mirror of
https://github.com/ZDoom/Raze.git
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- Change InputPacket
angles to an FRotator
.
This commit is contained in:
parent
95fc2ac6f1
commit
1732cd2e83
12 changed files with 88 additions and 90 deletions
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@ -1041,9 +1041,9 @@ void NetUpdate (void)
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{
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modp = (mod + tic) % LOCALCMDTICS;
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vel += localcmds[modp].ucmd.vel;
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avel += localcmds[modp].ucmd.avel;
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horz += localcmds[modp].ucmd.horz;
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roll += localcmds[modp].ucmd.roll;
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avel += localcmds[modp].ucmd.ang.Yaw.Degrees();
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horz += localcmds[modp].ucmd.ang.Pitch.Degrees();
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roll += localcmds[modp].ucmd.ang.Roll.Degrees();
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}
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vel /= ticdup;
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@ -1055,9 +1055,9 @@ void NetUpdate (void)
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{
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modp = (mod + tic) % LOCALCMDTICS;
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localcmds[modp].ucmd.vel = vel;
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localcmds[modp].ucmd.avel = avel;
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localcmds[modp].ucmd.horz = horz;
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localcmds[modp].ucmd.roll = roll;
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localcmds[modp].ucmd.ang.Yaw = FAngle::fromDeg(avel);
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localcmds[modp].ucmd.ang.Pitch = FAngle::fromDeg(horz);
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localcmds[modp].ucmd.ang.Roll = FAngle::fromDeg(roll);
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}
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Net_NewMakeTic ();
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@ -160,9 +160,9 @@ int UnpackUserCmd (InputPacket *ucmd, const InputPacket *basis, uint8_t **stream
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if (flags & UCMDF_BUTTONS)
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ucmd->actions = ESyncBits::FromInt(ReadLong(stream));
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if (flags & UCMDF_PITCH)
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ucmd->horz = ReadFloat(stream);
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ucmd->ang.Pitch = FAngle::fromDeg(ReadFloat(stream));
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if (flags & UCMDF_YAW)
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ucmd->avel = ReadFloat(stream);
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ucmd->ang.Yaw = FAngle::fromDeg(ReadFloat(stream));
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if (flags & UCMDF_FORWARDMOVE)
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ucmd->vel.X = ReadFloat(stream);
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if (flags & UCMDF_SIDEMOVE)
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@ -170,7 +170,7 @@ int UnpackUserCmd (InputPacket *ucmd, const InputPacket *basis, uint8_t **stream
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if (flags & UCMDF_UPMOVE)
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ucmd->vel.Z = ReadFloat(stream);
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if (flags & UCMDF_ROLL)
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ucmd->roll = ReadFloat(stream);
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ucmd->ang.Roll = FAngle::fromDeg(ReadFloat(stream));
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}
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return int(*stream - start);
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@ -197,15 +197,15 @@ int PackUserCmd (const InputPacket *ucmd, const InputPacket *basis, uint8_t **st
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flags |= UCMDF_BUTTONS;
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WriteLong(ucmd->actions, stream);
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}
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if (ucmd->horz != basis->horz)
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if (ucmd->ang.Pitch != basis->ang.Pitch)
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{
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flags |= UCMDF_PITCH;
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WriteFloat (ucmd->horz, stream);
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WriteFloat (ucmd->ang.Pitch.Degrees(), stream);
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}
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if (ucmd->avel != basis->avel)
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if (ucmd->ang.Yaw != basis->ang.Yaw)
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{
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flags |= UCMDF_YAW;
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WriteFloat (ucmd->avel, stream);
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WriteFloat (ucmd->ang.Yaw.Degrees(), stream);
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}
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if (ucmd->vel.X != basis->vel.X)
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{
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@ -222,10 +222,10 @@ int PackUserCmd (const InputPacket *ucmd, const InputPacket *basis, uint8_t **st
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flags |= UCMDF_UPMOVE;
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WriteFloat ((float)ucmd->vel.Z, stream);
