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- Slight clean-up in gameinput.cpp.
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ddd39775e6
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2ddd15b932
2 changed files with 6 additions and 10 deletions
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@ -63,11 +63,6 @@ bool crouch_toggle = false;
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//
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//---------------------------------------------------------------------------
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inline void addCameraAngles(const DRotator& input)
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{
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PlayerArray[myconnectindex]->Angles.CameraAngles += input;
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}
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static inline DAngle getscaledangle(const DAngle angle, const double scale, const double push)
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{
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return (angle.Normalized180() * getTicrateScale(scale)) + DAngle::fromDeg(push);
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@ -189,7 +184,7 @@ void GameInput::processMovement(const double turnscale, const bool allowstrafe,
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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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addCameraAngles(thisInput.ang);
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PlayerArray[myconnectindex]->Angles.CameraAngles += thisInput.ang;
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}
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}
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@ -235,10 +230,10 @@ void GameInput::processVehicle(const double baseVel, const double velScale, cons
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// Velocity setup.
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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 mouseVel = abs(turnVel * mouseInput.X * m_yaw) * (45. / 2048.) / scaleAdjust;
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// Apply inputs.
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thisInput.ang.Yaw += DAngle::fromDeg(((mouseVel > 1) ? sqrt(mouseVel) : mouseVel) * Sgn(turnVel) * Sgn(mouseInput.X) * Sgn(m_yaw));
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thisInput.ang.Yaw += DAngle::fromDeg(((mouseVel > 1) ? g_sqrt(mouseVel) : mouseVel) * Sgn(turnVel) * Sgn(mouseInput.X) * Sgn(m_yaw));
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thisInput.ang.Yaw -= DAngle::fromDeg(turnVel * joyAxes[JOYAXIS_Yaw]);
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thisInput.ang.Yaw += DAngle::fromDeg(turnVel * kbdDir);
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thisInput.ang.Yaw *= scaleAdjust;
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@ -253,7 +248,7 @@ void GameInput::processVehicle(const double baseVel, const double velScale, cons
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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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addCameraAngles(thisInput.ang);
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PlayerArray[myconnectindex]->Angles.CameraAngles += thisInput.ang;
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}
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}
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@ -129,7 +129,8 @@ struct PlayerAngles
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DAngle YawSpin;
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friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngles& w, PlayerAngles* def);
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friend void addCameraAngles(const DRotator& input);
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friend void GameInput::processMovement(const double turnscale, const bool allowstrafe, const int drink_amt);
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friend void GameInput::processVehicle(const double baseVel, const double velScale, const unsigned flags);
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// Prototypes.
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void doPitchInput(InputPacket* const input);
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