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- processMovement()
: Re-arrange parameter variables somewhat so game-specific parameters are at the end and to allow some common defaults so they don't need specifying.
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commit
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6 changed files with 6 additions and 6 deletions
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@ -46,7 +46,7 @@ void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
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InputPacket input {};
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ApplyGlobalInput(gInput, hidInput);
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processMovement(&input, &gInput, hidInput, true, scaleAdjust);
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processMovement(&input, &gInput, hidInput, scaleAdjust);
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if (!cl_syncinput && gamestate == GS_LEVEL)
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{
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@ -1494,7 +1494,7 @@ fixed_t getincangleq16(fixed_t a, fixed_t na)
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//
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//---------------------------------------------------------------------------
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void processMovement(InputPacket* currInput, InputPacket* inputBuffer, ControlInfo* const hidInput, bool const allowstrafe, double const scaleAdjust, double const turnscale, short const drink_amt)
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void processMovement(InputPacket* currInput, InputPacket* inputBuffer, ControlInfo* const hidInput, double const scaleAdjust, short const drink_amt, bool const allowstrafe, double const turnscale)
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{
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// set up variables
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int const running = !!(inputBuffer->actions & SB_RUN);
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@ -67,7 +67,7 @@ void CompleteLevel(MapRecord* map);
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int getincangle(int c, int n);
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fixed_t getincangleq16(fixed_t c, fixed_t n);
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void processMovement(InputPacket* currInput, InputPacket* inputBuffer, ControlInfo* const hidInput, bool const allowstrafe, double const scaleAdjust, double const turnscale = 1, short const drink_amt = 0);
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void processMovement(InputPacket* currInput, InputPacket* inputBuffer, ControlInfo* const hidInput, double const scaleAdjust, short const drink_amt = 0, bool const allowstrafe = true, double const turnscale = 1);
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void sethorizon(fixed_t* q16horiz, fixed_t const q16horz, ESyncBits* actions, double const scaleAdjust);
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void applylook(fixed_t* q16ang, fixed_t* q16look_ang, fixed_t* q16rotscrnang, fixed_t* spin, fixed_t const q16avel, ESyncBits* actions, double const scaleAdjust, bool const crouching);
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void playerAddAngle(fixed_t* q16ang, double* helper, double adjustment);
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@ -119,7 +119,7 @@ void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
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}
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else
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{
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processMovement(&input, &localInput, hidInput, true, scaleAdjust);
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processMovement(&input, &localInput, hidInput, scaleAdjust);
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}
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if (!cl_syncinput)
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@ -910,7 +910,7 @@ void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
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else
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{
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processInputBits(p, hidInput);
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processMovement(&input, &loc, hidInput, true, scaleAdjust, 1, p->drink_amt);
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processMovement(&input, &loc, hidInput, scaleAdjust, p->drink_amt);
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checkCrouchToggle(p);
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FinalizeInput(myconnectindex, input, false);
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}
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@ -205,7 +205,7 @@ void GameInterface::GetInput(InputPacket *packet, ControlInfo* const hidInput)
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PLAYERp pp = &Player[myconnectindex];
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processInputBits(pp, hidInput);
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processMovement(&input, &loc, hidInput, !pp->sop, scaleAdjust, pp->sop_control ? 3. / 1.40625 : 1.);
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processMovement(&input, &loc, hidInput, scaleAdjust, 0, !pp->sop, pp->sop_control ? 3. / 1.40625 : 1.);
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processWeapon(pp);
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if (!cl_syncinput)
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