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https://github.com/ZDoom/Raze.git
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SW: Let's replace the macro PEDANTIC_MODE with variable PedanticMode
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parent
cc4f1f21f9
commit
47ac981a3a
4 changed files with 27 additions and 25 deletions
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@ -2013,7 +2013,7 @@ drawscreen(PLAYERp pp)
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tx = camerapp->oposx + mulscale16(camerapp->posx - camerapp->oposx, smoothratio);
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ty = camerapp->oposy + mulscale16(camerapp->posy - camerapp->oposy, smoothratio);
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tz = camerapp->oposz + mulscale16(camerapp->posz - camerapp->oposz, smoothratio);
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if (PEDANTIC_MODE ||
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if (PedanticMode ||
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pp == Player+myconnectindex && TEST(pp->Flags, PF_DEAD))
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{
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tq16ang = camerapp->oq16ang + mulscale16(((camerapp->q16ang + fix16_from_int(1024) - camerapp->oq16ang) & 0x7FFFFFF) - fix16_from_int(1024), smoothratio);
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@ -185,6 +185,8 @@ short screenpeek = 0;
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SWBOOL NoDemoStartup = FALSE;
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SWBOOL FirstTimeIntoGame;
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SWBOOL PedanticMode;
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SWBOOL BorderAdjust = FALSE;
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SWBOOL LocationInfo = 0;
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void drawoverheadmap(int cposx, int cposy, int czoom, short cang);
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@ -952,6 +954,8 @@ void InitLevelGlobals(void)
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sumowasseen = FALSE;
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zillawasseen = FALSE;
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memset(BossSpriteNum,-1,sizeof(BossSpriteNum));
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PedanticMode = (DemoPlaying || DemoRecording || DemoEdit || DemoMode);
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}
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void InitLevelGlobals2(void)
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@ -2436,7 +2440,7 @@ void MoveLoop(void)
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}
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// Get input again to update q16ang/q16horiz.
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if (!PEDANTIC_MODE)
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if (!PedanticMode)
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getinput(&loc, TRUE);
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}
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@ -3222,7 +3226,7 @@ getinput(SW_PACKET *loc, SWBOOL tied)
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if (buttonMap.ButtonDown(gamefunc_Turn_Left))
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{
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turnheldtime += synctics;
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if (PEDANTIC_MODE)
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if (PedanticMode)
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{
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if (turnheldtime >= TURBOTURNTIME)
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q16angvel -= fix16_from_int(turnamount);
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@ -3235,7 +3239,7 @@ getinput(SW_PACKET *loc, SWBOOL tied)
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else if (buttonMap.ButtonDown(gamefunc_Turn_Right))
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{
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turnheldtime += synctics;
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if (PEDANTIC_MODE)
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if (PedanticMode)
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{
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if (turnheldtime >= TURBOTURNTIME)
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q16angvel += fix16_from_int(turnamount);
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@ -3275,7 +3279,7 @@ getinput(SW_PACKET *loc, SWBOOL tied)
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q16angvel = fix16_clamp(q16angvel, -fix16_from_int(MAXANGVEL), fix16_from_int(MAXANGVEL));
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q16aimvel = fix16_clamp(q16aimvel, -fix16_from_int(MAXHORIZVEL), fix16_from_int(MAXHORIZVEL));
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if (PEDANTIC_MODE)
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if (PedanticMode)
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{
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q16angvel = fix16_floor(q16angvel);
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q16aimvel = fix16_floor(q16aimvel);
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@ -186,10 +186,6 @@ int krand1(void);
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#define PRINT(line,str) DebugPrint(line,str)
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// Demo compatibility mode
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extern SWBOOL DemoPlaying, DemoRecording, DemoEdit, DemoMode;
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#define PEDANTIC_MODE (DemoPlaying || DemoRecording || DemoEdit || DemoMode)
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#include "pragmas.h"
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@ -889,6 +885,8 @@ extern int PlayerYellVocs[MAX_YELLSOUNDS];
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void BossHealthMeter(void);
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extern SWBOOL PedanticMode;
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// Global variables used for modifying variouse things from the Console
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///////////////////////////////////////////////////////////////////////////////////////////
