mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-24 02:30:46 +00:00
SW: Refinements to new input code.
- videoNextPage() moved to after restoring interpolations. - Properly use Q16.16 in as many places as possible. This fixes the angle/X-axis issues. - Remove unnecessary call to timerUpdate() in main loop, only needs calling once and is called by eventhandlers().
This commit is contained in:
parent
28e69d0793
commit
5ebc65a1fb
7 changed files with 74 additions and 70 deletions
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@ -2071,7 +2071,7 @@ drawscreen(PLAYERp pp)
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tx = tx + quake_x;
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ty = ty + quake_y;
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//tq16horiz = tq16horiz + fix16_from_int(quake_x);
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tq16ang = fix16_from_int(NORM_ANGLE(fix16_to_int(tq16ang) + quake_ang));
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tq16ang = fix16_sadd(tq16ang, fix16_from_int(quake_ang)) & 0x7FFFFFF;
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if (pp->sop_remote)
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{
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@ -2263,8 +2263,6 @@ drawscreen(PLAYERp pp)
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if (!M_Active())
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SecretInfo(pp);
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videoNextPage();
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#if SYNC_TEST
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SyncStatMessage();
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#endif
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@ -2276,6 +2274,9 @@ drawscreen(PLAYERp pp)
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short_restoreinterpolations(); // Stick at end of drawscreen
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PostDraw();
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videoNextPage();
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DrawScreen = FALSE;
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}
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@ -289,6 +289,7 @@ void MenuLevel(void);
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void StatScreen(PLAYERp mpp);
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void InitRunLevel(void);
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void RunLevel(void);
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void getinput(int playerNum);
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/////////////////////////////////////////////////////////////////////////////////////////////
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static FILE *debug_fout = NULL;
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@ -2526,8 +2527,6 @@ void InitRunLevel(void)
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StartAmbientSound();
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}
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void getinput(int playerNum);
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void RunLevel(void)
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{
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InitRunLevel();
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@ -2573,8 +2572,6 @@ void RunLevel(void)
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localInput = {};
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domovethings();
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timerUpdate();
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}
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}
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@ -2979,8 +2976,8 @@ void getinput(int const playerNum)
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#define NORMALKEYMOVE 35
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#define MAXVEL ((NORMALKEYMOVE*2)+10)
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#define MAXSVEL ((NORMALKEYMOVE*2)+10)
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#define MAXANGVEL 100
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#define MAXHORIZVEL 128
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#define MAXANGVEL 1024
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#define MAXHORIZVEL 256
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#define HORIZ_SPEED (16)
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#define SET_LOC_KEY(bits, sync_num, key_test) SET(bits, ((!!(key_test)) << (sync_num)))
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@ -3080,6 +3077,7 @@ void getinput(int const playerNum)
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int const running = G_CheckAutorun(buttonMap.ButtonDown(gamefunc_Run));