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}
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if (ucmd->roll != basis->roll)
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if (ucmd->ang.Roll != basis->ang.Roll)
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{
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flags |= UCMDF_ROLL;
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WriteFloat (ucmd->roll, stream);
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WriteFloat (ucmd->ang.Roll.Degrees(), stream);
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}
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// Write the packing bits
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@ -250,10 +250,10 @@ FSerializer &Serialize(FSerializer &arc, const char *key, InputPacket &cmd, Inpu
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if (arc.BeginObject(key))
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{
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arc("actions", cmd.actions)
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("horz", cmd.horz)
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("avel", cmd.avel)
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("horz", cmd.ang.Pitch)
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("avel", cmd.ang.Yaw)
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("vel", cmd.vel)
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("roll", cmd.roll)
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("roll", cmd.ang.Roll)
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.EndObject();
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}
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return arc;
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@ -264,10 +264,10 @@ int WriteUserCmdMessage (InputPacket *ucmd, const InputPacket *basis, uint8_t **
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if (basis == NULL)
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{
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if (ucmd->actions != 0 ||
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ucmd->horz != 0 ||
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ucmd->avel != 0 ||
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ucmd->ang.Pitch.Degrees() != 0 ||
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ucmd->ang.Yaw.Degrees() != 0 ||
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!ucmd->vel.isZero() ||
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ucmd->roll != 0)
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ucmd->ang.Roll.Degrees() != 0)
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{
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WriteByte (DEM_USERCMD, stream);
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return PackUserCmd (ucmd, basis, stream) + 1;
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@ -275,10 +275,10 @@ int WriteUserCmdMessage (InputPacket *ucmd, const InputPacket *basis, uint8_t **
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}
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else
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if (ucmd->actions != basis->actions ||
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ucmd->horz != basis->horz ||
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ucmd->avel != basis->avel ||
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ucmd->ang.Pitch != basis->ang.Pitch ||
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ucmd->ang.Yaw != basis->ang.Yaw ||
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ucmd->vel != basis->vel ||
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ucmd->roll != basis->roll)
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ucmd->ang.Roll != basis->ang.Roll)
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{
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WriteByte (DEM_USERCMD, stream);
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return PackUserCmd (ucmd, basis, stream) + 1;
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@ -129,10 +129,10 @@ void GameInput::processMovement(PlayerAngles* const plrAngles, const float scale
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const float turndir = clamp(turning + strafing * !allowstrafe, -1.f, 1.f);
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const float tttscale = 1.f / (!(cl_noturnscaling || isTurboTurnTime()) * 2.8f + 1.f);
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const float turnspeed = float(getTicrateScale(YAW_TURNSPEEDS[keymove]) * tttscale);
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thisInput.avel += mouseInput.X * MOUSE_SCALE * m_yaw;
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thisInput.avel -= joyAxes[JOYAXIS_Yaw] * hidspeed * scaleAdjust;
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thisInput.avel += turndir * turnspeed * scaleAdjust;
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thisInput.avel *= turnscale;
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thisInput.ang.Yaw += FAngle::fromDeg(mouseInput.X * MOUSE_SCALE * m_yaw);
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thisInput.ang.Yaw -= FAngle::fromDeg(joyAxes[JOYAXIS_Yaw] * hidspeed * scaleAdjust);
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thisInput.ang.Yaw += FAngle::fromDeg(turndir * turnspeed * scaleAdjust);
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thisInput.ang.Yaw *= turnscale;
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if (turndir) updateTurnHeldAmt(scaleAdjust); else turnheldtime = 0;
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}
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else
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@ -145,9 +145,9 @@ void GameInput::processMovement(PlayerAngles* const plrAngles, const float scale
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// process player pitch input.
