2020-08-16 14:00:40 +00:00
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "game.h"
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#include "network.h"
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#include "gamecontrol.h"
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#include "player.h"
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#include "menu.h"
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BEGIN_SW_NS
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2020-09-07 09:23:48 +00:00
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void DoPlayerTurn(PLAYERp pp, fixed_t q16angvel, double const scaleAdjust);
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2020-09-06 11:30:47 +00:00
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void DoPlayerHorizon(PLAYERp pp, fixed_t *pq16horiz, fixed_t q16horz, double const scaleAdjust);
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2020-08-16 14:00:40 +00:00
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2020-09-06 10:12:39 +00:00
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static InputPacket loc;
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2020-09-06 11:03:27 +00:00
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static int32_t turnheldtime;
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2020-09-02 18:56:09 +00:00
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void
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InitNetVars(void)
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{
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loc = {};
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}
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void
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InitTimingVars(void)
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{
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PlayClock = 0;
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randomseed = 17L;
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MoveSkip8 = 2;
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MoveSkip2 = 0;
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MoveSkip4 = 1; // start slightly offset so these
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}
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2020-09-06 11:03:27 +00:00
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enum
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{
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TURBOTURNTIME = (120 / 8),
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NORMALTURN = (12 + 6),
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RUNTURN = (28),
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PREAMBLETURN = 3,
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NORMALKEYMOVE = 35,
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2020-09-06 11:46:18 +00:00
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MAXFVEL = ((NORMALKEYMOVE * 2) + 10),
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2020-09-06 11:03:27 +00:00
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MAXSVEL = ((NORMALKEYMOVE * 2) + 10),
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MAXANGVEL = 100,
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MAXHORIZVEL = 128
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};
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2020-09-06 10:52:58 +00:00
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//---------------------------------------------------------------------------
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//
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// handles the input bits
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//
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//---------------------------------------------------------------------------
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static void processInputBits(PLAYERp const pp, ControlInfo* const hidInput, bool* mouseaim)
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{
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ApplyGlobalInput(loc, hidInput);
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*mouseaim = !(loc.actions & SB_AIMMODE);
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if (!CommEnabled)
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{
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// Go back to the source to set this - the old code here was catastrophically bad.
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// this needs to be fixed properly - as it is this can never be compatible with demo playback.
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if (mouseaim)
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SET(Player[myconnectindex].Flags, PF_MOUSE_AIMING_ON);
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else
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RESET(Player[myconnectindex].Flags, PF_MOUSE_AIMING_ON);
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if (cl_autoaim)
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SET(Player[myconnectindex].Flags, PF_AUTO_AIM);
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else
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RESET(Player[myconnectindex].Flags, PF_AUTO_AIM);
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}
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if (buttonMap.ButtonDown(gamefunc_Toggle_Crouch))
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{
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// this shares a bit with another function so cannot be in the common code.
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loc.actions |= SB_CROUCH_LOCK;
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}
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}
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2020-09-06 10:49:05 +00:00
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//---------------------------------------------------------------------------
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//
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// handles movement
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//
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//---------------------------------------------------------------------------
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static void processWeapon(PLAYERp const pp)
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2020-08-16 14:00:40 +00:00
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{
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2020-09-06 10:49:05 +00:00
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USERp u = User[pp->PlayerSprite];
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2020-08-16 14:00:40 +00:00
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int i;
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2020-09-06 10:49:05 +00:00
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if (loc.getNewWeapon() == WeaponSel_Next)
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{
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short next_weapon = u->WeaponNum + 1;
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short start_weapon;
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start_weapon = u->WeaponNum + 1;
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if (u->WeaponNum == WPN_SWORD)
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start_weapon = WPN_STAR;
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if (u->WeaponNum == WPN_FIST)
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{
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next_weapon = 14;
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}
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else
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{
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next_weapon = -1;
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for (i = start_weapon; TRUE; i++)
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{
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if (i >= MAX_WEAPONS_KEYS)
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{
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next_weapon = 13;
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break;
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}
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if (TEST(pp->WpnFlags, BIT(i)) && pp->WpnAmmo[i])
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{
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next_weapon = i;
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break;
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}