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int32_t turnamount;
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int32_t keymove;
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constexpr int analogTurnAmount = (NORMALTURN << 1);
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constexpr int const analogExtent = 32767; // KEEPINSYNC sdlayer.cpp
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if (running)
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@ -3114,7 +3112,7 @@ void getinput(int const playerNum)
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else
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{
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input.q16avel = fix16_sadd(input.q16avel, fix16_sdiv(fix16_from_int(info.mousex), fix16_from_int(32)));
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input.q16avel = fix16_sadd(input.q16avel, fix16_from_int(info.dyaw / analogExtent * (turnamount << 1)));
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input.q16avel = fix16_sadd(input.q16avel, fix16_from_int(info.dyaw / analogExtent * (analogTurnAmount << 1)));
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}
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if (mouseaim)
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@ -3125,7 +3123,7 @@ void getinput(int const playerNum)
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if (!in_mouseflip)
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input.q16horz = -input.q16horz;
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input.q16horz = fix16_ssub(input.q16horz, fix16_from_int(info.dpitch * turnamount / analogExtent));
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input.q16horz = fix16_ssub(input.q16horz, fix16_from_int(info.dpitch * analogTurnAmount / analogExtent));
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input.svel -= info.dx * keymove / analogExtent;
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input.vel -= info.dz * keymove / analogExtent;
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@ -3228,7 +3226,7 @@ void getinput(int const playerNum)
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if ((pp->cursectnum == tempsect) ||
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(klabs(getflorzofslope(tempsect, x, y) - k) <= (4 << 8)))
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{
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pp->q16horizoff += fix16_from_int((((j - k) * 160) >> 16));
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pp->q16horizoff = fix16_sadd(pp->q16horizoff, fix16_from_float(scaleAdjustmentToInterval(mulscale16((j - k), 160))));
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}
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}
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}
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@ -3238,22 +3236,28 @@ void getinput(int const playerNum)
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{
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// tilt when climbing but you can't even really tell it
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if (pp->q16horizoff < fix16_from_int(100))
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pp->q16horizoff += fix16_from_int((((100 - fix16_to_int(pp->q16horizoff)) >> 3) + 1));
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pp->q16horizoff = fix16_sadd(pp->q16horizoff, fix16_from_float(scaleAdjustmentToInterval(fix16_to_float(((fix16_from_int(100) - pp->q16horizoff) >> 3) + fix16_one))));
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}
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else
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{
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// Make q16horizoff grow towards 0 since q16horizoff is not modified when
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// you're not on a slope
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if (pp->q16horizoff > 0)
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pp->q16horizoff -= fix16_from_int(((fix16_to_int(pp->q16horizoff) >> 3) + 1));
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if (pp->q16horizoff < 0)
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pp->q16horizoff += fix16_from_int((((fix16_to_int(-pp->q16horizoff)) >> 3) + 1));
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{
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pp->q16horizoff = fix16_ssub(pp->q16horizoff, fix16_from_float(scaleAdjustmentToInterval(fix16_to_float((pp->q16horizoff >> 3) + fix16_one))));
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pp->q16horizoff = fix16_max(pp->q16horizoff, 0);
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}
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else if (pp->q16horizoff < 0)
