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https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
Exhumed: Fix look up/down in line with input amendments.
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parent
2ddc442e48
commit
b801a73db9
5 changed files with 31 additions and 60 deletions
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@ -2227,7 +2227,7 @@ GAMELOOP:
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lLocalCodes = 0;
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nPlayerDAng = 0;
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sPlayerInput[nLocalPlayer].horizon = nVertPan[nLocalPlayer];
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sPlayerInput[nLocalPlayer].horizon = PlayerList[nLocalPlayer].q16horiz;
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}
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// loc_11F72:
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@ -2334,7 +2334,7 @@ GAMELOOP:
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lLocalCodes = 0;
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nPlayerDAng = 0;
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sPlayerInput[nLocalPlayer].horizon = nVertPan[nLocalPlayer];
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sPlayerInput[nLocalPlayer].horizon = PlayerList[nLocalPlayer].q16horiz;
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while (levelnew < 0 && totalclock >= tclocks + 4)
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{
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@ -2882,7 +2882,7 @@ int DoSpiritHead()
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{
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static short word_964E6 = 0;
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nVertPan[0] += (nDestVertPan[0] - nVertPan[0]) / 4;
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PlayerList[0].q16horiz = fix16_sadd(PlayerList[0].q16horiz, fix16_sdiv(fix16_ssub(nDestVertPan[0], PlayerList[0].q16horiz), fix16_from_int(4)));
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tileInvalidate(kTileRamsesWorkTile, -1, -1);
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@ -276,66 +276,44 @@ void PlayerInterruptKeys()
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localInput.yVel = clamp(localInput.yVel + input.yVel, -12, 12);
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localInput.xVel = clamp(localInput.xVel + input.xVel, -12, 12);
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localInput.nAngle = fix16_sadd(localInput.nAngle, input.nAngle);
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localInput.nAngle = fix16_sadd(localInput.nAngle, input.nAngle);
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PlayerList[nLocalPlayer].q16angle = fix16_sadd(PlayerList[nLocalPlayer].q16angle, input.nAngle) & 0x7FFFFFF;
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PlayerList[nLocalPlayer].q16horiz = fix16_clamp(fix16_sadd(PlayerList[nLocalPlayer].q16horiz, input.horizon), fix16_from_int(0), fix16_from_int(184));
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// A horiz diff of 128 equal 45 degrees,
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// so we convert horiz to 1024 angle units
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float horizAngle = atan2f(nVertPan[nLocalPlayer] - fix16_from_int(92), fix16_from_int(128)) * (512.f / fPI) + scaleAdjustmentToInterval(fix16_to_float(input.horizon));
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horizAngle = clamp(horizAngle, -255.f, 255.f);
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nVertPan[nLocalPlayer] = fix16_clamp(fix16_from_int(92) + Blrintf(fix16_from_int(128) * tanf(horizAngle * (fPI / 512.f))), fix16_from_int(0), fix16_from_int(184));
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float const horizAngle = clamp(atan2f(PlayerList[nLocalPlayer].q16horiz - fix16_from_int(92), fix16_from_int(128)) * (512.f / fPI) + fix16_to_float(input.horizon), -255.f, 255.f);
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PlayerList[nLocalPlayer].q16horiz = fix16_from_int(92) + Blrintf(fix16_from_int(128) * tanf(horizAngle * (fPI / 512.f)));
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// TODO - tidy / consolidate repeating blocks of code here?
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if (buttonMap.ButtonDown(gamefunc_Look_Up))
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// Look/aim up/down functions.
