diff --git a/source/sw/src/player.cpp b/source/sw/src/player.cpp index 953982075..e0891947c 100644 --- a/source/sw/src/player.cpp +++ b/source/sw/src/player.cpp @@ -1536,10 +1536,8 @@ DoPlayerCrawlHeight(PLAYERp pp) } void -DoPlayerTurn(PLAYERp pp) +DoPlayerTurn(PLAYERp pp, fix16_t *pq16ang, fix16_t q16avel) { - fix16_t q16avel; - #define TURN_SHIFT 2 if (!TEST(pp->Flags, PF_TURN_180)) @@ -1552,12 +1550,12 @@ DoPlayerTurn(PLAYERp pp) FLAG_KEY_RELEASE(pp, SK_TURN_180); - pp->turn180_target = NORM_ANGLE(fix16_to_int(pp->q16ang) + 1024); + pp->turn180_target = NORM_ANGLE(fix16_to_int(*pq16ang) + 1024); // make the first turn in the clockwise direction // the rest will follow - delta_ang = GetDeltaAngle(pp->turn180_target, fix16_to_int(pp->q16ang)); - pp->q16ang = fix16_from_int(NORM_ANGLE(fix16_to_int(pp->q16ang) + (labs(delta_ang) >> TURN_SHIFT))); + delta_ang = GetDeltaAngle(pp->turn180_target, fix16_to_int(*pq16ang)); + *pq16ang = fix16_from_int(NORM_ANGLE(fix16_to_int(*pq16ang) + (labs(delta_ang) >> TURN_SHIFT))); SET(pp->Flags, PF_TURN_180); } @@ -1572,49 +1570,49 @@ DoPlayerTurn(PLAYERp pp) { short delta_ang; - delta_ang = GetDeltaAngle(pp->turn180_target, fix16_to_int(pp->q16ang)); - pp->q16ang = fix16_from_int(NORM_ANGLE(fix16_to_int(pp->q16ang) + (delta_ang >> TURN_SHIFT))); + delta_ang = GetDeltaAngle(pp->turn180_target, fix16_to_int(*pq16ang)); + *pq16ang = fix16_from_int(NORM_ANGLE(fix16_to_int(*pq16ang) + (delta_ang >> TURN_SHIFT))); - sprite[pp->PlayerSprite].ang = fix16_to_int(pp->q16ang); + sprite[pp->PlayerSprite].ang = fix16_to_int(*pq16ang); if (!Prediction) { if (pp->PlayerUnderSprite >= 0) - sprite[pp->PlayerUnderSprite].ang = fix16_to_int(pp->q16ang); + sprite[pp->PlayerUnderSprite].ang = fix16_to_int(*pq16ang); } // get new delta to see how close we are - delta_ang = GetDeltaAngle(pp->turn180_target, fix16_to_int(pp->q16ang)); + delta_ang = GetDeltaAngle(pp->turn180_target, fix16_to_int(*pq16ang)); if (labs(delta_ang) < (3<q16ang = fix16_from_int(pp->turn180_target); + *pq16ang = fix16_from_int(pp->turn180_target); RESET(pp->Flags, PF_TURN_180); } else return; } - q16avel = fix16_smul(pp->input.q16avel, fix16_from_int(PLAYER_TURN_SCALE)); + q16avel = fix16_smul(q16avel, fix16_from_int(PLAYER_TURN_SCALE)); if (q16avel != 0) { // running is not handled here now q16avel += fix16_sdiv(q16avel, fix16_from_int(4)); - pp->q16ang += fix16_sdiv(fix16_mul(q16avel, fix16_from_int(synctics)), fix16_from_int(32)); - pp->q16ang = NORM_Q16ANGLE(pp->q16ang); + *pq16ang += fix16_sdiv(fix16_mul(q16avel, fix16_from_int(synctics)), fix16_from_int(32)); + *pq16ang = NORM_Q16ANGLE(*pq16ang); if (PEDANTIC_MODE) - pp->q16ang = fix16_floor(pp->q16ang); + *pq16ang = fix16_floor(*pq16ang); // update players sprite angle // NOTE: It's also updated in UpdatePlayerSprite, but needs to be // here to cover // all cases. - sprite[pp->PlayerSprite].ang = fix16_to_int(pp->q16ang); + sprite[pp->PlayerSprite].ang = fix16_to_int(*pq16ang); if (!Prediction) { if (pp->PlayerUnderSprite >= 0) - sprite[pp->PlayerUnderSprite].ang = fix16_to_int(pp->q16ang); + sprite[pp->PlayerUnderSprite].ang = fix16_to_int(*pq16ang); } } @@ -1855,7 +1853,7 @@ PlayerAutoLook(PLAYERp pp) extern int PlaxCeilGlobZadjust, PlaxFloorGlobZadjust; void -DoPlayerHorizon(PLAYERp pp) +DoPlayerHorizon(PLAYERp pp, fix16_t *pq16horiz, fix16_t q16horz) { int i; #define HORIZ_SPEED (16) @@ -1867,15 +1865,15 @@ DoPlayerHorizon(PLAYERp pp) if (cl_slopetilting) PlayerAutoLook(pp); - if (pp->input.q16horz) + if (q16horz) { - pp->q16horizbase += pp->input.q16horz; + pp->q16horizbase += q16horz; SET(pp->Flags, PF_LOCK_HORIZ | PF_LOOKING); } if (TEST_SYNC_KEY(pp, SK_CENTER_VIEW)) { - pp->q16horiz = pp->q16horizbase = fix16_from_int(100); + *pq16horiz = pp->q16horizbase = fix16_from_int(100); pp->q16horizoff = 0; } @@ -1885,11 +1883,11 @@ DoPlayerHorizon(PLAYERp pp) // set looking because player is manually looking SET(pp->Flags, PF_LOCK_HORIZ | PF_LOOKING); - // adjust pp->q16horiz negative + // adjust *pq16horiz negative if (TEST_SYNC_KEY(pp, SK_SNAP_DOWN)) pp->q16horizbase -= fix16_from_int((HORIZ_SPEED/2)); - // adjust pp->q16horiz positive + // adjust *pq16horiz positive if (TEST_SYNC_KEY(pp, SK_SNAP_UP)) pp->q16horizbase += fix16_from_int((HORIZ_SPEED/2)); } @@ -1901,11 +1899,11 @@ DoPlayerHorizon(PLAYERp pp) RESET(pp->Flags, PF_LOCK_HORIZ); SET(pp->Flags, PF_LOOKING); - // adjust pp->q16horiz negative + // adjust *pq16horiz negative if (TEST_SYNC_KEY(pp, SK_LOOK_DOWN)) pp->q16horizbase -= fix16_from_int(HORIZ_SPEED); - // adjust pp->q16horiz positive + // adjust *pq16horiz positive if (TEST_SYNC_KEY(pp, SK_LOOK_UP)) pp->q16horizbase += fix16_from_int(HORIZ_SPEED); } @@ -1915,20 +1913,20 @@ DoPlayerHorizon(PLAYERp pp) { if (!(TEST_SYNC_KEY(pp, SK_LOOK_UP) || TEST_SYNC_KEY(pp, SK_LOOK_DOWN))) { - // not pressing the pp->q16horiz keys + // not pressing the *pq16horiz keys if (pp->q16horizbase != fix16_from_int(100)) { - // move pp->q16horiz back to 100 + // move *pq16horiz back to 100 for (i = 1; i; i--) { - // this formula does not work for pp->q16horiz = 101-103 + // this formula does not work for *pq16horiz = 101-103 pp->q16horizbase += fix16_from_int(25 - (fix16_to_int(pp->q16horizbase) >> 2)); } } else { - // not looking anymore because pp->q16horiz is back at 100 + // not looking anymore because *pq16horiz is back at 100 RESET(pp->Flags, PF_LOOKING); } } @@ -1949,14 +1947,14 @@ DoPlayerHorizon(PLAYERp pp) //MONO_PRINT(ds); // add base and offsets - pp->q16horiz = pp->q16horizbase + pp->q16horizoff; + *pq16horiz = pp->q16horizbase + pp->q16horizoff; #else if (pp->q16horizbase + pp->q16horizoff < fix16_from_int(PLAYER_HORIZ_MIN)) pp->q16horizbase += fix16_from_int(HORIZ_SPEED); else if (pp->q16horizbase + pp->q16horizoff > fix16_from_int(PLAYER_HORIZ_MAX)) pp->q16horizbase -= HORIZ_SPEED; - pp->q16horiz = pp->q16horizbase + pp->q16horizoff; + *pq16horiz = pp->q16horizbase + pp->q16horizoff; #endif } @@ -2542,8 +2540,8 @@ DoPlayerMove(PLAYERp pp) void SlipSlope(PLAYERp pp); SlipSlope(pp); - - DoPlayerTurn(pp); + + DoPlayerTurn(pp, &pp->q16ang, pp->input.q16avel); pp->oldposx = pp->posx; pp->oldposy = pp->posy; @@ -2647,7 +2645,7 @@ DoPlayerMove(PLAYERp pp) DoPlayerSetWadeDepth(pp); - DoPlayerHorizon(pp); + DoPlayerHorizon(pp, &pp->q16horiz, pp->input.q16horz); if (pp->cursectnum >= 0 && TEST(sector[pp->cursectnum].extra, SECTFX_DYNAMIC_AREA)) { @@ -2855,7 +2853,7 @@ DoPlayerMoveBoat(PLAYERp pp) OperateSectorObject(pp->sop, fix16_to_int(pp->q16ang), pp->posx, pp->posy); pp->cursectnum = save_sectnum; // for speed - DoPlayerHorizon(pp); + DoPlayerHorizon(pp, &pp->q16horiz, pp->input.q16horz); } #if 0 @@ -3366,7 +3364,7 @@ DoPlayerMoveTank(PLAYERp pp) OperateSectorObject(pp->sop, fix16_to_int(pp->q16ang), pp->posx, pp->posy); pp->cursectnum = save_sectnum; // for speed - DoPlayerHorizon(pp); + DoPlayerHorizon(pp, &pp->q16horiz, pp->input.q16horz); DoTankTreads(pp); } @@ -3383,7 +3381,7 @@ DoPlayerMoveTurret(PLAYERp pp) OperateSectorObject(pp->sop, fix16_to_int(pp->q16ang), pp->sop->xmid, pp->sop->ymid); - DoPlayerHorizon(pp); + DoPlayerHorizon(pp, &pp->q16horiz, pp->input.q16horz); } void @@ -3959,7 +3957,7 @@ DoPlayerClimb(PLAYERp pp) sp->z = pp->posz + PLAYER_HEIGHT; changespritesect(pp->PlayerSprite, pp->cursectnum); - DoPlayerHorizon(pp); + DoPlayerHorizon(pp, &pp->q16horiz, pp->input.q16horz); if (FAF_ConnectArea(pp->cursectnum)) { @@ -6689,7 +6687,7 @@ void DoPlayerDeathFollowKiller(PLAYERp pp) // allow turning if ((TEST(pp->Flags, PF_DEAD_HEAD) && pp->input.q16avel != 0) || TEST(pp->Flags, PF_HEAD_CONTROL)) { - DoPlayerTurn(pp); + DoPlayerTurn(pp, &pp->q16ang, pp->input.q16avel); return; }