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- SW: Hook up angAdjust
and adjust all ticrate amendments of q16ang
via playerAddAngle()
/playerSetAngle()
.
* Promoted some uses of `getangle()` upscaled to Q16.16 with `gethiq16angle()` for higher precision.
This commit is contained in:
parent
1cc1c21029
commit
e36c9fc78c
4 changed files with 29 additions and 25 deletions
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@ -1699,7 +1699,7 @@ drawscreen(PLAYERp pp, double smoothratio)
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tx = tx + quake_x;
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ty = ty + quake_y;
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//tq16horiz = tq16horiz + IntToFixed(quake_x);
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tq16ang = IntToFixed(NORM_ANGLE(FixedToInt(tq16ang) + quake_ang));
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tq16ang = NORM_Q16ANGLE(tq16ang + quake_ang);
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if (pp->sop_remote)
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{
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@ -278,7 +278,7 @@ static void processMovement(PLAYERp const pp, ControlInfo* const hidInput, bool
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if (!cl_syncinput)
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{
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if (TEST(pp->Flags2, PF2_INPUT_CAN_TURN))
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DoPlayerTurn(pp, q16avel, scaleAdjust);
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DoPlayerTurn(pp, !TEST(pp->Flags, PF_DEAD) || TEST(pp->Flags, PF_DEAD) && TEST(pp->Flags, PF_DEAD_HEAD|PF_HEAD_CONTROL) ? q16avel : 0, scaleAdjust);
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if (TEST(pp->Flags2, PF2_INPUT_CAN_AIM))
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DoPlayerHorizon(pp, q16horz, scaleAdjust);
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}
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@ -1608,17 +1608,22 @@ DoPlayerTurn(PLAYERp pp, fixed_t const q16avel, double const scaleAdjust)
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if (q16avel != 0)
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{
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pp->q16ang = (pp->q16ang + q16avel) & 0x7FFFFFF;
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}
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// update players sprite angle
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// NOTE: It's also updated in UpdatePlayerSprite, but needs to be
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// here to cover
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// all cases.
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sprite[pp->PlayerSprite].ang = FixedToInt(pp->q16ang);
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if (!cl_syncinput && pp->angAdjust)
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{
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pp->q16ang = (pp->q16ang + FloatToFixed(scaleAdjust * pp->angAdjust)) & 0x7FFFFFF;
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}
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if (!Prediction && pp->PlayerUnderSprite >= 0)
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{
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sprite[pp->PlayerUnderSprite].ang = FixedToInt(pp->q16ang);
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}
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// update players sprite angle
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// NOTE: It's also updated in UpdatePlayerSprite, but needs to be
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// here to cover
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// all cases.
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sprite[pp->PlayerSprite].ang = FixedToInt(pp->q16ang);
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if (!Prediction && pp->PlayerUnderSprite >= 0)
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{
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sprite[pp->PlayerUnderSprite].ang = FixedToInt(pp->q16ang);
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}
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}
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@ -3826,7 +3831,7 @@ DoPlayerClimb(PLAYERp pp)
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pp->lx = lsp->x + nx * 5;
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pp->ly = lsp->y + ny * 5;
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pp->q16ang = IntToFixed(pp->LadderAngle);
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playerSetAngle(pp, pp->LadderAngle);
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}
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}
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}
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@ -4285,7 +4290,7 @@ PlayerOnLadder(PLAYERp pp)
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pp->lx = lsp->x + nx * 5;
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pp->ly = lsp->y + ny * 5;
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pp->q16ang = IntToFixed(pp->LadderAngle);
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playerSetAngle(pp, pp->LadderAngle);
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return TRUE;
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}
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@ -5522,7 +5527,7 @@ DoPlayerBeginOperate(PLAYERp pp)
