- Duke: Rename player_struct::sync to player_struct::input to match the other games.

This commit is contained in:
Mitchell Richters 2023-09-30 20:34:26 +10:00
parent eeb9f48436
commit 719cc75fd2
14 changed files with 84 additions and 84 deletions

View file

@ -334,8 +334,8 @@ void movetransports_d(void)
else if (!(sectlotag == ST_1_ABOVE_WATER && ps[p].on_ground == 1)) break;
if (onfloorz == 0 && fabs(act->spr.pos.Z - ps[p].GetActor()->getOffsetZ()) < 24)
if ((ps[p].jetpack_on == 0) || (ps[p].jetpack_on && (PlayerInput(p, SB_JUMP) || ps[p].sync.uvel > 0)) ||
(ps[p].jetpack_on && (PlayerInput(p, SB_CROUCH) || ps[p].sync.uvel < 0)))
if ((ps[p].jetpack_on == 0) || (ps[p].jetpack_on && (PlayerInput(p, SB_JUMP) || ps[p].input.uvel > 0)) ||
(ps[p].jetpack_on && (PlayerInput(p, SB_CROUCH) || ps[p].input.uvel < 0)))
{
ps[p].GetActor()->spr.pos.XY() += Owner->spr.pos.XY() - act->spr.pos.XY();
ps[p].GetActor()->backupvec2();
@ -375,7 +375,7 @@ void movetransports_d(void)
}
if (onfloorz && sectlotag == ST_1_ABOVE_WATER && ps[p].on_ground && ps[p].GetActor()->getOffsetZ() > (sectp->floorz - 16) && (PlayerInput(p, SB_CROUCH) || ps[p].sync.uvel < 0 || ps[p].vel.Z > 8))
if (onfloorz && sectlotag == ST_1_ABOVE_WATER && ps[p].on_ground && ps[p].GetActor()->getOffsetZ() > (sectp->floorz - 16) && (PlayerInput(p, SB_CROUCH) || ps[p].input.uvel < 0 || ps[p].vel.Z > 8))
// if( onfloorz && sectlotag == 1 && ps[p].pos.z > (sectp->floorz-(6<<8)) )
{
k = 1;

View file

@ -306,8 +306,8 @@ void movetransports_r(void)
else break;
if (onfloorz == 0 && fabs(act->spr.pos.Z - ps[p].GetActor()->getOffsetZ()) < 24)
if ((ps[p].jetpack_on == 0) || (ps[p].jetpack_on && (PlayerInput(p, SB_JUMP) || ps[p].sync.uvel > 0)) ||
(ps[p].jetpack_on && (PlayerInput(p, SB_CROUCH) || ps[p].sync.uvel < 0)))
if ((ps[p].jetpack_on == 0) || (ps[p].jetpack_on && (PlayerInput(p, SB_JUMP) || ps[p].input.uvel > 0)) ||
(ps[p].jetpack_on && (PlayerInput(p, SB_CROUCH) || ps[p].input.uvel < 0)))
{
ps[p].GetActor()->spr.pos.XY() += Owner->spr.pos.XY() - act->spr.pos.XY();
ps[p].GetActor()->backupvec2();

View file

@ -39,7 +39,7 @@ struct GameInterface : public ::GameInterface
void SerializeGameState(FSerializer& arc) override;
void ExitFromMenu() override;
void DrawPlayerSprite(const DVector2& origin, bool onteam) override;
void reapplyInputBits(InputPacket* const input) override { input->actions |= ps[myconnectindex].sync.actions & SB_CENTERVIEW; }
void reapplyInputBits(InputPacket* const input) override { input->actions |= ps[myconnectindex].input.actions & SB_CENTERVIEW; }
void doPlayerMovement(const float scaleAdjust) override;
unsigned getCrouchState() override;
void UpdateSounds() override;