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@ -1542,7 +1542,7 @@ DoPlayerTurn(PLAYERp pp, fix16_t *pq16ang, fix16_t q16angvel)
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{
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#define TURN_SHIFT 2
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if (!PEDANTIC_MODE && (pq16ang == &pp->q16ang))
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if (!PedanticMode && (pq16ang == &pp->q16ang))
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{
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*pq16ang = pp->input.q16ang;
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sprite[pp->PlayerSprite].ang = fix16_to_int(*pq16ang);
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@ -1569,7 +1569,7 @@ DoPlayerTurn(PLAYERp pp, fix16_t *pq16ang, fix16_t q16angvel)
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// make the first turn in the clockwise direction
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// the rest will follow
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delta_ang = GetDeltaAngle(pp->turn180_target, fix16_to_int(*pq16ang));
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if (PEDANTIC_MODE)
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if (PedanticMode)
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*pq16ang = fix16_from_int(NORM_ANGLE(fix16_to_int(*pq16ang) + (labs(delta_ang) >> TURN_SHIFT)));
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else
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// Add at least 1 unit to ensure the turn direction is clockwise
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@ -1590,7 +1590,7 @@ DoPlayerTurn(PLAYERp pp, fix16_t *pq16ang, fix16_t q16angvel)
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short delta_ang;
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delta_ang = GetDeltaAngle(pp->turn180_target, fix16_to_int(*pq16ang));
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if (PEDANTIC_MODE)
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if (PedanticMode)
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*pq16ang = fix16_from_int(NORM_ANGLE(fix16_to_int(*pq16ang) + (delta_ang >> TURN_SHIFT)));
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else
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*pq16ang = NORM_Q16ANGLE(fix16_sadd(*pq16ang, fix16_from_float(scaleAdjustmentToInterval(delta_ang >> TURN_SHIFT))));
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@ -1626,7 +1626,7 @@ DoPlayerTurn(PLAYERp pp, fix16_t *pq16ang, fix16_t q16angvel)
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*pq16ang += fix16_sdiv(fix16_mul(q16angvel, fix16_from_int(synctics)), fix16_from_int(32));
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*pq16ang = NORM_Q16ANGLE(*pq16ang);
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if (PEDANTIC_MODE)
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if (PedanticMode)
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*pq16ang = fix16_floor(*pq16ang);
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// update players sprite angle
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@ -1832,7 +1832,7 @@ PlayerAutoLook(PLAYERp pp)
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if (!TEST(pp->Flags, PF_FLYING|PF_SWIMMING|PF_DIVING|PF_CLIMBING|PF_JUMPING|PF_FALLING))
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{
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if ((PEDANTIC_MODE || !TEST(pp->Flags, PF_MOUSE_AIMING_ON))
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if ((PedanticMode || !TEST(pp->Flags, PF_MOUSE_AIMING_ON))
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&& TEST(sector[pp->cursectnum].floorstat, FLOOR_STAT_SLOPE)) // If the floor is sloped
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{
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// Get a point, 512 units ahead of player's position
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@ -1857,7 +1857,7 @@ PlayerAutoLook(PLAYERp pp)
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if ((pp->cursectnum == tempsect) ||
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(klabs(getflorzofslope(tempsect, x, y) - k) <= (4 << 8)))
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{
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if (PEDANTIC_MODE)
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if (PedanticMode)
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pp->q16horizoff += fix16_from_int((((j - k) * 160) >> 16));
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else
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pp->q16horizoff = fix16_sadd(pp->q16horizoff, fix16_from_float(scaleAdjustmentToInterval(mulscale16((j - k), 160))));
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@ -1871,7 +1871,7 @@ PlayerAutoLook(PLAYERp pp)
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// tilt when climbing but you can't even really tell it
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if (pp->q16horizoff < fix16_from_int(100))
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{
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if (PEDANTIC_MODE)
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if (PedanticMode)
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pp->q16horizoff += fix16_from_int((((100 - fix16_to_int(pp->q16horizoff)) >> 3) + 1));
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else
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pp->q16horizoff = fix16_sadd(pp->q16horizoff, fix16_from_float(scaleAdjustmentToInterval(fix16_to_float(((fix16_from_int(100) - pp->q16horizoff) >> 3) + fix16_one))));
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@ -1883,7 +1883,7 @@ PlayerAutoLook(PLAYERp pp)
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// you're not on a slope
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if (pp->q16horizoff > 0)
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{
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if (PEDANTIC_MODE)
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if (PedanticMode)
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pp->q16horizoff -= fix16_from_int(((fix16_to_int(pp->q16horizoff) >> 3) + 1));
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else
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{
