mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-24 10:40:46 +00:00
Blood: Rebalance q16mlook.
- Make scaling more consistent with other games. - Fix CONSTEXPR to constexpr. - Remove usage of macro 'F16()' by using explicit fix16_from_*() type.
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8e94c48eff
commit
e6420e1eb4
4 changed files with 51 additions and 51 deletions
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@ -349,7 +349,7 @@ void ctrlGetInput(void)
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if (buttonMap.ButtonDown(gamefunc_Strafe))
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input.strafe -= info.mousex;
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else
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input.q16turn = fix16_sadd(input.q16turn, fix16_sdiv(fix16_from_int(info.mousex), F16(32)));
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input.q16turn = fix16_sadd(input.q16turn, fix16_sdiv(fix16_from_int(info.mousex), fix16_from_int(32)));
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input.strafe -= -(info.dx<<5);
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@ -360,7 +360,7 @@ void ctrlGetInput(void)
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gInput.mlook = ClipRange(info.dz>>7, -127, 127);
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#endif
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if (mouseaim)
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input.q16mlook = fix16_sadd(input.q16mlook, fix16_sdiv(fix16_from_int(info.mousey), F16(128)));
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input.q16mlook = fix16_sadd(input.q16mlook, fix16_sdiv(fix16_from_int(info.mousey), fix16_from_int(208)));
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else
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input.forward -= info.mousey;
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if (!in_mouseflip)
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@ -384,26 +384,26 @@ void ctrlGetInput(void)
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gInput.forward = clamp(gInput.forward + input.forward, -2048, 2048);
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gInput.strafe = clamp(gInput.strafe + input.strafe, -2048, 2048);
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gInput.q16turn = fix16_sadd(gInput.q16turn, input.q16turn);
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gInput.q16mlook = fix16_clamp(fix16_sadd(gInput.q16mlook, input.q16mlook), F16(-127)>>2, F16(127)>>2);
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gInput.q16mlook = fix16_clamp(fix16_sadd(gInput.q16mlook, input.q16mlook), fix16_from_int(-127)>>2, fix16_from_int(127)>>2);
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if (gMe && gMe->pXSprite->health != 0 && !gPaused)
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{
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CONSTEXPR int upAngle = 289;
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CONSTEXPR int downAngle = -347;
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CONSTEXPR double lookStepUp = 4.0*upAngle/60.0;
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CONSTEXPR double lookStepDown = -4.0*downAngle/60.0;
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constexpr int upAngle = 289;
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constexpr int downAngle = -347;
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constexpr double lookStepUp = 4.0*upAngle/60.0;
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constexpr double lookStepDown = -4.0*downAngle/60.0;
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gViewAngle = (gViewAngle + input.q16turn + fix16_from_float(scaleAdjustmentToInterval(gViewAngleAdjust))) & 0x7ffffff;
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if (gViewLookRecenter)
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{
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if (gViewLook < 0)
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gViewLook = fix16_min(gViewLook+fix16_from_float(scaleAdjustmentToInterval(lookStepDown)), F16(0));
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gViewLook = fix16_min(gViewLook+fix16_from_float(scaleAdjustmentToInterval(lookStepDown)), fix16_from_int(0));
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if (gViewLook > 0)
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gViewLook = fix16_max(gViewLook-fix16_from_float(scaleAdjustmentToInterval(lookStepUp)), F16(0));
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gViewLook = fix16_max(gViewLook-fix16_from_float(scaleAdjustmentToInterval(lookStepUp)), fix16_from_int(0));
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}
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else
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{
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gViewLook = fix16_clamp(gViewLook+fix16_from_float(scaleAdjustmentToInterval(gViewLookAdjust)), F16(downAngle), F16(upAngle));
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gViewLook = fix16_clamp(gViewLook+fix16_from_float(scaleAdjustmentToInterval(gViewLookAdjust)), fix16_from_int(downAngle), fix16_from_int(upAngle));
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}
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gViewLook = fix16_clamp(gViewLook+(input.q16mlook << 3), F16(downAngle), F16(upAngle));
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gViewLook = fix16_clamp(gViewLook+(input.q16mlook << 3), fix16_from_int(downAngle), fix16_from_int(upAngle));
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}
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}
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@ -1204,13 +1204,13 @@ void trPlayerCtrlSetScreenEffect(XSPRITE* pXSource, PLAYER* pPlayer) {
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void trPlayerCtrlSetLookAngle(XSPRITE* pXSource, PLAYER* pPlayer) {
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CONSTEXPR int upAngle = 289; CONSTEXPR int downAngle = -347;
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CONSTEXPR double lookStepUp = 4.0 * upAngle / 60.0;
