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- Blood: Factor in game's tic-rate when aiming/looking up/down.
* Doesn't matter for Blood, but will matter for SW in a unified approach. Might as well get it right here. * Appreciate the literal doubles in lieu of the enums isn't great, but this function will go into the backend in due course.
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1 changed files with 4 additions and 5 deletions
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@ -1306,7 +1306,6 @@ int ActionScan(PLAYER *pPlayer, int *a2, int *a3)
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enum
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enum
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{
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{
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HORIZ_SPEED = 14,
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PLAYER_HORIZ_MIN = -79,
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PLAYER_HORIZ_MIN = -79,
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PLAYER_HORIZ_MAX = 219
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PLAYER_HORIZ_MAX = 219
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};
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};
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@ -1378,11 +1377,11 @@ void sethorizon(PLAYER *pPlayer, fixed_t const q16horz, double const scaleAdjust
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// adjust q16horiz negative
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// adjust q16horiz negative
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if (pInput->actions & SB_AIM_DOWN)
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if (pInput->actions & SB_AIM_DOWN)
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horizAngle -= scaleAdjust * (HORIZ_SPEED >> 1);
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horizAngle -= scaleAdjust * (210. / GameTicRate);
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// adjust q16horiz positive
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// adjust q16horiz positive
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if (pInput->actions & SB_AIM_UP)
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if (pInput->actions & SB_AIM_UP)
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horizAngle += scaleAdjust * (HORIZ_SPEED >> 1);
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horizAngle += scaleAdjust * (210. / GameTicRate);
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}
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}
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// this is the unlocked type
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// this is the unlocked type
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@ -1392,11 +1391,11 @@ void sethorizon(PLAYER *pPlayer, fixed_t const q16horz, double const scaleAdjust
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// adjust q16horiz negative
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// adjust q16horiz negative
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if (pInput->actions & SB_LOOK_DOWN)
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if (pInput->actions & SB_LOOK_DOWN)
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horizAngle -= scaleAdjust * HORIZ_SPEED;
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horizAngle -= scaleAdjust * (420. / GameTicRate);
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// adjust q16horiz positive
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// adjust q16horiz positive
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if (pInput->actions & SB_LOOK_UP)
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if (pInput->actions & SB_LOOK_UP)
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horizAngle += scaleAdjust * HORIZ_SPEED;
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horizAngle += scaleAdjust * (420. / GameTicRate);
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}
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}
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if (pInput->actions & SB_CENTERVIEW)
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if (pInput->actions & SB_CENTERVIEW)
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