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if (!(inputBuffer.actions & SB_AIMMODE))
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{
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thisInput.horz -= mouseInput.Y * MOUSE_SCALE * m_pitch;
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thisInput.horz -= joyAxes[JOYAXIS_Pitch] * hidspeed * scaleAdjust;
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thisInput.horz *= turnscale;
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thisInput.ang.Pitch -= FAngle::fromDeg(mouseInput.Y * MOUSE_SCALE * m_pitch);
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thisInput.ang.Pitch -= FAngle::fromDeg(joyAxes[JOYAXIS_Pitch] * hidspeed * scaleAdjust);
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thisInput.ang.Pitch *= turnscale;
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}
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else
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{
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@ -171,15 +171,15 @@ void GameInput::processMovement(PlayerAngles* const plrAngles, const float scale
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inputBuffer.vel.X = clamp(inputBuffer.vel.X + thisInput.vel.X, -(double)keymove, (double)keymove);
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inputBuffer.vel.Y = clamp(inputBuffer.vel.Y + thisInput.vel.Y, -(double)keymove, (double)keymove);
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inputBuffer.vel.Z = clamp(inputBuffer.vel.Z + thisInput.vel.Z, -1., 1.);
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inputBuffer.avel = clamp(inputBuffer.avel + thisInput.avel, -179.f, 179.f);
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inputBuffer.horz = clamp(inputBuffer.horz + thisInput.horz, -179.f, 179.f);
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inputBuffer.ang.Yaw = clamp(inputBuffer.ang.Yaw + thisInput.ang.Yaw, FAngle::fromDeg(-179.f), FAngle::fromDeg(179.f));
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inputBuffer.ang.Pitch = clamp(inputBuffer.ang.Pitch + thisInput.ang.Pitch, FAngle::fromDeg(-179.f), FAngle::fromDeg(179.f));
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// directly update player angles if we can.
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if (scaleAdjust < 1)
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{
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plrAngles->CameraAngles.Yaw += DAngle::fromDeg(thisInput.avel);
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plrAngles->CameraAngles.Roll += DAngle::fromDeg(thisInput.roll);
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plrAngles->CameraAngles.Pitch += DAngle::fromDeg(thisInput.horz);
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plrAngles->CameraAngles.Yaw += DAngle::fromDeg(thisInput.ang.Yaw.Degrees());
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plrAngles->CameraAngles.Roll += DAngle::fromDeg(thisInput.ang.Roll.Degrees());
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plrAngles->CameraAngles.Pitch += DAngle::fromDeg(thisInput.ang.Pitch.Degrees());
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}
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}
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@ -226,14 +226,14 @@ void GameInput::processVehicle(PlayerAngles* const plrAngles, const float scaleA
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const auto scaleVel = !(flags & VEH_SCALETURN) && (cl_noturnscaling || hidDir || isTurboTurnTime());
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const auto turnVel = scaleVel ? baseVel : baseVel * velScale;
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const auto mouseVel = abs(turnVel * mouseInput.X * m_yaw) * (45.f / 2048.f) / scaleAdjust;
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const auto maxVel = abs(turnVel * 1.5f);
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const auto maxVel = FAngle::fromDeg(abs(turnVel * 1.5f));
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// Apply inputs.
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thisInput.avel += ((mouseVel > 1) ? sqrtf(mouseVel) : mouseVel) * Sgn(turnVel) * Sgn(mouseInput.X) * Sgn(m_yaw);
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thisInput.avel -= turnVel * joyAxes[JOYAXIS_Yaw];
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thisInput.avel += turnVel * kbdDir;
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thisInput.avel *= scaleAdjust;
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inputBuffer.avel = clamp(inputBuffer.avel + thisInput.avel, -maxVel, maxVel);
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thisInput.ang.Yaw += FAngle::fromDeg(((mouseVel > 1) ? sqrtf(mouseVel) : mouseVel) * Sgn(turnVel) * Sgn(mouseInput.X) * Sgn(m_yaw));
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thisInput.ang.Yaw -= FAngle::fromDeg(turnVel * joyAxes[JOYAXIS_Yaw]);
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thisInput.ang.Yaw += FAngle::fromDeg(turnVel * kbdDir);
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thisInput.ang.Yaw *= scaleAdjust;
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inputBuffer.ang.Yaw = clamp(inputBuffer.ang.Yaw + thisInput.ang.Yaw, -maxVel, maxVel);
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if (kbdDir) updateTurnHeldAmt(scaleAdjust); else turnheldtime = 0;
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}
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else
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@ -244,9 +244,9 @@ void GameInput::processVehicle(PlayerAngles* const plrAngles, const float scaleA
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// directly update player angles if we can.
