From 6ba227ab8b12a3267b701bc61bb9b942c79df446 Mon Sep 17 00:00:00 2001 From: Mitchell Richters Date: Sat, 22 Apr 2023 19:50:55 +1000 Subject: [PATCH] - Spaces be damned! --- source/core/gameinput.cpp | 64 +++++++++++++++++++-------------------- 1 file changed, 32 insertions(+), 32 deletions(-) diff --git a/source/core/gameinput.cpp b/source/core/gameinput.cpp index 73e35e0c6..45cd03f47 100644 --- a/source/core/gameinput.cpp +++ b/source/core/gameinput.cpp @@ -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; + } }