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- processMovement(): Add scaling for Exhumed's keymove. Input was far too slow and didn't match the others.
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aa14ee1232
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1 changed files with 4 additions and 3 deletions
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@ -1501,10 +1501,11 @@ void processMovement(InputPacket* currInput, InputPacket* inputBuffer, ControlIn
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int const running = !!(inputBuffer->actions & SB_RUN);
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int const running = !!(inputBuffer->actions & SB_RUN);
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int const keymove = gi->playerKeyMove() << running;
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int const keymove = gi->playerKeyMove() << running;
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int const mousevelscale = g_gameType & GAMEFLAG_BLOOD ? 32 : 4;
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int const mousevelscale = g_gameType & GAMEFLAG_BLOOD ? 32 : 4;
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int const cntrlvelscale = g_gameType & GAMEFLAG_PSEXHUMED ? 8 : 1;
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// process mouse and initial controller input.
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// process mouse and initial controller input.
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if (buttonMap.ButtonDown(gamefunc_Strafe) && allowstrafe)
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if (buttonMap.ButtonDown(gamefunc_Strafe) && allowstrafe)
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currInput->svel -= xs_CRoundToInt((hidInput->mousex * mousevelscale) + (scaleAdjust * (hidInput->dyaw * keymove)));
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currInput->svel -= xs_CRoundToInt((hidInput->mousex * mousevelscale) + (scaleAdjust * hidInput->dyaw * keymove));
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else
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else
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currInput->q16avel += FloatToFixed(hidInput->mousex + (scaleAdjust * hidInput->dyaw));
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currInput->q16avel += FloatToFixed(hidInput->mousex + (scaleAdjust * hidInput->dyaw));
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@ -1518,8 +1519,8 @@ void processMovement(InputPacket* currInput, InputPacket* inputBuffer, ControlIn
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// process remaining controller input.
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// process remaining controller input.
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currInput->q16horz -= FloatToFixed(scaleAdjust * hidInput->dpitch);
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currInput->q16horz -= FloatToFixed(scaleAdjust * hidInput->dpitch);
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currInput->svel -= xs_CRoundToInt(scaleAdjust * (hidInput->dx * keymove));
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currInput->svel -= xs_CRoundToInt(scaleAdjust * (hidInput->dx * keymove * cntrlvelscale));
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currInput->fvel -= xs_CRoundToInt(scaleAdjust * (hidInput->dz * keymove));
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currInput->fvel -= xs_CRoundToInt(scaleAdjust * (hidInput->dz * keymove * cntrlvelscale));
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// process keyboard turning keys.
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// process keyboard turning keys.
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if (buttonMap.ButtonDown(gamefunc_Strafe) && allowstrafe)
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if (buttonMap.ButtonDown(gamefunc_Strafe) && allowstrafe)
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