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if (scaleAdjust < 1)
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{
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plrAngles->CameraAngles.Yaw += DAngle::fromDeg(thisInput.avel);
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plrAngles->CameraAngles.Roll += DAngle::fromDeg(thisInput.roll);
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plrAngles->CameraAngles.Pitch += DAngle::fromDeg(thisInput.horz);
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plrAngles->CameraAngles.Yaw += DAngle::fromDeg(thisInput.ang.Yaw.Degrees());
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plrAngles->CameraAngles.Roll += DAngle::fromDeg(thisInput.ang.Roll.Degrees());
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plrAngles->CameraAngles.Pitch += DAngle::fromDeg(thisInput.ang.Pitch.Degrees());
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}
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}
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@ -388,9 +388,9 @@ void GameInput::getInput(const double scaleAdjust, InputPacket* packet)
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void PlayerAngles::doPitchInput(InputPacket* const input)
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{
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// Add player's mouse/device input.
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if (input->horz)
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if (input->ang.Pitch.Degrees())
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{
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pActor->spr.Angles.Pitch += DAngle::fromDeg(input->horz * SyncInput());
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pActor->spr.Angles.Pitch += DAngle::fromDeg(input->ang.Pitch.Degrees() * SyncInput());
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input->actions &= ~SB_CENTERVIEW;
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}
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@ -437,7 +437,7 @@ void PlayerAngles::doPitchInput(InputPacket* const input)
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void PlayerAngles::doYawInput(InputPacket* const input)
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{
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// Add player's mouse/device input.
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pActor->spr.Angles.Yaw += DAngle::fromDeg(input->avel * SyncInput());
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pActor->spr.Angles.Yaw += DAngle::fromDeg(input->ang.Yaw.Degrees() * SyncInput());
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if (input->actions & SB_TURNAROUND)
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{
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@ -560,7 +560,7 @@ void PlayerAngles::doRollInput(InputPacket* const input, const DVector2& nVelVec
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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(input->avel * ROLL_TILTAVELSCALE * rollAmp);
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const auto rollAdj = DAngle::fromDeg(input->ang.Yaw.Degrees() * 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, -rollMax, rollMax);
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@ -588,7 +588,7 @@ void PlayerAngles::doRollInput(InputPacket* const input, const DVector2& nVelVec
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else
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{
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// Add player's device input.
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pActor->spr.Angles.Roll += DAngle::fromDeg(input->roll * SyncInput());
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pActor->spr.Angles.Roll += DAngle::fromDeg(input->ang.Roll.Degrees() * SyncInput());
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}
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}
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@ -71,9 +71,7 @@ enum
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struct InputPacket
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{
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DVector3 vel;
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float avel;
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float horz;
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float roll;
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FRotator ang;
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ESyncBits actions;
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@ -857,10 +857,10 @@ void playerStart(int nPlayer, int bNewLevel)
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pPlayer->deathTime = 0;
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pPlayer->nextWeapon = kWeapNone;
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actor->vel.Zero();
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pInput->avel = 0;
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pInput->ang.Yaw = nullFAngle;
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pInput->actions = 0;
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pInput->vel.Zero();
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pInput->horz = 0;
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pInput->ang.Pitch = nullFAngle;
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pPlayer->flickerEffect = 0;
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pPlayer->quakeEffect = 0;
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pPlayer->tiltEffect = 0;
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@ -1525,7 +1525,7 @@ void ProcessInput(DBloodPlayer* pPlayer)
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// Allow it to become true behind a CVAR to offer an alternate playing experience if desired.
