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Blood: Remove constexpr on player horizon values.
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parent
e6420e1eb4
commit
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4 changed files with 17 additions and 17 deletions
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@ -387,10 +387,10 @@ void ctrlGetInput(void)
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gInput.q16mlook = fix16_clamp(fix16_sadd(gInput.q16mlook, input.q16mlook), fix16_from_int(-127)>>2, fix16_from_int(127)>>2);
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if (gMe && gMe->pXSprite->health != 0 && !gPaused)
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{
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constexpr int upAngle = 289;
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constexpr int downAngle = -347;
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constexpr double lookStepUp = 4.0*upAngle/60.0;
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constexpr double lookStepDown = -4.0*downAngle/60.0;
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int upAngle = 289;
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int downAngle = -347;
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double lookStepUp = 4.0*upAngle/60.0;
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double lookStepDown = -4.0*downAngle/60.0;
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gViewAngle = (gViewAngle + input.q16turn + fix16_from_float(scaleAdjustmentToInterval(gViewAngleAdjust))) & 0x7ffffff;
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if (gViewLookRecenter)
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{
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@ -1204,9 +1204,9 @@ void trPlayerCtrlSetScreenEffect(XSPRITE* pXSource, PLAYER* pPlayer) {
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void trPlayerCtrlSetLookAngle(XSPRITE* pXSource, PLAYER* pPlayer) {
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constexpr int upAngle = 289; constexpr int downAngle = -347;
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constexpr double lookStepUp = 4.0 * upAngle / 60.0;
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constexpr double lookStepDown = -4.0 * downAngle / 60.0;
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int upAngle = 289; int downAngle = -347;
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double lookStepUp = 4.0 * upAngle / 60.0;
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double lookStepDown = -4.0 * downAngle / 60.0;
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int look = pXSource->data2 << 5;
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if (look > 0) pPlayer->q16look = fix16_min(mulscale8(fix16_from_dbl(lookStepUp), look), fix16_from_int(upAngle));
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@ -1574,10 +1574,10 @@ void ProcessInput(PLAYER *pPlayer)
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}
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else
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{
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constexpr int upAngle = 289;
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constexpr int downAngle = -347;
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constexpr double lookStepUp = 4.0*upAngle/60.0;
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constexpr double lookStepDown = -4.0*downAngle/60.0;
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int upAngle = 289;
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int downAngle = -347;
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double lookStepUp = 4.0*upAngle/60.0;
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double lookStepDown = -4.0*downAngle/60.0;
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if (pInput->keyFlags.lookCenter && !pInput->buttonFlags.lookUp && !pInput->buttonFlags.lookDown)
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{
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if (pPlayer->q16look < 0)
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@ -456,10 +456,10 @@ void fakeProcessInput(PLAYER *pPlayer, GINPUT *pInput)
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else
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predict.at24 = 0;
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#endif
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constexpr int upAngle = 289;
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constexpr int downAngle = -347;
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constexpr double lookStepUp = 4.0*upAngle/60.0;
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constexpr double lookStepDown = -4.0*downAngle/60.0;
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int upAngle = 289;
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int downAngle = -347;
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double lookStepUp = 4.0*upAngle/60.0;
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double lookStepDown = -4.0*downAngle/60.0;
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if (predict.at6e && !pInput->buttonFlags.lookUp && !pInput->buttonFlags.lookDown)
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{
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if (predict.at20 < 0)
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@ -3189,8 +3189,8 @@ void viewDrawScreen(bool sceneonly)
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}
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if (gView == gMe && (numplayers <= 1 || gPrediction) && gView->pXSprite->health != 0 && !VanillaMode())
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{
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constexpr int upAngle = 289;
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constexpr int downAngle = -347;
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int upAngle = 289;
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int downAngle = -347;
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fix16_t q16look;
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cA = gViewAngle;
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q16look = gViewLook;
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