Commit Graph

10312 Commits

Author SHA1 Message Date
Mitchell Richters 2c13e746c5 Duke3D: Reset one_eighty_count if player angle input is detected. 2020-05-13 15:12:44 +02:00
Mitchell Richters 5f59c1364c RR: Process one_eighty_count (Turn-around key) at frame-rate. 2020-05-13 15:12:44 +02:00
Mitchell Richters 2129d3b4e7 Duke3D: Process one_eighty_count (Turn-around key) at frame-rate. 2020-05-13 15:12:44 +02:00
Mitchell Richters 5299a0625d RR: Process q16rotscrnang and q16look_ang at frame-rate.
Had to move lastInputTicks to the DukePlayer_t struct. When first running P_GetInput(), the initial value of elapsedInputTicks is the actual value of timerGetHiTicks(), which is into the thousands. This high initial value was affecting how scaleAdjustmentToInterval() scales as it was taking an initial q16look_ang value of 512 and overflowing the fix16_t type, making it -32,768.
2020-05-13 15:12:44 +02:00
Mitchell Richters 22e9396feb RR: Promote look_ang to Q16.16. 2020-05-13 15:12:44 +02:00
Mitchell Richters 21e58160bf RR: Promote rotscrnang to Q16.16. 2020-05-13 15:12:44 +02:00
Mitchell Richters 3af6ad697b Duke3D: Process q16rotscrnang and q16look_ang at frame-rate.
Had to move lastInputTicks to the DukePlayer_t struct. When first running P_GetInput(), the initial value of elapsedInputTicks is the actual value of timerGetHiTicks(), which is into the thousands. This high initial value was affecting how scaleAdjustmentToInterval() scales as it was taking an initial q16look_ang value of 512 and overflowing the fix16_t type, making it -32,768.
2020-05-13 15:12:44 +02:00
Mitchell Richters de0cc8f164 Duke3D: Promote look_ang to Q16.16. 2020-05-13 15:12:44 +02:00
Mitchell Richters ac4b33a770 Duke3D: Promote rotscrnang to Q16.16. 2020-05-13 15:12:44 +02:00
Mitchell Richters 3749a89d6a Build: Change renderSetRollAngle() to take a float and not an int32_t. 2020-05-13 15:12:44 +02:00
Mitchell Richters bece408548 Exhumed: Set scaleAdjustmentToInterval to correct value for game's ticrate. 2020-05-13 15:10:18 +02:00
Richard C. Gobeille 98f4bac708 Exhumed: fix stupid input scaling bug 2020-05-11 21:27:29 +02:00
Richard C. Gobeille 1c79e6e17c SW: fix stupid input scaling bug 2020-05-11 21:27:29 +02:00
Richard C. Gobeille c5e4c9631d RR: fix stupid input scaling bug 2020-05-11 21:27:29 +02:00
Mitchell Richters e7621b4e05 RR: Properly scale tilt_status on vehicles with input being tied to frame-rate. 2020-05-11 21:27:29 +02:00
Mitchell Richters da04a1d0aa RR: Return to centre improvements.
- Lock player horizon while returning to centre.
- Precisely scale player's horizon in time with rate at which 'pPlayer->return_to_center' decrements.
- Check player's horizon is between 99 and 101 degrees, not 99.9 and 100.1. The extra 0.9 degrees of precision is not noticeable and is dramatically slower.
- Reset 'pPlayer->return_to_center' to '0' when player's horizon is at 100.
- Match q16horizoff precision to precision of q16horiz.
2020-05-11 21:27:29 +02:00
Mitchell Richters 549ff75b99 RR: Change horizSkew from fix16_t to int8_t.
- No point converting an int to fix16, only to convert it back. It's only ever an unrounded integer.
2020-05-11 21:27:29 +02:00
Mitchell Richters 742974c61c Duke3D: Return to centre improvements.
- Lock player horizon while returning to centre.
- Precisely scale player's horizon in time with rate at which 'pPlayer->return_to_center' decrements.
- Check player's horizon is between 99 and 101 degrees, not 99.9 and 100.1. The extra 0.9 degrees of precision is not noticeable and is dramatically slower.
- Reset 'pPlayer->return_to_center' to '0' when player's horizon is at 100.
- Match q16horizoff precision to precision of q16horiz.
2020-05-11 21:27:29 +02:00
Mitchell Richters ae353b93fb Duke3D: Change horizSkew from fix16_t to int8_t.
- No point converting an int to fix16, only to convert it back. It's only ever an unrounded integer.
2020-05-11 21:27:29 +02:00
Mitchell Richters c7d3753c2b Revert "RR: Fix hard landing from preventing vertical mouse movement with player input tied to frame-rate."
This reverts commit 4bc105ec07.
2020-05-11 21:27:29 +02:00
Mitchell Richters d088795f28 Revert "Duke3D: Fix hard landing from preventing vertical mouse movement with player input tied to frame-rate."
This reverts commit 6dcd83b734.
