- Make scaleAdjust a float since it's what's needed anyway.

This commit is contained in:
Mitchell Richters 2023-04-03 19:37:51 +10:00
parent 69c65dfe7e
commit 3ef431a428
7 changed files with 23 additions and 26 deletions

View file

@ -1415,7 +1415,7 @@ void GameInterface::FreeLevelData()
//
//---------------------------------------------------------------------------
void GameInterface::doPlayerMovement(const double scaleAdjust)
void GameInterface::doPlayerMovement(const float scaleAdjust)
{
gameInput.processMovement(scaleAdjust);
}

View file

@ -106,42 +106,39 @@ void processCrouchToggle(bool& toggle, ESyncBits& actions, const bool crouchable
//
//---------------------------------------------------------------------------
void GameInput::processMovement(const double scaleAdjust, const int drink_amt, const bool allowstrafe, const double turnscale)
void GameInput::processMovement(const float scaleAdjust, const int drink_amt, const bool allowstrafe, const double turnscale)
{
// open up input packet for this session.
InputPacket thisInput{};
// set up variables.
const int keymove = 1 << int(!!(inputBuffer.actions & SB_RUN));
const float hidspeed = float(getTicrateScale(YAW_TURNSPEEDS[2]) * turnscale);
const float scaleAdjustf = float(scaleAdjust);
// determine player input.
const auto keymove = 1 << int(!!(inputBuffer.actions & SB_RUN));
const auto hidspeed = float(getTicrateScale(YAW_TURNSPEEDS[2]) * turnscale);
const auto turning = buttonMap.ButtonDown(gamefunc_Turn_Right) - buttonMap.ButtonDown(gamefunc_Turn_Left);
const auto moving = buttonMap.ButtonDown(gamefunc_Move_Forward) - buttonMap.ButtonDown(gamefunc_Move_Backward) + joyAxes[JOYAXIS_Forward] * scaleAdjustf;
const auto strafing = buttonMap.ButtonDown(gamefunc_Strafe_Right) - buttonMap.ButtonDown(gamefunc_Strafe_Left) - joyAxes[JOYAXIS_Side] * scaleAdjustf;
const auto moving = buttonMap.ButtonDown(gamefunc_Move_Forward) - buttonMap.ButtonDown(gamefunc_Move_Backward) + joyAxes[JOYAXIS_Forward] * scaleAdjust;
const auto strafing = buttonMap.ButtonDown(gamefunc_Strafe_Right) - buttonMap.ButtonDown(gamefunc_Strafe_Left) - joyAxes[JOYAXIS_Side] * scaleAdjust;
// process player angle input.
if (!(buttonMap.ButtonDown(gamefunc_Strafe) && allowstrafe))
{
const float turndir = clamp(turning + strafing * !allowstrafe, -1.f, 1.f);
const float turnspeed = float(getTicrateScale(YAW_TURNSPEEDS[keymove]) * turnscale * (isTurboTurnTime() ? 1. : YAW_PREAMBLESCALE));
thisInput.avel += mouseInput.X * m_yaw - (joyAxes[JOYAXIS_Yaw] * hidspeed - turndir * turnspeed) * scaleAdjustf;
thisInput.avel += mouseInput.X * m_yaw - (joyAxes[JOYAXIS_Yaw] * hidspeed - turndir * turnspeed) * scaleAdjust;
if (turndir) updateTurnHeldAmt(scaleAdjust); else turnheldtime = 0;
}
else
{
thisInput.svel += mouseInput.X * m_side - (joyAxes[JOYAXIS_Yaw] - turning) * keymove * scaleAdjustf;
thisInput.svel += mouseInput.X * m_side - (joyAxes[JOYAXIS_Yaw] - turning) * keymove * scaleAdjust;
}
// process player pitch input.
if (!(inputBuffer.actions & SB_AIMMODE))
{
thisInput.horz -= mouseInput.Y * m_pitch + joyAxes[JOYAXIS_Pitch] * hidspeed * scaleAdjustf;
thisInput.horz -= mouseInput.Y * m_pitch + joyAxes[JOYAXIS_Pitch] * hidspeed * scaleAdjust;
}
else
{
thisInput.fvel += mouseInput.Y * m_forward + joyAxes[JOYAXIS_Pitch] * keymove * scaleAdjustf;
thisInput.fvel += mouseInput.Y * m_forward + joyAxes[JOYAXIS_Pitch] * keymove * scaleAdjust;
}
// process movement input.
@ -174,7 +171,7 @@ void GameInput::processMovement(const double scaleAdjust, const int drink_amt, c
//
//---------------------------------------------------------------------------
void GameInput::processVehicle(const double scaleAdjust, const float baseVel, const float velScale, const bool canMove, const bool canTurn, const bool attenuate)
void GameInput::processVehicle(const float scaleAdjust, const float baseVel, const float velScale, const bool canMove, const bool canTurn, const bool attenuate)
{
// open up input packet for this session.
InputPacket thisInput{};
@ -204,8 +201,8 @@ void GameInput::processVehicle(const double scaleAdjust, const float baseVel, co
const auto turnVel = (!attenuate && (isTurboTurnTime() || hidLeft || hidRight)) ? (baseVel) : (baseVel * velScale);
thisInput.avel += turnVel * -joyAxes[JOYAXIS_Yaw] + turnVel * kbdDir;
thisInput.avel += sqrtf(abs(turnVel * mouseInput.X * m_yaw / (float)scaleAdjust) * (7.f / 20.f)) * Sgn(turnVel) * Sgn(mouseInput.X);
thisInput.avel *= (float)scaleAdjust;
thisInput.avel += sqrtf(abs(turnVel * mouseInput.X * m_yaw / scaleAdjust) * (7.f / 20.f)) * Sgn(turnVel) * Sgn(mouseInput.X);
thisInput.avel *= scaleAdjust;
if (kbdDir) updateTurnHeldAmt(scaleAdjust); else turnheldtime = 0;
}
else
@ -357,7 +354,7 @@ void GameInput::getInput(const double scaleAdjust, InputPacket* packet)
prepareHidInput();
processInputBits();
gi->doPlayerMovement(!SyncInput() ? scaleAdjust : 1.);
gi->doPlayerMovement(!SyncInput() ? (float)scaleAdjust : 1.f);
resetHidInput();
if (packet)