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pp->sop = pp->sop_control = sop;
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sop->controller = pp->SpriteP;
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pp->q16ang = IntToFixed(sop->ang);
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playerSetAngle(pp, sop->ang);
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pp->posx = sop->xmid;
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pp->posy = sop->ymid;
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COVERupdatesector(pp->posx, pp->posy, &pp->cursectnum);
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@ -5607,7 +5612,7 @@ DoPlayerBeginRemoteOperate(PLAYERp pp, SECTOR_OBJECTp sop)
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save_sectnum = pp->cursectnum;
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pp->q16ang = IntToFixed(sop->ang);
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playerSetAngle(pp, sop->ang);
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pp->posx = sop->xmid;
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pp->posy = sop->ymid;
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COVERupdatesector(pp->posx, pp->posy, &pp->cursectnum);
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@ -5738,7 +5743,7 @@ DoPlayerStopOperate(PLAYERp pp)
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if (TEST_BOOL1(pp->remote_sprite))
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pp->q16ang = pp->oq16ang = IntToFixed(pp->remote_sprite->ang);
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else
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pp->q16ang = pp->oq16ang = IntToFixed(getangle(pp->sop_remote->xmid - pp->posx, pp->sop_remote->ymid - pp->posy));
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pp->q16ang = pp->oq16ang = gethiq16angle(pp->sop_remote->xmid - pp->posx, pp->sop_remote->ymid - pp->posy);
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}
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if (pp->sop_control)
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@ -6393,15 +6398,14 @@ void DoPlayerDeathFollowKiller(PLAYERp pp)
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if (pp->Killer > -1)
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{
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SPRITEp kp = &sprite[pp->Killer];
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fixed_t q16ang2, delta_q16ang;
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if (FAFcansee(kp->x, kp->y, SPRITEp_TOS(kp), kp->sectnum,
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pp->posx, pp->posy, pp->posz, pp->cursectnum))
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if (FAFcansee(kp->x, kp->y, SPRITEp_TOS(kp), kp->sectnum, pp->posx, pp->posy, pp->posz, pp->cursectnum))
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{
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q16ang2 = gethiq16angle(kp->x - pp->posx, kp->y - pp->posy);
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delta_q16ang = GetDeltaQ16Angle(q16ang2, pp->q16ang);
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pp->q16ang = NORM_Q16ANGLE(pp->q16ang + (delta_q16ang >> 4));
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if (!cl_syncinput)
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{
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SET(pp->Flags2, PF2_INPUT_CAN_TURN);
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}
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playerAddAngle(pp, GetDeltaQ16Angle(gethiq16angle(kp->x - pp->posx, kp->y - pp->posy), pp->q16ang) / (double)(FRACUNIT << 4));
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}
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}
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}
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@ -7439,7 +7443,7 @@ domovethings(void)
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// auto tracking mode for single player multi-game
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if (numplayers <= 1 && PlayerTrackingMode && pnum == screenpeek && screenpeek != myconnectindex)
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{
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Player[screenpeek].q16ang = IntToFixed(getangle(Player[myconnectindex].posx - Player[screenpeek].posx, Player[myconnectindex].posy - Player[screenpeek].posy));
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playerSetAngle(&Player[screenpeek], gethiq16angle(Player[myconnectindex].posx - Player[screenpeek].posx, Player[myconnectindex].posy - Player[screenpeek].posy) / (double)(FRACUNIT));
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}
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if (!TEST(pp->Flags, PF_DEAD))
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@ -1676,7 +1676,7 @@ MovePlayer(PLAYERp pp, SECTOR_OBJECTp sop, int nx, int ny)
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// New angle is formed by taking last known angle and
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// adjusting by the delta angle
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pp->q16ang = NORM_Q16ANGLE(pp->RevolveQ16Ang + IntToFixed(pp->RevolveDeltaAng));
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playerSetAngle(pp, (pp->RevolveQ16Ang + IntToFixed(pp->RevolveDeltaAng)) / (double)(FRACUNIT));
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UpdatePlayerSprite(pp);
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}
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