View file

@ -326,9 +326,9 @@ void DoPlayer(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor,
case PLAYER_HORIZ:
if (bSet)
{
if (ps[iPlayer].sync.actions & SB_CENTERVIEW)
if (ps[iPlayer].input.actions & SB_CENTERVIEW)
{
ps[iPlayer].sync.actions &= ~SB_CENTERVIEW;
ps[iPlayer].input.actions &= ~SB_CENTERVIEW;
}
ps[iPlayer].GetActor()->spr.Angles.Pitch = maphoriz(-lValue);
}
@ -880,8 +880,8 @@ void DoPlayer(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor,
break;
case PLAYER_RETURN_TO_CENTER:
if (bSet) ps[iPlayer].sync.actions |= SB_CENTERVIEW;
else SetGameVarID(lVar2, ps[iPlayer].sync.actions & SB_CENTERVIEW ? int(abs((ps[iPlayer].GetActor()->spr.Angles.Pitch * (DAngle::fromDeg(9.) / GetMaxPitch())).Degrees())) : 0, sActor, sPlayer);
if (bSet) ps[iPlayer].input.actions |= SB_CENTERVIEW;
else SetGameVarID(lVar2, ps[iPlayer].input.actions & SB_CENTERVIEW ? int(abs((ps[iPlayer].GetActor()->spr.Angles.Pitch * (DAngle::fromDeg(9.) / GetMaxPitch())).Degrees())) : 0, sActor, sPlayer);
break;
default:

View file

@ -65,7 +65,7 @@ void GameInterface::Ticker(const ticcmd_t* playercmds)
for (int i = connecthead; i >= 0; i = connectpoint2[i])
{
ps[i].Angles.resetCameraAngles();
ps[i].sync = playercmds[i].ucmd;
ps[i].input = playercmds[i].ucmd;
}
// disable synchronised input if set by game.

View file

@ -103,53 +103,53 @@ inline bool isIn(int value, const std::initializer_list<int>& list)
// these are mainly here to avoid directly accessing the input data so that it can be more easily refactored later.
inline bool PlayerInput(int pl, ESyncBits bit)
{
return (!!((ps[pl].sync.actions) & bit));
return (!!((ps[pl].input.actions) & bit));
}
inline ESyncBits PlayerInputBits(int pl, ESyncBits bits)
{
return (ps[pl].sync.actions & bits);
return (ps[pl].input.actions & bits);
}
inline void PlayerSetInput(int pl, ESyncBits bit)
{
ps[pl].sync.actions |= bit;
ps[pl].input.actions |= bit;
}
inline int PlayerNewWeapon(int pl)
{
return ps[pl].sync.getNewWeapon();
return ps[pl].input.getNewWeapon();
}
inline void PlayerSetItemUsed(int pl, int num)
{
ps[pl].sync.setItemUsed(num - 1);
ps[pl].input.setItemUsed(num - 1);
}
inline bool PlayerUseItem(int pl, int num)
{
return ps[pl].sync.isItemUsed(num - 1);
return ps[pl].input.isItemUsed(num - 1);
}
inline float PlayerInputSideVel(int pl)
{
return ps[pl].sync.svel;
return ps[pl].input.svel;
}
inline float PlayerInputForwardVel(int pl)
{
return ps[pl].sync.fvel;
return ps[pl].input.fvel;
}
inline float PlayerInputAngVel(int pl)
{
return ps[pl].sync.avel;
return ps[pl].input.avel;
}
inline DAngle GetPlayerHorizon(int pl)
{
return DAngle::fromDeg(ps[pl].sync.horz);
return DAngle::fromDeg(ps[pl].input.horz);
}
inline void clearfriction()
@ -274,9 +274,9 @@ inline int monsterCheatCheck(DDukeActor* self)
inline void processinputvel(int snum)
{
const auto p = &ps[snum];
const auto velvect = DVector2(p->sync.fvel, p->sync.svel).Rotated(p->GetActor()->spr.Angles.Yaw) + p->fric;
p->sync.fvel = (float)velvect.X;
p->sync.svel = (float)velvect.Y;
const auto velvect = DVector2(p->input.fvel, p->input.svel).Rotated(p->GetActor()->spr.Angles.Yaw) + p->fric;
p->input.fvel = (float)velvect.X;
p->input.svel = (float)velvect.Y;
}