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pPlayer->isRunning = !!(pInput->actions & SB_RUN) && !cl_bloodvanillarun;
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if ((pInput->actions & SB_BUTTON_MASK) || !pInput->vel.XY().isZero() || pInput->avel)
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if ((pInput->actions & SB_BUTTON_MASK) || !pInput->vel.XY().isZero() || pInput->ang.Yaw.Degrees())
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pPlayer->restTime = 0;
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else if (pPlayer->restTime >= 0)
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pPlayer->restTime += 4;
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@ -41,7 +41,7 @@ BEGIN_DUKE_NS
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inline static double getavel(DDukePlayer* const p)
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{
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return p->cmd.ucmd.avel * (2048. / 360.);
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return p->cmd.ucmd.ang.Yaw.Degrees() * (2048. / 360.);
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}
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//---------------------------------------------------------------------------
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@ -857,7 +857,7 @@ void playerCenterView(int snum)
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if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() == 0)
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{
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p->cmd.ucmd.actions |= SB_CENTERVIEW;
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p->cmd.ucmd.horz = 0;
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p->cmd.ucmd.ang.Pitch = nullFAngle;
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setForcedSyncInput(snum);
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}
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else
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@ -1714,7 +1714,7 @@ void processinput_d(int snum)
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doubvel = 0;
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p->vel.X = 0;
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p->vel.Y = 0;
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p->cmd.ucmd.avel = 0;
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p->cmd.ucmd.ang.Yaw = nullFAngle;
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setForcedSyncInput(snum);
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}
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@ -714,8 +714,8 @@ static unsigned outVehicleFlags(DDukePlayer* p, ESyncBits& actions)
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unsigned flags = 0;
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flags += VEH_FORWARD * (p->cmd.ucmd.vel.X > 0);
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flags += VEH_REVERSE * (p->cmd.ucmd.vel.X < 0);
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flags += VEH_TURNLEFT * (p->cmd.ucmd.avel < 0);
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flags += VEH_TURNRIGHT * (p->cmd.ucmd.avel > 0);
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flags += VEH_TURNLEFT * (p->cmd.ucmd.ang.Yaw.Degrees() < 0);
