- Input velocity now consistent irrespective of frame rate.
- Angle and horizon calculated at frame rate.
- Replace usage of F16() macro with fix16_from_int() in GetInterruptKeys().
Note: Known issues with look up/down keys that is to be repaired.
- Move DoPlayerTurn() into getinput(). Vehicle code remains external for now.
- Remove horizAdjust boolean and always do horizon code in getinput(). Eliminates single off frame at start of a new level until DoPlayerMove() is called at least once.
- Input was too fast following input code changes.
- Speed of input can now be changed with toggling the run key.
- Remove function 'MoveScrollMode2D()' and incorporate into 'getinput()' to reduce code duplication.
- Store map follow coordinates in PLAYERp struct and remove old globals.
- Original value was 12 and was far, far too high following the Q16.16 implementation.
- Value of 3 is too fast.
- Value of 2 is too slow.
- Value of 2.4 (12 / 5) feels just right.
- videoNextPage() moved to after restoring interpolations.
- Properly use Q16.16 in as many places as possible. This fixes the angle/X-axis issues.
- Remove unnecessary call to timerUpdate() in main loop, only needs calling once and is called by eventhandlers().
as done in r8766, since this breaks status bar output in tiled
overhead map with Polymost. Do add comment about this for now.
git-svn-id: https://svn.eduke32.com/eduke32@8779 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/sw/src/draw.cpp
This removes the last active use case for the software renderer and allows rendering the camera views at a higher resolution.
For Shadow Warrior this necessitated a split of JS_DrawMirrors, because it processed cameras and mirrors in the same loop which cannot be done with the hardware renderer.
- Hack code to break loop early removed. If game code is running slow, that's not the fix.
- Get input and fill the input_t struct in same loop as G_DoMoveThings().
- Remove unnecessary do/while (0) loop.
- Make localInput.fvel only equal to input.fvel + pPlayer->moto_speed.
- Define MOTOTURN and MAXVELMOTO in line with other defines used throughout P_GetInput*() functions.
- Clamped minimum fvel value is also now correct.
- Calculate turnAmount in 1st 'if (turn)' statement to save on a 2nd.
- Divide all subsequent values from turAmount for cascasing effect.
- Rearrange some code to save on if statements checking the same condition.
- Remove q16horz code since player has no vertical movement on a vehicle.
- Remove horizAngleAdjust code as it's not necessary and has a jarring effect.
later. This also turns out to fix a Polymost-specific bug revealed
in SVN r8711. Further remove a call to PicInView which does nothing.
git-svn-id: https://svn.eduke32.com/eduke32@8766 1a8010ca-5511-0410-912e-c29ae57300e0