View file

@ -62,17 +62,17 @@ void hud_input(int plnum)
i = p->aim_mode;
p->aim_mode = !PlayerInput(plnum, SB_AIMMODE);
if (p->aim_mode < i)
p->sync.actions |= SB_CENTERVIEW;
p->input.actions |= SB_CENTERVIEW;
// Backup weapon here as hud_input() is the first function where any one of the weapon variables can change.
p->backupweapon();
if (isRR() && (p->sync.actions & SB_CROUCH)) p->sync.actions &= ~SB_JUMP;
if (isRR() && (p->input.actions & SB_CROUCH)) p->input.actions &= ~SB_JUMP;
if ((isRR() && p->drink_amt > 88))
p->sync.actions |= SB_LOOK_LEFT;
p->input.actions |= SB_LOOK_LEFT;
if ((isRR() && p->drink_amt > 99))
p->sync.actions |= SB_LOOK_DOWN;
p->input.actions |= SB_LOOK_DOWN;
if (isRR())
{
@ -482,7 +482,7 @@ void hud_input(int plnum)
OnEvent(EVENT_TURNAROUND, plnum, nullptr, -1);
if (GetGameVarID(g_iReturnVarID, nullptr, plnum).value() != 0)
{
p->sync.actions &= ~SB_TURNAROUND;
p->input.actions &= ~SB_TURNAROUND;
}
}
}