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flags += VEH_TURNRIGHT * (p->cmd.ucmd.ang.Yaw.Degrees() > 0);
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flags += VEH_BRAKING * (!!(actions & SB_CROUCH) || (p->cmd.ucmd.vel.X < 0 && p->MotoSpeed > 0));
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actions &= ~SB_CROUCH;
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return flags;
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@ -729,7 +729,7 @@ static unsigned outVehicleFlags(DDukePlayer* p, ESyncBits& actions)
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static void doVehicleTilting(DDukePlayer* const p, const bool canTilt)
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{
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auto adj = DAngle::fromDeg(p->cmd.ucmd.avel * (545943. / 3200000.) * canTilt);
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auto adj = DAngle::fromDeg(p->cmd.ucmd.ang.Yaw.Degrees() * (545943. / 3200000.) * canTilt);
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if (p->OnMotorcycle) adj *= 5 * Sgn(p->MotoSpeed);
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if (cl_rrvehicletilting) adj *= cl_viewtiltscale;
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p->oTiltStatus = p->TiltStatus;
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@ -970,7 +970,7 @@ static void onMotorcycle(int snum, ESyncBits &actions)
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auto pact = p->GetActor();
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unsigned flags = outVehicleFlags(p, actions);
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doVehicleTilting(p, !p->on_ground || p->cmd.ucmd.avel);
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doVehicleTilting(p, !p->on_ground || p->cmd.ucmd.ang.Yaw.Degrees());
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if (p->MotoSpeed < 0 || p->moto_underwater)
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p->MotoSpeed = 0;
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@ -1066,7 +1066,7 @@ static void onBoat(int snum, ESyncBits &actions)
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p->MotoSpeed = 0;
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unsigned flags = outVehicleFlags(p, actions);
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doVehicleTilting(p, (p->MotoSpeed != 0 && (p->cmd.ucmd.avel || p->moto_drink)) || !p->NotOnWater);
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doVehicleTilting(p, (p->MotoSpeed != 0 && (p->cmd.ucmd.ang.Yaw.Degrees() || p->moto_drink)) || !p->NotOnWater);
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doVehicleSounds(p, pact, flags, 87, 88, 89, 90);
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if (!p->NotOnWater)
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@ -2541,7 +2541,7 @@ void processinput_r(int snum)
|
|||
doubvel = 0;
|
||||
p->vel.X = 0;
|
||||
p->vel.Y = 0;
|
||||
p->cmd.ucmd.avel = 0;
|
||||
p->cmd.ucmd.ang.Yaw = nullFAngle;
|
||||
setForcedSyncInput(snum);
|
||||
}
|
||||
|
||||
|
|
|
@ -384,10 +384,10 @@ public:
|
|||
const bool returnlock = cl_dukepitchmode & kDukePitchLockReturn;
|
||||
const bool centertest = abs(GetActor()->spr.Angles.Pitch.Degrees()) > 2.2370; // Build horizon value of 5.
|
||||
|
||||
if ((centertest && returnlock) || !cmd.ucmd.horz)
