- handle all remaining vel uses not related to gravity and clipmove

This commit is contained in:
Christoph Oelckers 2022-09-12 00:30:05 +02:00
parent 3e05acfcc9
commit 6f8d0e7870

View file

@ -1757,12 +1757,14 @@ static void onMotorcycle(int snum, ESyncBits &actions)
p->horizon.addadjustment(buildfhoriz(horiz) - p->horizon.horiz);
}
const DAngle adjust = mapangle(-510);
DAngle velAdjustment;
int currSpeed = int(p->MotoSpeed);
int velAdjustment;
if (p->MotoSpeed >= 20 && p->on_ground == 1 && (p->vehTurnLeft || p->vehTurnRight))
{
velAdjustment = p->vehTurnLeft ? -10 : 10;
auto angAdjustment = (velAdjustment < 0 ? 350 : -350) << BAMBITS;
velAdjustment = p->vehTurnLeft ? -adjust : adjust;
auto angAdjustment = (velAdjustment > nullAngle ? 350 : -350) << BAMBITS;
if (p->moto_on_mud || p->moto_on_oil || !p->NotOnWater)
{
@ -1798,17 +1800,15 @@ static void onMotorcycle(int snum, ESyncBits &actions)
}
}
p->__vel.X += currSpeed * bcos(velAdjustment * -51 + p->angle.ang.Buildang(), 4);
p->__vel.Y += currSpeed * bsin(velAdjustment * -51 + p->angle.ang.Buildang(), 4);
p->vel.XY() += (p->angle.ang + velAdjustment).ToVector() * currSpeed * VEL_FACTOR;
p->angle.addadjustment(deltaangle(p->angle.ang, p->angle.ang - DAngle::fromBam(angAdjustment)));
}
else if (p->MotoSpeed >= 20 && p->on_ground == 1 && (p->moto_on_mud || p->moto_on_oil))
{
rng = krand() & 1;
velAdjustment = rng == 0 ? -10 : 10;
velAdjustment = rng == 0 ? -adjust : adjust;
currSpeed = MulScale(currSpeed, p->moto_on_oil ? 10 : 5, 7);
p->__vel.X += currSpeed * bcos(velAdjustment * -51 + p->angle.ang.Buildang(), 4);
p->__vel.Y += currSpeed * bsin(velAdjustment * -51 + p->angle.ang.Buildang(), 4);
p->vel.XY() += (p->angle.ang + velAdjustment).ToVector() * currSpeed * VEL_FACTOR;
}
p->moto_on_mud = p->moto_on_oil = 0;
@ -2027,9 +2027,11 @@ static void onBoat(int snum, ESyncBits &actions)
if (p->MotoSpeed > 0 && p->on_ground == 1 && (p->vehTurnLeft || p->vehTurnRight))
{
const DAngle adjust = mapangle(-510);
int currSpeed = int(p->MotoSpeed * 4.);
int velAdjustment = p->vehTurnLeft ? -10 : 10;
auto angAdjustment = (velAdjustment < 0 ? 350 : -350) << BAMBITS;
DAngle velAdjustment = p->vehTurnLeft ? -adjust : adjust;
auto angAdjustment = (velAdjustment > nullAngle ? 350 : -350) << BAMBITS;
if (p->moto_do_bump)
{
@ -2042,8 +2044,7 @@ static void onBoat(int snum, ESyncBits &actions)
angAdjustment >>= 6;
}
p->__vel.X += currSpeed * bcos(velAdjustment * -51 + p->angle.ang.Buildang(), 4);
p->__vel.Y += currSpeed * bsin(velAdjustment * -51 + p->angle.ang.Buildang(), 4);
p->vel.XY() += (p->angle.ang + velAdjustment).ToVector() * currSpeed * VEL_FACTOR;
p->angle.addadjustment(deltaangle(p->angle.ang, p->angle.ang - DAngle::fromBam(angAdjustment)));
}
if (p->NotOnWater && p->MotoSpeed > 50)
@ -3758,7 +3759,7 @@ void processinput_r(int snum)
}
}
if (abs(p->vel.X) < 1 / 128. * VEL_FACTOR && abs(p->__vel.Y) < 1 / 128. * VEL_FACTOR)
if (abs(p->vel.X) < 1 / 128. * VEL_FACTOR && abs(p->vel.Y) < 1 / 128. * VEL_FACTOR)
p->vel.X = p->vel.Y = 0;
if (shrunk)
@ -4081,8 +4082,7 @@ void OffMotorcycle(player_struct *p)
p->VBumpTarget = 0;
p->VBumpNow = 0;
p->TurbCount = 0;
p->__vel.X = 0 - p->angle.ang.Cos() * (1 << 7);
p->__vel.Y = 0 - p->angle.ang.Sin() * (1 << 7);
p->vel.XY() = p->angle.ang.ToVector() / 2048. * VEL_FACTOR;
p->moto_underwater = 0;
auto spawned = spawn(p->GetActor(), EMPTYBIKE);
if (spawned)
@ -4144,8 +4144,7 @@ void OffBoat(player_struct *p)
p->VBumpTarget = 0;
p->VBumpNow = 0;
p->TurbCount = 0;
p->__vel.X = 0 - p->angle.ang.Cos() * (1 << 7);
p->__vel.Y = 0 - p->angle.ang.Sin() * (1 << 7);
p->vel.XY() = p->angle.ang.ToVector() / 2048. * VEL_FACTOR;
p->moto_underwater = 0;
auto spawned = spawn(p->GetActor(), EMPTYBOAT);
if (spawned)