View file

@ -118,7 +118,7 @@ void forceplayerangle(player_struct* p)
const auto ang = (DAngle22_5 - randomAngle(45)) / 2.;
p->GetActor()->spr.Angles.Pitch -= DAngle::fromDeg(26.566);
p->sync.actions |= SB_CENTERVIEW;
p->input.actions |= SB_CENTERVIEW;
p->Angles.ViewAngles.Yaw = ang;
p->Angles.ViewAngles.Roll = -ang;
}
@ -362,7 +362,7 @@ void dokneeattack(int snum)
p->oknee_incs = p->knee_incs;
p->knee_incs++;
pact->spr.Angles.Pitch = (pact->getPosWithOffsetZ() - p->actorsqu->spr.pos.plusZ(-4)).Pitch();
p->sync.actions |= SB_CENTERVIEW;
p->input.actions |= SB_CENTERVIEW;
if (p->knee_incs > 15)
{
p->oknee_incs = p->knee_incs = 0;
@ -673,13 +673,13 @@ void playerCrouch(int snum)
{
const auto p = &ps[snum];
const auto pact = p->GetActor();
const auto nVelMoveDown = abs(p->sync.uvel * (p->sync.uvel < 0));
const auto nVelMoveDown = abs(p->input.uvel * (p->input.uvel < 0));
constexpr double vel = 8 + 3;
SetGameVarID(g_iReturnVarID, 0, pact, snum);
OnEvent(EVENT_CROUCH, snum, pact, -1);
if (GetGameVarID(g_iReturnVarID, pact, snum).value() == 0)
{
pact->spr.pos.Z += clamp(vel * !!(p->sync.actions & SB_CROUCH) + vel * nVelMoveDown, -vel, vel);
pact->spr.pos.Z += clamp(vel * !!(p->input.actions & SB_CROUCH) + vel * nVelMoveDown, -vel, vel);
p->crack_time = CRACK_TIME;
}
}
@ -856,13 +856,13 @@ void playerCenterView(int snum)
OnEvent(EVENT_RETURNTOCENTER, snum, p->GetActor(), -1);
if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() == 0)
{
p->sync.actions |= SB_CENTERVIEW;
p->sync.horz = 0;
p->input.actions |= SB_CENTERVIEW;
p->input.horz = 0;
setForcedSyncInput(snum);
}
else
{
p->sync.actions &= ~SB_CENTERVIEW;
p->input.actions &= ~SB_CENTERVIEW;
}
}
@ -873,11 +873,11 @@ void playerLookUp(int snum, ESyncBits actions)
OnEvent(EVENT_LOOKUP, snum, p->GetActor(), -1);
if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() == 0)
{
p->sync.actions |= SB_CENTERVIEW;
p->input.actions |= SB_CENTERVIEW;
}
else
{
p->sync.actions &= ~SB_LOOK_UP;
p->input.actions &= ~SB_LOOK_UP;
}
}
@ -888,11 +888,11 @@ void playerLookDown(int snum, ESyncBits actions)
OnEvent(EVENT_LOOKDOWN, snum, p->GetActor(), -1);
if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() == 0)
{
p->sync.actions |= SB_CENTERVIEW;
p->input.actions |= SB_CENTERVIEW;
}
else
{
p->sync.actions &= ~SB_LOOK_DOWN;
p->input.actions &= ~SB_LOOK_DOWN;
}
}
@ -903,7 +903,7 @@ void playerAimUp(int snum, ESyncBits actions)
OnEvent(EVENT_AIMUP, snum, p->GetActor(), -1);
if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() != 0)
{
p->sync.actions &= ~SB_AIM_UP;
p->input.actions &= ~SB_AIM_UP;
}
}
@ -914,7 +914,7 @@ void playerAimDown(int snum, ESyncBits actions)
