This is needed to extend a few fields that are too narrow - e.g. the texture offset fields have no room for interpolating scrolling textures.
Blood not done yet, will also need to be changed to get rid of the limits.
The fudging was only needed because fog was still applied on top of the palette emulation so after completely disabling the true color distance attenuation in palette mode it made the image too bright.
The alpha needs to be 1 because this is only the texel, not the combined color.
* Duke/RR: Fix `SB_CENTERVIEW` not clearing while `cl_syncinput 1`.
* Duke/RR: Remove superfluous call to `apply_seasick()`.
* RR: Change two calls from `playerSetAngle()` to `playerAddAngle()` Updated version of `playerSetAngle()` doesn't stop setting angle until target is reached, a bit too strict for this and compromised vehicle turning.
* `applylook()`: Remove dead flag. Was only used with Duke, no other game called the function when dead anyway. Since the input helpers are processed outside of `applylook()` now this is not needed.
* `applylook()`: Extend function with a bit of commentary.
* For Blood/SW, exposes `SB_LOOK_LEFT`/`SB_LOOK_RIGHT` to games, hooking up `q16look_ang` and `q16rotscrnang` within.
* For SW, use Duke & Blood's return to center function and remove `PF_TURN_180` bit.
* For RR, replace a few misused bits with some bools inside of `player_struct`.
* Since bulk of functionality is sourced from Duke (30Hz), apply proper scaling so SW speed matches (40Hz).
Since this not only crashes but also has totally unfitting lighting, which is unlikely to be fixed it really makes no sense offering this to the users.
Vulkan may also have to be disabled for release builds because it's not working yet but that needs to be fixed later and should eventually be supported.
This is for consistency, otherwise sprites with a palette translation would stand out. Also use shade dependent fog density instead of a single global value.
Currently this only has an effect in true color rendering mode.
* 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.
* Doesn't matter for Blood, but will matter for SW in a unified approach. Might as well get it right here.
* Appreciate the literal doubles in lieu of the enums isn't great, but this function will go into the backend in due course.
* Horizon now standardised on 100 like the other games.
* Need to determine where/why/how the player's horizon is starting out at 0 and get it to init at 100 like the other games.
* 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.
* Split input bits and movement into separate functions.
* Reordered movement to be more like Duke/SW for ease of comparison.
* Removed a global.
* Removed a few includes.
* Looking up/down is a bit rough at first as q16look is disproportionate to where the player is currently looking.
* Won't be an issue with a unified horizon algorithm in the backend.