mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-28 12:30:46 +00:00
- cleaned up Duke's main GameTicker function.
* moved the part that alters the input before queuing it to GetInput * moved moveloop into the main function * reshuffled a few things for better grouping by task.
This commit is contained in:
parent
20426a5a4f
commit
fab561d757
11 changed files with 82 additions and 79 deletions
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@ -118,7 +118,7 @@ CCMD(togglefollow)
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gi->ResetFollowPos(true);
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}
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glcycle_t thinktime, actortime, gameupdatetime, drawtime;
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cycle_t thinktime, actortime, gameupdatetime, drawtime;
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gamestate_t gamestate = GS_STARTUP;
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@ -229,8 +229,6 @@ CUSTOM_CVARD(Int, in_mousebias, 0, CVAR_GLOBALCONFIG|CVAR_ARCHIVE, "emulates the
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else if (self > 32) self = 32;
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}
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CVARD(Bool, in_mousesmoothing, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE, "enable/disable mouse input smoothing")
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CUSTOM_CVARD(Float, in_mousesensitivity, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "changes the mouse sensitivity")
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{
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if (self < 0) self = 0;
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@ -88,7 +88,6 @@ EXTERN_CVAR(Int, gl_ssao)
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EXTERN_CVAR(Bool, use_joystick)
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EXTERN_CVAR(Int, in_mousebias)
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EXTERN_CVAR(Bool, in_mouseflip)
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EXTERN_CVAR(Bool, in_mousesmoothing)
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EXTERN_CVAR(Float, in_mousesensitivity)
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EXTERN_CVAR(Float, in_mousescalex)
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EXTERN_CVAR(Float, in_mousescaley)
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@ -5,6 +5,7 @@ bool System_WantGuiCapture(); // During playing this tells us whether the game m
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#include <stdint.h>
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#include "vectors.h"
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#include "engineerrors.h"
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#include "packet.h"
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struct GameStats
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{
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@ -91,6 +92,7 @@ struct GameInterface
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virtual void ExitFromMenu() { throw CExitEvent(0); }
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virtual ReservedSpace GetReservedScreenSpace(int viewsize) { return { 0, 0 }; }
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virtual void ResetFollowPos(bool) {}
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virtual void GetInput(InputPacket* packet) {}
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};
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@ -22,7 +22,7 @@
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#include "stats.h"
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#include "binaryangle.h"
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extern glcycle_t drawtime, actortime, thinktime, gameupdatetime;
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extern cycle_t drawtime, actortime, thinktime, gameupdatetime;
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BEGIN_DUKE_NS
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@ -57,6 +57,7 @@ struct GameInterface : public ::GameInterface
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ReservedSpace GetReservedScreenSpace(int viewsize) override;
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void DrawPlayerSprite(const DVector2& origin, bool onteam) override;
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void ResetFollowPos(bool message) override;
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void GetInput(InputPacket* packet) override;
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};
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@ -212,7 +212,7 @@ void dobonus(int bonusonly, const CompletionFunc& completion);
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void dobonus_d(bool bonusonly, const CompletionFunc& completion);
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void dobonus_r(bool bonusonly, const CompletionFunc& completion);
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void displayrest(double smoothratio);
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void drawoverlays(double smoothratio);
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void drawbackground(void);
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void displayrooms(int32_t playerNum, double smoothratio);
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void setgamepalette(int palid);
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@ -234,7 +234,6 @@ void apply_seasick(player_struct* p, double scalefactor);
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void calcviewpitch(player_struct* p, double factor);
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void sethorizon(int snum, ESyncBits actions, double factor, fixed_t adjustment);
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bool movementBlocked(int snum);
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void GetInput();
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void startmainmenu();
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void loadcons();
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@ -235,7 +235,7 @@ void V_AddBlend (float r, float g, float b, float a, float v_blend[4])
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//
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//---------------------------------------------------------------------------
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void displayrest(double smoothratio)
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void drawoverlays(double smoothratio)
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{
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int i, j;
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unsigned char fader = 0, fadeg = 0, fadeb = 0, fadef = 0, tintr = 0, tintg = 0, tintb = 0, tintf = 0, dotint = 0;
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@ -51,7 +51,6 @@ static int bufferjitter;
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void clearfifo(void)
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{
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loc = {};
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memset(&inputfifo, 0, sizeof(inputfifo));
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memset(sync, 0, sizeof(sync));
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}
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@ -280,48 +279,17 @@ int domovethings()
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//
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//---------------------------------------------------------------------------
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int moveloop()
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{
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prediction();
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if (numplayers < 2) bufferjitter = 0;
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while (shouldprocessinput(myconnectindex))
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{
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if( domovethings() ) return 1;
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}
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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static void checkTimerActive()
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{
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FStat *stat = FStat::FindStat("fps");
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glcycle_t::active = (stat != NULL && stat->isActive());
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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bool GameTicker()
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void GameTicker()
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{
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if (ps[myconnectindex].gm == MODE_DEMO)
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{
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M_ClearMenus();
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return true;
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gamestate = GS_STARTUP;
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return;
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}
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//Net_GetPackets();
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nonsharedkeys();
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checkTimerActive();
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gameupdatetime.Reset();
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gameupdatetime.Clock();
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@ -332,30 +300,23 @@ bool GameTicker()
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while (playrunning() && currentTic - lastTic >= 1)
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{
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lastTic = currentTic;
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GetInput();
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auto const pPlayer = &ps[myconnectindex];
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auto const q16ang = fix16_to_int(pPlayer->q16ang);
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auto& input = nextinput(myconnectindex);
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input = loc;
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input.fvel = mulscale9(loc.fvel, sintable[(q16ang + 2560) & 2047]) +
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mulscale9(loc.svel, sintable[(q16ang + 2048) & 2047]) +
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pPlayer->fric.x;
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input.svel = mulscale9(loc.fvel, sintable[(q16ang + 2048) & 2047]) +
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mulscale9(loc.svel, sintable[(q16ang + 1536) & 2047]) +
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pPlayer->fric.y;
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loc = {};
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gi->GetInput(&input);
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advancequeue(myconnectindex);
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if (playrunning())
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{
