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- Duke: Only read keyboard input for movement when called for the actual tic.
Since the added values are not scaled, doing this per frame has the potential risk of achieving too high total velocity when combined with other means of input. The change here was kept as simple as possible.
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c5648be2bd
commit
1f4594b450
1 changed files with 54 additions and 49 deletions
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@ -586,7 +586,7 @@ int getticssincelastupdate()
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//
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//---------------------------------------------------------------------------
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static void processMovement(player_struct *p, InputPacket &input, ControlInfo* const hidInput, double scaleFactor)
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static void processMovement(player_struct *p, InputPacket &input, ControlInfo* const hidInput, double scaleFactor, bool allowkeys)
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{
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bool mouseaim = !(loc.actions & SB_AIMMODE);
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@ -608,21 +608,10 @@ static void processMovement(player_struct *p, InputPacket &input, ControlInfo* c
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if (!in_mouseflip) input.q16horz = -input.q16horz;
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input.q16horz -= FloatToFixed(scaleFactor * (hidInput->dpitch));
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input.svel -= scaleFactor * (hidInput->dx * keymove);
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input.fvel -= scaleFactor * (hidInput->dz * keymove);
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input.svel -= xs_CRoundToInt(scaleFactor * hidInput->dx * keymove);
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input.fvel -= xs_CRoundToInt(scaleFactor * hidInput->dz * keymove);
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if (buttonMap.ButtonDown(gamefunc_Strafe))
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{
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if (!loc.svel)
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{
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if (buttonMap.ButtonDown(gamefunc_Turn_Left))
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input.svel = keymove;
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if (buttonMap.ButtonDown(gamefunc_Turn_Right))
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input.svel = -keymove;
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}
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}
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else
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if (!buttonMap.ButtonDown(gamefunc_Strafe))
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{
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int tics = getticssincelastupdate();
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@ -644,44 +633,59 @@ static void processMovement(player_struct *p, InputPacket &input, ControlInfo* c
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}
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if (abs(loc.svel) < keymove)
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if (allowkeys)
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{
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if (buttonMap.ButtonDown(gamefunc_Strafe_Left))
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input.svel += keymove;
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if (buttonMap.ButtonDown(gamefunc_Strafe_Right))
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input.svel += -keymove;
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}
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if (abs(loc.fvel) < keymove)
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{
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if (isRR() && p->drink_amt >= 66 && p->drink_amt <= 87)
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if (buttonMap.ButtonDown(gamefunc_Strafe))
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{
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if (buttonMap.ButtonDown(gamefunc_Move_Forward))
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if (abs(loc.svel) < keymove)
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{
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input.fvel += keymove;
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if (p->drink_amt & 1)
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input.svel += keymove;
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else
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input.svel -= keymove;
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}
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if (buttonMap.ButtonDown(gamefunc_Turn_Left))
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input.svel = keymove;
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if (buttonMap.ButtonDown(gamefunc_Move_Backward))
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{
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input.fvel += -keymove;
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if (p->drink_amt & 1)
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input.svel -= keymove;
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else
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input.svel += keymove;
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if (buttonMap.ButtonDown(gamefunc_Turn_Right))
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input.svel = -keymove;
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}
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}
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else
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{
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if (buttonMap.ButtonDown(gamefunc_Move_Forward))
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input.fvel += keymove;
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if (buttonMap.ButtonDown(gamefunc_Move_Backward))
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input.fvel += -keymove;
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if (abs(loc.svel) < keymove)
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{
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if (buttonMap.ButtonDown(gamefunc_Strafe_Left))
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input.svel = keymove;
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if (buttonMap.ButtonDown(gamefunc_Strafe_Right))
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input.svel = -keymove;
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}
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if (abs(loc.fvel) < keymove)
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{
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if (isRR() && p->drink_amt >= 66 && p->drink_amt <= 87)
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{
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if (buttonMap.ButtonDown(gamefunc_Move_Forward))
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{
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input.fvel += keymove;
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if (p->drink_amt & 1)
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input.svel += keymove;
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else
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input.svel -= keymove;
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}
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if (buttonMap.ButtonDown(gamefunc_Move_Backward))
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{
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input.fvel += -keymove;
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if (p->drink_amt & 1)
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input.svel -= keymove;
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else
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input.svel += keymove;
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}
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}
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else
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{
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if (buttonMap.ButtonDown(gamefunc_Move_Forward))
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input.fvel += keymove;
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if (buttonMap.ButtonDown(gamefunc_Move_Backward))
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input.fvel -= keymove;
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}
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}
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}
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}
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@ -982,7 +986,7 @@ static void FinalizeInput(int playerNum, InputPacket& input, bool vehicle)
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//
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//---------------------------------------------------------------------------
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static void GetInputInternal(InputPacket &locInput, ControlInfo* const hidInput)
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static void GetInputInternal(InputPacket &locInput, ControlInfo* const hidInput, bool allowkeys)
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{
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auto const p = &ps[myconnectindex];
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@ -992,6 +996,7 @@ static void GetInputInternal(InputPacket &locInput, ControlInfo* const hidInput)
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return;
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}
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// Todo: Handle this through SERVERINFO CVARs.
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if (numplayers == 1)
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{
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setlocalplayerinput(p);
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@ -1015,7 +1020,7 @@ static void GetInputInternal(InputPacket &locInput, ControlInfo* const hidInput)
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else
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{
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processInputBits(p, hidInput);
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processMovement(p, input, hidInput, scaleAdjust);
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processMovement(p, input, hidInput, scaleAdjust, allowkeys);
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checkCrouchToggle(p);
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FinalizeInput(myconnectindex, input, false);
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}
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@ -1037,7 +1042,7 @@ static void GetInputInternal(InputPacket &locInput, ControlInfo* const hidInput)
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void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
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{
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GetInputInternal(loc, hidInput);
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GetInputInternal(loc, hidInput, packet != nullptr);
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if (packet)
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{
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auto const pPlayer = &ps[myconnectindex];
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