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https://github.com/ZDoom/raze-gles.git
synced 2024-12-29 04:50:42 +00:00
- consolidated the movement block check after discovering that it wasn't handling things properly for all games.
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47a0b14b43
commit
ba69084aa5
6 changed files with 42 additions and 29 deletions
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@ -233,5 +233,6 @@ void nonsharedkeys(void);
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void apply_seasick(player_struct* p, double scalefactor);
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void apply_seasick(player_struct* p, double scalefactor);
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void calcviewpitch(player_struct* p, double factor);
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void calcviewpitch(player_struct* p, double factor);
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void sethorizon(int snum, int sb_snum, double factor, bool frominput = false);
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void sethorizon(int snum, int sb_snum, double factor, bool frominput = false);
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bool movementBlocked(int snum);
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END_DUKE_NS
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END_DUKE_NS
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@ -950,6 +950,38 @@ void playerAimDown(int snum, ESyncBits sb_snum)
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}
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}
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}
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}
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//---------------------------------------------------------------------------
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//
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// split out so that the weapon check can be done right.
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//
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//---------------------------------------------------------------------------
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bool movementBlocked(int snum)
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{
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auto p = &ps[snum];
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auto blockingweapon = [=]()
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{
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if (isRR()) return false;
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if (isWW2GI()) return aplWeaponWorksLike[p->curr_weapon][snum] == TRIPBOMB_WEAPON;
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else return p->curr_weapon == TRIPBOMB_WEAPON;
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};
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auto weapondelay = [=]()
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{
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if (isWW2GI()) return aplWeaponFireDelay[p->curr_weapon][snum];
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else return 4;
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};
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return (p->fist_incs ||
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p->transporter_hold > 2 ||
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p->hard_landing ||
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p->access_incs > 0 ||
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p->knee_incs > 0 ||
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(blockingweapon() && p->kickback_pic > 1 && p->kickback_pic < weapondelay()));
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}
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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//
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//
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//
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//
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@ -2789,13 +2789,7 @@ void processinput_d(int snum)
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//Do the quick lefts and rights
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//Do the quick lefts and rights
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if (p->fist_incs ||
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if (movementBlocked(snum))
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p->transporter_hold > 2 ||
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p->hard_landing ||
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p->access_incs > 0 ||
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p->knee_incs > 0 ||
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(((!isWW2GI() && p->curr_weapon == TRIPBOMB_WEAPON) || (isWW2GI() && aplWeaponWorksLike[p->curr_weapon][snum] == TRIPBOMB_WEAPON)) &&
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p->kickback_pic > 1 && p->kickback_pic < 4))
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{
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{
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doubvel = 0;
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doubvel = 0;
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p->posxv = 0;
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p->posxv = 0;
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@ -3698,11 +3698,7 @@ void processinput_r(int snum)
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//Do the quick lefts and rights
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//Do the quick lefts and rights
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if (p->fist_incs ||
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if (movementBlocked(snum))
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p->transporter_hold > 2 ||
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p->hard_landing ||
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p->access_incs > 0 ||
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p->knee_incs > 0)
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{
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{
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doubvel = 0;
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doubvel = 0;
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p->posxv = 0;
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p->posxv = 0;
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@ -394,14 +394,7 @@ void fakedomovethings(void)
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}
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}
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if ( p->fist_incs ||
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if (movementBlocked(snum) || myhardlanding)
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p->transporter_hold > 2 ||
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myhardlanding ||
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p->access_incs > 0 ||
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p->knee_incs > 0 ||
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(p->curr_weapon == TRIPBOMB_WEAPON &&
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p->kickback_pic > 1 &&
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p->kickback_pic < 4 ) )
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{
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{
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doubvel = 0;
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doubvel = 0;
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myxvel = 0;
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myxvel = 0;
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@ -63,23 +63,20 @@ enum inputlock_t
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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static int P_CheckLockedMovement(int const playerNum)
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static int P_CheckLockedMovement(int snum)
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{
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{
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auto const pPlayer = &ps[playerNum];
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auto p = &ps[snum];
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if (sprite[pPlayer->i].extra <= 0 || (pPlayer->dead_flag && !ud.god) || pPlayer->fist_incs || pPlayer->transporter_hold > 2 || pPlayer->hard_landing || pPlayer->access_incs > 0
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if (sprite[p->i].extra <= 0 || (p->dead_flag && !ud.god) || movementBlocked(snum))
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|| pPlayer->knee_incs > 0
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|| (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == TRIPBOMB_WEAPON && pPlayer->kickback_pic > 1
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&& pPlayer->kickback_pic < PWEAPON(playerNum, pPlayer->curr_weapon, FireDelay)))
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return IL_NOTHING;
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return IL_NOTHING;
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if (pPlayer->on_crane >= 0)
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if (p->on_crane >= 0)
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return IL_NOMOVE | IL_NOANGLE;
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return IL_NOMOVE | IL_NOANGLE;
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if (pPlayer->newowner != -1)
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if (p->newowner != -1)
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return IL_NOANGLE | IL_NOHORIZ;
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return IL_NOANGLE | IL_NOHORIZ;
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if (pPlayer->return_to_center > 0)
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if (p->return_to_center > 0)
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return IL_NOHORIZ;
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return IL_NOHORIZ;
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return 0;
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return 0;
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