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- SW: Remove boat code from new input code for cleanliness.
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1e3199413c
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3 changed files with 5 additions and 12 deletions
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@ -1057,9 +1057,8 @@ enum
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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_TURN_GENERAL = (BIT(2)), // Allow calling DoPlayerTurn() from processMovement()
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PF2_INPUT_CAN_TURN_BOAT = (BIT(3)), // Allow calling DoPlayerTurnBoat() from processMovement()
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PF2_INPUT_CAN_TURN_VEHICLE = (BIT(4)), // Allow calling DoPlayerTurnVehicle() from processMovement()
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PF2_INPUT_CAN_MOVE_TURRET = (BIT(5)), // Allow calling DoPlayerMoveTurret() from processMovement()
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PF2_INPUT_CAN_TURN_VEHICLE = (BIT(3)), // Allow calling DoPlayerTurnVehicle() from processMovement()
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PF2_INPUT_CAN_MOVE_TURRET = (BIT(4)), // Allow calling DoPlayerMoveTurret() from processMovement()
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};
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///////////////////////////////////////////////////////////////////////////////////////////
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@ -36,7 +36,6 @@ BEGIN_SW_NS
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void DoPlayerHorizon(PLAYERp pp, fixed_t const q16horz, double const scaleAdjust);
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void DoPlayerTurn(PLAYERp pp, fixed_t const q16avel, double const scaleAdjust);
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// void DoPlayerTurnBoat(PLAYERp pp, fixed_t q16avel);
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void DoPlayerTurnVehicle(PLAYERp pp, fixed_t q16avel, int z, int floor_dist);
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void DoPlayerMoveTurret(PLAYERp pp, fixed_t q16avel, fixed_t q16horz, double const scaleAdjust);
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@ -289,19 +288,14 @@ static void processMovement(PLAYERp const pp, ControlInfo* const hidInput, bool
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if (TEST(pp->Flags2, PF2_INPUT_CAN_TURN_GENERAL))
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DoPlayerTurn(pp, q16avel, scaleAdjust);
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#if 0
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if (TEST(pp->Flags2, PF2_INPUT_CAN_TURN_BOAT))
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DoPlayerTurnBoat(pp, q16avel);
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#endif
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if (pp->angAdjust)
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pp->q16ang = (pp->q16ang + FloatToFixed(scaleAdjust * pp->angAdjust)) & 0x7FFFFFF;
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if (TEST(pp->Flags2, PF2_INPUT_CAN_TURN_VEHICLE))
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DoPlayerTurnVehicle(pp, q16avel, pp->posz + Z(10), labs(pp->posz + Z(10) - pp->sop->floor_loz));
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if (TEST(pp->Flags2, PF2_INPUT_CAN_MOVE_TURRET))
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DoPlayerMoveTurret(pp, q16avel, q16horz, scaleAdjust);
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if (pp->angAdjust)
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pp->q16ang = (pp->q16ang + FloatToFixed(scaleAdjust * pp->angAdjust)) & 0x7FFFFFF;
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}
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loc.fvel = clamp(loc.fvel + fvel, -MAXFVEL, MAXFVEL);
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@ -7439,7 +7439,7 @@ domovethings(void)
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ChopsCheck(pp);
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// Reset flags used while tying input to framerate
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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);
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RESET(pp->Flags2, PF2_INPUT_CAN_AIM|PF2_INPUT_CAN_TURN_GENERAL|PF2_INPUT_CAN_TURN_VEHICLE|PF2_INPUT_CAN_MOVE_TURRET);
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resetinputhelpers(pp);
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if (pp->DoPlayerAction) pp->DoPlayerAction(pp);
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