* Repairs https://forum.zdoom.org/viewtopic.php?f=340&t=67239 and https://forum.zdoom.org/viewtopic.php?f=340&t=67933
* Values that come from GZDoom backend are too low to be suitable for the Build games which were dividing by 'analogExtent'.
* Remove definition of analogExtent from all games and define in inputstate.h, then define joyaxesScale as 75% of analogExtent to provide a bit of headroom and not have a scale of 1.0 be full speed.
* Invert the returned results of GetAxes() as the returned floats are reversed for build games.
* Leverage scaleAdjustmentToInverval() on game-side code to consistently scale the input irrespective of frame rate, vsync etc.
(e.g., beginning to jump, or landing on ground);
Reproduced with the input being tied to framerate
while SO interpolation is toggled on.
This involves the following modifications:
- PF2_INPUT_CAN_TURN and PF2_INPUT_CAN_AIM are now additionally set
from various DoPlayerBegin* functions, allowing the player to continue
turning/aiming as usual (right before the next call to domovethings),
even in specific instances of player action changes.
- If PF2_INPUT_CAN_TURN/PF2_INPUT_CAN_AIM was set before and
after calling pp->DoPlayerAction from domovethings altogether,
ensure that the player's oq16ang/oq16horiz is updated by
making an appropriate call to DoPlayerTurn/DoPlayerHorizon. This
is done in case a call to DoPlayerTurn/DoPlayerHorizon is missed.
This change is not applied for a dead player, though.
in 1a3c9e3a15ba788607dfd96ebcc75a2198be6d69 was a mistake.
The interpolation should still apply, albeit not while
the viewing angle is changed via the player's own input.
We should also continue interpolating in coop view.
interpolation of player turning/aiming/movement, while being carried
by a sector object, without SO interpolation. This is a continuation of
73a0aa394e906a65633d61f3c749c9b9b7e66aaa and bf31bc2987a3eccd31d343622327bd4ee0f9c5a1,
aiming to fix a jitter in case the player is continuously
getting pushed by a wall (e.g., on the boat in level 5).
Basically, this moves the relevant assignments from track.cpp:MovePlayer
and MovePoints to player.cpp:DoPlayerMove. Unless a call to one of these
functions has been missed, pushwall and clipmove can be called from
player.cpp in the following instances, which should be covered:
- Via DoPlayerMove, which is the function getting the fix now.
- Via DoPlayerSlide, which is called in the beginning of DoPlayerMove.
- Via DoPlayerCurrent when called from DoPlayerCrawl/DoPlayerWade,
followed by DoPlayerMove.
- Via DoPlayerCurrent when called from DoPlayerDive,
followed by DoPlayerMove if the player doesn't stop diving.
# Conflicts:
# source/sw/src/track.cpp