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https://github.com/ZDoom/raze-gles.git
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SW: Fixes and cleanups following backporting upstream's input changes.
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parent
2c0ad0dd12
commit
979c4846a4
5 changed files with 49 additions and 62 deletions
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@ -2016,7 +2016,7 @@ drawscreen(PLAYERp pp)
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if (PedanticMode || pp->sop_control ||
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pp == Player+myconnectindex && TEST(pp->Flags, PF_DEAD))
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{
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tq16ang = camerapp->oq16ang + mulscale16(((camerapp->q16ang + fix16_from_int(1024) - camerapp->oq16ang) & 0x7FFFFFF) - fix16_from_int(1024), smoothratio);
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tq16ang = camerapp->oq16ang + mulscale16(NORM_Q16ANGLE(camerapp->q16ang + fix16_from_int(1024) - camerapp->oq16ang) - fix16_from_int(1024), smoothratio);
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tq16horiz = camerapp->oq16horiz + mulscale16(camerapp->q16horiz - camerapp->oq16horiz, smoothratio);
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}
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else
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@ -2127,7 +2127,7 @@ drawscreen(PLAYERp pp)
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if (dimensionmode != 6)// && !ScreenSavePic)
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{
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// Cameras must be done before the main loop.
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JS_DrawCameras(pp, tx, ty, tz, tq16ang, tq16horiz);
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JS_DrawCameras(pp, tx, ty, tz);
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}
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screen->BeginScene();
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@ -599,8 +599,8 @@ bool LoadLevel(const char *filename)
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currentLevel = &mapList[Level];
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SECRET_SetMapName(currentLevel->DisplayName(), currentLevel->name);
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STAT_NewLevel(currentLevel->labelName);
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return true;
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Player[0].q16ang = fix16_from_int(ang);
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return true;
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}
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void LoadDemoRun(void)
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@ -2577,22 +2577,22 @@ void RunLevel(void)
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handleevents();
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OSD_DispatchQueued();
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D_ProcessEvents();
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faketimerhandler();
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if (LoadGameOutsideMoveLoop)
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{
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return; // Stop the game loop if a savegame was loaded from the menu.
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}
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if (M_Active())
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if (M_Active() || GUICapture || GamePaused)
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{
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ototalclock = (int)totalclock;
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ototalclock = (int)totalclock - (120 / synctics);
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buttonMap.ResetButtonStates();
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}
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else
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{
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faketimerhandler();
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MoveLoop();
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}
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drawscreen(Player + screenpeek);
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if (QuitFlag)
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@ -3070,7 +3070,6 @@ getinput(SW_PACKET *loc, SWBOOL tied)
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static int32_t turnheldtime;
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int32_t momx, momy;
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extern SWBOOL MenuButtonAutoRun;
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extern SWBOOL MenuButtonAutoAim;
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if (Prediction && CommEnabled)
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@ -3109,10 +3108,6 @@ getinput(SW_PACKET *loc, SWBOOL tied)
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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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@ -3205,12 +3200,12 @@ getinput(SW_PACKET *loc, SWBOOL tied)
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}
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else
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{
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q16angvel = fix16_div(fix16_from_int(info.mousex), fix16_from_int(32));
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q16angvel += fix16_from_int(info.dyaw) / analogExtent * (turnamount << 1);
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q16angvel = fix16_div(fix16_from_int(info.mousex), fix16_from_int(45));
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q16angvel += fix16_from_int(info.dyaw * (turnamount << 1) / (analogExtent >> 1));
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}
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if (mouseaim)
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q16aimvel = -fix16_div(fix16_from_int(info.mousey), fix16_from_int(64));
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q16aimvel = -fix16_div(fix16_from_int(info.mousey), fix16_from_int(77));
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else
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vel = -(info.mousey >> 6);
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@ -524,16 +524,13 @@ short camplayerview = 1; // Don't show yourself!
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// Hack job alert!
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// Mirrors and cameras are maintained in the same data structure, but for hardware rendering they cannot be interleaved.
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// So this function replicates JS_DrawMirrors to only process the camera textures but not change any global state.
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void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz, fix16_t tpq16ang, fix16_t tpq16horiz)
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void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz)
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{
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int j, cnt;
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int dist;
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int tposx, tposy; // Camera
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int* longptr;
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fix16_t tang;
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// int tx, ty, tz, tpang; // Interpolate so mirror doesn't
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// drift!
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SWBOOL bIsWallMirror = FALSE;
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camloopcnt += (int32_t)(totalclock - ototalclock);
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@ -755,7 +752,7 @@ void JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, fix16_t tpq16ang, fix16_
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// tx = pp->oposx + mulscale16(pp->posx - pp->oposx, smoothratio);
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// ty = pp->oposy + mulscale16(pp->posy - pp->oposy, smoothratio);
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// tz = pp->oposz + mulscale16(pp->posz - pp->oposz, smoothratio);
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// tpq16ang = pp->oq16ang + mulscale16(((pp->q16ang + fix16_from_int(1024) - pp->oq16ang) & 0x7FFFFFF) - fix16_from_int(1024), smoothratio);
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// tpq16ang = pp->q16ang;
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dist = 0x7fffffff;
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@ -71,8 +71,8 @@ extern SWBOOL mirrorinview;
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extern short NormalVisibility;
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void JAnalyzeSprites(tspriteptr_t tspr);
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void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz, fix16_t tpq16ang, fix16_t tpq16horiz);
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void JS_DrawMirrors(PLAYERp pp,int tx,int ty,int tz, fix16_t tpq16ang, fix16_t tpq16horiz);
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void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz);
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void JS_DrawMirrors(PLAYERp pp,int tx,int ty,int tz,fix16_t tpq16ang,fix16_t tpq16horiz);
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void JS_InitMirrors(void);
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void JS_InitLockouts(void);
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void JS_ToggleLockouts(void);
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@ -1642,7 +1642,6 @@ DoPlayerTurn(PLAYERp pp, fix16_t *pq16ang, fix16_t q16angvel)
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sprite[pp->PlayerUnderSprite].ang = fix16_to_int(*pq16ang);
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}
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}
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}
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}
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@ -1829,7 +1828,6 @@ PlayerAutoLook(PLAYERp pp)
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int x,y,k,j;
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short tempsect;
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if (!TEST(pp->Flags, PF_FLYING|PF_SWIMMING|PF_DIVING|PF_CLIMBING|PF_JUMPING|PF_FALLING))
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{
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if ((PedanticMode || !TEST(pp->Flags, PF_MOUSE_AIMING_ON))
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@ -1841,8 +1839,7 @@ PlayerAutoLook(PLAYERp pp)
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tempsect = pp->cursectnum;
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COVERupdatesector(x, y, &tempsect);
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if (tempsect >= 0) // If the new point is inside a valid
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// sector...
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if (tempsect >= 0) // If the new point is inside a valid sector...
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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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@ -1973,7 +1970,6 @@ DoPlayerHorizon(PLAYERp pp, fix16_t *pq16horiz, fix16_t q16aimvel)
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}
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}
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// this is the unlocked type
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if (TEST_SYNC_KEY(pp, SK_LOOK_UP) || TEST_SYNC_KEY(pp, SK_LOOK_DOWN))
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{
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@ -1999,7 +1995,6 @@ DoPlayerHorizon(PLAYERp pp, fix16_t *pq16horiz, fix16_t q16aimvel)
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}
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}
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if (!TEST(pp->Flags, PF_LOCK_HORIZ))
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{
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if (!(TEST_SYNC_KEY(pp, SK_LOOK_UP) || TEST_SYNC_KEY(pp, SK_LOOK_DOWN)))
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