- Rearrange bools in processVehicleInput().

This commit is contained in:
Mitchell Richters 2023-04-03 18:37:38 +10:00
parent fb519e9c53
commit 31d3349d93

View file

@ -180,48 +180,30 @@ void processVehicleInput(HIDInput* const hidInput, InputPacket* const currInput,
inputBuffer.actions &= ~(SB_WEAPONMASK_BITS | SB_TURNAROUND | SB_CENTERVIEW | SB_HOLSTER | SB_JUMP | SB_CROUCH | SB_RUN |
SB_AIM_UP | SB_AIM_DOWN | SB_AIMMODE | SB_LOOK_UP | SB_LOOK_DOWN | SB_LOOK_LEFT | SB_LOOK_RIGHT);
// Cancel out micro-movement
if (fabs(hidInput->mouse.X) < (m_sensitivity_x * backendmousescale * 2.f))
hidInput->mouse.X = 0;
// Yes, we need all these bools...
const auto kbdForwards = buttonMap.ButtonDown(gamefunc_Move_Forward) || buttonMap.ButtonDown(gamefunc_Strafe);
const auto kbdBackward = buttonMap.ButtonDown(gamefunc_Move_Backward);
const auto kbdLeft = buttonMap.ButtonDown(gamefunc_Turn_Left) || buttonMap.ButtonDown(gamefunc_Strafe_Left);
const auto kbdRight = buttonMap.ButtonDown(gamefunc_Turn_Right) || buttonMap.ButtonDown(gamefunc_Strafe_Right);
const auto hidLeft = hidInput->mouse.X < 0 || hidInput->joyaxes[JOYAXIS_Yaw] > 0;
const auto hidRight = hidInput->mouse.X > 0 || hidInput->joyaxes[JOYAXIS_Yaw] < 0;
const auto turnDir = (kbdRight || hidRight) - (kbdLeft || hidLeft);
if (canMove)
{
const auto kbdForwards = buttonMap.ButtonDown(gamefunc_Move_Forward) || buttonMap.ButtonDown(gamefunc_Strafe);
const auto kbdBackward = buttonMap.ButtonDown(gamefunc_Move_Backward);
currInput->fvel = kbdForwards - kbdBackward + hidInput->joyaxes[JOYAXIS_Forward];
if (buttonMap.ButtonDown(gamefunc_Run)) inputBuffer.actions |= SB_CROUCH;
}
if (canTurn && turnDir)
if (canTurn)
{
const bool noattenuate = (isTurboTurnTime() || hidLeft || hidRight) && !attenuate;
const auto vel = (noattenuate) ? (baseVel) : (baseVel * velScale);
// Cancel out micro-movement
hidInput->mouse.X *= fabs(hidInput->mouse.X) >= (m_sensitivity_x * backendmousescale * 2.f);
currInput->avel = vel * -hidInput->joyaxes[JOYAXIS_Yaw];
if (const auto kbdDir = kbdRight - kbdLeft)
{
currInput->avel += vel * kbdDir;
updateTurnHeldAmt(scaleAdjust);
}
else
{
resetTurnHeldAmt();
}
if (hidInput->mouse.X)
{
currInput->avel += sqrtf(abs(vel * hidInput->mouse.X * m_yaw / (float)scaleAdjust) * (7.f / 20.f)) * Sgn(vel) * Sgn(hidInput->mouse.X);
}
const auto kbdLeft = buttonMap.ButtonDown(gamefunc_Turn_Left) || buttonMap.ButtonDown(gamefunc_Strafe_Left);
const auto kbdRight = buttonMap.ButtonDown(gamefunc_Turn_Right) || buttonMap.ButtonDown(gamefunc_Strafe_Right);
const auto hidLeft = hidInput->mouse.X < 0 || hidInput->joyaxes[JOYAXIS_Yaw] > 0;
const auto hidRight = hidInput->mouse.X > 0 || hidInput->joyaxes[JOYAXIS_Yaw] < 0;
const auto kbdDir = kbdRight - kbdLeft;
const auto turnVel = (!attenuate && (isTurboTurnTime() || hidLeft || hidRight)) ? (baseVel) : (baseVel * velScale);
currInput->avel += turnVel * -hidInput->joyaxes[JOYAXIS_Yaw] + turnVel * kbdDir;
currInput->avel += sqrtf(abs(turnVel * hidInput->mouse.X * m_yaw / (float)scaleAdjust) * (7.f / 20.f)) * Sgn(turnVel) * Sgn(hidInput->mouse.X);
currInput->avel *= (float)scaleAdjust;
if (kbdDir) updateTurnHeldAmt(scaleAdjust); else resetTurnHeldAmt();
}
else
{