(pp, hidInput);
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ApplyGlobalInput(loc, hidInput);
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processMovement(&input, &loc, hidInput, scaleAdjust, 0, !pp->sop, pp->sop_control ? 3. / 1.40625 : 1.);
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processMovement(&input, &loc, hidInput, scaleAdjust, 0, !pp->sop, pp->sop_control ? 3. / 1.40625 : 1.);
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processWeapon(pp);
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processWeapon(pp);
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@ -1672,7 +1672,7 @@ PlayerAutoLook(PLAYERp pp, double const scaleAdjust)
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if (!TEST(pp->Flags, PF_FLYING|PF_SWIMMING|PF_DIVING|PF_CLIMBING|PF_JUMPING|PF_FALLING))
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if (!TEST(pp->Flags, PF_FLYING|PF_SWIMMING|PF_DIVING|PF_CLIMBING|PF_JUMPING|PF_FALLING))
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{
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{
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if (!TEST(pp->Flags, PF_MOUSE_AIMING_ON) && TEST(sector[pp->cursectnum].floorstat, FLOOR_STAT_SLOPE)) // If the floor is sloped
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if ((pp->input.actions & SB_AIMMODE) && TEST(sector[pp->cursectnum].floorstat, FLOOR_STAT_SLOPE)) // If the floor is sloped
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{
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{
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// Get a point, 512 units ahead of player's position
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// Get a point, 512 units ahead of player's position
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x = pp->posx + pp->angle.ang.bcos(-5);
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x = pp->posx + pp->angle.ang.bcos(-5);
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@ -14306,7 +14306,7 @@ WeaponAutoAim(SPRITEp sp, short Missile, short ang, bool test)
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if (u && u->PlayerP)
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if (u && u->PlayerP)
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{
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{
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if (!TEST(u->PlayerP->Flags, PF_AUTO_AIM))
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if (!Autoaim(u->PlayerP->pnum))
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{
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{
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return -1;
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return -1;
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}
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}
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@ -14376,7 +14376,7 @@ WeaponAutoAimZvel(SPRITEp sp, short Missile, int *zvel, short ang, bool test)
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if (u && u->PlayerP)
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if (u && u->PlayerP)
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{
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{
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if (!TEST(u->PlayerP->Flags, PF_AUTO_AIM))
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if (!Autoaim(u->PlayerP->pnum))
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{
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{
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return -1;
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return -1;
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}
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}
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@ -14495,7 +14495,7 @@ WeaponAutoAimHitscan(SPRITEp sp, int *z, short *ang, bool test)
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if (u && u->PlayerP)
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if (u && u->PlayerP)
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{
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{
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if (!TEST(u->PlayerP->Flags, PF_AUTO_AIM))
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if (!Autoaim(u->PlayerP->pnum))
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{
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{
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return -1;
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return -1;
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}
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}
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