- wrap all checks of cl_syncinput in an inline function.

This commit is contained in:
Christoph Oelckers 2020-11-30 23:40:16 +01:00
parent f429871cc6
commit ae36ea88c3
20 changed files with 57 additions and 52 deletions

View file

@ -49,7 +49,7 @@ void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
ApplyGlobalInput(gInput, hidInput);
processMovement(&input, &gInput, hidInput, scaleAdjust);
if (!cl_syncinput && gamestate == GS_LEVEL)
if (!SyncInput() && gamestate == GS_LEVEL)
{
// Perform unsynchronised angle/horizon if not dead.
if (gView->pXSprite->health != 0)

View file

@ -1433,7 +1433,7 @@ void ProcessInput(PLAYER *pPlayer)
}
}
if (cl_syncinput)
if (SyncInput())
{
applylook(&pPlayer->angle, pInput->avel, &pInput->actions);
}
@ -1560,7 +1560,7 @@ void ProcessInput(PLAYER *pPlayer)
pInput->actions &= ~SB_OPEN;
}
if (cl_syncinput)
if (SyncInput())
{
sethorizon(&pPlayer->horizon.horiz, pInput->horz, &pInput->actions);
}

View file

@ -568,7 +568,7 @@ void viewDrawScreen(bool sceneonly)
v4c = finterpolate(predictOld.at1c, predict.at1c, gInterpolate);
v48 = finterpolate(predictOld.at18, predict.at18, gInterpolate);
if (!cl_syncinput)
if (!SyncInput())
{
cA = bamang(predict.at30.asbam() + predict.look_ang.asbam());
cH = predict.at24;
@ -596,7 +596,7 @@ void viewDrawScreen(bool sceneonly)
v4c = finterpolate(pView->at1c, gView->swayWidth, gInterpolate);
v48 = finterpolate(pView->at18, gView->swayHeight, gInterpolate);
if (!cl_syncinput)
if (!SyncInput())
{
cA = gView->angle.sum();
cH = gView->horizon.horiz;

View file

@ -29,7 +29,7 @@ struct PlayerHorizon
void addadjustment(double value)
{
if (!cl_syncinput)
if (!SyncInput())
{
adjustment += value * FRACUNIT;
}
@ -46,7 +46,7 @@ struct PlayerHorizon
void settarget(double value, bool backup = false)
{
if (!cl_syncinput && !backup)
if (!SyncInput() && !backup)
{
target = value * FRACUNIT;
if (target == 0) target += 1;
@ -117,7 +117,7 @@ struct PlayerAngle
void addadjustment(int value)
{
if (!cl_syncinput)
if (!SyncInput())
{
adjustment += BAngToBAM(value);
}
@ -129,7 +129,7 @@ struct PlayerAngle
void addadjustment(double value)
{
if (!cl_syncinput)
if (!SyncInput())
{
adjustment += value * BAMUNIT;
}
@ -141,7 +141,7 @@ struct PlayerAngle
void addadjustment(lookangle value)
{
if (!cl_syncinput)
if (!SyncInput())
{
adjustment += value.asbam();
}
@ -153,7 +153,7 @@ struct PlayerAngle
void addadjustment(binangle value)
{
if (!cl_syncinput)
if (!SyncInput())
{
adjustment += value.asbam();
}
@ -170,7 +170,7 @@ struct PlayerAngle
void settarget(int value, bool backup = false)
{
if (!cl_syncinput && !backup)
if (!SyncInput() && !backup)
{
target = (ang + getincanglebam(ang, buildang(value))).asbam();
if (target == 0) target += 1;
@ -184,7 +184,7 @@ struct PlayerAngle
void settarget(double value, bool backup = false)
{
if (!cl_syncinput && !backup)
if (!SyncInput() && !backup)
{
target = (ang + getincanglebam(ang, buildfang(value))).asbam();
if (target == 0) target += 1;
@ -198,7 +198,7 @@ struct PlayerAngle
void settarget(binangle value, bool backup = false)
{
if (!cl_syncinput && !backup)
if (!SyncInput() && !backup)
{
target = (ang + getincanglebam(ang, value)).asbam();
if (target == 0) target += 1;
@ -261,7 +261,7 @@ struct PlayerAngle
double look_anghalf(double const smoothratio)
{
return (!cl_syncinput ? look_ang : interpolatedlookang(smoothratio)).asbam() * (0.5 / BAMUNIT); // Used within draw code for weapon and crosshair when looking left/right.
return (!SyncInput() ? look_ang : interpolatedlookang(smoothratio)).asbam() * (0.5 / BAMUNIT); // Used within draw code for weapon and crosshair when looking left/right.
}
};