2020-05-11 21:27:29 +02:00
Mitchell Richters 9cc86bd003 RR: Restore old interpolations when camera is chasing actor who whacked you (idea from NY00123). 2020-05-11 21:26:34 +02:00
Mitchell Richters d30bf548bd Duke3D: Restore old interpolations when camera is chasing actor who whacked you (idea from NY00123). 2020-05-11 21:26:34 +02:00
Richard C. Gobeille 3b6b1a3063 Fix stupid typo that broke the camera aiming at the enemy that killed you in Duke3D 2020-05-11 21:26:34 +02:00
Mitchell Richters aad2b3a782 - hacks to make IF launch again after gamefunc changes in 57cb22f135.
Also re-ordered gamefuncs to 1:1 match EDuke32.
2020-05-11 13:30:14 +02:00
Mitchell Richters 8730bd9dda - allow game's clock to keep running while paused (restores interpolations/animations in menus). 2020-05-08 21:23:02 +02:00
Mitchell Richters 401e87f3d9 RR: Remove left-over else statement that should have been removed in 0ec2b87. 2020-05-08 10:51:59 +02:00
Mitchell Richters d58f90de19 RR: Properly lock player movement when necessary while in a vehicle.
- This makes map follow mode work as expected again.
2020-05-08 10:51:59 +02:00
Mitchell Richters 9c27f49d42 RR: restore proper vehicle accuracy to RedNukem code-base.
- I tried to do something smarter originally but want the values to be 100% accurate to upstream.
2020-05-08 10:51:59 +02:00
Mitchell Richters 4bc105ec07 RR: Fix hard landing from preventing vertical mouse movement with player input tied to frame-rate. 2020-05-08 10:51:59 +02:00
Mitchell Richters 6dcd83b734 Duke3D: Fix hard landing from preventing vertical mouse movement with player input tied to frame-rate. 2020-05-08 10:51:59 +02:00
Mitchell Richters 2e3bcdadd6 Duke 3D & RR: Repair issue where player would not return to centre following hard landing.
- Accidentally left in while merging changes from upstream.
- Change restores accuracy to game play in that a hard landing now returns the player's view to center.
2020-05-08 10:51:59 +02:00
Richard C. Gobeille 08bc2fbbcd RR: set .horizRecenter when handling SK_CENTER_VIEW
This seems so obvious that I almost think I intentionally left it out before, but I can't remember why I would have.
2020-05-08 10:51:59 +02:00
Richard C. Gobeille 8225d20e23 RR: zero .horizAngleAdjust and .horizSkew after checking playerquitflag instead of before
I don't think this actually makes a difference, but it's more consistent.
2020-05-08 10:51:59 +02:00
Richard C. Gobeille bcf4903505 RR: zero .horizSkew in P_DoJetpack() 2020-05-08 10:51:59 +02:00
Richard C. Gobeille 818e14448d RR: zero player .horizRecenter, .horizSkew, and .horizAngleAdjust in P_ResetPlayer() 2020-05-08 10:51:59 +02:00
Richard C. Gobeille 3f7914ad57 Duke3d: set .horizRecenter when handling SK_CENTER_VIEW
This seems so obvious that I almost think I intentionally left it out before, but I can't remember why I would have.
2020-05-08 10:51:59 +02:00
Richard C. Gobeille c53edd9e5a Duke3d: zero .horizAngleAdjust and .horizSkew after checking playerquitflag instead of before
I don't think this actually makes a difference, but it's more consistent.
2020-05-08 10:51:59 +02:00
Richard C. Gobeille 26b87e3aa0 Duke3d: zero .horizSkew in P_DoJetpack() 2020-05-08 10:51:59 +02:00
Richard C. Gobeille 0ec9dd9a14 Duke3d: zero player .horizRecenter, .horizSkew, and .horizAngleAdjust in P_ResetPlayer() 2020-05-08 10:51:59 +02:00
Mitchell Richters ca994b31c9 SW: Set certain sync keys prior to checking them in the same function.
- Ensures action occurs within the requested frame and not the next.
2020-05-08 10:51:59 +02:00
Mitchell Richters 7b35e04c0c - reset buttonMap button states after returning from pause for Exhumed (stops keys acting stuck down if down prior to pausing). 2020-05-06 10:51:08 +02:00
Mitchell Richters 419329b5b2 - standardise main loop for Exhumed following changes to Duke3D/RR/SW main loops. 2020-05-06 10:51:08 +02:00
Mitchell Richters 693b6955da - reset buttonMap button states after returning from pause for SW (stops keys acting stuck down if down prior to pausing). 2020-05-06 10:51:08 +02:00
Mitchell Richters 99fdbfb6cb - fix interpolation stutters when opening console for SW. 2020-05-06 10:51:08 +02:00
Mitchell Richters d99c907acb - reset buttonMap button states after returning from pause for Duke3D (stops keys acting stuck down if down prior to pausing). 2020-05-06 10:51:08 +02:00
Mitchell Richters 1bb3640bc9 - fix interpolation stutters when opening console for Duke3D. 2020-05-06 10:51:08 +02:00
Mitchell Richters 4e1905e630 - reset buttonMap button states after returning from pause for RR (stops keys acting stuck down if down prior to pausing). 2020-05-06 10:51:08 +02:00
Mitchell Richters e0e06284a5 - fix interpolation stutters when opening console for RR. 2020-05-06 10:51:08 +02:00
alexey.lysiuk d8e3d60e85 - fixed compilation of Cocoa backend 2020-05-05 10:55:35 +03:00