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- Remove some duplicated lines in PlayerAngles::doViewTilting()
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1 changed files with 7 additions and 10 deletions
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@ -515,34 +515,31 @@ void PlayerAngles::doViewYaw(InputPacket* const input)
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void PlayerAngles::doViewTilting(InputPacket* const pInput, const DVector2& nVelVect, const double nMaxVel, const bool bUnderwater)
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{
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// Scale/attenuate tilting based on player actions.
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const auto rollAmp = cl_viewtiltscale / (bUnderwater + 1);
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const auto runScale = 1. / (!(pInput->actions & SB_RUN) + 1);
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const auto waterScale = 1. / (bUnderwater + 1);
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const auto strafeScale = !!pInput->svel + 1;
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if (cl_viewtilting == 1)
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{
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// Console-like yaw rolling. Adjustment == ~(90/32) for keyboard turning. Clamp is 1.5x this value.
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const auto rollAdj = DAngle::fromDeg(pInput->avel * cl_viewtiltscale);
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const auto rollAmp = DAngle::fromDeg(ROLL_TILTAVELSCALE * waterScale);
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const auto rollAdj = DAngle::fromDeg(pInput->avel * ROLL_TILTAVELSCALE * rollAmp);
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const auto rollMax = DAngle::fromDeg((90. / 32. * 1.5) * cl_viewtiltscale);
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scaletozero(pActor->spr.Angles.Roll, ROLL_TILTRETURN);
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pActor->spr.Angles.Roll = clamp(pActor->spr.Angles.Roll + rollAdj * rollAmp, -rollMax, rollMax);
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pActor->spr.Angles.Roll = clamp(pActor->spr.Angles.Roll + rollAdj, -rollMax, rollMax);
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}
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else if (cl_viewtilting == 2)
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{
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// Quake-like strafe rolling. Adjustment == (90/48) for running keyboard strafe.
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const auto rollAdj = StrafeVel * cl_viewtiltscale;
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const auto rollAmp = strafeScale * waterScale;
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const auto rollAdj = StrafeVel * strafeScale * rollAmp;
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const auto rollMax = nMaxVel * runScale * cl_viewtiltscale;
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pActor->spr.Angles.Roll = DAngle::fromDeg(clamp(rollAdj * rollAmp, -rollMax, rollMax) * (1.875 / nMaxVel));
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pActor->spr.Angles.Roll = DAngle::fromDeg(clamp(rollAdj, -rollMax, rollMax) * (1.875 / nMaxVel));
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}
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else if (cl_viewtilting == 3)
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{
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// Movement rolling from player's velocity. Adjustment == (90/48) for running keyboard strafe.
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const auto rollAdj = nVelVect.Rotated(-pActor->spr.Angles.Yaw).Y * cl_viewtiltscale;
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const auto rollAmp = strafeScale * waterScale;
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const auto rollAdj = nVelVect.Rotated(-pActor->spr.Angles.Yaw).Y * strafeScale * rollAmp;
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const auto rollMax = nMaxVel * runScale * cl_viewtiltscale;
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pActor->spr.Angles.Roll = DAngle::fromDeg(clamp(rollAdj * rollAmp, -rollMax, rollMax) * (1.875 / nMaxVel));
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pActor->spr.Angles.Roll = DAngle::fromDeg(clamp(rollAdj, -rollMax, rollMax) * (1.875 / nMaxVel));
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}
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else
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{
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