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RR: Fix hard landing from preventing vertical mouse movement with player input tied to frame-rate.
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parent
6dcd83b734
commit
4bc105ec07
1 changed files with 32 additions and 20 deletions
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@ -3506,6 +3506,21 @@ void P_GetInput(int const playerNum)
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}
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}
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if (pPlayer->return_to_center > 0)
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pPlayer->return_to_center--;
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if (pPlayer->hard_landing)
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{
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pPlayer->return_to_center = 9;
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thisPlayer.horizRecenter = true;
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}
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if (pPlayer->hard_landing > 0)
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{
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thisPlayer.horizSkew = fix16_from_int(-(pPlayer->hard_landing << 4));
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pPlayer->hard_landing--;
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}
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// A horiz diff of 128 equal 45 degrees, so we convert horiz to 1024 angle units
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if (thisPlayer.horizAngleAdjust)
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@ -4126,6 +4141,21 @@ void P_DHGetInput(int const playerNum)
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if (pPlayer->cursectnum >= 0 && sector[pPlayer->cursectnum].hitag == 2003)
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input.fvel >>= 1;
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if (pPlayer->return_to_center > 0)
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pPlayer->return_to_center--;
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if (pPlayer->hard_landing)
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{
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pPlayer->return_to_center = 9;
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thisPlayer.horizRecenter = true;
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}
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if (pPlayer->hard_landing > 0)
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{
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thisPlayer.horizSkew = fix16_from_int(-(pPlayer->hard_landing << 4));
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pPlayer->hard_landing--;
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}
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// A horiz diff of 128 equal 45 degrees, so we convert horiz to 1024 angle units
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if (thisPlayer.horizAngleAdjust)
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@ -8704,10 +8734,7 @@ HORIZONLY:;
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}
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}
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if (pPlayer->return_to_center > 0)
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pPlayer->return_to_center--;
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if (TEST_SYNC_KEY(playerBits, SK_CENTER_VIEW) || pPlayer->hard_landing)
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if (TEST_SYNC_KEY(playerBits, SK_CENTER_VIEW))
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if (VM_OnEvent(EVENT_RETURNTOCENTER, pPlayer->i,playerNum) == 0)
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{
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pPlayer->return_to_center = 9;
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@ -8756,12 +8783,6 @@ HORIZONLY:;
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pPlayer->q16horiz -= F16(delta);
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}
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if (pPlayer->hard_landing > 0)
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{
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thisPlayer.horizSkew = fix16_from_int(-(pPlayer->hard_landing << 4));
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pPlayer->hard_landing--;
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}
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//Shooting code/changes
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if (pPlayer->show_empty_weapon > 0)
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@ -9357,10 +9378,7 @@ void P_DHProcessInput(int playerNum)
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A_GetFurthestAngle(pPlayer->i, 8) < 512);
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}
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if (pPlayer->return_to_center > 0)
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pPlayer->return_to_center--;
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if (TEST_SYNC_KEY(playerBits, SK_CENTER_VIEW) || pPlayer->hard_landing)
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if (TEST_SYNC_KEY(playerBits, SK_CENTER_VIEW))
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{
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pPlayer->return_to_center = 9;
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thisPlayer.horizRecenter = true;
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@ -9396,12 +9414,6 @@ void P_DHProcessInput(int playerNum)
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pPlayer->q16horiz -= F16(delta);
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}
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if (pPlayer->hard_landing > 0)
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{
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thisPlayer.horizSkew = fix16_from_int(-(pPlayer->hard_landing << 4));
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pPlayer->hard_landing--;
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}
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if (TEST_SYNC_KEY(playerBits, SK_FIRE))
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A_DHShoot(playerNum);
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}
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