mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
SW: Make map follow mode work better.
- Input was too fast following input code changes. - Speed of input can now be changed with toggling the run key. - Remove function 'MoveScrollMode2D()' and incorporate into 'getinput()' to reduce code duplication. - Store map follow coordinates in PLAYERp struct and remove old globals.
This commit is contained in:
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4630c8a0b7
commit
8e94c48eff
5 changed files with 126 additions and 193 deletions
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@ -75,7 +75,6 @@ extern short HelpPagePic[];
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extern ParentalStruct aVoxelArray[MAXTILES];
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extern SWBOOL RedrawScreen;
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SWBOOL RedrawCompass=FALSE;
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extern int Follow_posx,Follow_posy;
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int ConnectCopySprite(uspritetype const * tsp);
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void PreDrawStackedWater(void);
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@ -1924,7 +1923,6 @@ short ScreenSavePic = FALSE;
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SWBOOL PicInView(short, SWBOOL);
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void DoPlayerDiveMeter(PLAYERp pp);
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void MoveScrollMode2D(PLAYERp pp);
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void
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drawscreen(PLAYERp pp)
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@ -2193,8 +2191,8 @@ drawscreen(PLAYERp pp)
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if (ScrollMode2D)
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{
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tx = Follow_posx;
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ty = Follow_posy;
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tx = pp->mfposx;
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ty = pp->mfposy;
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}
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for (j = 0; j < MAXSPRITES; j++)
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@ -146,7 +146,6 @@ char DemoText[3][64];
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int DemoTextYstart = 0;
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SWBOOL DoubleInitAWE32 = FALSE;
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int Follow_posx=0,Follow_posy=0;
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SWBOOL NoMeters = FALSE;
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short IntroAnimCount = 0;
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@ -2983,7 +2982,8 @@ void getinput(int const playerNum)
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static int32_t turnheldtime;
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// reset localInput
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// reset objects.
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SW_PACKET input {};
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localInput = {};
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localInput.bits = 0;
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@ -3018,62 +3018,6 @@ void getinput(int const playerNum)
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ControlInfo info;
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CONTROL_GetInput(&info);
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//info.dz = (info.dz * move_scale)>>8;
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//info.dyaw = (info.dyaw * turn_scale)>>8;
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PauseKey(pp);
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if (PauseKeySet)
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return;
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// MAP KEY
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if (buttonMap.ButtonDown(gamefunc_Map))
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{
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buttonMap.ClearButton(gamefunc_Map);
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// Init follow coords
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Follow_posx = pp->posx;
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Follow_posy = pp->posy;
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if (dimensionmode == 3)
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dimensionmode = 5;
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else if (dimensionmode == 5)
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dimensionmode = 6;
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else
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{
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MirrorDelay = 1;
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dimensionmode = 3;
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SetFragBar(pp);
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ScrollMode2D = FALSE;
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SetRedrawScreen(pp);
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}
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}
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// Toggle follow map mode on/off
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if (dimensionmode == 5 || dimensionmode == 6)
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{
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if (buttonMap.ButtonDown(gamefunc_Map_Follow_Mode))
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{
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buttonMap.ClearButton(gamefunc_Map_Follow_Mode);
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ScrollMode2D = !ScrollMode2D;
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Follow_posx = pp->posx;
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Follow_posy = pp->posy;
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}
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}
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// If in 2D follow mode, scroll around using glob vars
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// Tried calling this in domovethings, but key response it too poor, skips key presses
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// Note: ScrollMode2D = Follow mode, so this get called only during follow mode
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if (ScrollMode2D && pp == Player + playerNum && !Prediction)
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MoveScrollMode2D(Player + playerNum);
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// !JIM! Added M_Active() so that you don't move at all while using menus
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if (M_Active() || ScrollMode2D || InputMode)
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return;
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SET_LOC_KEY(localInput.bits, SK_SPACE_BAR, ((!!inputState.GetKeyStatus(KEYSC_SPACE)) | buttonMap.ButtonDown(gamefunc_Open)));
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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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@ -3099,11 +3043,128 @@ void getinput(int const playerNum)
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keymove = NORMALKEYMOVE;
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}
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PauseKey(pp);
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if (PauseKeySet)
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return;
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// MAP KEY
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if (buttonMap.ButtonDown(gamefunc_Map))
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{
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buttonMap.ClearButton(gamefunc_Map);
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// Init follow coords
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pp->mfposx = pp->posx;
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pp->mfposy = pp->posy;
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if (dimensionmode == 3)
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dimensionmode = 5;
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else if (dimensionmode == 5)
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dimensionmode = 6;
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else
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{
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MirrorDelay = 1;
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dimensionmode = 3;
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SetFragBar(pp);
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ScrollMode2D = FALSE;
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SetRedrawScreen(pp);
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}
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}
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// Toggle follow map mode on/off
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if (dimensionmode == 5 || dimensionmode == 6)
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{
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if (buttonMap.ButtonDown(gamefunc_Map_Follow_Mode))
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{
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buttonMap.ClearButton(gamefunc_Map_Follow_Mode);
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ScrollMode2D = !ScrollMode2D;
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pp->mfposx = pp->posx;
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pp->mfposy = pp->posy;
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}
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}
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// If in 2D follow mode, scroll around.