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}
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}
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loc.setNewWeapon(next_weapon + 1);
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}
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else if (loc.getNewWeapon() == WeaponSel_Prev)
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{
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USERp u = User[pp->PlayerSprite];
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short prev_weapon = u->WeaponNum - 1;
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short start_weapon;
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start_weapon = u->WeaponNum - 1;
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if (u->WeaponNum == WPN_SWORD)
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{
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prev_weapon = 13;
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}
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else if (u->WeaponNum == WPN_STAR)
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{
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prev_weapon = 14;
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}
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else
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{
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prev_weapon = -1;
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for (i = start_weapon; TRUE; i--)
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{
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if (i <= -1)
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i = WPN_HEART;
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if (TEST(pp->WpnFlags, BIT(i)) && pp->WpnAmmo[i])
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{
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prev_weapon = i;
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break;
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}
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}
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}
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loc.setNewWeapon(prev_weapon + 1);
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}
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else if (loc.getNewWeapon() == WeaponSel_Alt)
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{
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USERp u = User[pp->PlayerSprite];
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short const which_weapon = u->WeaponNum + 1;
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loc.setNewWeapon(which_weapon);
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}
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}
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2020-09-06 11:03:27 +00:00
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//---------------------------------------------------------------------------
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//
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// handles movement
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//
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//---------------------------------------------------------------------------
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2020-08-16 14:00:40 +00:00
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2020-09-06 11:03:27 +00:00
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static void processMovement(PLAYERp const pp, ControlInfo* const hidInput, bool const mouseaim)
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{
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2020-09-06 11:30:47 +00:00
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double const scaleAdjust = InputScale();
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2020-09-06 11:46:18 +00:00
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bool const strafeKey = buttonMap.ButtonDown(gamefunc_Strafe) && !pp->sop;
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int32_t turnamount, keymove;
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int32_t fvel = 0, svel = 0;
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fixed_t q16avel = 0, q16horz = 0;
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2020-08-16 14:00:40 +00:00
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2020-09-06 22:07:53 +00:00
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// Constant used for scaling input down to match other games. May not last long after true re-factoring.
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constexpr double inputScale = 263. / 360.;
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2020-09-06 10:12:39 +00:00
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if (loc.actions & SB_RUN)
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2020-08-16 14:00:40 +00:00
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{
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2020-09-06 11:46:18 +00:00
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turnamount = pp->sop_control ? RUNTURN * 3 : RUNTURN;
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2020-08-16 14:00:40 +00:00
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keymove = NORMALKEYMOVE << 1;
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}
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else
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{
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2020-09-06 11:46:18 +00:00
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turnamount = pp->sop_control ? NORMALTURN * 3 : NORMALTURN;
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2020-08-16 14:00:40 +00:00
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keymove = NORMALKEYMOVE;
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}
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2020-09-06 11:46:18 +00:00
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if (strafeKey)
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2020-08-16 14:00:40 +00:00
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{
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2020-09-06 11:21:12 +00:00
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svel -= (hidInput->mousex * inputScale) * 4.f;
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2020-09-06 10:17:54 +00:00
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svel -= hidInput->dyaw * keymove;
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2020-08-16 14:00:40 +00:00
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}
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else
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{
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2020-09-06 11:46:18 +00:00
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q16avel += FloatToFixed((hidInput->mousex + (scaleAdjust * hidInput->dyaw)) * inputScale);
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2020-08-16 14:00:40 +00:00
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}
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if (mouseaim)
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2020-09-06 11:21:12 +00:00
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q16horz -= FloatToFixed(hidInput->mousey * inputScale);
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2020-08-16 14:00:40 +00:00
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else
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2020-09-06 11:46:18 +00:00
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fvel -= (hidInput->mousey * inputScale) * 8.f;
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2020-08-16 14:00:40 +00:00
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if (in_mouseflip)
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2020-08-26 22:00:50 +00:00
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q16horz = -q16horz;
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2020-08-16 14:00:40 +00:00
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2020-09-06 11:30:47 +00:00
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q16horz -= FloatToFixed(scaleAdjust * (hidInput->dpitch * inputScale));
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2020-09-06 10:17:54 +00:00
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svel -= hidInput->dx * keymove;
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2020-09-06 11:46:18 +00:00
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fvel -= hidInput->dz * keymove;
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2020-08-16 14:00:40 +00:00
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2020-09-06 11:46:18 +00:00