View file

@ -460,7 +460,7 @@ void ApplyGlobalInput(InputPacket& input, ControlInfo* hidInput, bool const crou
double InputScale()
{
if (!cl_syncinput)
if (!SyncInput())
{
double now = I_msTimeF();
double elapsedInputTicks = lastCheck > 0 ? min(now - lastCheck, 1000.0 / GameTicRate) : 1;

View file

@ -105,3 +105,8 @@ void SetupGameButtons();
void ApplyGlobalInput(InputPacket& input, ControlInfo* const hidInput, bool const crouchable = true, bool const disableToggle = false);
extern ESyncBits ActionsToSend;
double InputScale();
inline bool SyncInput()
{
return cl_syncinput;
}

View file

@ -519,7 +519,7 @@ void TryRunTics (void)
gi->Predict(myconnectindex);
#endif
}
if (!cl_syncinput)
if (!SyncInput())
{
I_GetEvent();
auto input = CONTROL_GetInput();

View file

@ -120,7 +120,7 @@ void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
processMovement(&input, &localInput, hidInput, scaleAdjust);
}
if (!cl_syncinput)
if (!SyncInput())
{
if (!nFreeze)
{

View file

@ -918,7 +918,7 @@ void FuncPlayer(int a, int nDamage, int nRun)
}
// loc_1A494:
if (cl_syncinput)
if (SyncInput())
{
Player* pPlayer = &PlayerList[nPlayer];
applylook(&pPlayer->angle, sPlayerInput[nPlayer].nAngle, &sPlayerInput[nLocalPlayer].actions);
@ -2637,7 +2637,7 @@ loc_1BD2E:
PlayerList[nPlayer].field_2 = 0;
}
if (cl_syncinput)
if (SyncInput())
{
Player* pPlayer = &PlayerList[nPlayer];
sethorizon(&pPlayer->horizon.horiz, sPlayerInput[nPlayer].pan, &sPlayerInput[nLocalPlayer].actions);

View file

@ -239,7 +239,7 @@ void DrawView(double smoothRatio, bool sceneonly)
nSector = nPlayerViewSect[nLocalPlayer];
updatesector(playerX, playerY, &nSector);
if (!cl_syncinput)
if (!SyncInput())
{
nAngle = PlayerList[nLocalPlayer].angle.sum();
rotscrnang = PlayerList[nLocalPlayer].angle.rotscrnang;
@ -273,7 +273,7 @@ void DrawView(double smoothRatio, bool sceneonly)
viewz = playerZ + nQuake[nLocalPlayer];
int floorZ = sector[sprite[nPlayerSprite].sectnum].floorz;
if (!cl_syncinput)
if (!SyncInput())
{
pan = PlayerList[nLocalPlayer].horizon.sum();
}

View file

@ -281,7 +281,7 @@ void displayweapon_d(int snum, double smoothratio)
o = 0;
horiz16th = get16thOfHoriz(snum, cl_syncinput, smoothratio);
horiz16th = get16thOfHoriz(snum, SyncInput(), smoothratio);
look_anghalf = p->angle.look_anghalf(smoothratio);
looking_arc = fabs(look_anghalf) / 4.5;
weapon_sway = p->oweapon_sway + fmulscale16(p->weapon_sway - p->oweapon_sway, smoothratio);

View file

@ -128,7 +128,7 @@ void displayweapon_r(int snum, double smoothratio)
look_anghalf = p->angle.look_anghalf(smoothratio);
looking_arc = fabs(look_anghalf) / 4.5;
weapon_sway = p->oweapon_sway + fmulscale16((p->weapon_sway - p->oweapon_sway), smoothratio);
TiltStatus = !cl_syncinput ? p->TiltStatus : p->oTiltStatus + fmulscale16((p->TiltStatus - p->oTiltStatus), smoothratio);
TiltStatus = !SyncInput() ? p->TiltStatus : p->oTiltStatus + fmulscale16((p->TiltStatus - p->oTiltStatus), smoothratio);
if (shadedsector[p->cursectnum] == 1)
shade = 16;

View file

@ -815,7 +815,7 @@ static void FinalizeInput(int playerNum, InputPacket& input, bool vehicle)
{
// input.avel already added to loc in processMovement()
loc.avel = clamp(loc.avel, -MAXANGVEL, MAXANGVEL);
if (!cl_syncinput && input.avel)
if (!SyncInput() && input.avel)
{
p->angle.spin = bamlook(0);
}
@ -863,7 +863,7 @@ void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
processVehicleInput(p, hidInput, input, scaleAdjust);
FinalizeInput(myconnectindex, input, true);
if (!cl_syncinput && p->GetActor()->s.extra > 0)
if (!SyncInput() && p->GetActor()->s.extra > 0)
{
p->apply_seasick(scaleAdjust);
}
@ -875,7 +875,7 @@ void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
FinalizeInput(myconnectindex, input, false);
}
if (!cl_syncinput)
if (!SyncInput())
{
if (p->GetActor()->s.extra > 0)
{

