* For Duke/SW, we continually apply `SB_CENTERVIEW` only if it was previously a toggled action, similar to Blood.
* For SW, we remove two SW-specific bits (`PF_LOCK_HORIZ` and `PF_LOOKING`) that are no longer needed.
* For Duke, we remove `return_to_center` and just use the `SB_CENTERVIEW` action bit as required.
* For `sethorizon()`, feature set and adjustment speeds are an averaged out accumulation across Duke/SW:
** GameTicRate is factored in for adjustment decisions to provide consistency for SW being the faster game.
** Adjustment amounts are half way between Duke/SW.
* Pre-requisite to make it possible to stop using Q16.16 for horizon input.
* Perform look up/down and aim up/down using true pitch without the need for a helper.
* Adapt SW's return to center function to work based on true pitch (Duke's is a bit too fast for my liking).
* Duke's aim up/down and look up/down is 6 & 12 respectively, SW's is 8 & 16 respectively. Let's go half-way at 7 & 14.
* Need SW's input helpers available for Blood but therefore also need an angle delta function that does not seem to exist in Blood.
* Realise that gamecontrol.h/cpp might not be the most appropriate place, but it's a shared location and these will go into binaryangle.h when its utilisation can be more realised.
* Because SW's logic was reversed, in that param #1 was the new angle and param #2 was the current, all calls have been reversed.
* By happenstance, also fixes an issue with multiple 180° turns in quick succession.
This reverts commit 28a3ef131f.
I mostly added this to visualise an attempt at how I've attempted to make the vehicles work with unsynchronised input. I don't wish for this to be committed to the main branch as it's a net negative.
* Set `PF2_INPUT_CAN_AIM` explicitly where `DoPlayerHorizon()` would have been done within the original game.
* Replace original centering code and route `SB_CENTERVIEW` through the `SB_LOOK_UP`/`SB_LOOK_DOWN` code.
* With this commit, first person input is now nice again. Vehicle code still to be looked at.
* Set `PF2_INPUT_CAN_TURN` explicitly where `DoPlayerTurn()` would have been done within the original game.
* Uplift the turn 180 code to full Q16.16.
* Eliminate stupid input scaling so input matches that provided by the input device.
* Ticrate angle adjustments outside of the player's control still to be uplifted.
* Provide read-only/const results from `CONTROL_GetInput()` so games can't change received input.
* Change non-descript `info` to `hidInput` (Human Interface Device).
* Remove a few unused prototypes.
* Remove bool `PedanticMode`.
* Transition appropriate lines to `cl_syncinput`.
* Remove inlines added purely only to maintain DOS demo compatibility.
* Fix a few pedantic Q16.16 >> Int >> Q16.16 conversions.
* Remove fix16.h/cpp and utilise library from m_fixed.h.
* Extend m_fixed.h with two inline functions for int to/from float operations.
* Replace fix16_floor operations with those from xs_Float.h
* Replace multiple Q16.16 conversions from 0 to just be 0.
* Replaced all found in-game bit-shifts and multiplications/divisions with inline functions from m_fixed.h
* Replaced many casts of FRACUNIT as double in SW's panel.cpp as it is converted to double by way of type promotion.
* Fixed missed precision fixes in SW's panel.cpp where some types weren't declared correctly.
* Replaced 100+ `Cos()/Sin() >> 16` operations for Blood with inline functions `CosScale16()/SinScale16()`.