mirror of
https://github.com/ZDoom/raze-gles.git
synced 2025-01-15 20:20:54 +00:00
- SW: Remove boat code from new input code for cleanliness.
This commit is contained in:
parent
1e3199413c
commit
48630914b1
3 changed files with 5 additions and 12 deletions
|
@ -1057,9 +1057,8 @@ enum
|
||||||
PF2_TELEPORTED = (BIT(0)),
|
PF2_TELEPORTED = (BIT(0)),
|
||||||
PF2_INPUT_CAN_AIM = (BIT(1)), // Allow calling DoPlayerHorizon() from processMovement()
|
PF2_INPUT_CAN_AIM = (BIT(1)), // Allow calling DoPlayerHorizon() from processMovement()
|
||||||
PF2_INPUT_CAN_TURN_GENERAL = (BIT(2)), // Allow calling DoPlayerTurn() from processMovement()
|
PF2_INPUT_CAN_TURN_GENERAL = (BIT(2)), // Allow calling DoPlayerTurn() from processMovement()
|
||||||
PF2_INPUT_CAN_TURN_BOAT = (BIT(3)), // Allow calling DoPlayerTurnBoat() from processMovement()
|
PF2_INPUT_CAN_TURN_VEHICLE = (BIT(3)), // Allow calling DoPlayerTurnVehicle() from processMovement()
|
||||||
PF2_INPUT_CAN_TURN_VEHICLE = (BIT(4)), // Allow calling DoPlayerTurnVehicle() from processMovement()
|
PF2_INPUT_CAN_MOVE_TURRET = (BIT(4)), // Allow calling DoPlayerMoveTurret() from processMovement()
|
||||||
PF2_INPUT_CAN_MOVE_TURRET = (BIT(5)), // Allow calling DoPlayerMoveTurret() from processMovement()
|
|
||||||
};
|
};
|
||||||
|
|
||||||
///////////////////////////////////////////////////////////////////////////////////////////
|
///////////////////////////////////////////////////////////////////////////////////////////
|
||||||
|
|
|
@ -36,7 +36,6 @@ BEGIN_SW_NS
|
||||||
|
|
||||||
void DoPlayerHorizon(PLAYERp pp, fixed_t const q16horz, double const scaleAdjust);
|
void DoPlayerHorizon(PLAYERp pp, fixed_t const q16horz, double const scaleAdjust);
|
||||||
void DoPlayerTurn(PLAYERp pp, fixed_t const q16avel, double const scaleAdjust);
|
void DoPlayerTurn(PLAYERp pp, fixed_t const q16avel, double const scaleAdjust);
|
||||||
// void DoPlayerTurnBoat(PLAYERp pp, fixed_t q16avel);
|
|
||||||
void DoPlayerTurnVehicle(PLAYERp pp, fixed_t q16avel, int z, int floor_dist);
|
void DoPlayerTurnVehicle(PLAYERp pp, fixed_t q16avel, int z, int floor_dist);
|
||||||
void DoPlayerMoveTurret(PLAYERp pp, fixed_t q16avel, fixed_t q16horz, double const scaleAdjust);
|
void DoPlayerMoveTurret(PLAYERp pp, fixed_t q16avel, fixed_t q16horz, double const scaleAdjust);
|
||||||
|
|
||||||
|
@ -289,19 +288,14 @@ static void processMovement(PLAYERp const pp, ControlInfo* const hidInput, bool
|
||||||
if (TEST(pp->Flags2, PF2_INPUT_CAN_TURN_GENERAL))
|
if (TEST(pp->Flags2, PF2_INPUT_CAN_TURN_GENERAL))
|
||||||
DoPlayerTurn(pp, q16avel, scaleAdjust);
|
DoPlayerTurn(pp, q16avel, scaleAdjust);
|
||||||
|
|
||||||
#if 0
|
if (pp->angAdjust)
|
||||||
if (TEST(pp->Flags2, PF2_INPUT_CAN_TURN_BOAT))
|
pp->q16ang = (pp->q16ang + FloatToFixed(scaleAdjust * pp->angAdjust)) & 0x7FFFFFF;
|
||||||
DoPlayerTurnBoat(pp, q16avel);
|
|
||||||
#endif
|
|
||||||
|
|
||||||
if (TEST(pp->Flags2, PF2_INPUT_CAN_TURN_VEHICLE))
|
if (TEST(pp->Flags2, PF2_INPUT_CAN_TURN_VEHICLE))
|
||||||
DoPlayerTurnVehicle(pp, q16avel, pp->posz + Z(10), labs(pp->posz + Z(10) - pp->sop->floor_loz));
|
DoPlayerTurnVehicle(pp, q16avel, pp->posz + Z(10), labs(pp->posz + Z(10) - pp->sop->floor_loz));
|
||||||
|
|
||||||
if (TEST(pp->Flags2, PF2_INPUT_CAN_MOVE_TURRET))
|
if (TEST(pp->Flags2, PF2_INPUT_CAN_MOVE_TURRET))
|
||||||
DoPlayerMoveTurret(pp, q16avel, q16horz, scaleAdjust);
|
DoPlayerMoveTurret(pp, q16avel, q16horz, scaleAdjust);
|
||||||
|
|
||||||
if (pp->angAdjust)
|
|
||||||
pp->q16ang = (pp->q16ang + FloatToFixed(scaleAdjust * pp->angAdjust)) & 0x7FFFFFF;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
loc.fvel = clamp(loc.fvel + fvel, -MAXFVEL, MAXFVEL);
|
loc.fvel = clamp(loc.fvel + fvel, -MAXFVEL, MAXFVEL);
|
||||||
|
|
|
@ -7439,7 +7439,7 @@ domovethings(void)
|
||||||
ChopsCheck(pp);
|
ChopsCheck(pp);
|
||||||
|
|
||||||
// Reset flags used while tying input to framerate
|
// Reset flags used while tying input to framerate
|
||||||
RESET(pp->Flags2, PF2_INPUT_CAN_AIM|PF2_INPUT_CAN_TURN_GENERAL|PF2_INPUT_CAN_TURN_BOAT|PF2_INPUT_CAN_TURN_VEHICLE|PF2_INPUT_CAN_MOVE_TURRET);
|
RESET(pp->Flags2, PF2_INPUT_CAN_AIM|PF2_INPUT_CAN_TURN_GENERAL|PF2_INPUT_CAN_TURN_VEHICLE|PF2_INPUT_CAN_MOVE_TURRET);
|
||||||
resetinputhelpers(pp);
|
resetinputhelpers(pp);
|
||||||
|
|
||||||
if (pp->DoPlayerAction) pp->DoPlayerAction(pp);
|
if (pp->DoPlayerAction) pp->DoPlayerAction(pp);
|
||||||
|
|
Loading…
Reference in a new issue