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SW: Get PLAYER_TURN_SCALE to be just right.
- Original value was 12 and was far, far too high following the Q16.16 implementation. - Value of 3 is too fast. - Value of 2 is too slow. - Value of 2.4 (12 / 5) feels just right.
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1 changed files with 3 additions and 3 deletions
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@ -98,7 +98,7 @@ SWBOOL NightVision = FALSE;
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extern SWBOOL FinishedLevel;
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//#define PLAYER_TURN_SCALE (8)
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#define PLAYER_TURN_SCALE (2)
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#define PLAYER_TURN_SCALE 2.4f
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// the smaller the number the slower the going
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#define PLAYER_RUN_FRICTION (50000L)
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@ -1595,7 +1595,7 @@ DoPlayerTurn(PLAYERp pp)
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return;
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}
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angvel = fix16_smul(pp->input.q16avel, fix16_from_int(PLAYER_TURN_SCALE));
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angvel = fix16_smul(pp->input.q16avel, fix16_from_float(PLAYER_TURN_SCALE));
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if (angvel != 0)
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{
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@ -1637,7 +1637,7 @@ DoPlayerTurnBoat(PLAYERp pp)
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}
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else
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{
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angvel = fix16_smul(pp->input.q16avel, fix16_from_int(PLAYER_TURN_SCALE));
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angvel = fix16_smul(pp->input.q16avel, fix16_from_float(PLAYER_TURN_SCALE));
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angvel = fix16_sadd(angvel, fix16_ssub(angvel, fix16_sdiv(angvel, fix16_from_int(4))));
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angvel = fix16_sdiv(fix16_smul(angvel, fix16_from_int(synctics)), fix16_from_int(32));
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}
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