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if (ScrollMode2D && !Prediction)
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{
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extern SWBOOL HelpInputMode, ScrollMode2D;
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keymove = keymove / 6;
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if (M_Active())
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return;
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// Recenter view if told
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if (buttonMap.ButtonDown(gamefunc_Center_View))
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{
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pp->mfposx = pp->posx;
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pp->mfposy = pp->posy;
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}
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// Toggle follow map mode on/off
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if (buttonMap.ButtonDown(gamefunc_Map_Follow_Mode))
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{
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buttonMap.ClearButton(gamefunc_Map_Follow_Mode);
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ScrollMode2D = !ScrollMode2D;
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// Reset coords
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pp->mfposx = pp->posx;
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pp->mfposy = pp->posy;
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}
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if (buttonMap.ButtonDown(gamefunc_Strafe))
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input.svel -= info.dyaw>>2;
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input.svel -= info.dx>>2;
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input.vel = -info.dz>>2;
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if (!ConPanel)
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{
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if (!HelpInputMode)
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{
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if (buttonMap.ButtonDown(gamefunc_Turn_Left))
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input.svel += keymove;
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if (buttonMap.ButtonDown(gamefunc_Turn_Right))
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input.svel += -keymove;
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if (buttonMap.ButtonDown(gamefunc_Move_Forward))
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input.vel += keymove;
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if (buttonMap.ButtonDown(gamefunc_Move_Backward))
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input.vel += -keymove;
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}
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if (!InputMode)
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{
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if (buttonMap.ButtonDown(gamefunc_Strafe_Left))
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input.svel += keymove;
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if (buttonMap.ButtonDown(gamefunc_Strafe_Right))
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input.svel += -keymove;
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}
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}
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input.vel = clamp(input.vel, -MAXVEL, MAXVEL);
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input.svel = clamp(input.svel, -MAXSVEL, MAXSVEL);
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pp->mfposx += mulscale9(input.vel, sintable[NORM_ANGLE(fix16_to_int(pp->q16ang) + 512)]) +
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mulscale9(input.svel, sintable[NORM_ANGLE(fix16_to_int(pp->q16ang))]);
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pp->mfposy += mulscale9(input.vel, sintable[NORM_ANGLE(fix16_to_int(pp->q16ang))]) +
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mulscale9(input.svel, sintable[NORM_ANGLE(fix16_to_int(pp->q16ang) + 1536)]);
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pp->mfposx = max(pp->mfposx, x_min_bound);
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pp->mfposy = max(pp->mfposy, y_min_bound);
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pp->mfposx = min(pp->mfposx, x_max_bound);
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pp->mfposy = min(pp->mfposy, y_max_bound);
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}
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// !JIM! Added M_Active() so that you don't move at all while using menus
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if (M_Active() || ScrollMode2D || InputMode)
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return;
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SET_LOC_KEY(localInput.bits, SK_SPACE_BAR, ((!!inputState.GetKeyStatus(KEYSC_SPACE)) | buttonMap.ButtonDown(gamefunc_Open)));
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info.dz = (info.dz * move_scale)>>8;
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info.dyaw = (info.dyaw * turn_scale)>>8;
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SW_PACKET input {};
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if (buttonMap.ButtonDown(gamefunc_Strafe) && !pp->sop)
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{
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input.svel = -info.mousex;
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@ -1030,6 +1030,9 @@ struct PLAYERstruct
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int
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oposx, oposy, oposz;
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// Map follow mode pos values.
