- SW: Remove boat code from new input code for cleanliness.

This commit is contained in:
Mitchell Richters 2020-09-09 00:34:51 +10:00
parent 1e3199413c
commit 48630914b1
3 changed files with 5 additions and 12 deletions

View file

@ -1057,9 +1057,8 @@ enum
PF2_TELEPORTED = (BIT(0)),
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_BOAT = (BIT(3)), // Allow calling DoPlayerTurnBoat() from processMovement()
PF2_INPUT_CAN_TURN_VEHICLE = (BIT(4)), // Allow calling DoPlayerTurnVehicle() from processMovement()
PF2_INPUT_CAN_MOVE_TURRET = (BIT(5)), // Allow calling DoPlayerMoveTurret() from processMovement()
PF2_INPUT_CAN_TURN_VEHICLE = (BIT(3)), // Allow calling DoPlayerTurnVehicle() from processMovement()
PF2_INPUT_CAN_MOVE_TURRET = (BIT(4)), // Allow calling DoPlayerMoveTurret() from processMovement()
};
///////////////////////////////////////////////////////////////////////////////////////////

View file

@ -36,7 +36,6 @@ BEGIN_SW_NS
void DoPlayerHorizon(PLAYERp pp, fixed_t const q16horz, 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 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))
DoPlayerTurn(pp, q16avel, scaleAdjust);
#if 0
if (TEST(pp->Flags2, PF2_INPUT_CAN_TURN_BOAT))
DoPlayerTurnBoat(pp, q16avel);
#endif
if (pp->angAdjust)
pp->q16ang = (pp->q16ang + FloatToFixed(scaleAdjust * pp->angAdjust)) & 0x7FFFFFF;
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));
if (TEST(pp->Flags2, PF2_INPUT_CAN_MOVE_TURRET))
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);

View file

@ -7439,7 +7439,7 @@ domovethings(void)
ChopsCheck(pp);
// 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);
if (pp->DoPlayerAction) pp->DoPlayerAction(pp);