|
||||
if ((centertest && returnlock) || !cmd.ucmd.ang.Pitch.Degrees())
|
||||
{
|
||||
setForcedSyncInput(snum);
|
||||
cmd.ucmd.horz = 0;
|
||||
cmd.ucmd.ang.Pitch = nullFAngle;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -46,7 +46,7 @@ Weapon WeaponInfo[] = {
|
|||
};
|
||||
|
||||
static const uint8_t nMinAmmo[] = { 0, 24, 51, 50, 1, 0, 0 };
|
||||
static float lastavel;
|
||||
static FAngle lastavel;
|
||||
int isRed = 0;
|
||||
|
||||
|
||||
|
@ -933,8 +933,8 @@ void DrawWeapons(DExhumedPlayer* const pPlayer, double interpfrac)
|
|||
double xPos = 160 + weaponOffsets.first.X;
|
||||
double yPos = 100 + weaponOffsets.first.Y;
|
||||
|
||||
double nFlameAng = interpolatedvalue(lastavel, pPlayer->cmd.ucmd.avel, interpfrac);
|
||||
lastavel = pPlayer->cmd.ucmd.avel;
|
||||
double nFlameAng = interpolatedvalue(lastavel, pPlayer->cmd.ucmd.ang.Yaw, interpfrac).Degrees();
|
||||
lastavel = pPlayer->cmd.ucmd.ang.Yaw;
|
||||
|
||||
if (cl_weaponsway)
|
||||
{
|
||||
|
|
|
@ -1444,17 +1444,17 @@ void UpdatePlayerSpriteAngle(DSWPlayer* pp)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void DoPlayerVehicleInputScaling(DSWPlayer* const pp, float InputPacket::* angle, const float scale)
|
||||
void DoPlayerVehicleInputScaling(DSWPlayer* const pp, FAngle FRotator::* angle, const float scale)
|
||||
{
|
||||
SECTOR_OBJECT* sop = pp->sop;
|
||||
|
||||
if (sop->drive_angspeed)
|
||||
{
|
||||
pp->cmd.ucmd.*angle = float(((pp->cmd.ucmd.*angle * sop->drive_angspeed) + (pp->lastcmd.ucmd.*angle * (sop->drive_angslide - 1))) / sop->drive_angslide);
|
||||
pp->cmd.ucmd.ang.*angle = FAngle::fromDeg(float((((pp->cmd.ucmd.ang.*angle).Degrees() * sop->drive_angspeed) + ((pp->lastcmd.ucmd.ang.*angle).Degrees() * (sop->drive_angslide - 1))) / sop->drive_angslide));
|
||||
}
|
||||
else
|
||||
{
|
||||
pp->cmd.ucmd.*angle *= synctics * scale;
|
||||
pp->cmd.ucmd.ang.*angle *= synctics * scale;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2231,7 +2231,7 @@ void DriveCrush(DSWPlayer* pp, DVector2* quad)
|
|||
return;
|
||||
|
||||
// not moving - don't crush
|
||||
if ((pp->vect.isZero()) == 0 && pp->cmd.ucmd.avel == 0)
|
||||
if ((pp->vect.isZero()) == 0 && pp->cmd.ucmd.ang.Yaw == nullFAngle)
|
||||
return;
|
||||
|
||||
// main sector
|
||||
|
@ -2455,8 +2455,8 @@ void DoPlayerMoveVehicle(DSWPlayer* pp)
|
|||
double floordist = abs(zz - pp->sop->floor_loz);
|
||||
setForcedSyncInput(pp->pnum);
|
||||
|
||||
DoPlayerVehicleInputScaling(pp, &InputPacket::avel, 0.125f);
|
||||
DoPlayerVehicleInputScaling(pp, &InputPacket::horz, 0.125f);
|
||||
DoPlayerVehicleInputScaling(pp, &FRotator::Yaw, 0.125f);
|
||||
DoPlayerVehicleInputScaling(pp, &FRotator::Pitch, 0.125f);
|
||||
|
||||
if (RectClip)
|
||||
{
|
||||
|
@ -2466,9 +2466,9 @@ void DoPlayerMoveVehicle(DSWPlayer* pp)
|
|||
auto save_cstat = plActor->spr.cstat;
|
||||
plActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK);
|
||||
|
||||
if (pp->cmd.ucmd.avel != 0)
|
||||
if (pp->cmd.ucmd.ang.Yaw != nullFAngle)
|
||||
{
|
||||
auto sum = plActor->spr.Angles.Yaw + DAngle::fromDeg(pp->cmd.ucmd.avel);
|
||||
auto sum = plActor->spr.Angles.Yaw + DAngle::fromDeg(pp->cmd.ucmd.ang.Yaw.Degrees());
|
||||
if (RectClipTurn(pp, sum, pos, opos))
|
||||
{
|
||||
plActor->spr.Angles.Yaw = sum;
|
||||
|
@ -2518,9 +2518,9 @@ void DoPlayerMoveVehicle(DSWPlayer* pp)