OnEvent(EVENT_AIMDOWN, snum, p->GetActor(), -1); // due to a typo in WW2GI's CON files this is the same as EVENT_AIMUP.
if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() != 0)
{
p->sync.actions &= ~SB_AIM_DOWN;
p->input.actions &= ~SB_AIM_DOWN;
}
}
@ -1582,7 +1582,7 @@ void underwater(int snum, ESyncBits actions, double floorz, double ceilingz)
const auto pact = p->GetActor();
constexpr double dist = (348. / 256.);
const auto kbdDir = ((actions & SB_JUMP) && !p->OnMotorcycle) - ((actions & SB_CROUCH) || p->OnMotorcycle);
const auto velZ = clamp(dist * kbdDir + dist * p->sync.uvel, -dist, dist);
const auto velZ = clamp(dist * kbdDir + dist * p->input.uvel, -dist, dist);
p->jumping_counter = 0;
p->pycount += 32;

View file

@ -581,7 +581,7 @@ static void operateJetpack(int snum, ESyncBits actions, int psectlotag, double f
const auto pact = p->GetActor();
const auto kbdDir = !!(actions & SB_JUMP) - !!(actions & SB_CROUCH);
const double dist = shrunk ? 2 : 8;
const double velZ = clamp(dist * kbdDir + dist * p->sync.uvel, -dist, dist);
const double velZ = clamp(dist * kbdDir + dist * p->input.uvel, -dist, dist);
p->on_ground = 0;
p->jumping_counter = 0;
@ -766,7 +766,7 @@ static void movement(int snum, ESyncBits actions, sectortype* psect, double floo
p->on_warping_sector = 0;
if ((actions & SB_CROUCH) || p->sync.uvel < 0)
if ((actions & SB_CROUCH) || p->input.uvel < 0)
{
playerCrouch(snum);
}
@ -1541,7 +1541,7 @@ void processinput_d(int snum)
p = &ps[snum];
auto pact = p->GetActor();
ESyncBits& actions = p->sync.actions;
ESyncBits& actions = p->input.actions;
// Get strafe value before it's rotated by the angle.
const auto strafeVel = PlayerInputSideVel(snum);
@ -1675,7 +1675,7 @@ void processinput_d(int snum)
doubvel = TICSPERFRAME;
checklook(snum,actions);
p->Angles.doViewYaw(&p->sync);
p->Angles.doViewYaw(&p->input);
p->updatecentering(snum);
@ -1714,15 +1714,15 @@ void processinput_d(int snum)
doubvel = 0;
p->vel.X = 0;
p->vel.Y = 0;
p->sync.avel = 0;
p->input.avel = 0;
setForcedSyncInput(snum);
}
else
{
p->sync.avel = p->adjustavel(PlayerInputAngVel(snum));
p->input.avel = p->adjustavel(PlayerInputAngVel(snum));
}
p->Angles.doYawInput(&p->sync);
p->Angles.doYawInput(&p->input);
purplelavacheck(p);
@ -1827,7 +1827,7 @@ void processinput_d(int snum)
}
}
p->Angles.doRollInput(&p->sync, p->vel.XY(), maxVel, (psectlotag == 1) || (psectlotag == 2));
p->Angles.doRollInput(&p->input, p->vel.XY(), maxVel, (psectlotag == 1) || (psectlotag == 2));
HORIZONLY:
@ -1943,7 +1943,7 @@ HORIZONLY:
playerAimDown(snum, actions);
}
p->Angles.doPitchInput(&p->sync);
p->Angles.doPitchInput(&p->input);
p->checkhardlanding();

