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- Duke/SW: Move each game's check of cl_slopetilting
into calcviewpitch()
backend function.
This commit is contained in:
parent
6d12159006
commit
8003753989
3 changed files with 42 additions and 46 deletions
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@ -378,51 +378,54 @@ void applylook(PlayerAngle* angle, float const avel, ESyncBits* actions, double
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void calcviewpitch(vec2_t const pos, fixedhoriz* horizoff, binangle const ang, bool const aimmode, bool const canslopetilt, int const cursectnum, double const scaleAdjust, bool const climbing)
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{
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if (aimmode && canslopetilt) // If the floor is sloped
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if (cl_slopetilting)
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{
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// Get a point, 512 units ahead of player's position
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int x = pos.x + ang.bcos(-5);
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int y = pos.y + ang.bsin(-5);
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int16_t tempsect = cursectnum;
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updatesector(x, y, &tempsect);
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if (tempsect >= 0) // If the new point is inside a valid sector...
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if (aimmode && canslopetilt) // If the floor is sloped
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{
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// Get the floorz as if the new (x,y) point was still in
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// your sector
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int j = getflorzofslope(cursectnum, pos.x, pos.y);
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int k = getflorzofslope(cursectnum, x, y);
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// Get a point, 512 units ahead of player's position
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int x = pos.x + ang.bcos(-5);
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int y = pos.y + ang.bsin(-5);
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int16_t tempsect = cursectnum;
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updatesector(x, y, &tempsect);
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// If extended point is in same sector as you or the slopes
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// of the sector of the extended point and your sector match
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// closely (to avoid accidently looking straight out when
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// you're at the edge of a sector line) then adjust horizon
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// accordingly
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if (cursectnum == tempsect || abs(getflorzofslope(tempsect, x, y) - k) <= (4 << 8))
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if (tempsect >= 0) // If the new point is inside a valid sector...
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{
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*horizoff += q16horiz(xs_CRoundToInt(scaleAdjust * ((j - k) * 160)));
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// Get the floorz as if the new (x,y) point was still in
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// your sector
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int j = getflorzofslope(cursectnum, pos.x, pos.y);
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int k = getflorzofslope(cursectnum, x, y);
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// If extended point is in same sector as you or the slopes
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// of the sector of the extended point and your sector match
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// closely (to avoid accidently looking straight out when
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// you're at the edge of a sector line) then adjust horizon
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// accordingly
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if (cursectnum == tempsect || abs(getflorzofslope(tempsect, x, y) - k) <= (4 << 8))
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{
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*horizoff += q16horiz(xs_CRoundToInt(scaleAdjust * ((j - k) * 160)));
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}
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}
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}
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}
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if (climbing)
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{
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// tilt when climbing but you can't even really tell it.
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if (horizoff->asq16() < IntToFixed(100))
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*horizoff += q16horiz(xs_CRoundToInt(scaleAdjust * (((IntToFixed(100) - horizoff->asq16()) >> 3) + FRACUNIT)));
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}
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else
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{
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// Make horizoff grow towards 0 since horizoff is not modified when you're not on a slope.
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if (horizoff->asq16() > 0)
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if (climbing)
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{
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*horizoff += q16horiz(xs_CRoundToInt(-scaleAdjust * ((horizoff->asq16() >> 3) + FRACUNIT)));
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if (horizoff->asq16() < 0) *horizoff = q16horiz(0);
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// tilt when climbing but you can't even really tell it.
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if (horizoff->asq16() < IntToFixed(100))
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*horizoff += q16horiz(xs_CRoundToInt(scaleAdjust * (((IntToFixed(100) - horizoff->asq16()) >> 3) + FRACUNIT)));
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}
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if (horizoff->asq16() < 0)
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else
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{
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*horizoff += q16horiz(xs_CRoundToInt(-scaleAdjust * ((horizoff->asq16() >> 3) + FRACUNIT)));
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if (horizoff->asq16() > 0) *horizoff = q16horiz(0);
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// Make horizoff grow towards 0 since horizoff is not modified when you're not on a slope.
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if (horizoff->asq16() > 0)
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{
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*horizoff += q16horiz(xs_CRoundToInt(-scaleAdjust * ((horizoff->asq16() >> 3) + FRACUNIT)));
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if (horizoff->asq16() < 0) *horizoff = q16horiz(0);
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}
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if (horizoff->asq16() < 0)
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{
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*horizoff += q16horiz(xs_CRoundToInt(-scaleAdjust * ((horizoff->asq16() >> 3) + FRACUNIT)));
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if (horizoff->asq16() > 0) *horizoff = q16horiz(0);
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}
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}
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}
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}
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@ -195,11 +195,8 @@ inline double get16thOfHoriz(int const snum, bool const interpolate, double cons
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inline void doslopetilting(player_struct* p, double const scaleAdjust)
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{
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if (cl_slopetilting)
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{
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bool const canslopetilt = p->on_ground && sector[p->cursectnum].lotag != ST_2_UNDERWATER && (sector[p->cursectnum].floorstat & 2);
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calcviewpitch(p->pos.vec2, &p->horizon.horizoff, p->angle.ang, p->aim_mode == 0, canslopetilt, p->cursectnum, scaleAdjust);
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}
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bool const canslopetilt = p->on_ground && sector[p->cursectnum].lotag != ST_2_UNDERWATER && (sector[p->cursectnum].floorstat & 2);
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calcviewpitch(p->pos.vec2, &p->horizon.horizoff, p->angle.ang, p->aim_mode == 0, canslopetilt, p->cursectnum, scaleAdjust);
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}
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@ -1667,12 +1667,8 @@ void SlipSlope(PLAYERp pp)
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void
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DoPlayerHorizon(PLAYERp pp, float const horz, double const scaleAdjust)
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{
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if (cl_slopetilting)
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{
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bool const canslopetilt = !TEST(pp->Flags, PF_FLYING|PF_SWIMMING|PF_DIVING|PF_CLIMBING|PF_JUMPING|PF_FALLING) && TEST(sector[pp->cursectnum].floorstat, FLOOR_STAT_SLOPE);
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calcviewpitch(pp->pos.vec2, &pp->horizon.horizoff, pp->angle.ang, pp->input.actions & SB_AIMMODE, canslopetilt, pp->cursectnum, scaleAdjust, TEST(pp->Flags, PF_CLIMBING));
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}
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bool const canslopetilt = !TEST(pp->Flags, PF_FLYING|PF_SWIMMING|PF_DIVING|PF_CLIMBING|PF_JUMPING|PF_FALLING) && TEST(sector[pp->cursectnum].floorstat, FLOOR_STAT_SLOPE);
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calcviewpitch(pp->pos.vec2, &pp->horizon.horizoff, pp->angle.ang, pp->input.actions & SB_AIMMODE, canslopetilt, pp->cursectnum, scaleAdjust, TEST(pp->Flags, PF_CLIMBING));
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sethorizon(&pp->horizon.horiz, horz, &pp->input.actions, scaleAdjust);
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}
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