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{
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pp->q16horizoff = fix16_sadd(pp->q16horizoff, fix16_from_float(scaleAdjustmentToInterval(fix16_to_float((-pp->q16horizoff >> 3) + fix16_one))));
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pp->q16horizoff = fix16_min(pp->q16horizoff, 0);
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}
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}
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}
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if (input.q16horz)
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{
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pp->q16horizbase += input.q16horz;
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pp->q16horizbase = fix16_sadd(pp->q16horizbase, input.q16horz);
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SET(pp->Flags, PF_LOCK_HORIZ | PF_LOOKING);
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}
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@ -3271,11 +3275,11 @@ void getinput(int const playerNum)
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// adjust pp->q16horiz negative
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if (TEST_SYNC_KEY(pp, SK_SNAP_DOWN))
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pp->q16horizbase -= fix16_from_int((HORIZ_SPEED/2));
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pp->q16horizbase = fix16_ssub(pp->q16horizbase, fix16_from_int((HORIZ_SPEED/2)));
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// adjust pp->q16horiz positive
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if (TEST_SYNC_KEY(pp, SK_SNAP_UP))
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pp->q16horizbase += fix16_from_int((HORIZ_SPEED/2));
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pp->q16horizbase = fix16_sadd(pp->q16horizbase, fix16_from_int((HORIZ_SPEED/2)));
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}
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@ -3287,11 +3291,11 @@ void getinput(int const playerNum)
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// adjust pp->q16horiz negative
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if (TEST_SYNC_KEY(pp, SK_LOOK_DOWN))
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pp->q16horizbase -= fix16_from_int(HORIZ_SPEED);
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pp->q16horizbase = fix16_ssub(pp->q16horizbase, fix16_from_int(HORIZ_SPEED));
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// adjust pp->q16horiz positive
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if (TEST_SYNC_KEY(pp, SK_LOOK_UP))
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pp->q16horizbase += fix16_from_int(HORIZ_SPEED);
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pp->q16horizbase = fix16_sadd(pp->q16horizbase, fix16_from_int(HORIZ_SPEED));
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}
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@ -3307,7 +3311,7 @@ void getinput(int const playerNum)
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for (i = 1; i; i--)
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{
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// this formula does not work for pp->q16horiz = 101-103
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pp->q16horizbase += fix16_from_int(25 - (fix16_to_int(pp->q16horizbase) >> 2));
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pp->q16horizbase = fix16_sadd(pp->q16horizbase, fix16_ssub(fix16_from_int(25), fix16_sdiv(pp->q16horizbase, fix16_from_int(4))));
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}
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}
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else
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@ -3324,9 +3328,9 @@ void getinput(int const playerNum)
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// bound adjust q16horizoff
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if (pp->q16horizbase + pp->q16horizoff < fix16_from_int(PLAYER_HORIZ_MIN))
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pp->q16horizoff = fix16_from_int(PLAYER_HORIZ_MIN) - pp->q16horizbase;
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pp->q16horizoff = fix16_ssub(fix16_from_int(PLAYER_HORIZ_MIN), pp->q16horizbase);
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else if (pp->q16horizbase + pp->q16horizoff > fix16_from_int(PLAYER_HORIZ_MAX))
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pp->q16horizoff = fix16_from_int(PLAYER_HORIZ_MAX) - pp->q16horizbase;
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pp->q16horizoff = fix16_ssub(fix16_from_int(PLAYER_HORIZ_MAX), pp->q16horizbase);
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// add base and offsets