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int32_t mfposx, mfposy;
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// holds last valid move position
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short lv_sectnum;
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int lv_x,lv_y,lv_z;
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@ -1843,7 +1846,6 @@ typedef struct
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extern SPIN Spin[17];
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extern DOOR_AUTO_CLOSE DoorAutoClose[MAX_DOOR_AUTO_CLOSE];
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extern int x_min_bound, y_min_bound, x_max_bound, y_max_bound;
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#define MAXANIM 256
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typedef void ANIM_CALLBACK (ANIMp, void *);
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@ -81,7 +81,6 @@ void pWeaponForceRest(PLAYERp pp);
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#define SO_IDLE_SOUND 1
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extern SWBOOL NoMeters;
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extern int Follow_posx,Follow_posy;
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#define TEST_UNDERWATER(pp) (TEST(sector[(pp)->cursectnum].extra, SECTFX_UNDERWATER))
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extern unsigned char palette_data[256][3]; // Global palette array
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@ -2211,132 +2210,6 @@ void PlayerCheckValidMove(PLAYERp pp)
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}
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}
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void
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MoveScrollMode2D(PLAYERp pp)
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{
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#define TURBOTURNTIME (120/8)
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#define NORMALTURN (12+6)
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#define RUNTURN (28)
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#define PREAMBLETURN 3
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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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ControlInfo scrl_input;
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int32_t keymove;
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int32_t momx, momy;
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static int mfvel=0, mfsvel=0;
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extern SWBOOL HelpInputMode, ScrollMode2D;
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CONTROL_GetInput(&scrl_input);
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mfsvel = mfvel = 0;
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if (M_Active())
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return;
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// Recenter view if told
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if (buttonMap.ButtonDown(gamefunc_Center_View))
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{
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Follow_posx = pp->posx;
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Follow_posy = pp->posy;
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}
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// Toggle follow map mode on/off
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if (buttonMap.ButtonDown(gamefunc_Map_Follow_Mode))
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{
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buttonMap.ClearButton(gamefunc_Map_Follow_Mode);
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ScrollMode2D = !ScrollMode2D;
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// Reset coords
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Follow_posx = pp->posx;
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Follow_posy = pp->posy;
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}
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if (buttonMap.ButtonDown(gamefunc_Strafe))
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mfsvel -= scrl_input.dyaw>>2;
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mfsvel -= scrl_input.dx>>2;
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mfvel = -scrl_input.dz>>2;
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#if 0
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int const running = !!BUTTON(gamefunc_Run) ^ !!TEST(pp->Flags, PF_LOCK_RUN);
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if (running)
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{
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keymove = NORMALKEYMOVE << 1;
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}
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else
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#endif
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{
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keymove = NORMALKEYMOVE;
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}
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if (!HelpInputMode && !ConPanel)
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{
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if (buttonMap.ButtonDown(gamefunc_Turn_Left))
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{
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mfsvel -= -keymove;
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}
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if (buttonMap.ButtonDown(gamefunc_Turn_Right))
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{
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mfsvel -= keymove;
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}
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}
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if (!InputMode && !ConPanel)
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{
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if (buttonMap.ButtonDown(gamefunc_Strafe_Left))
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{
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mfsvel += keymove;
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}
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if (buttonMap.ButtonDown(gamefunc_Strafe_Right))
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{
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mfsvel += -keymove;
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}
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}
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if (!HelpInputMode && !ConPanel)
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{
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if (buttonMap.ButtonDown(gamefunc_Move_Forward))
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{
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mfvel += keymove;
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}
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if (buttonMap.ButtonDown(gamefunc_Move_Backward))
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{
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mfvel += -keymove;
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}
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}
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if (mfvel < -MAXVEL)
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mfvel = -MAXVEL;
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if (mfvel > MAXVEL)
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mfvel = MAXVEL;
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if (mfsvel < -MAXSVEL)
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mfsvel = -MAXSVEL;
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if (mfsvel > MAXSVEL)
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mfsvel = MAXSVEL;
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momx = mulscale9(mfvel, sintable[NORM_ANGLE(fix16_to_int(pp->q16ang) + 512)]);
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momy = mulscale9(mfvel, sintable[NORM_ANGLE(fix16_to_int(pp->q16ang))]);
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momx += mulscale9(mfsvel, sintable[NORM_ANGLE(fix16_to_int(pp->q16ang))]);
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momy += mulscale9(mfsvel, sintable[NORM_ANGLE(fix16_to_int(pp->q16ang) + 1536)]);
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//mfvel = momx;
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//mfsvel = momy;
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Follow_posx += momx;
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Follow_posy += momy;
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Follow_posx = max(Follow_posx, x_min_bound);
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Follow_posy = max(Follow_posy, y_min_bound);
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Follow_posx = min(Follow_posx, x_max_bound);
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Follow_posy = min(Follow_posy, y_max_bound);
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}
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void
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DoPlayerMenuKeys(PLAYERp pp)
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{
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@ -130,7 +130,6 @@ void DoPlayer(void);
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void domovethings(void);
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void InitAllPlayers(void);
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void InitMultiPlayerInfo(void);
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void MoveScrollMode2D(PLAYERp pp);
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void DoPlayerDivePalette(PLAYERp pp);
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void DoPlayerNightVisionPalette(PLAYERp pp);
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void DoPlayerStopDiveNoWarp(PLAYERp pp);
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