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moveloop();
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}
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}
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prediction();
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double const smoothRatio = playrunning() ? I_GetTimeFrac() * MaxSmoothRatio : MaxSmoothRatio;
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if (numplayers < 2) bufferjitter = 0;
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while (shouldprocessinput(myconnectindex))
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{
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if (domovethings()) break;
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}
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}
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}
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gameupdatetime.Unclock();
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@ -366,17 +327,23 @@ bool GameTicker()
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if (!cl_syncinput)
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{
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GetInput();
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gi->GetInput(nullptr);
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}
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nonsharedkeys();
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S_Update();
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drawtime.Reset();
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drawtime.Clock();
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S_Update();
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videoSetBrightness(thunder_brightness);
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double const smoothRatio = playrunning() ? I_GetTimeFrac() * MaxSmoothRatio : MaxSmoothRatio;
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displayrooms(screenpeek, smoothRatio);
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displayrest(smoothRatio);
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drawoverlays(smoothRatio);
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drawtime.Unclock();
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return (ps[myconnectindex].gm & MODE_DEMO);
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if (ps[myconnectindex].gm == MODE_DEMO)
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{
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gamestate = GS_STARTUP;
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}
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}
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//---------------------------------------------------------------------------
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@ -393,18 +360,9 @@ void startmainmenu()
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FX_StopAllSounds();
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void GameInterface::RunGameFrame()
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static void Startup()
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{
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switch (gamestate)
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{
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default:
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case GS_STARTUP:
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I_ResetTime();
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lastTic = -1;
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gameclock = 0;
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@ -432,6 +390,21 @@ void GameInterface::RunGameFrame()
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{
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fi.ShowLogo([](bool) { startmainmenu(); });
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void GameInterface::RunGameFrame()
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{
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switch (gamestate)
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{
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default:
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case GS_STARTUP:
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Startup();
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break;
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case GS_MENUSCREEN:
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@ -440,13 +413,12 @@ void GameInterface::RunGameFrame()
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break;
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case GS_LEVEL:
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if (GameTicker()) gamestate = GS_STARTUP;
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else videoSetBrightness(thunder_brightness);
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GameTicker();
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break;
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case GS_INTERMISSION:
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case GS_INTRO:
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RunScreenJobFrame(); // This handles continuation through its completion callback.
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RunScreenJobFrame();
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break;
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}
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@ -63,7 +63,6 @@ int16_t max_ammo_amount[MAX_WEAPONS];
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int16_t weaponsandammosprites[15];
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int PHEIGHT = PHEIGHT_DUKE;
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int duke3d_globalflags;
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InputPacket loc;
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uint8_t ready2send;
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int playerswhenstarted;
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int show_shareware;
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@ -51,7 +51,6 @@ extern int16_t weaponsandammosprites[15];
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extern int32_t PHEIGHT;
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extern int duke3d_globalflags;
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extern uint8_t ready2send;
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extern InputPacket loc;
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extern int playerswhenstarted;
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extern int show_shareware;
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extern int screenpeek;
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@ -44,6 +44,7 @@ static int nonsharedtimer;
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static int turnheldtime;
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static int lastcontroltime;
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static double lastCheck;
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static InputPacket loc; // input accumulation buffer.
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void GameInterface::ResetFollowPos(bool message)
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{
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@ -1033,7 +1034,7 @@ static void FinalizeInput(int playerNum, InputPacket& input, bool vehicle)
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//
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//---------------------------------------------------------------------------
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void GetInput()
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static void GetInputInternal(InputPacket &locInput)
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{
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double elapsedInputTicks;
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auto const p = &ps[myconnectindex];
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}
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}
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//---------------------------------------------------------------------------
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//
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// External entry point
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//
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//---------------------------------------------------------------------------
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void GameInterface::GetInput(InputPacket* packet)
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{
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GetInputInternal(loc);
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if (packet)
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{
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auto const pPlayer = &ps[myconnectindex];
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auto const q16ang = fix16_to_int(pPlayer->q16ang);
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*packet = loc;
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auto fvel = loc.fvel;
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auto svel = loc.svel;
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packet->fvel = mulscale9(fvel, sintable[(q16ang + 2560) & 2047]) +
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mulscale9(svel, sintable[(q16ang + 2048) & 2047]) +
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pPlayer->fric.x;
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packet->svel = mulscale9(fvel, sintable[(q16ang + 2048) & 2047]) +
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mulscale9(svel, sintable[(q16ang + 1536) & 2047]) +
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pPlayer->fric.y;
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loc = {};
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}
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}
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//---------------------------------------------------------------------------
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//
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// This is called from ImputState::ClearAllInput and resets all static state being used here.
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//
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//---------------------------------------------------------------------------
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void GameInterface::clearlocalinputstate()
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{
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loc = {};
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nonsharedtimer = 0;
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turnheldtime = 0;
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lastcontroltime = 0;
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lastCheck = 0;
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}
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END_DUKE_NS
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