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if (strafeKey)
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2020-08-16 14:00:40 +00:00
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{
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if (buttonMap.ButtonDown(gamefunc_Turn_Left))
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2020-09-06 11:46:18 +00:00
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svel += keymove;
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2020-08-16 14:00:40 +00:00
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if (buttonMap.ButtonDown(gamefunc_Turn_Right))
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svel -= keymove;
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}
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else
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{
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if (buttonMap.ButtonDown(gamefunc_Turn_Left) || (buttonMap.ButtonDown(gamefunc_Strafe_Left) && pp->sop))
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{
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turnheldtime += synctics;
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2020-09-06 11:46:18 +00:00
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q16avel -= FloatToFixed(scaleAdjust * (turnheldtime >= TURBOTURNTIME ? turnamount : PREAMBLETURN));
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2020-08-16 14:00:40 +00:00
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}
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else if (buttonMap.ButtonDown(gamefunc_Turn_Right) || (buttonMap.ButtonDown(gamefunc_Strafe_Right) && pp->sop))
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{
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turnheldtime += synctics;
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2020-09-06 11:46:18 +00:00
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q16avel += FloatToFixed(scaleAdjust * (turnheldtime >= TURBOTURNTIME ? turnamount : PREAMBLETURN));
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2020-08-16 14:00:40 +00:00
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}
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else
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{
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turnheldtime = 0;
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}
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}
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if (buttonMap.ButtonDown(gamefunc_Strafe_Left) && !pp->sop)
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svel += keymove;
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if (buttonMap.ButtonDown(gamefunc_Strafe_Right) && !pp->sop)
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2020-09-06 11:46:18 +00:00
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svel -= keymove;
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2020-08-16 14:00:40 +00:00
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if (buttonMap.ButtonDown(gamefunc_Move_Forward))
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2020-09-06 11:46:18 +00:00
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fvel += keymove;
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2020-08-16 14:00:40 +00:00
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if (buttonMap.ButtonDown(gamefunc_Move_Backward))
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2020-09-06 11:46:18 +00:00
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fvel -= keymove;
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2020-08-16 14:00:40 +00:00
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2020-09-06 11:46:18 +00:00
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if (!cl_syncinput)
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2020-08-16 14:00:40 +00:00
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{
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if (TEST(pp->Flags2, PF2_INPUT_CAN_TURN))
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2020-09-07 09:23:48 +00:00
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DoPlayerTurn(pp, q16avel, scaleAdjust);
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2020-08-16 14:00:40 +00:00
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if (TEST(pp->Flags2, PF2_INPUT_CAN_AIM))
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2020-09-06 22:40:14 +00:00
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DoPlayerHorizon(pp, &pp->q16horiz, q16horz, scaleAdjust);
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2020-08-16 14:00:40 +00:00
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}
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2020-09-06 11:46:18 +00:00
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loc.fvel = clamp(loc.fvel + fvel, -MAXFVEL, MAXFVEL);
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2020-09-06 10:12:39 +00:00
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loc.svel = clamp(loc.svel + svel, -MAXSVEL, MAXSVEL);
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2020-08-16 14:00:40 +00:00
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2020-09-06 11:46:18 +00:00
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loc.q16avel = clamp(loc.q16avel + q16avel, -IntToFixed(MAXANGVEL), IntToFixed(MAXANGVEL));
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loc.q16horz = clamp(loc.q16horz + q16horz, -IntToFixed(MAXHORIZVEL), IntToFixed(MAXHORIZVEL));
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2020-08-16 14:00:40 +00:00
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}
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2020-09-06 10:17:54 +00:00
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void GameInterface::GetInput(InputPacket *packet, ControlInfo* const hidInput)
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2020-09-02 18:56:09 +00:00
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{
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2020-09-06 21:56:42 +00:00
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if (paused || M_Active())
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2020-09-06 11:03:27 +00:00
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{
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2020-09-06 11:57:33 +00:00
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loc = {};
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2020-09-06 11:03:27 +00:00
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return;
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}
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2020-09-06 10:49:05 +00:00
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PLAYERp pp = &Player[myconnectindex];
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2020-09-06 10:52:58 +00:00
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bool mouseaim;
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processInputBits(pp, hidInput, &mouseaim);
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2020-09-06 11:03:27 +00:00
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processMovement(pp, hidInput, mouseaim);
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2020-09-06 10:49:05 +00:00
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processWeapon(pp);
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2020-09-02 18:56:09 +00:00
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if (packet)
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{
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2020-09-06 19:19:49 +00:00
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auto const ang = FixedToInt(pp->q16ang);
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2020-09-06 11:47:00 +00:00
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2020-09-02 18:56:09 +00:00
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*packet = loc;
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2020-09-06 11:47:00 +00:00
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packet->fvel = mulscale9(loc.fvel, sintable[NORM_ANGLE(ang + 512)]) + mulscale9(loc.svel, sintable[NORM_ANGLE(ang)]);
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packet->svel = mulscale9(loc.fvel, sintable[NORM_ANGLE(ang)]) + mulscale9(loc.svel, sintable[NORM_ANGLE(ang + 1536)]);
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2020-09-02 18:56:09 +00:00
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loc = {};
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}
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}
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2020-08-16 14:00:40 +00:00
|
|
|
END_SW_NS
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