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pp->q16horiz = fix16_clamp((pp->q16horizbase + pp->q16horizoff), fix16_from_int(PLAYER_HORIZ_MIN), fix16_from_int(PLAYER_HORIZ_MAX));
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@ -1088,7 +1088,7 @@ struct PLAYERstruct
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int oldposx,oldposy,oldposz;
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int RevolveX, RevolveY;
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short RevolveDeltaAng, RevolveAng;
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fix16_t RevolveDeltaAng, RevolveAng;
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// under vars are for wading and swimming
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short PlayerSprite, PlayerUnderSprite;
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@ -650,7 +650,7 @@ void computergetinput(int snum, SW_PACKET *syn)
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// Below formula fails in certain cases
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//syn->q16avel = fix16_from_int(min(max((((daang+1024-damyang)&2047)-1024)>>1,-MAXANGVEL),MAXANGVEL)); //was 127
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p->q16ang = fix16_from_int(daang);
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syn->q16horz = fix16_from_int(min(max((zang-fix16_to_int(p->q16horiz))>>1,-PLAYER_HORIZ_MAX),PLAYER_HORIZ_MAX));
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syn->q16horz = fix16_clamp(fix16_sdiv(fix16_ssub(fix16_from_int(zang), p->q16horiz), fix16_from_int(2)), -fix16_from_int(PLAYER_HORIZ_MAX), fix16_from_int(PLAYER_HORIZ_MAX));
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// Sets type of aiming, auto aim for bots
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syn->bits |= (1<<SK_AUTO_AIM);
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return;
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@ -752,7 +752,7 @@ void JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, fix16_t tpq16ang, fix16
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// tx = pp->oposx + mulscale16(pp->posx - pp->oposx, smoothratio);
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// ty = pp->oposy + mulscale16(pp->posy - pp->oposy, smoothratio);
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// tz = pp->oposz + mulscale16(pp->posz - pp->oposz, smoothratio);
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// tpq16ang = pp->oq16ang + mulscale16(((pp->q16ang + fix16_from_int(1024) - pp->oq16ang) & 0x7FFFFFF) - fix16_from_int(1024), smoothratio);
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// tpq16ang = pp->q16ang
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dist = 0x7fffffff;
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@ -98,7 +98,7 @@ SWBOOL NightVision = FALSE;
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extern SWBOOL FinishedLevel;
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//#define PLAYER_TURN_SCALE (8)
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#define PLAYER_TURN_SCALE (12)
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#define PLAYER_TURN_SCALE (3)
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// the smaller the number the slower the going
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#define PLAYER_RUN_FRICTION (50000L)
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@ -1539,7 +1539,7 @@ DoPlayerCrawlHeight(PLAYERp pp)
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void
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DoPlayerTurn(PLAYERp pp)
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{
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short angvel;
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fix16_t angvel;
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#define TURN_SHIFT 2
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@ -1558,7 +1558,7 @@ DoPlayerTurn(PLAYERp pp)
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// make the first turn in the clockwise direction
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// the rest will follow
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delta_ang = GetDeltaAngle(pp->turn180_target, fix16_to_int(pp->q16ang));
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pp->q16ang = fix16_from_int(NORM_ANGLE(fix16_to_int(pp->q16ang) + (labs(delta_ang) >> TURN_SHIFT)));
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pp->q16ang = fix16_sadd(pp->q16ang, fix16_from_int((labs(delta_ang) >> TURN_SHIFT))) & 0x7FFFFFF;
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SET(pp->Flags, PF_TURN_180);
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}
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@ -1574,7 +1574,7 @@ DoPlayerTurn(PLAYERp pp)
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short delta_ang;