View file

@ -32,7 +32,7 @@ class GameInput
ESyncBits ActionsToSend;
// Turn speed doubling after x amount of tics.
void updateTurnHeldAmt(const double scaleAdjust)
void updateTurnHeldAmt(const float scaleAdjust)
{
turnheldtime += getTicrateScale(BUILDTICRATE) * scaleAdjust;
}
@ -75,8 +75,8 @@ public:
}
// Prototypes for large member functions.
void processMovement(const double scaleAdjust, const int drink_amt = 0, const bool allowstrafe = true, const double turnscale = 1.);
void processVehicle(const double scaleAdjust, const float baseVel, const float velScale, const bool canMove, const bool canTurn, const bool attenuate);
void processMovement(const float scaleAdjust, const int drink_amt = 0, const bool allowstrafe = true, const double turnscale = 1.);
void processVehicle(const float scaleAdjust, const float baseVel, const float velScale, const bool canMove, const bool canTurn, const bool attenuate);
void getInput(const double scaleAdjust, InputPacket* packet = nullptr);
};
@ -89,8 +89,8 @@ struct PlayerAngles
DAngle YawSpin;
friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngles& w, PlayerAngles* def);
friend void GameInput::processMovement(const double scaleAdjust, const int drink_amt, const bool allowstrafe, const double turnscale);
friend void GameInput::processVehicle(const double scaleAdjust, const float baseVel, const float velScale, const bool canMove, const bool canTurn, const bool attenuate);
friend void GameInput::processMovement(const float scaleAdjust, const int drink_amt, const bool allowstrafe, const double turnscale);
friend void GameInput::processVehicle(const float scaleAdjust, const float baseVel, const float velScale, const bool canMove, const bool canTurn, const bool attenuate);
// Prototypes.
void doPitchKeys(InputPacket* const input);

View file

@ -119,7 +119,7 @@ struct GameInterface
virtual bool WantEscape() { return false; }
virtual void StartSoundEngine() = 0;
virtual void reapplyInputBits(InputPacket* const input) = 0;
virtual void doPlayerMovement(const double scaleAdjust);
virtual void doPlayerMovement(const float scaleAdjust);
virtual FString statFPS()
{

View file

@ -40,7 +40,7 @@ struct GameInterface : public ::GameInterface
void ExitFromMenu() override;
void DrawPlayerSprite(const DVector2& origin, bool onteam) override;
void reapplyInputBits(InputPacket* const input) override { input->actions |= ps[myconnectindex].sync.actions & SB_CENTERVIEW; }
void doPlayerMovement(const double scaleAdjust) override;
void doPlayerMovement(const float scaleAdjust) override;
void UpdateSounds() override;
void Startup() override;
void DrawBackground() override;

View file

@ -501,7 +501,7 @@ void hud_input(int plnum)
//
//---------------------------------------------------------------------------
void GameInterface::doPlayerMovement(const double scaleAdjust)
void GameInterface::doPlayerMovement(const float scaleAdjust)
{
auto const p = &ps[myconnectindex];

View file

@ -1889,7 +1889,7 @@ struct GameInterface : public ::GameInterface
int GetCurrentSkill() override;
void StartSoundEngine() override;
void reapplyInputBits(InputPacket* const input) override { input->actions |= Player[myconnectindex].input.actions & SB_CENTERVIEW; }
void doPlayerMovement(const double scaleAdjust) override
void doPlayerMovement(const float scaleAdjust) override
{
gameInput.processMovement(scaleAdjust, 0, !Player[myconnectindex].sop, Player[myconnectindex].sop_control ? 3. / 1.40625 : 1.);
}