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@ -1893,7 +1893,7 @@ PlayerAutoLook(PLAYERp pp)
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}
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if (pp->q16horizoff < 0)
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{
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if (PEDANTIC_MODE)
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if (PedanticMode)
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pp->q16horizoff += fix16_from_int((((fix16_to_int(-pp->q16horizoff)) >> 3) + 1));
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else
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{
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@ -1914,7 +1914,7 @@ DoPlayerHorizon(PLAYERp pp, fix16_t *pq16horiz, fix16_t q16aimvel)
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// //DSPRINTF(ds,"fix16_to_int(pp->q16horizoff), %d", fix16_to_int(pp->q16horizoff));
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// MONO_PRINT(ds);
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if (!PEDANTIC_MODE && (pq16horiz == &pp->q16horiz))
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if (!PedanticMode && (pq16horiz == &pp->q16horiz))
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{
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*pq16horiz = pp->input.q16horiz;
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return;
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@ -1932,7 +1932,7 @@ DoPlayerHorizon(PLAYERp pp, fix16_t *pq16horiz, fix16_t q16aimvel)
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if (TEST_SYNC_KEY(pp, SK_CENTER_VIEW))
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{
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if (PEDANTIC_MODE)
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if (PedanticMode)
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pp->q16horizbase = fix16_from_int(100);
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else if (pp->q16horizbase > fix16_from_int(100))
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{
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@ -1957,7 +1957,7 @@ DoPlayerHorizon(PLAYERp pp, fix16_t *pq16horiz, fix16_t q16aimvel)
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// adjust *pq16horiz negative
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if (TEST_SYNC_KEY(pp, SK_SNAP_DOWN))
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{
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if (PEDANTIC_MODE)
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if (PedanticMode)
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pp->q16horizbase -= fix16_from_int((HORIZ_SPEED/2));
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else
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pp->q16horizbase = fix16_ssub(pp->q16horizbase, fix16_from_float(scaleAdjustmentToInterval((HORIZ_SPEED/2))));
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@ -1966,7 +1966,7 @@ DoPlayerHorizon(PLAYERp pp, fix16_t *pq16horiz, fix16_t q16aimvel)
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// adjust *pq16horiz positive
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if (TEST_SYNC_KEY(pp, SK_SNAP_UP))
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{
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if (PEDANTIC_MODE)
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if (PedanticMode)
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pp->q16horizbase += fix16_from_int((HORIZ_SPEED/2));
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else
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pp->q16horizbase = fix16_sadd(pp->q16horizbase, fix16_from_float(scaleAdjustmentToInterval((HORIZ_SPEED/2))));
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@ -1983,7 +1983,7 @@ DoPlayerHorizon(PLAYERp pp, fix16_t *pq16horiz, fix16_t q16aimvel)
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// adjust *pq16horiz negative
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if (TEST_SYNC_KEY(pp, SK_LOOK_DOWN))
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{
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if (PEDANTIC_MODE)
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if (PedanticMode)
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pp->q16horizbase -= fix16_from_int(HORIZ_SPEED);
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else
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pp->q16horizbase = fix16_ssub(pp->q16horizbase, fix16_from_float(scaleAdjustmentToInterval(HORIZ_SPEED)));
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@ -1992,7 +1992,7 @@ DoPlayerHorizon(PLAYERp pp, fix16_t *pq16horiz, fix16_t q16aimvel)
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// adjust *pq16horiz positive
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if (TEST_SYNC_KEY(pp, SK_LOOK_UP))
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{
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if (PEDANTIC_MODE)
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if (PedanticMode)
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pp->q16horizbase += fix16_from_int(HORIZ_SPEED);
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else
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pp->q16horizbase = fix16_sadd(pp->q16horizbase, fix16_from_float(scaleAdjustmentToInterval(HORIZ_SPEED)));
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@ -2012,7 +2012,7 @@ DoPlayerHorizon(PLAYERp pp, fix16_t *pq16horiz, fix16_t q16aimvel)
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for (i = 1; i; i--)
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{
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// this formula does not work for *pq16horiz = 101-103
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if (PEDANTIC_MODE)
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if (PedanticMode)
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pp->q16horizbase += fix16_from_int(25 - (fix16_to_int(pp->q16horizbase) >> 2));
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else
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pp->q16horizbase = fix16_sadd(pp->q16horizbase, fix16_from_float(scaleAdjustmentToInterval(fix16_to_float(fix16_ssub(fix16_from_int(25), fix16_sdiv(pp->q16horizbase, fix16_from_int(4)))))));
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