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delta_ang = GetDeltaAngle(pp->turn180_target, fix16_to_int(pp->q16ang));
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pp->q16ang = fix16_from_int(NORM_ANGLE(fix16_to_int(pp->q16ang) + (delta_ang >> TURN_SHIFT)));
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pp->q16ang = fix16_sadd(pp->q16ang, fix16_from_int((delta_ang >> TURN_SHIFT))) & 0x7FFFFFF;
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sprite[pp->PlayerSprite].ang = fix16_to_int(pp->q16ang);
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if (!Prediction)
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@ -1595,15 +1595,14 @@ DoPlayerTurn(PLAYERp pp)
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return;
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}
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angvel = fix16_to_int(pp->input.q16avel) * PLAYER_TURN_SCALE;
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angvel = fix16_smul(pp->input.q16avel, fix16_from_int(PLAYER_TURN_SCALE));
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if (angvel != 0)
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{
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// running is not handled here now
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angvel += DIV4(angvel);
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angvel = fix16_sdiv(angvel, fix16_from_int(4));
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pp->q16ang += fix16_from_int(DIV32(angvel * synctics));
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pp->q16ang = fix16_from_int(NORM_ANGLE(fix16_to_int(pp->q16ang)));
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pp->q16ang = fix16_sadd(pp->q16ang, fix16_sdiv(fix16_smul(angvel, fix16_from_int(synctics)), fix16_from_int(32))) & 0x7FFFFFF;
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// update players sprite angle
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// NOTE: It's also updated in UpdatePlayerSprite, but needs to be
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@ -1622,7 +1621,7 @@ DoPlayerTurn(PLAYERp pp)
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void
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DoPlayerTurnBoat(PLAYERp pp)
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{
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int angvel;
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fix16_t angvel;
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int angslide;
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SECTOR_OBJECTp sop = pp->sop;
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@ -1634,18 +1633,18 @@ DoPlayerTurnBoat(PLAYERp pp)
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angslide = sop->drive_angslide;
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pp->drive_angvel = (pp->drive_angvel + (pp->drive_oangvel*(angslide-1)))/angslide;
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angvel = pp->drive_angvel;
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angvel = fix16_from_int(pp->drive_angvel);
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}
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else
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{
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angvel = fix16_to_int(pp->input.q16avel) * PLAYER_TURN_SCALE;
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angvel += angvel - DIV4(angvel);
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angvel = DIV32(angvel * synctics);
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angvel = fix16_smul(pp->input.q16avel, fix16_from_int(PLAYER_TURN_SCALE));
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angvel = fix16_sadd(angvel, fix16_ssub(angvel, fix16_sdiv(angvel, fix16_from_int(4))));
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angvel = fix16_sdiv(fix16_smul(angvel, fix16_from_int(synctics)), fix16_from_int(32));
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}
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if (angvel != 0)
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{
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pp->q16ang = fix16_from_int(NORM_ANGLE(fix16_to_int(pp->q16ang) + angvel));
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pp->q16ang = fix16_sadd(pp->q16ang, angvel) & 0x7FFFFFF;
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sprite[pp->PlayerSprite].ang = fix16_to_int(pp->q16ang);
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}
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}
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@ -1653,7 +1652,7 @@ DoPlayerTurnBoat(PLAYERp pp)
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void
