- 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:
Mitchell Richters 2020-09-07 21:30:06 +10:00
parent 1cc1c21029
commit e36c9fc78c
4 changed files with 29 additions and 25 deletions

View file

@ -1699,7 +1699,7 @@ drawscreen(PLAYERp pp, double smoothratio)
tx = tx + quake_x; tx = tx + quake_x;
ty = ty + quake_y; ty = ty + quake_y;
//tq16horiz = tq16horiz + IntToFixed(quake_x); //tq16horiz = tq16horiz + IntToFixed(quake_x);
tq16ang = IntToFixed(NORM_ANGLE(FixedToInt(tq16ang) + quake_ang)); tq16ang = NORM_Q16ANGLE(tq16ang + quake_ang);
if (pp->sop_remote) if (pp->sop_remote)
{ {

View file

@ -278,7 +278,7 @@ static void processMovement(PLAYERp const pp, ControlInfo* const hidInput, bool
if (!cl_syncinput) if (!cl_syncinput)
{ {
if (TEST(pp->Flags2, PF2_INPUT_CAN_TURN)) if (TEST(pp->Flags2, PF2_INPUT_CAN_TURN))
DoPlayerTurn(pp, q16avel, scaleAdjust); DoPlayerTurn(pp, !TEST(pp->Flags, PF_DEAD) || TEST(pp->Flags, PF_DEAD) && TEST(pp->Flags, PF_DEAD_HEAD|PF_HEAD_CONTROL) ? q16avel : 0, scaleAdjust);
if (TEST(pp->Flags2, PF2_INPUT_CAN_AIM)) if (TEST(pp->Flags2, PF2_INPUT_CAN_AIM))
DoPlayerHorizon(pp, q16horz, scaleAdjust); DoPlayerHorizon(pp, q16horz, scaleAdjust);
} }

View file

@ -1608,17 +1608,22 @@ DoPlayerTurn(PLAYERp pp, fixed_t const q16avel, double const scaleAdjust)
if (q16avel != 0) if (q16avel != 0)
{ {
pp->q16ang = (pp->q16ang + q16avel) & 0x7FFFFFF; pp->q16ang = (pp->q16ang + q16avel) & 0x7FFFFFF;
}
// update players sprite angle if (!cl_syncinput && pp->angAdjust)
// NOTE: It's also updated in UpdatePlayerSprite, but needs to be {
// here to cover pp->q16ang = (pp->q16ang + FloatToFixed(scaleAdjust * pp->angAdjust)) & 0x7FFFFFF;
// all cases. }
sprite[pp->PlayerSprite].ang = FixedToInt(pp->q16ang);
if (!Prediction && pp->PlayerUnderSprite >= 0) // update players sprite angle
{ // NOTE: It's also updated in UpdatePlayerSprite, but needs to be
sprite[pp->PlayerUnderSprite].ang = FixedToInt(pp->q16ang); // here to cover
} // all cases.
sprite[pp->PlayerSprite].ang = FixedToInt(pp->q16ang);
if (!Prediction && pp->PlayerUnderSprite >= 0)
{
sprite[pp->PlayerUnderSprite].ang = FixedToInt(pp->q16ang);
} }
} }
@ -3826,7 +3831,7 @@ DoPlayerClimb(PLAYERp pp)
pp->lx = lsp->x + nx * 5; pp->lx = lsp->x + nx * 5;
pp->ly = lsp->y + ny * 5; pp->ly = lsp->y + ny * 5;
pp->q16ang = IntToFixed(pp->LadderAngle); playerSetAngle(pp, pp->LadderAngle);
} }
} }
} }
@ -4285,7 +4290,7 @@ PlayerOnLadder(PLAYERp pp)
pp->lx = lsp->x + nx * 5; pp->lx = lsp->x + nx * 5;
pp->ly = lsp->y + ny * 5; pp->ly = lsp->y + ny * 5;
pp->q16ang = IntToFixed(pp->LadderAngle); playerSetAngle(pp, pp->LadderAngle);
return TRUE; return TRUE;
} }
@ -5522,7 +5527,7 @@ DoPlayerBeginOperate(PLAYERp pp)
pp->sop = pp->sop_control = sop; pp->sop = pp->sop_control = sop;
sop->controller = pp->SpriteP; sop->controller = pp->SpriteP;
pp->q16ang = IntToFixed(sop->ang); playerSetAngle(pp, sop->ang);
pp->posx = sop->xmid; pp->posx = sop->xmid;
pp->posy = sop->ymid; pp->posy = sop->ymid;
COVERupdatesector(pp->posx, pp->posy, &pp->cursectnum); COVERupdatesector(pp->posx, pp->posy, &pp->cursectnum);
@ -5607,7 +5612,7 @@ DoPlayerBeginRemoteOperate(PLAYERp pp, SECTOR_OBJECTp sop)
save_sectnum = pp->cursectnum; save_sectnum = pp->cursectnum;
pp->q16ang = IntToFixed(sop->ang); playerSetAngle(pp, sop->ang);
pp->posx = sop->xmid; pp->posx = sop->xmid;
pp->posy = sop->ymid; pp->posy = sop->ymid;
COVERupdatesector(pp->posx, pp->posy, &pp->cursectnum); COVERupdatesector(pp->posx, pp->posy, &pp->cursectnum);
@ -5738,7 +5743,7 @@ DoPlayerStopOperate(PLAYERp pp)
if (TEST_BOOL1(pp->remote_sprite)) if (TEST_BOOL1(pp->remote_sprite))
pp->q16ang = pp->oq16ang = IntToFixed(pp->remote_sprite->ang); pp->q16ang = pp->oq16ang = IntToFixed(pp->remote_sprite->ang);
else else
pp->q16ang = pp->oq16ang = IntToFixed(getangle(pp->sop_remote->xmid - pp->posx, pp->sop_remote->ymid - pp->posy)); pp->q16ang = pp->oq16ang = gethiq16angle(pp->sop_remote->xmid - pp->posx, pp->sop_remote->ymid - pp->posy);
} }
if (pp->sop_control) if (pp->sop_control)
@ -6393,15 +6398,14 @@ void DoPlayerDeathFollowKiller(PLAYERp pp)
if (pp->Killer > -1) if (pp->Killer > -1)
{ {
SPRITEp kp = &sprite[pp->Killer]; SPRITEp kp = &sprite[pp->Killer];
fixed_t q16ang2, delta_q16ang;
if (FAFcansee(kp->x, kp->y, SPRITEp_TOS(kp), kp->sectnum, if (FAFcansee(kp->x, kp->y, SPRITEp_TOS(kp), kp->sectnum, pp->posx, pp->posy, pp->posz, pp->cursectnum))
pp->posx, pp->posy, pp->posz, pp->cursectnum))
{ {
q16ang2 = gethiq16angle(kp->x - pp->posx, kp->y - pp->posy); if (!cl_syncinput)
{
delta_q16ang = GetDeltaQ16Angle(q16ang2, pp->q16ang); SET(pp->Flags2, PF2_INPUT_CAN_TURN);
pp->q16ang = NORM_Q16ANGLE(pp->q16ang + (delta_q16ang >> 4)); }
playerAddAngle(pp, GetDeltaQ16Angle(gethiq16angle(kp->x - pp->posx, kp->y - pp->posy), pp->q16ang) / (double)(FRACUNIT << 4));
} }
} }
} }
@ -7439,7 +7443,7 @@ domovethings(void)
// auto tracking mode for single player multi-game // auto tracking mode for single player multi-game
if (numplayers <= 1 && PlayerTrackingMode && pnum == screenpeek && screenpeek != myconnectindex) if (numplayers <= 1 && PlayerTrackingMode && pnum == screenpeek && screenpeek != myconnectindex)
{ {
Player[screenpeek].q16ang = IntToFixed(getangle(Player[myconnectindex].posx - Player[screenpeek].posx, Player[myconnectindex].posy - Player[screenpeek].posy)); playerSetAngle(&Player[screenpeek], gethiq16angle(Player[myconnectindex].posx - Player[screenpeek].posx, Player[myconnectindex].posy - Player[screenpeek].posy) / (double)(FRACUNIT));
} }
if (!TEST(pp->Flags, PF_DEAD)) if (!TEST(pp->Flags, PF_DEAD))

View file

@ -1676,7 +1676,7 @@ MovePlayer(PLAYERp pp, SECTOR_OBJECTp sop, int nx, int ny)
// New angle is formed by taking last known angle and // New angle is formed by taking last known angle and
// adjusting by the delta angle // adjusting by the delta angle
pp->q16ang = NORM_Q16ANGLE(pp->RevolveQ16Ang + IntToFixed(pp->RevolveDeltaAng)); playerSetAngle(pp, (pp->RevolveQ16Ang + IntToFixed(pp->RevolveDeltaAng)) / (double)(FRACUNIT));
UpdatePlayerSprite(pp); UpdatePlayerSprite(pp);
} }