- Spaces be damned!

This commit is contained in:
Mitchell Richters 2023-04-22 19:50:55 +10:00
parent a8327dbb80
commit 6ba227ab8b

View file

@ -39,8 +39,8 @@ CVAR(Float, m_side, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
CVAR(Float, cl_viewtiltscale, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE);
CUSTOM_CVAR(Int, cl_viewtilting, 0, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
{
if (self < 0) self = 0;
else if (self > 3) self = 3;
if (self < 0) self = 0;
else if (self > 3) self = 3;
}
@ -519,36 +519,36 @@ void PlayerAngles::doViewTilting(InputPacket* const pInput, const DVector2& nVel
const auto waterScale = 1. / (bUnderwater + 1);
const auto strafeScale = !!pInput->svel + 1;
if (cl_viewtilting == 1)
{
// Console-like yaw rolling. Adjustment == (90/32) for keyboard turning. Clamp is 1.5x this value.
const auto rollAdj = pActor->spr.Angles.Roll.Degrees() + pInput->avel * (48779.f / 150000.f) * cl_viewtiltscale;
const auto rollAmp = waterScale;
const auto rollMax = (11553170. / 1347146.) * cl_viewtiltscale;
pActor->spr.Angles.Roll = DAngle::fromDeg(clamp(rollAdj * rollAmp, -rollMax, rollMax));
scaletozero(pActor->spr.Angles.Roll, ROLL_TILTRETURN);
}
else if (cl_viewtilting == 2)
{
// Quake-like strafe rolling. Adjustment == (90/48) for running keyboard strafe.
const auto rollAdj = StrafeVel * cl_viewtiltscale;
const auto rollAmp = strafeScale * waterScale;
const auto rollMax = nMaxVel * runScale * cl_viewtiltscale;
pActor->spr.Angles.Roll = DAngle::fromDeg(clamp(rollAdj * rollAmp, -rollMax, rollMax) * (1.875 / nMaxVel));
}
else if (cl_viewtilting == 3)
{
// Movement rolling from player's velocity. Adjustment == (90/48) for running keyboard strafe.
const auto rollAdj = nVelVect.Rotated(-pActor->spr.Angles.Yaw).Y * cl_viewtiltscale;
const auto rollAmp = strafeScale * waterScale;
const auto rollMax = nMaxVel * runScale * cl_viewtiltscale;
pActor->spr.Angles.Roll = DAngle::fromDeg(clamp(rollAdj * rollAmp, -rollMax, rollMax) * (1.875 / nMaxVel));
}
else
{
// Always reset roll if we're not tilting at all.
pActor->spr.Angles.Roll = nullAngle;
}
if (cl_viewtilting == 1)
{
// Console-like yaw rolling. Adjustment == (90/32) for keyboard turning. Clamp is 1.5x this value.
const auto rollAdj = pActor->spr.Angles.Roll.Degrees() + pInput->avel * (48779.f / 150000.f) * cl_viewtiltscale;
const auto rollAmp = waterScale;
const auto rollMax = (11553170. / 1347146.) * cl_viewtiltscale;
pActor->spr.Angles.Roll = DAngle::fromDeg(clamp(rollAdj * rollAmp, -rollMax, rollMax));
scaletozero(pActor->spr.Angles.Roll, ROLL_TILTRETURN);
}
else if (cl_viewtilting == 2)
{
// Quake-like strafe rolling. Adjustment == (90/48) for running keyboard strafe.
const auto rollAdj = StrafeVel * cl_viewtiltscale;
const auto rollAmp = strafeScale * waterScale;
const auto rollMax = nMaxVel * runScale * cl_viewtiltscale;
pActor->spr.Angles.Roll = DAngle::fromDeg(clamp(rollAdj * rollAmp, -rollMax, rollMax) * (1.875 / nMaxVel));
}
else if (cl_viewtilting == 3)
{
// Movement rolling from player's velocity. Adjustment == (90/48) for running keyboard strafe.
const auto rollAdj = nVelVect.Rotated(-pActor->spr.Angles.Yaw).Y * cl_viewtiltscale;
const auto rollAmp = strafeScale * waterScale;
const auto rollMax = nMaxVel * runScale * cl_viewtiltscale;
pActor->spr.Angles.Roll = DAngle::fromDeg(clamp(rollAdj * rollAmp, -rollMax, rollMax) * (1.875 / nMaxVel));
}
else
{
// Always reset roll if we're not tilting at all.
pActor->spr.Angles.Roll = nullAngle;
}
}