View file

@ -2760,7 +2760,7 @@ void processinput_d(int snum)
pact->floorz = fz;
pact->ceilingz = cz;
if (cl_syncinput)
if (SyncInput())
{
p->horizon.backup();
calcviewpitch(p, 1);
@ -2883,7 +2883,7 @@ void processinput_d(int snum)
p->posxv = 0;
p->posyv = 0;
}
else if (cl_syncinput)
else if (SyncInput())
{
//p->ang += syncangvel * constant
//ENGINE calculates angvel for you
@ -3121,7 +3121,7 @@ HORIZONLY:
playerAimDown(snum, actions);
}
if (cl_syncinput)
if (SyncInput())
{
sethorizon(&p->horizon.horiz, PlayerHorizon(snum), &p->sync.actions);
}

View file

@ -3429,7 +3429,7 @@ void processinput_r(int snum)
pact->floorz = fz;
pact->ceilingz = cz;
if (cl_syncinput)
if (SyncInput())
{
p->horizon.backup();
calcviewpitch(p, 1);
@ -3623,7 +3623,7 @@ void processinput_r(int snum)
p->posxv = 0;
p->posyv = 0;
}
else if (cl_syncinput)
else if (SyncInput())
{
//p->ang += syncangvel * constant
//ENGINE calculates angvel for you
@ -3991,7 +3991,7 @@ HORIZONLY:
p->horizon.addadjustment(-d);
}
if (cl_syncinput)
if (SyncInput())
{
sethorizon(&p->horizon.horiz, PlayerHorizon(snum), &p->sync.actions);
}

View file

@ -538,14 +538,14 @@ void displayrooms(int snum, double smoothratio)
setgamepalette(setpal(p));
// set screen rotation.
rotscrnang = !cl_syncinput ? p->angle.rotscrnang : p->angle.interpolatedrotscrn(smoothratio);
rotscrnang = !SyncInput() ? p->angle.rotscrnang : p->angle.interpolatedrotscrn(smoothratio);
if ((snum == myconnectindex) && (numplayers > 1))
{
cposx = omyx + xs_CRoundToInt(fmulscale16(myx - omyx, smoothratio));
cposy = omyy + xs_CRoundToInt(fmulscale16(myy - omyy, smoothratio));
cposz = omyz + xs_CRoundToInt(fmulscale16(myz - omyz, smoothratio));
if (cl_syncinput)
if (SyncInput())
{
fixed_t ohorz = (omyhoriz + omyhorizoff).asq16();
fixed_t horz = (myhoriz + myhorizoff).asq16();
@ -564,7 +564,7 @@ void displayrooms(int snum, double smoothratio)
cposx = p->oposx + xs_CRoundToInt(fmulscale16(p->posx - p->oposx, smoothratio));
cposy = p->oposy + xs_CRoundToInt(fmulscale16(p->posy - p->oposy, smoothratio));
cposz = p->oposz + xs_CRoundToInt(fmulscale16(p->posz - p->oposz, smoothratio));
if (cl_syncinput)
if (SyncInput())
{
// Original code for when the values are passed through the sync struct
choriz = p->horizon.interpolatedsum(smoothratio);

View file

@ -1652,7 +1652,7 @@ drawscreen(PLAYERp pp, double smoothratio)
// Interpolate the player's angle while on a sector object, just like VoidSW.
// This isn't needed for the turret as it was fixable, but moving sector objects are problematic.
if (cl_syncinput || pp != Player+myconnectindex)
if (SyncInput() || pp != Player+myconnectindex)
{
tang = camerapp->angle.interpolatedsum(smoothratio);
thoriz = camerapp->horizon.interpolatedsum(smoothratio);

View file

@ -203,7 +203,7 @@ void GameInterface::GetInput(InputPacket *packet, ControlInfo* const hidInput)
processMovement(&input, &loc, hidInput, scaleAdjust, 0, !pp->sop, pp->sop_control ? 3. / 1.40625 : 1.);
processWeapon(pp);
if (!cl_syncinput)
if (!SyncInput())
{
if (TEST(pp->Flags2, PF2_INPUT_CAN_AIM))
{

