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- Blood: Bring in SW's input helpers and hook up within input code.
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1900cf1fcc
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3 changed files with 133 additions and 0 deletions
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@ -152,8 +152,42 @@ static void processMovement(ControlInfo* const hidInput, bool const mouseaim)
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if (!cl_syncinput && gamestate == GS_LEVEL)
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if (!cl_syncinput && gamestate == GS_LEVEL)
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{
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{
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PLAYER* pPlayer = &gPlayer[myconnectindex];
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PLAYER* pPlayer = &gPlayer[myconnectindex];
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applylook(pPlayer, input.q16avel, scaleAdjust);
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applylook(pPlayer, input.q16avel, scaleAdjust);
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if (pPlayer->angTarget)
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{
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fixed_t angDelta = getincangleq16(pPlayer->q16ang, pPlayer->angTarget);
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pPlayer->q16ang = (pPlayer->q16ang + xs_CRoundToInt(scaleAdjust * angDelta));
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if (abs(pPlayer->q16ang - pPlayer->angTarget) < FRACUNIT)
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{
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pPlayer->q16ang = pPlayer->angTarget;
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pPlayer->angTarget = 0;
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}
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}
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else if (pPlayer->angAdjust)
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{
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pPlayer->q16ang = (pPlayer->q16ang + FloatToFixed(scaleAdjust * pPlayer->angAdjust)) & 0x7FFFFFF;
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}
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sethorizon(pPlayer, input.q16horz, scaleAdjust);
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sethorizon(pPlayer, input.q16horz, scaleAdjust);
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if (pPlayer->horizTarget)
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{
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fixed_t horizDelta = pPlayer->horizTarget - pPlayer->q16horiz;
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pPlayer->q16horiz += xs_CRoundToInt(scaleAdjust * horizDelta);
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if (abs(pPlayer->q16horiz - pPlayer->horizTarget) < FRACUNIT)
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{
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pPlayer->q16horiz = pPlayer->horizTarget;
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pPlayer->horizTarget = 0;
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}
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}
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else if (pPlayer->horizAdjust)
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{
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pPlayer->q16horiz += FloatToFixed(scaleAdjust * pPlayer->horizAdjust);
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}
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}
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}
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gInput.fvel = clamp(gInput.fvel + input.fvel, -MAXFVEL, MAXFVEL);
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gInput.fvel = clamp(gInput.fvel + input.fvel, -MAXFVEL, MAXFVEL);
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@ -1304,6 +1304,12 @@ int ActionScan(PLAYER *pPlayer, int *a2, int *a3)
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return -1;
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return -1;
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}
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}
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//---------------------------------------------------------------------------
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//
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// Player's angle function, called in processInput() or from gi->GetInput() as required.
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//
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//---------------------------------------------------------------------------
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void applylook(PLAYER *pPlayer, fixed_t const q16avel, double const scaleAdjust)
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void applylook(PLAYER *pPlayer, fixed_t const q16avel, double const scaleAdjust)
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{
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{
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spritetype *pSprite = pPlayer->pSprite;
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spritetype *pSprite = pPlayer->pSprite;
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@ -1339,6 +1345,12 @@ void applylook(PLAYER *pPlayer, fixed_t const q16avel, double const scaleAdjust)
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pPlayer->angold = pSprite->ang = FixedToInt(pPlayer->q16ang);
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pPlayer->angold = pSprite->ang = FixedToInt(pPlayer->q16ang);
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}
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}
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//---------------------------------------------------------------------------
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//
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// Player's horizon function, called in processInput() or from gi->GetInput() as required.
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//
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//---------------------------------------------------------------------------
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void sethorizon(PLAYER *pPlayer, fixed_t const q16horz, double const scaleAdjust)
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void sethorizon(PLAYER *pPlayer, fixed_t const q16horz, double const scaleAdjust)
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{
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{
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InputPacket *pInput = &pPlayer->input;
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InputPacket *pInput = &pPlayer->input;
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@ -1379,6 +1391,85 @@ void sethorizon(PLAYER *pPlayer, fixed_t const q16horz, double const scaleAdjust
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}
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}
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}
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}
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//---------------------------------------------------------------------------
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//
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// Unsynchronised input helpers.
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//
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//---------------------------------------------------------------------------
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void resetinputhelpers(PLAYER* pPlayer)
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{
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pPlayer->horizAdjust = 0;
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pPlayer->angAdjust = 0;
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pPlayer->pitchAdjust = 0;
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}
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void playerAddAngle(PLAYER* pPlayer, double ang)
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{
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if (!cl_syncinput)
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{
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pPlayer->angAdjust += ang;
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}
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else
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{
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pPlayer->addang(ang);
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}
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}
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void playerSetAngle(PLAYER* pPlayer, double ang)
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{
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if (!cl_syncinput)
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{
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// Cancel out any angle adjustments as we're setting angle now.
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pPlayer->angAdjust = 0;
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// Add slight offset if input angle is coming in as absolute 0.
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if (ang == 0)
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{
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ang += 0.1;
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}
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pPlayer->angTarget = pPlayer->q16ang + getincangleq16(pPlayer->q16ang, FloatToFixed(ang));
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}
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else
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{
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pPlayer->setang(ang);
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}
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}
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void playerAddHoriz(PLAYER* pPlayer, double horiz)
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{
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if (!cl_syncinput)
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{
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pPlayer->horizAdjust += horiz;
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}
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else
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{
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pPlayer->addhoriz(horiz);
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}
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}
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void playerSetHoriz(PLAYER* pPlayer, double horiz)
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{
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if (!cl_syncinput)
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{
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// Cancel out any horizon adjustments as we're setting horizon now.
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pPlayer->horizAdjust = 0;
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// Add slight offset if input horizon is coming in as absolute 0.
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if (horiz == 0)
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{
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horiz += 0.1;
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}
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pPlayer->horizTarget = FloatToFixed(horiz);
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}
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else
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{
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pPlayer->sethoriz(horiz);
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}
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}
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void ProcessInput(PLAYER *pPlayer)
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void ProcessInput(PLAYER *pPlayer)
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{
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{
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enum
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enum
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@ -185,6 +185,14 @@ struct PLAYER
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int player_par;
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int player_par;
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int nWaterPal;
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int nWaterPal;
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POSTURE pPosture[kModeMax][kPostureMax];
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POSTURE pPosture[kModeMax][kPostureMax];
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// Input helper variables and setters.
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double horizAdjust, angAdjust, pitchAdjust;
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fixed_t horizTarget, angTarget;
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void addang(int v) { q16ang = (q16ang + IntToFixed(v)) & 0x7FFFFFF; }
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void setang(int v) { q16ang = IntToFixed(v); }
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void addhoriz(int v) { q16horiz += (IntToFixed(v)); }
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void sethoriz(int v) { q16horiz = IntToFixed(v); }
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};
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};
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struct PROFILE
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struct PROFILE
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