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CONSTEXPR double lookStepDown = -4.0 * downAngle / 60.0;
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constexpr int upAngle = 289; constexpr int downAngle = -347;
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constexpr double lookStepUp = 4.0 * upAngle / 60.0;
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constexpr double lookStepDown = -4.0 * downAngle / 60.0;
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int look = pXSource->data2 << 5;
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if (look > 0) pPlayer->q16look = fix16_min(mulscale8(F16(lookStepUp), look), F16(upAngle));
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else if (look < 0) pPlayer->q16look = -fix16_max(mulscale8(F16(lookStepDown), abs(look)), F16(downAngle));
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if (look > 0) pPlayer->q16look = fix16_min(mulscale8(fix16_from_dbl(lookStepUp), look), fix16_from_int(upAngle));
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else if (look < 0) pPlayer->q16look = -fix16_max(mulscale8(fix16_from_dbl(lookStepDown), abs(look)), fix16_from_int(downAngle));
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else pPlayer->q16look = 0;
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}
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@ -1335,7 +1335,7 @@ void ProcessInput(PLAYER *pPlayer)
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if (bVanilla)
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pPlayer->q16horiz = fix16_from_int(mulscale16(0x8000-(Cos(ClipHigh(pPlayer->deathTime*8, 1024))>>15), 120));
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else
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pPlayer->q16horiz = mulscale16(0x8000-(Cos(ClipHigh(pPlayer->deathTime*8, 1024))>>15), F16(120));
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pPlayer->q16horiz = mulscale16(0x8000-(Cos(ClipHigh(pPlayer->deathTime*8, 1024))>>15), fix16_from_int(120));
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}
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if (pPlayer->curWeapon)
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pInput->newWeapon = pPlayer->curWeapon;
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@ -1551,20 +1551,20 @@ void ProcessInput(PLAYER *pPlayer)
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if (pInput->keyFlags.lookCenter && !pInput->buttonFlags.lookUp && !pInput->buttonFlags.lookDown)
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{
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if (pPlayer->q16look < 0)
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pPlayer->q16look = fix16_min(pPlayer->q16look+F16(4), F16(0));
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pPlayer->q16look = fix16_min(pPlayer->q16look+fix16_from_int(4), fix16_from_int(0));
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if (pPlayer->q16look > 0)
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pPlayer->q16look = fix16_max(pPlayer->q16look-F16(4), F16(0));
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pPlayer->q16look = fix16_max(pPlayer->q16look-fix16_from_int(4), fix16_from_int(0));
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if (!pPlayer->q16look)
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pInput->keyFlags.lookCenter = 0;
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}
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else
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{
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if (pInput->buttonFlags.lookUp)
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pPlayer->q16look = fix16_min(pPlayer->q16look+F16(4), F16(60));
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pPlayer->q16look = fix16_min(pPlayer->q16look+fix16_from_int(4), fix16_from_int(60));
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if (pInput->buttonFlags.lookDown)
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pPlayer->q16look = fix16_max(pPlayer->q16look-F16(4), F16(-60));
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pPlayer->q16look = fix16_max(pPlayer->q16look-fix16_from_int(4), fix16_from_int(-60));
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}
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pPlayer->q16look = fix16_clamp(pPlayer->q16look+pInput->q16mlook, F16(-60), F16(60));
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pPlayer->q16look = fix16_clamp(pPlayer->q16look+pInput->q16mlook, fix16_from_int(-60), fix16_from_int(60));
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if (pPlayer->q16look > 0)
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pPlayer->q16horiz = fix16_from_int(mulscale30(120, Sin(fix16_to_int(pPlayer->q16look)<<3)));
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else if (pPlayer->q16look < 0)
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@ -1574,25 +1574,25 @@ void ProcessInput(PLAYER *pPlayer)
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}
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else
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{
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CONSTEXPR int upAngle = 289;
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CONSTEXPR int downAngle = -347;
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CONSTEXPR double lookStepUp = 4.0*upAngle/60.0;
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CONSTEXPR double lookStepDown = -4.0*downAngle/60.0;
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constexpr int upAngle = 289;
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constexpr int downAngle = -347;
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constexpr double lookStepUp = 4.0*upAngle/60.0;
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constexpr double lookStepDown = -4.0*downAngle/60.0;
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if (pInput->keyFlags.lookCenter && !pInput->buttonFlags.lookUp && !pInput->buttonFlags.lookDown)
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{
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if (pPlayer->q16look < 0)
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pPlayer->q16look = fix16_min(pPlayer->q16look+F16(lookStepDown), F16(0));
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pPlayer->q16look = fix16_min(pPlayer->q16look+fix16_from_dbl(lookStepDown), fix16_from_int(0));
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if (pPlayer->q16look > 0)
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pPlayer->q16look = fix16_max(pPlayer->q16look-F16(lookStepUp), F16(0));
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pPlayer->q16look = fix16_max(pPlayer->q16look-fix16_from_dbl(lookStepUp), fix16_from_int(0));
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if (!pPlayer->q16look)
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pInput->keyFlags.lookCenter = 0;
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}
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else
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{
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if (pInput->buttonFlags.lookUp)
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pPlayer->q16look = fix16_min(pPlayer->q16look+F16(lookStepUp), F16(upAngle));
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pPlayer->q16look = fix16_min(pPlayer->q16look+fix16_from_dbl(lookStepUp), fix16_from_int(upAngle));
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if (pInput->buttonFlags.lookDown)
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pPlayer->q16look = fix16_max(pPlayer->q16look-F16(lookStepDown), F16(downAngle));
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pPlayer->q16look = fix16_max(pPlayer->q16look-fix16_from_dbl(lookStepDown), fix16_from_int(downAngle));
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}
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if (pPlayer == gMe && numplayers == 1)
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{
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@ -1606,7 +1606,7 @@ void ProcessInput(PLAYER *pPlayer)
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}
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gViewLookRecenter = pInput->keyFlags.lookCenter && !pInput->buttonFlags.lookUp && !pInput->buttonFlags.lookDown;
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}
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pPlayer->q16look = fix16_clamp(pPlayer->q16look+(pInput->q16mlook<<3), F16(downAngle), F16(upAngle));
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pPlayer->q16look = fix16_clamp(pPlayer->q16look+(pInput->q16mlook<<3), fix16_from_int(downAngle), fix16_from_int(upAngle));
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pPlayer->q16horiz = fix16_from_float(100.f*tanf(fix16_to_float(pPlayer->q16look)*fPI/1024.f));
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}
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int nSector = pSprite->sectnum;
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@ -1631,7 +1631,7 @@ void ProcessInput(PLAYER *pPlayer)
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}
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else
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{
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pPlayer->q16slopehoriz = interpolate(pPlayer->q16slopehoriz, F16(0), 0x4000);
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pPlayer->q16slopehoriz = interpolate(pPlayer->q16slopehoriz, fix16_from_int(0), 0x4000);
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if (klabs(pPlayer->q16slopehoriz) < 4)
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pPlayer->q16slopehoriz = 0;
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}
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@ -434,47 +434,47 @@ void fakeProcessInput(PLAYER *pPlayer, GINPUT *pInput)
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if (predict.at6e && !pInput->buttonFlags.lookUp && !pInput->buttonFlags.lookDown)
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{
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if (predict.at20 < 0)
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predict.at20 = fix16_min(predict.at20+F16(4), F16(0));
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predict.at20 = fix16_min(predict.at20+fix16_from_int(4), fix16_from_int(0));
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if (predict.at20 > 0)
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predict.at20 = fix16_max(predict.at20-F16(4), F16(0));
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predict.at20 = fix16_max(predict.at20-fix16_from_int(4), fix16_from_int(0));
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if (predict.at20 == 0)
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predict.at6e = 0;
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}
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else
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{
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if (pInput->buttonFlags.lookUp)
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predict.at20 = fix16_min(predict.at20+F16(4), F16(60));
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predict.at20 = fix16_min(predict.at20+fix16_from_int(4), fix16_from_int(60));
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if (pInput->buttonFlags.lookDown)
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predict.at20 = fix16_max(predict.at20-F16(4), F16(-60));
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predict.at20 = fix16_max(predict.at20-fix16_from_int(4), fix16_from_int(-60));
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}
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predict.at20 = fix16_clamp(predict.at20+pInput->q16mlook, F16(-60), F16(60));
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predict.at20 = fix16_clamp(predict.at20+pInput->q16mlook, fix16_from_int(-60), fix16_from_int(60));
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if (predict.at20 > 0)
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predict.at24 = mulscale30(F16(120), Sin(fix16_to_int(predict.at20<<3)));
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predict.at24 = mulscale30(fix16_from_int(120), Sin(fix16_to_int(predict.at20<<3)));
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else if (predict.at20 < 0)
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predict.at24 = mulscale30(F16(180), Sin(fix16_to_int(predict.at20<<3)));
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predict.at24 = mulscale30(fix16_from_int(180), Sin(fix16_to_int(predict.at20<<3)));
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else
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predict.at24 = 0;
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#endif
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CONSTEXPR int upAngle = 289;
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CONSTEXPR int downAngle = -347;
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CONSTEXPR double lookStepUp = 4.0*upAngle/60.0;
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CONSTEXPR double lookStepDown = -4.0*downAngle/60.0;
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constexpr int upAngle = 289;
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constexpr int downAngle = -347;
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constexpr double lookStepUp = 4.0*upAngle/60.0;
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constexpr double lookStepDown = -4.0*downAngle/60.0;
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if (predict.at6e && !pInput->buttonFlags.lookUp && !pInput->buttonFlags.lookDown)
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{
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if (predict.at20 < 0)
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predict.at20 = fix16_min(predict.at20+F16(lookStepDown), F16(0));
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predict.at20 = fix16_min(predict.at20+fix16_from_dbl(lookStepDown), fix16_from_int(0));
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if (predict.at20 > 0)
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predict.at20 = fix16_max(predict.at20-F16(lookStepUp), F16(0));
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predict.at20 = fix16_max(predict.at20-fix16_from_dbl(lookStepUp), fix16_from_int(0));
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if (predict.at20 == 0)
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predict.at6e = 0;
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}
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else
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{
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if (pInput->buttonFlags.lookUp)
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predict.at20 = fix16_min(predict.at20+F16(lookStepUp), F16(upAngle));
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predict.at20 = fix16_min(predict.at20+fix16_from_dbl(lookStepUp), fix16_from_int(upAngle));
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if (pInput->buttonFlags.lookDown)
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predict.at20 = fix16_max(predict.at20-F16(lookStepDown), F16(downAngle));
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predict.at20 = fix16_max(predict.at20-fix16_from_dbl(lookStepDown), fix16_from_int(downAngle));
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}
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if (numplayers > 1 && gPrediction)
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{
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@ -488,7 +488,7 @@ void fakeProcessInput(PLAYER *pPlayer, GINPUT *pInput)
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}
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gViewLookRecenter = predict.at6e && !pInput->buttonFlags.lookUp && !pInput->buttonFlags.lookDown;
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}
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predict.at20 = fix16_clamp(predict.at20+(pInput->q16mlook<<3), F16(downAngle), F16(upAngle));
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predict.at20 = fix16_clamp(predict.at20+(pInput->q16mlook<<3), fix16_from_int(downAngle), fix16_from_int(upAngle));
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predict.at24 = fix16_from_float(100.f*tanf(fix16_to_float(predict.at20)*fPI/1024.f));
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int nSector = predict.at68;
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@ -3189,8 +3189,8 @@ void viewDrawScreen(bool sceneonly)
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}
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if (gView == gMe && (numplayers <= 1 || gPrediction) && gView->pXSprite->health != 0 && !VanillaMode())
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{
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CONSTEXPR int upAngle = 289;
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CONSTEXPR int downAngle = -347;
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constexpr int upAngle = 289;
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constexpr int downAngle = -347;
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fix16_t q16look;
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cA = gViewAngle;
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q16look = gViewLook;
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@ -3383,7 +3383,7 @@ void viewDrawScreen(bool sceneonly)
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{
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cZ = vfc + (gLowerLink[nSectnum] >= 0 ? 0 : (8 << 8));
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}
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q16horiz = ClipRange(q16horiz, F16(-200), F16(200));
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q16horiz = ClipRange(q16horiz, fix16_from_int(-200), fix16_from_int(200));
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RORHACK:
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int ror_status[16];
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for (int i = 0; i < 16; i++)
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