a boss, ensure that FinishTimer and FinishAnim are appropriately
updated. This commit bumps GameVersion.
Additionally, the set of FinishAnim to 0 in NewLevel had
to move to a different location (InitLevelGlobals2), so
it doesn't override the value stored in the saved game.
# Conflicts:
# source/sw/src/game.cpp
I never realized it was redundant when consolidating the interpolation math into one function - originally this was done in a way that it wasn't obvious.
This also eliminates the dependency on refreshFreq which never actually made any sense.
* Calculate game-side mousex/mousey divisions into the calculations performed in `InputState::GetMouseDelta()`.
* Fix mouse speed when `in_mousesmoothing` is true (wasn't factoring in / 3.f division used in non-true vector.
* Standard mouse forward/side movement speeds in Exhumed & SW with that of other games.
* Remove `strafeyaw` code from Duke/Exhumed/RR as it's not necessary and was leading to situations where the player would continually keep moving sideways even without input.
* Change mouse forward/side velocities to -= current value as is done with controller input and the player's angle/aim velocities.
* Changes performed in 0bd460d9e3 didn't take into account xdimenscale and viewingrangerecip like the days of old and this wasn't picked up in d80a32d379 or d80a32d379, where the applied fixes only appeared to work because they worked for me at 2560x1440p.
From the looks of it the engine calls the sound function repeatedly while the sound plays to perform distance checks.
With the OpenAL backend these checks are totally unnecessary and shouldn't do anything.
* Convert axes in ControlInfo struct from int32_t to float as what's received from the backend.
* Remove all the scale up/down math since we don't need that with floats and replace with float constants that match old behaviour.
* Store q16mlook scaling as a constant for use with mouse and upcoming controller code.
* Add required controller code to Blood as the only game not to have working controllers.
* Fix typos in (gInput.forward > input.forward) for `ctrlGetInput()` in Blood.
* Remove use of `scaleAdjustmentToInterval()` on Exhumed and Shadow Warrior as they only process forward/side velocities within the game's ticrate.
* Repair angvel/aimvel scaling mistakes from d79a5d256d.
* Scale dyaw and dpitch by 25% for Shadow Warrior as the game runs 25% faster than the other games, leading to faster input.
* Output from PrintVis() in 9dfd3ddd02 showed resulting global visibility as 0.078125.
* Following 0bd460d9e3, resulting global visibility shown as 0.041667.
* Scaling g_visibility by (8.f / 15.f) (0.533333) restores resulting global visibility to 0.078125.
This also fixes the interpolation for gamefunc_TurnAround and stomping on enemies. Replicates changes to Duke3D code from c30b21dcdc7dfbcd400abe0fad204f1c0bacdba1.