diff --git a/source/blood/src/controls.cpp b/source/blood/src/controls.cpp index 324d90090..6888bbba4 100644 --- a/source/blood/src/controls.cpp +++ b/source/blood/src/controls.cpp @@ -54,7 +54,7 @@ void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput) // Perform unsynchronised angle/horizon if not dead. if (gView->pXSprite->health != 0) { - applylook(&pPlayer->angle, input.avel, &pPlayer->input.actions, scaleAdjust, pPlayer->posture != 0); + applylook(&pPlayer->angle, input.avel, &pPlayer->input.actions, scaleAdjust); sethorizon(&pPlayer->horizon.horiz, input.horz, &pPlayer->input.actions, scaleAdjust); } diff --git a/source/blood/src/player.cpp b/source/blood/src/player.cpp index 661e90a44..d024b2a0f 100644 --- a/source/blood/src/player.cpp +++ b/source/blood/src/player.cpp @@ -1445,7 +1445,7 @@ void ProcessInput(PLAYER *pPlayer) if (cl_syncinput) { - applylook(&pPlayer->angle, pInput->avel, &pInput->actions, 1, pPlayer->posture != 0); + applylook(&pPlayer->angle, pInput->avel, &pInput->actions); UpdatePlayerSpriteAngle(pPlayer); } @@ -1569,7 +1569,7 @@ void ProcessInput(PLAYER *pPlayer) if (cl_syncinput) { - sethorizon(&pPlayer->horizon.horiz, pInput->horz, &pInput->actions, 1); + sethorizon(&pPlayer->horizon.horiz, pInput->horz, &pInput->actions); } int nSector = pSprite->sectnum; diff --git a/source/core/gameinput.cpp b/source/core/gameinput.cpp index 431b8c720..0e771b16e 100644 --- a/source/core/gameinput.cpp +++ b/source/core/gameinput.cpp @@ -298,7 +298,7 @@ void sethorizon(fixedhoriz* horiz, float const horz, ESyncBits* actions, double // //--------------------------------------------------------------------------- -void applylook(PlayerAngle* angle, float const avel, ESyncBits* actions, double const scaleAdjust, bool const crouching) +void applylook(PlayerAngle* angle, float const avel, ESyncBits* actions, double const scaleAdjust) { // return q16rotscrnang to 0 and set to 0 if less than a quarter of a unit angle->rotscrnang -= bamlook(xs_CRoundToInt(scaleAdjust * angle->rotscrnang.asbam() * (15. / GameTicRate))); @@ -335,7 +335,7 @@ void applylook(PlayerAngle* angle, float const avel, ESyncBits* actions, double if (angle->spin.asbam() < 0) { // return spin to 0 - lookangle add = bamlook(xs_CRoundToUInt(scaleAdjust * ((!crouching ? 3840. : 1920.) / GameTicRate) * BAMUNIT)); + lookangle add = bamlook(xs_CRoundToUInt(scaleAdjust * ((!(*actions & SB_CROUCH) ? 3840. : 1920.) / GameTicRate) * BAMUNIT)); angle->spin += add; if (angle->spin.asbam() > 0) { diff --git a/source/core/gameinput.h b/source/core/gameinput.h index 3e82f6054..a0252e0cd 100644 --- a/source/core/gameinput.h +++ b/source/core/gameinput.h @@ -193,5 +193,5 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, Pl FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerHorizon& w, PlayerHorizon* def); void processMovement(InputPacket* currInput, InputPacket* inputBuffer, ControlInfo* const hidInput, double const scaleAdjust, int const drink_amt = 0, bool const allowstrafe = true, double const turnscale = 1); -void sethorizon(fixedhoriz* horiz, float const horz, ESyncBits* actions, double const scaleAdjust); -void applylook(PlayerAngle* angle, float const avel, ESyncBits* actions, double const scaleAdjust, bool const crouching); +void sethorizon(fixedhoriz* horiz, float const horz, ESyncBits* actions, double const scaleAdjust = 1); +void applylook(PlayerAngle* angle, float const avel, ESyncBits* actions, double const scaleAdjust = 1); diff --git a/source/exhumed/src/input.cpp b/source/exhumed/src/input.cpp index b53770bb7..2158f9c35 100644 --- a/source/exhumed/src/input.cpp +++ b/source/exhumed/src/input.cpp @@ -124,7 +124,7 @@ void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput) { if (!nFreeze) { - applylook(&pPlayer->angle, input.avel, &sPlayerInput[nLocalPlayer].actions, scaleAdjust, eyelevel[nLocalPlayer] > -14080); + applylook(&pPlayer->angle, input.avel, &sPlayerInput[nLocalPlayer].actions, scaleAdjust); sethorizon(&pPlayer->horizon.horiz, input.horz, &sPlayerInput[nLocalPlayer].actions, scaleAdjust); } diff --git a/source/exhumed/src/player.cpp b/source/exhumed/src/player.cpp index 632d46a59..f3725f8e0 100644 --- a/source/exhumed/src/player.cpp +++ b/source/exhumed/src/player.cpp @@ -921,7 +921,7 @@ void FuncPlayer(int a, int nDamage, int nRun) if (cl_syncinput) { Player* pPlayer = &PlayerList[nPlayer]; - applylook(&pPlayer->angle, sPlayerInput[nPlayer].nAngle, &sPlayerInput[nLocalPlayer].actions, 1, eyelevel[nLocalPlayer] > -14080); + applylook(&pPlayer->angle, sPlayerInput[nPlayer].nAngle, &sPlayerInput[nLocalPlayer].actions); UpdatePlayerSpriteAngle(pPlayer); } @@ -2640,7 +2640,7 @@ loc_1BD2E: if (cl_syncinput) { Player* pPlayer = &PlayerList[nPlayer]; - sethorizon(&pPlayer->horizon.horiz, sPlayerInput[nPlayer].pan, &sPlayerInput[nLocalPlayer].actions, 1); + sethorizon(&pPlayer->horizon.horiz, sPlayerInput[nPlayer].pan, &sPlayerInput[nLocalPlayer].actions); } } else // else, player's health is less than 0 diff --git a/source/games/duke/src/input.cpp b/source/games/duke/src/input.cpp index b3724a219..20ab0129f 100644 --- a/source/games/duke/src/input.cpp +++ b/source/games/duke/src/input.cpp @@ -887,7 +887,7 @@ void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput) // Do these in the same order as the old code. calcviewpitch(p, scaleAdjust); processavel(p, &input.avel); - applylook(&p->angle, input.avel, &p->sync.actions, scaleAdjust, p->sync.actions & SB_CROUCH); + applylook(&p->angle, input.avel, &p->sync.actions, scaleAdjust); sethorizon(&p->horizon.horiz, input.horz, &p->sync.actions, scaleAdjust); } diff --git a/source/games/duke/src/player_d.cpp b/source/games/duke/src/player_d.cpp index 6a2066a29..4d721ed50 100644 --- a/source/games/duke/src/player_d.cpp +++ b/source/games/duke/src/player_d.cpp @@ -2892,7 +2892,7 @@ void processinput_d(int snum) // may still be needed later for demo recording processavel(p, &sb_avel); - applylook(&p->angle, sb_avel, &p->sync.actions, 1, actions & SB_CROUCH); + applylook(&p->angle, sb_avel, &p->sync.actions); } if (p->spritebridge == 0) @@ -3126,7 +3126,7 @@ HORIZONLY: if (cl_syncinput) { - sethorizon(&p->horizon.horiz, PlayerHorizon(snum), &p->sync.actions, 1); + sethorizon(&p->horizon.horiz, PlayerHorizon(snum), &p->sync.actions); } checkhardlanding(p); diff --git a/source/games/duke/src/player_r.cpp b/source/games/duke/src/player_r.cpp index cb12bf079..ba97ad276 100644 --- a/source/games/duke/src/player_r.cpp +++ b/source/games/duke/src/player_r.cpp @@ -3635,7 +3635,7 @@ void processinput_r(int snum) // may still be needed later for demo recording processavel(p, &sb_avel); - applylook(&p->angle, sb_avel, &p->sync.actions, 1, actions & SB_CROUCH); + applylook(&p->angle, sb_avel, &p->sync.actions); apply_seasick(p, 1); } @@ -3998,7 +3998,7 @@ HORIZONLY: if (cl_syncinput) { - sethorizon(&p->horizon.horiz, PlayerHorizon(snum), &p->sync.actions, 1); + sethorizon(&p->horizon.horiz, PlayerHorizon(snum), &p->sync.actions); } checkhardlanding(p); diff --git a/source/sw/src/player.cpp b/source/sw/src/player.cpp index ff715be03..90eb5b50d 100644 --- a/source/sw/src/player.cpp +++ b/source/sw/src/player.cpp @@ -1521,7 +1521,7 @@ UpdatePlayerSpriteAngle(PLAYERp pp) void DoPlayerTurn(PLAYERp pp, float const avel, double const scaleAdjust) { - applylook(&pp->angle, avel, &pp->input.actions, scaleAdjust, pp->input.actions & SB_CROUCH); + applylook(&pp->angle, avel, &pp->input.actions, scaleAdjust); UpdatePlayerSpriteAngle(pp); }