View file

@ -252,7 +252,7 @@ void so_updateinterpolations(void) // Stick at beginning of domovethings
for (sop = SectorObject, interp = so_interpdata;
sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++, interp++)
{
bool skip = !cl_syncinput && (sop->track == SO_TURRET);
bool skip = !SyncInput() && (sop->track == SO_TURRET);
if (SO_EMPTY(sop) || skip)
continue;
if (interp->tic < interp->lasttic)
@ -291,7 +291,7 @@ void so_dointerpolations(int32_t smoothratio) // Stick at b
for (sop = SectorObject, interp = so_interpdata;
sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++, interp++)
{
bool skip = !cl_syncinput && (sop->track == SO_TURRET);
bool skip = !SyncInput() && (sop->track == SO_TURRET);
if (SO_EMPTY(sop) || skip)
continue;
@ -318,7 +318,7 @@ void so_dointerpolations(int32_t smoothratio) // Stick at b
for (sop = SectorObject, interp = so_interpdata;
sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++, interp++)
{
bool skip = !cl_syncinput && (sop->track == SO_TURRET);
bool skip = !SyncInput() && (sop->track == SO_TURRET);
if (SO_EMPTY(sop) || skip)
continue;
@ -378,7 +378,7 @@ void so_restoreinterpolations(void) // Stick at end of drawscree
for (sop = SectorObject, interp = so_interpdata;
sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++, interp++)
{
bool skip = !cl_syncinput && (sop->track == SO_TURRET);
bool skip = !SyncInput() && (sop->track == SO_TURRET);
if (SO_EMPTY(sop) || skip)
continue;

View file

@ -2142,7 +2142,7 @@ DoPlayerMove(PLAYERp pp)
SlipSlope(pp);
if (!cl_syncinput)
if (!SyncInput())
{
SET(pp->Flags2, PF2_INPUT_CAN_TURN_GENERAL);
}
@ -2270,7 +2270,7 @@ DoPlayerMove(PLAYERp pp)
DoPlayerSetWadeDepth(pp);
if (!cl_syncinput)
if (!SyncInput())
{
SET(pp->Flags2, PF2_INPUT_CAN_AIM);
}
@ -2433,7 +2433,7 @@ DoPlayerMoveBoat(PLAYERp pp)
PlaySOsound(pp->sop->mid_sector,SO_IDLE_SOUND);
}
if (!cl_syncinput)
if (!SyncInput())
{
SET(pp->Flags2, PF2_INPUT_CAN_TURN_BOAT);
}
@ -2488,7 +2488,7 @@ DoPlayerMoveBoat(PLAYERp pp)
OperateSectorObject(pp->sop, pp->angle.ang.asbuild(), pp->posx, pp->posy);
pp->cursectnum = save_sectnum; // for speed
if (!cl_syncinput)
if (!SyncInput())
{
SET(pp->Flags2, PF2_INPUT_CAN_AIM);
}
@ -2939,7 +2939,7 @@ DoPlayerMoveVehicle(PLAYERp pp)
}
else
{
if (!cl_syncinput)
if (!SyncInput())
{
SET(pp->Flags2, PF2_INPUT_CAN_TURN_VEHICLE);
}
@ -2984,7 +2984,7 @@ DoPlayerMoveVehicle(PLAYERp pp)
OperateSectorObject(pp->sop, pp->angle.ang.asbuild(), pp->posx, pp->posy);
pp->cursectnum = save_sectnum; // for speed
if (!cl_syncinput)
if (!SyncInput())
{
SET(pp->Flags2, PF2_INPUT_CAN_AIM);
}
@ -3007,7 +3007,7 @@ DoPlayerMoveTurret(PLAYERp pp)
PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND);
}
if (!cl_syncinput)
if (!SyncInput())
{
SET(pp->Flags2, PF2_INPUT_CAN_TURN_TURRET);
}
@ -3021,7 +3021,7 @@ DoPlayerMoveTurret(PLAYERp pp)
else
SET(pp->Flags, PF_PLAYER_MOVED);
if (!cl_syncinput)
if (!SyncInput())
{
SET(pp->Flags2, PF2_INPUT_CAN_AIM);
}
@ -3600,7 +3600,7 @@ DoPlayerClimb(PLAYERp pp)
sp->z = pp->posz + PLAYER_HEIGHT;
changespritesect(pp->PlayerSprite, pp->cursectnum);
if (!cl_syncinput)
if (!SyncInput())
{
SET(pp->Flags2, PF2_INPUT_CAN_AIM);
}
@ -6169,7 +6169,7 @@ void DoPlayerDeathFollowKiller(PLAYERp pp)
// allow turning
if (TEST(pp->Flags, PF_DEAD_HEAD|PF_HEAD_CONTROL))
{
if (!cl_syncinput)
if (!SyncInput())
{
SET(pp->Flags2, PF2_INPUT_CAN_TURN_GENERAL);
}