Duke3D: Move lastInputTicks from DukePlayer_t struct to PlayerData_t struct.

Better location for it since it never needs to be sent across the wire in a multiplayer situation. It's now also located where the other properties to do with input being tied to frame-rate are located.
This commit is contained in:
Mitchell Richters 2020-05-14 07:38:07 +10:00 committed by Christoph Oelckers
parent 22ae4182b5
commit 1f807792af
3 changed files with 5 additions and 6 deletions

View file

@ -3135,9 +3135,9 @@ void P_GetInput(int const playerNum)
input.fvel -= info.dz * keyMove / analogExtent;
auto const currentHiTicks = timerGetHiTicks();
double const elapsedInputTicks = currentHiTicks - pPlayer->lastInputTicks;
double const elapsedInputTicks = currentHiTicks - thisPlayer.lastInputTicks;
pPlayer->lastInputTicks = currentHiTicks;
thisPlayer.lastInputTicks = currentHiTicks;
if (elapsedInputTicks == currentHiTicks)
return;

View file

@ -213,8 +213,6 @@ typedef struct {
int8_t last_used_weapon;
double lastInputTicks;
#ifdef LUNATIC
int8_t palsfadespeed, palsfadenext, palsfadeprio, padding2_;
@ -224,7 +222,7 @@ typedef struct {
#endif
int8_t crouch_toggle;
int8_t padding_[5];
int8_t padding_[1];
} DukePlayer_t;
// KEEPINSYNC lunatic/_defs_game.lua
@ -238,6 +236,7 @@ typedef struct
int8_t horizSkew;
bool lookLeft;
bool lookRight;
double lastInputTicks;
int32_t netsynctime;
int16_t ping, filler;

View file

@ -719,7 +719,6 @@ void P_ResetPlayer(int playerNum)
p.jumping_toggle = 0;
p.knee_incs = 0;
p.knuckle_incs = 1;
p.lastInputTicks = 0;
p.last_full_weapon = 0;
p.last_pissed_time = 0;
p.loogcnt = 0;
@ -781,6 +780,7 @@ void P_ResetPlayer(int playerNum)
g_player[playerNum].horizRecenter = 0;
g_player[playerNum].horizSkew = 0;
g_player[playerNum].horizAngleAdjust = 0;
g_player[playerNum].lastInputTicks = 0;
P_UpdateScreenPal(&p);
VM_OnEvent(EVENT_RESETPLAYER, p.i, playerNum);