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if (buttonMap.ButtonDown(gamefunc_Look_Up) || buttonMap.ButtonDown(gamefunc_Aim_Up))
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{
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bLockPan = kFalse;
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if (nVertPan[nLocalPlayer] < fix16_from_int(180)) {
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nVertPan[nLocalPlayer] = fix16_sadd(nVertPan[nLocalPlayer], fix16_from_float(scaleAdjustmentToInterval(4)));
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if (PlayerList[nLocalPlayer].q16horiz < fix16_from_int(180)) {
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PlayerList[nLocalPlayer].q16horiz = fix16_sadd(PlayerList[nLocalPlayer].q16horiz, fix16_from_float(scaleAdjustmentToInterval(4)));
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}
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bPlayerPan = kTrue;
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nDestVertPan[nLocalPlayer] = nVertPan[nLocalPlayer];
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nDestVertPan[nLocalPlayer] = PlayerList[nLocalPlayer].q16horiz;
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}
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else if (buttonMap.ButtonDown(gamefunc_Look_Down))
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else if (buttonMap.ButtonDown(gamefunc_Look_Down) || buttonMap.ButtonDown(gamefunc_Aim_Down))
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{
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bLockPan = kFalse;
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if (nVertPan[nLocalPlayer] > fix16_from_int(4)) {
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nVertPan[nLocalPlayer] = fix16_ssub(nVertPan[nLocalPlayer], fix16_from_float(scaleAdjustmentToInterval(4)));
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if (PlayerList[nLocalPlayer].q16horiz > fix16_from_int(4)) {
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PlayerList[nLocalPlayer].q16horiz = fix16_ssub(PlayerList[nLocalPlayer].q16horiz, fix16_from_float(scaleAdjustmentToInterval(4)));
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}
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bPlayerPan = kTrue;
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nDestVertPan[nLocalPlayer] = nVertPan[nLocalPlayer];
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nDestVertPan[nLocalPlayer] = PlayerList[nLocalPlayer].q16horiz;
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}
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else if (buttonMap.ButtonDown(gamefunc_Look_Straight))
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{
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bLockPan = kFalse;
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bPlayerPan = kFalse;
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nVertPan[nLocalPlayer] = fix16_from_int(92);
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PlayerList[nLocalPlayer].q16horiz = fix16_from_int(92);
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nDestVertPan[nLocalPlayer] = fix16_from_int(92);
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}
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else if (buttonMap.ButtonDown(gamefunc_Aim_Up))
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{
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bLockPan = kTrue;
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if (nVertPan[nLocalPlayer] < fix16_from_int(180)) {
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nVertPan[nLocalPlayer] = fix16_sadd(nVertPan[nLocalPlayer], fix16_from_float(scaleAdjustmentToInterval(4)));
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}
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bPlayerPan = kTrue;
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nDestVertPan[nLocalPlayer] = nVertPan[nLocalPlayer];
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}
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else if (buttonMap.ButtonDown(gamefunc_Aim_Down))
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{
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bLockPan = kTrue;
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if (nVertPan[nLocalPlayer] > fix16_from_int(4)) {
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nVertPan[nLocalPlayer] = fix16_ssub(nVertPan[nLocalPlayer], fix16_from_float(scaleAdjustmentToInterval(4)));
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}
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bPlayerPan = kTrue;
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nDestVertPan[nLocalPlayer] = nVertPan[nLocalPlayer];
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}
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// loc_1C048:
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if (totalvel[nLocalPlayer] > 20) {
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@ -346,7 +324,7 @@ void PlayerInterruptKeys()
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bLockPan = kTrue;
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// loc_1C05E
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fix16_t ecx = fix16_ssub(nDestVertPan[nLocalPlayer], PlayerList[nLocalPlayer].q16horiz);
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fix16_t ecx = nDestVertPan[nLocalPlayer] - PlayerList[nLocalPlayer].q16horiz;
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if (g_MyAimMode)
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{
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@ -379,9 +357,10 @@ void PlayerInterruptKeys()
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}
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}
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nVertPan[nLocalPlayer] = fix16_sadd(nVertPan[nLocalPlayer], ecx);
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PlayerList[nLocalPlayer].q16horiz = fix16_clamp(nVertPan[nLocalPlayer], fix16_from_int(0), fix16_from_int(184));
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PlayerList[nLocalPlayer].q16horiz = fix16_sadd(PlayerList[nLocalPlayer].q16horiz, ecx);
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}
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PlayerList[nLocalPlayer].q16horiz = fix16_clamp(PlayerList[nLocalPlayer].q16horiz, fix16_from_int(0), fix16_from_int(184));
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}
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void RestoreSavePoint(int nPlayer, int *x, int *y, int *z, short *nSector, short *nAngle)
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@ -583,7 +562,6 @@ void RestartPlayer(short nPlayer)
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}
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PlayerList[nPlayer].opos = sprite[nSprite].pos;
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PlayerList[nPlayer].q16oangle = PlayerList[nPlayer].q16angle;
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nPlayerFloorSprite[nPlayer] = floorspr;
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@ -683,7 +661,7 @@ void RestartPlayer(short nPlayer)
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nYDamage[nPlayer] = 0;
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nXDamage[nPlayer] = 0;
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PlayerList[nPlayer].q16ohoriz = PlayerList[nPlayer].q16horiz = nVertPan[nPlayer] = F16(92);
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PlayerList[nPlayer].q16horiz = F16(92);