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DoPlayerTurnTank(PLAYERp pp, int z, int floor_dist)
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{
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int angvel;
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fix16_t angvel;
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SECTOR_OBJECTp sop = pp->sop;
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if (sop->drive_angspeed)
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@ -1666,18 +1665,18 @@ DoPlayerTurnTank(PLAYERp pp, int z, int floor_dist)
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angslide = sop->drive_angslide;
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pp->drive_angvel = (pp->drive_angvel + (pp->drive_oangvel*(angslide-1)))/angslide;
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angvel = pp->drive_angvel;
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angvel = fix16_from_int(pp->drive_angvel);
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}
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else
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{
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angvel = DIV8(fix16_to_int(pp->input.q16avel) * synctics);
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angvel = fix16_sdiv(fix16_smul(pp->input.q16avel, fix16_from_int(synctics)), fix16_from_int(8));
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}
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if (angvel != 0)
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{
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if (MultiClipTurn(pp, NORM_ANGLE(fix16_to_int(pp->q16ang) + angvel), z, floor_dist))
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if (MultiClipTurn(pp, NORM_ANGLE(fix16_to_int(fix16_sadd(pp->q16ang, angvel))), z, floor_dist))
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{
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pp->q16ang = fix16_from_int(NORM_ANGLE(fix16_to_int(pp->q16ang) + angvel));
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pp->q16ang = fix16_sadd(pp->q16ang, angvel) & 0x7FFFFFF;
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sprite[pp->PlayerSprite].ang = fix16_to_int(pp->q16ang);
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}
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}
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@ -1686,7 +1685,7 @@ DoPlayerTurnTank(PLAYERp pp, int z, int floor_dist)
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void
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DoPlayerTurnTankRect(PLAYERp pp, int *x, int *y, int *ox, int *oy)
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{
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int angvel;
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fix16_t angvel;
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SECTOR_OBJECTp sop = pp->sop;
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if (sop->drive_angspeed)
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@ -1699,18 +1698,18 @@ DoPlayerTurnTankRect(PLAYERp pp, int *x, int *y, int *ox, int *oy)
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angslide = sop->drive_angslide;
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pp->drive_angvel = (pp->drive_angvel + (pp->drive_oangvel*(angslide-1)))/angslide;
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angvel = pp->drive_angvel;
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angvel = fix16_from_int(pp->drive_angvel);
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}
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else
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{
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angvel = DIV8(fix16_to_int(pp->input.q16avel) * synctics);
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||||
angvel = fix16_sdiv(fix16_smul(pp->input.q16avel, fix16_from_int(synctics)), fix16_from_int(8));
|
||||
}
|
||||
|
||||
if (angvel != 0)
|
||||
{
|
||||
if (RectClipTurn(pp, NORM_ANGLE(fix16_to_int(pp->q16ang) + angvel), x, y, ox, oy))
|
||||
if (RectClipTurn(pp, NORM_ANGLE(fix16_to_int(fix16_sadd(pp->q16ang, angvel))), x, y, ox, oy))
|
||||
{
|
||||
pp->q16ang = fix16_from_int(NORM_ANGLE(fix16_to_int(pp->q16ang) + angvel));
|
||||
pp->q16ang = fix16_sadd(pp->q16ang, angvel) & 0x7FFFFFF;
|
||||
sprite[pp->PlayerSprite].ang = fix16_to_int(pp->q16ang);
|
||||
}
|
||||
}
|
||||
|
@ -1719,8 +1718,8 @@ DoPlayerTurnTankRect(PLAYERp pp, int *x, int *y, int *ox, int *oy)
|
|||
void
|
||||
DoPlayerTurnTurret(PLAYERp pp)
|
||||
{
|
||||
int angvel;
|
||||
short new_ang;
|
||||
fix16_t angvel;
|
||||
fix16_t new_ang;
|
||||
short diff;
|
||||
SECTOR_OBJECTp sop = pp->sop;
|
||||
SW_PACKET last_input;
|
||||
|
@ -1748,32 +1747,32 @@ DoPlayerTurnTurret(PLAYERp pp)
|
|||
angslide = sop->drive_angslide;