|
|||
}
|
||||
else
|
||||
{
|
||||
if (pp->cmd.ucmd.avel != 0)
|
||||
if (pp->cmd.ucmd.ang.Yaw != nullFAngle)
|
||||
{
|
||||
auto sum = plActor->spr.Angles.Yaw + DAngle::fromDeg(pp->cmd.ucmd.avel);
|
||||
auto sum = plActor->spr.Angles.Yaw + DAngle::fromDeg(pp->cmd.ucmd.ang.Yaw.Degrees());
|
||||
if (MultiClipTurn(pp, sum, zz, floordist))
|
||||
{
|
||||
plActor->spr.Angles.Yaw = sum;
|
||||
|
@ -2582,20 +2582,20 @@ void DoPlayerMoveTurret(DSWPlayer* pp)
|
|||
|
||||
if (!Prediction)
|
||||
{
|
||||
if (pp->cmd.ucmd.avel && !pp->lastcmd.ucmd.avel)
|
||||
if (pp->cmd.ucmd.ang.Yaw.Degrees() && !pp->lastcmd.ucmd.ang.Yaw.Degrees())
|
||||
PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
|
||||
else if (!pp->cmd.ucmd.avel && pp->lastcmd.ucmd.avel)
|
||||
else if (!pp->cmd.ucmd.ang.Yaw.Degrees() && pp->lastcmd.ucmd.ang.Yaw.Degrees())
|
||||
PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND);
|
||||
}
|
||||
|
||||
setForcedSyncInput(pp->pnum);
|
||||
|
||||
DoPlayerVehicleInputScaling(pp, &InputPacket::avel, 0.125f);
|
||||
DoPlayerVehicleInputScaling(pp, &InputPacket::horz, 0.125f);
|
||||
DoPlayerVehicleInputScaling(pp, &FRotator::Yaw, 0.125f);
|
||||
DoPlayerVehicleInputScaling(pp, &FRotator::Pitch, 0.125f);
|
||||
|
||||
if (fabs(pp->cmd.ucmd.avel) >= FLT_EPSILON)
|
||||
if (fabs(pp->cmd.ucmd.ang.Yaw) >= FAngle::fromDeg(FLT_EPSILON))
|
||||
{
|
||||
DAngle new_ang = pact->spr.Angles.Yaw + DAngle::fromDeg(pp->cmd.ucmd.avel);
|
||||
DAngle new_ang = pact->spr.Angles.Yaw + DAngle::fromDeg(pp->cmd.ucmd.ang.Yaw.Degrees());
|
||||
|
||||
if (pp->sop->limit_ang_center >= nullAngle)
|
||||
{
|
||||
|
@ -4965,7 +4965,7 @@ void DoPlayerBeginOperate(DSWPlayer* pp)
|
|||
break;
|
||||
case SO_TURRET_MGUN:
|
||||
case SO_TURRET:
|
||||
if (pp->cmd.ucmd.avel)
|
||||
if (pp->cmd.ucmd.ang.Yaw.Degrees())
|
||||
PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
|
||||
else
|
||||
PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND);
|
||||
|
@ -5058,7 +5058,7 @@ void DoPlayerBeginRemoteOperate(DSWPlayer* pp, SECTOR_OBJECT* sop)
|
|||
break;
|
||||
case SO_TURRET_MGUN:
|
||||
case SO_TURRET:
|
||||
if (pp->cmd.ucmd.avel)
|
||||
if (pp->cmd.ucmd.ang.Yaw.Degrees())
|
||||
PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
|
||||
else
|
||||
PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND);
|
||||
|
@ -5769,7 +5769,7 @@ void DoPlayerDeathFollowKiller(DSWPlayer* pp)
|
|||
// allow turning
|
||||
if (pp->Flags & (PF_DEAD_HEAD|PF_HEAD_CONTROL))
|
||||
{
|
||||
pp->GetActor()->spr.Angles.Yaw += DAngle::fromDeg(pp->cmd.ucmd.avel);
|
||||
pp->GetActor()->spr.Angles.Yaw += DAngle::fromDeg(pp->cmd.ucmd.ang.Yaw.Degrees());
|
||||
UpdatePlayerSpriteAngle(pp);
|
||||
}
|
||||
|
||||
|
@ -6550,7 +6550,7 @@ void ChopsCheck(DSWPlayer* pp)
|
|||
{
|
||||
if (!M_Active() && !(pp->Flags & PF_DEAD) && !pp->sop_riding && numplayers <= 1)
|
||||
{
|
||||
if (pp->cmd.ucmd.actions & ~SB_RUN || !pp->cmd.ucmd.vel.XY().isZero() || pp->cmd.ucmd.avel || pp->cmd.ucmd.horz ||
|
||||
if (pp->cmd.ucmd.actions & ~SB_RUN || !pp->cmd.ucmd.vel.XY().isZero() || pp->cmd.ucmd.ang.Yaw.Degrees() || pp->cmd.ucmd.ang.Pitch.Degrees() ||
|
||||
(pp->Flags & (PF_CLIMBING | PF_FALLING | PF_DIVING)))
|
||||
{
|
||||
// Hit a input key or other reason to stop chops
|
||||
|
|
Loading…
Reference in a new issue