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nDestVertPan[nPlayer] = F16(92);
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nBreathTimer[nPlayer] = 90;
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@ -785,7 +763,7 @@ void StartDeathSeq(int nPlayer, int nVal)
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StopFiringWeapon(nPlayer);
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PlayerList[nPlayer].q16ohoriz = PlayerList[nPlayer].q16horiz = nVertPan[nPlayer] = F16(92);
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PlayerList[nPlayer].q16horiz = F16(92);
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oeyelevel[nPlayer] = eyelevel[nPlayer] = -14080;
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nPlayerInvisible[nPlayer] = 0;
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dVertPan[nPlayer] = 15;
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@ -962,8 +940,6 @@ void FuncPlayer(int a, int nDamage, int nRun)
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short nSprite2;
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PlayerList[nPlayer].opos = sprite[nPlayerSprite].pos;
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PlayerList[nPlayer].q16oangle = PlayerList[nPlayer].q16angle;
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PlayerList[nPlayer].q16ohoriz = PlayerList[nPlayer].q16horiz;
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oeyelevel[nPlayer] = eyelevel[nPlayer];
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switch (nMessage)
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@ -1273,10 +1249,9 @@ void FuncPlayer(int a, int nDamage, int nRun)
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if (nTotalPlayers <= 1)
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{
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PlayerList[nPlayer].q16angle = fix16_from_int(GetAngleToSprite(nPlayerSprite, nSpiritSprite) & kAngleMask);
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PlayerList[nPlayer].q16oangle = PlayerList[nPlayer].q16angle;
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sprite[nPlayerSprite].ang = fix16_to_int(PlayerList[nPlayer].q16angle);
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PlayerList[nPlayer].q16ohoriz = PlayerList[nPlayer].q16horiz = nVertPan[nPlayer] = F16(92);
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PlayerList[nPlayer].q16horiz = F16(92);
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lPlayerXVel = 0;
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lPlayerYVel = 0;
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@ -3068,19 +3043,19 @@ loc_1BD2E:
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}
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else
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{
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if (nVertPan[nPlayer] < F16(92))
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if (PlayerList[nPlayer].q16horiz < fix16_from_int(92))
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{
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nVertPan[nPlayer] = F16(91);
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PlayerList[nPlayer].q16horiz = fix16_from_int(91);
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eyelevel[nPlayer] -= (dVertPan[nPlayer] << 8);
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}
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else
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{
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nVertPan[nPlayer] += fix16_from_int(dVertPan[nPlayer]);
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if (nVertPan[nPlayer] >= F16(200))
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PlayerList[nPlayer].q16horiz = fix16_sadd(PlayerList[nPlayer].q16horiz, fix16_from_int(dVertPan[nPlayer]));
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if (PlayerList[nPlayer].q16horiz >= fix16_from_int(200))
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{
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nVertPan[nPlayer] = F16(199);
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PlayerList[nPlayer].q16horiz = fix16_from_int(199);
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}
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else if (nVertPan[nPlayer] <= F16(92))
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else if (PlayerList[nPlayer].q16horiz <= fix16_from_int(92))
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{
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if (!(SectFlag[sprite[nPlayerSprite].sectnum] & kSectUnderwater))
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{
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@ -72,8 +72,8 @@ struct Player
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short field_3C;
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short nRun;
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fix16_t q16angle, q16oangle;
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fix16_t q16horiz, q16ohoriz;
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fix16_t q16angle;
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fix16_t q16horiz;
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vec3_t opos;
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};
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@ -47,7 +47,6 @@ int zbob;
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fix16_t nDestVertPan[kMaxPlayers] = { 0 };
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short dVertPan[kMaxPlayers];
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fix16_t nVertPan[kMaxPlayers];
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int nCamerax;
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int nCameray;
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int nCameraz;
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@ -414,7 +413,6 @@ void DrawView(int smoothRatio, bool sceneonly)
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viewz = playerZ + nQuake[nLocalPlayer];
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int floorZ = sector[sprite[nPlayerSprite].sectnum].floorz;
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// pan = nVertPan[nLocalPlayer];
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pan = PlayerList[nLocalPlayer].q16horiz;
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if (viewz > floorZ)
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@ -648,7 +646,6 @@ static SavegameHelper sgh("view",
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SV(nEnemyPal),
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SA(nDestVertPan),
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SA(dVertPan),
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SA(nVertPan),
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SA(nQuake),
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SV(g_interpolationCnt),
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SA(oldipos),
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@ -49,7 +49,6 @@ void viewRestoreInterpolations(void);
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extern fix16_t nDestVertPan[];
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extern short dVertPan[];
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extern fix16_t nVertPan[];
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extern short nQuake[];
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extern int nCamerax;
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extern int nCameray;
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