|
||||
pp->drive_angvel = (pp->drive_angvel + (pp->drive_oangvel*(angslide-1)))/angslide;
|
||||
|
||||
angvel = pp->drive_angvel;
|
||||
angvel = fix16_from_int(pp->drive_angvel);
|
||||
}
|
||||
else
|
||||
{
|
||||
angvel = DIV4(fix16_to_int(pp->input.q16avel) * synctics);
|
||||
angvel = fix16_sdiv(fix16_smul(pp->input.q16avel, fix16_from_int(synctics)), fix16_from_int(4));
|
||||
}
|
||||
|
||||
if (angvel != 0)
|
||||
{
|
||||
new_ang = NORM_ANGLE(fix16_to_int(pp->q16ang) + angvel);
|
||||
new_ang = fix16_sadd(pp->q16ang, angvel) & 0x7FFFFFF;
|
||||
|
||||
if (sop->limit_ang_center >= 0)
|
||||
{
|
||||
diff = GetDeltaAngle(new_ang, sop->limit_ang_center);
|
||||
diff = GetDeltaAngle(fix16_to_int(new_ang), sop->limit_ang_center);
|
||||
|
||||
if (labs(diff) >= sop->limit_ang_delta)
|
||||
{
|
||||
if (diff < 0)
|
||||
new_ang = sop->limit_ang_center - sop->limit_ang_delta;
|
||||
new_ang = fix16_from_int(sop->limit_ang_center - sop->limit_ang_delta);
|
||||
else
|
||||
new_ang = sop->limit_ang_center + sop->limit_ang_delta;
|
||||
new_ang = fix16_from_int(sop->limit_ang_center + sop->limit_ang_delta);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
pp->q16ang = fix16_from_int(new_ang);
|
||||
pp->q16ang = new_ang;
|
||||
sprite[pp->PlayerSprite].ang = fix16_to_int(pp->q16ang);
|
||||
}
|
||||
}
|
||||
|
@ -6439,14 +6438,14 @@ DoPlayerDeathHoriz(PLAYERp pp, short target, short speed)
|
|||
{
|
||||
if (pp->q16horiz > fix16_from_int(target))
|
||||
{
|
||||
pp->q16horiz -= fix16_from_int(speed);
|
||||
pp->q16horiz = fix16_ssub(pp->q16horiz, fix16_from_int(speed));
|
||||
if (pp->q16horiz <= fix16_from_int(target))
|
||||
pp->q16horiz = fix16_from_int(target);
|
||||
}
|
||||
|
||||
if (pp->q16horiz < fix16_from_int(target))
|
||||
{
|
||||
pp->q16horiz += fix16_from_int(speed);
|
||||
pp->q16horiz = fix16_sadd(pp->q16horiz, fix16_from_int(speed));
|
||||
if (pp->q16horiz >= fix16_from_int(target))
|
||||
pp->q16horiz = fix16_from_int(target);
|
||||
}
|
||||
|
@ -6546,7 +6545,7 @@ void DoPlayerDeathFollowKiller(PLAYERp pp)
|
|||
ang2 = getangle(kp->x - pp->posx, kp->y - pp->posy);
|
||||
|
||||
delta_ang = GetDeltaAngle(ang2, fix16_to_int(pp->q16ang));
|
||||
pp->q16ang = fix16_from_int(NORM_ANGLE(fix16_to_int(pp->q16ang) + (delta_ang >> 4)));
|
||||
pp->q16ang = fix16_sadd(pp->q16ang, fix16_from_int((delta_ang >> 4))) & 0x7FFFFFF;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -788,7 +788,7 @@ SectorObjectSetupBounds(SECTOR_OBJECTp sop)
|
|||
|
||||
if (pp->posx > xlow && pp->posx < xhigh && pp->posy > ylow && pp->posy < yhigh)
|
||||
{
|
||||
pp->RevolveAng = fix16_to_int(pp->q16ang);
|
||||
pp->RevolveAng = pp->q16ang;
|
||||
pp->RevolveX = pp->posx;
|
||||
pp->RevolveY = pp->posy;
|
||||
pp->RevolveDeltaAng = 0;
|
||||
|
@ -1619,7 +1619,7 @@ MovePlayer(PLAYERp pp, SECTOR_OBJECTp sop, int nx, int ny)
|
|||
{
|
||||
SET(pp->Flags, PF_PLAYER_RIDING);
|
||||
|
||||
pp->RevolveAng = fix16_to_int(pp->q16ang);
|
||||
pp->RevolveAng = pp->q16ang;
|
||||
pp->RevolveX = pp->posx;
|
||||
pp->RevolveY = pp->posy;
|
||||
|
||||
|
@ -1644,7 +1644,7 @@ MovePlayer(PLAYERp pp, SECTOR_OBJECTp sop, int nx, int ny)
|
|||
// save the current information so when Player stops
|
||||
// moving then you
|
||||
// know where he was last
|
||||
pp->RevolveAng = fix16_to_int(pp->q16ang);
|
||||
pp->RevolveAng = pp->q16ang;
|
||||
pp->RevolveX = pp->posx;
|
||||
pp->RevolveY = pp->posy;
|
||||
|
||||
|
@ -1660,13 +1660,13 @@ MovePlayer(PLAYERp pp, SECTOR_OBJECTp sop, int nx, int ny)
|
|||
pp->RevolveY += BOUND_4PIX(ny);
|
||||
|
||||
// Last known angle is now adjusted by the delta angle
|
||||
pp->RevolveAng = NORM_ANGLE(fix16_to_int(pp->q16ang) - pp->RevolveDeltaAng);
|
||||
pp->RevolveAng = fix16_ssub(pp->q16ang, pp->RevolveDeltaAng) & 0x7FFFFFF;
|
||||
}
|
||||
|
||||
// increment Players delta angle
|
||||
pp->RevolveDeltaAng = NORM_ANGLE(pp->RevolveDeltaAng + GlobSpeedSO);
|
||||
pp->RevolveDeltaAng = fix16_sadd(pp->RevolveDeltaAng, fix16_from_int(GlobSpeedSO)) & 0x7FFFFFF;
|
||||
|
||||
rotatepoint(*(vec2_t *)&sop->xmid, *(vec2_t *)&pp->RevolveX, pp->RevolveDeltaAng, (vec2_t *)&pp->posx);
|
||||
rotatepoint(*(vec2_t *)&sop->xmid, *(vec2_t *)&pp->RevolveX, fix16_to_int(pp->RevolveDeltaAng), (vec2_t *)&pp->posx);
|
||||
|
||||
// THIS WAS CAUSING PROLEMS!!!!
|
||||
// Sectors are still being manipulated so you can end up in a void (-1) sector
|
||||
|
@ -1674,7 +1674,7 @@ MovePlayer(PLAYERp pp, SECTOR_OBJECTp sop, int nx, int ny)
|
|||
|
||||
// New angle is formed by taking last known angle and
|
||||
// adjusting by the delta angle
|
||||
pp->q16ang = fix16_from_int(NORM_ANGLE(pp->RevolveAng + pp->RevolveDeltaAng));
|
||||
pp->q16ang = fix16_sadd(pp->RevolveAng, pp->RevolveDeltaAng) & 0x7FFFFFF;
|
||||
|
||||
UpdatePlayerSprite(pp);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue