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- Blood: Re-implement unsynchronised q16horiz.
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parent
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commit
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2 changed files with 46 additions and 21 deletions
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@ -40,6 +40,7 @@ BEGIN_BLD_NS
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static InputPacket gInput;
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void applylook(PLAYER *pPlayer, fixed_t const q16avel, double const scaleAdjust);
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void sethorizon(PLAYER *pPlayer, fixed_t const q16horz, double const scaleAdjust);
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static void GetInputInternal(ControlInfo* const hidInput)
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{
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@ -154,6 +155,7 @@ static void GetInputInternal(ControlInfo* const hidInput)
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if (!cl_syncinput && gamestate == GS_LEVEL)
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{
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applylook(&gPlayer[myconnectindex], input.q16avel, scaleAdjust);
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sethorizon(&gPlayer[myconnectindex], input.q16horz, scaleAdjust);
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}
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}
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@ -1339,6 +1339,46 @@ void applylook(PLAYER *pPlayer, fixed_t const q16avel, double const scaleAdjust)
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pPlayer->angold = pSprite->ang = FixedToInt(pPlayer->q16ang);
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}
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void sethorizon(PLAYER *pPlayer, fixed_t const q16horz, double const scaleAdjust)
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{
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InputPacket *pInput = &pPlayer->input;
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if ((pInput->actions & SB_CENTERVIEW) && !(pInput->actions & (SB_LOOK_UP | SB_LOOK_DOWN)))
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{
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if (pPlayer->q16look < 0)
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pPlayer->q16look = min(pPlayer->q16look + FloatToFixed(scaleAdjust * 4.), 0);
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if (pPlayer->q16look > 0)
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pPlayer->q16look = max(pPlayer->q16look - FloatToFixed(scaleAdjust * 4.), 0);
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if (!pPlayer->q16look)
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pInput->actions &= ~SB_CENTERVIEW;
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}
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else
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{
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if (pInput->actions & (SB_LOOK_UP|SB_AIM_UP))
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pPlayer->q16look = min(pPlayer->q16look + FloatToFixed(scaleAdjust * 4.), IntToFixed(60));
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if (pInput->actions & (SB_LOOK_DOWN|SB_AIM_DOWN))
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pPlayer->q16look = max(pPlayer->q16look - FloatToFixed(scaleAdjust * 4.), IntToFixed(-60));
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}
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pPlayer->q16look = clamp(pPlayer->q16look + q16horz, IntToFixed(-60), IntToFixed(60));
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if (pPlayer->q16look > 0)
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{
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pPlayer->q16horiz = FloatToFixed(fmulscale30(120., Sinf(FixedToFloat(pPlayer->q16look) * 8.)));
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}
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else if (pPlayer->q16look < 0)
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{
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pPlayer->q16horiz = FloatToFixed(fmulscale30(180., Sinf(FixedToFloat(pPlayer->q16look) * 8.)));
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}
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else
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{
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pPlayer->q16horiz = 0;
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}
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}
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void ProcessInput(PLAYER *pPlayer)
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{
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enum
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@ -1561,29 +1601,12 @@ void ProcessInput(PLAYER *pPlayer)
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}
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pInput->actions &= ~SB_OPEN;
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}
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if ((pInput->actions & SB_CENTERVIEW) && !(pInput->actions & (SB_LOOK_UP | SB_LOOK_DOWN)))
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if (cl_syncinput)
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{
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if (pPlayer->q16look < 0)
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pPlayer->q16look = min(pPlayer->q16look+IntToFixed(4), 0);
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if (pPlayer->q16look > 0)
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pPlayer->q16look = max(pPlayer->q16look-IntToFixed(4), 0);
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if (!pPlayer->q16look)
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pInput->actions &= ~SB_CENTERVIEW;
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sethorizon(pPlayer, pInput->q16horz, 1);
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}
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else
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{
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if (pInput->actions & (SB_LOOK_UP|SB_AIM_UP))
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pPlayer->q16look = min(pPlayer->q16look+IntToFixed(4), IntToFixed(60));
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if (pInput->actions & (SB_LOOK_DOWN|SB_AIM_DOWN))
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pPlayer->q16look = max(pPlayer->q16look-IntToFixed(4), IntToFixed(-60));
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}
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pPlayer->q16look = clamp(pPlayer->q16look+pInput->q16horz, IntToFixed(-60), IntToFixed(60));
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if (pPlayer->q16look > 0)
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pPlayer->q16horiz = FloatToFixed(fmulscale30(120., Sinf(FixedToFloat(pPlayer->q16look) * 8.)));
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else if (pPlayer->q16look < 0)
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pPlayer->q16horiz = FloatToFixed(fmulscale30(180., Sinf(FixedToFloat(pPlayer->q16look) * 8.)));
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else
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pPlayer->q16horiz = 0;
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int nSector = pSprite->sectnum;
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int florhit = gSpriteHit[pSprite->extra].florhit & 0xc000;
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char va;
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