View file

@ -712,11 +712,11 @@ enum : unsigned
static unsigned outVehicleFlags(player_struct* p, ESyncBits& actions)
{
unsigned flags = 0;
flags += VEH_FORWARD * (p->sync.fvel > 0);
flags += VEH_REVERSE * (p->sync.fvel < 0);
flags += VEH_TURNLEFT * (p->sync.avel < 0);
flags += VEH_TURNRIGHT * (p->sync.avel > 0);
flags += VEH_BRAKING * (!!(actions & SB_CROUCH) || (p->sync.fvel < 0 && p->MotoSpeed > 0));
flags += VEH_FORWARD * (p->input.fvel > 0);
flags += VEH_REVERSE * (p->input.fvel < 0);
flags += VEH_TURNLEFT * (p->input.avel < 0);
flags += VEH_TURNRIGHT * (p->input.avel > 0);
flags += VEH_BRAKING * (!!(actions & SB_CROUCH) || (p->input.fvel < 0 && p->MotoSpeed > 0));
actions &= ~SB_CROUCH;
return flags;
}
@ -729,7 +729,7 @@ static unsigned outVehicleFlags(player_struct* p, ESyncBits& actions)
static void doVehicleTilting(player_struct* const p, const bool canTilt)
{
auto adj = DAngle::fromDeg(p->sync.avel * (545943. / 3200000.) * canTilt);
auto adj = DAngle::fromDeg(p->input.avel * (545943. / 3200000.) * canTilt);
if (p->OnMotorcycle) adj *= 5 * Sgn(p->MotoSpeed);
if (cl_rrvehicletilting) adj *= cl_viewtiltscale;
p->oTiltStatus = p->TiltStatus;
@ -907,7 +907,7 @@ static void doVehicleThrottling(player_struct* p, DDukeActor* pact, unsigned& fl
else if ((flags & VEH_BRAKING) && p->MotoSpeed > 0)
{
const auto kbdBraking = brakeSpeed * !!(flags & VEH_BRAKING);
const auto hidBraking = brakeSpeed * p->sync.fvel * (p->sync.fvel < 0);
const auto hidBraking = brakeSpeed * p->input.fvel * (p->input.fvel < 0);
p->MotoSpeed -= clamp<double>(kbdBraking - hidBraking, -brakeSpeed, brakeSpeed);
if (p->MotoSpeed < 0)
p->MotoSpeed = 0;
@ -922,7 +922,7 @@ static void doVehicleThrottling(player_struct* p, DDukeActor* pact, unsigned& fl
p->moto_bump_fast = 1;
}
p->MotoSpeed += fwdSpeed * p->sync.fvel;
p->MotoSpeed += fwdSpeed * p->input.fvel;
flags &= ~VEH_FORWARD;
if (p->MotoSpeed > 120)
@ -952,7 +952,7 @@ static void doVehicleThrottling(player_struct* p, DDukeActor* pact, unsigned& fl
flags &= ~VEH_TURNRIGHT;
flags |= VEH_TURNLEFT;
}
p->MotoSpeed = revSpeed * p->sync.fvel;
p->MotoSpeed = revSpeed * p->input.fvel;
flags &= ~VEH_REVERSE;
}
}
@ -970,7 +970,7 @@ static void onMotorcycle(int snum, ESyncBits &actions)
auto pact = p->GetActor();
unsigned flags = outVehicleFlags(p, actions);
doVehicleTilting(p, !p->on_ground || p->sync.avel);
doVehicleTilting(p, !p->on_ground || p->input.avel);
if (p->MotoSpeed < 0 || p->moto_underwater)
p->MotoSpeed = 0;
@ -1034,7 +1034,7 @@ static void onMotorcycle(int snum, ESyncBits &actions)
}
p->moto_on_mud = p->moto_on_oil = 0;
p->sync.fvel = clamp<float>((float)p->MotoSpeed, -15.f, 120.f) * (1.f / 40.f);
p->input.fvel = clamp<float>((float)p->MotoSpeed, -15.f, 120.f) * (1.f / 40.f);
}
//---------------------------------------------------------------------------
@ -1066,7 +1066,7 @@ static void onBoat(int snum, ESyncBits &actions)
p->MotoSpeed = 0;
unsigned flags = outVehicleFlags(p, actions);
doVehicleTilting(p, (p->MotoSpeed != 0 && (p->sync.avel || p->moto_drink)) || !p->NotOnWater);
doVehicleTilting(p, (p->MotoSpeed != 0 && (p->input.avel || p->moto_drink)) || !p->NotOnWater);
doVehicleSounds(p, pact, flags, 87, 88, 89, 90);
if (!p->NotOnWater)
@ -1104,7 +1104,7 @@ static void onBoat(int snum, ESyncBits &actions)
if (p->NotOnWater && p->MotoSpeed > 50)
p->MotoSpeed *= 0.5;
p->sync.fvel = clamp<float>((float)p->MotoSpeed, -15.f, 120.f) * (1.f / 40.f);
p->input.fvel = clamp<float>((float)p->MotoSpeed, -15.f, 120.f) * (1.f / 40.f);
}
//---------------------------------------------------------------------------
@ -1282,7 +1282,7 @@ static void movement(int snum, ESyncBits actions, sectortype* psect, double floo
p->on_warping_sector = 0;
if (((actions & SB_CROUCH) || p->sync.uvel < 0) && !p->OnMotorcycle)
if (((actions & SB_CROUCH) || p->input.uvel < 0) && !p->OnMotorcycle)
{
playerCrouch(snum);
}
@ -2271,7 +2271,7 @@ void processinput_r(int snum)
auto p = &ps[snum];
auto pact = p->GetActor();
ESyncBits& actions = p->sync.actions;
ESyncBits& actions = p->input.actions;
// Get strafe value before it's rotated by the angle.
const auto strafeVel = PlayerInputSideVel(snum);
@ -2486,7 +2486,7 @@ void processinput_r(int snum)
doubvel = TICSPERFRAME;
checklook(snum, actions);
p->Angles.doViewYaw(&p->sync);
p->Angles.doViewYaw(&p->input);
p->apply_seasick();
p->updatecentering(snum);
@ -2541,15 +2541,15 @@ void processinput_r(int snum)
doubvel = 0;
p->vel.X = 0;
p->vel.Y = 0;
p->sync.avel = 0;
p->input.avel = 0;
setForcedSyncInput(snum);
}
else
{
p->sync.avel = p->adjustavel(PlayerInputAngVel(snum));
p->input.avel = p->adjustavel(PlayerInputAngVel(snum));
}
p->Angles.doYawInput(&p->sync);
p->Angles.doYawInput(&p->input);
purplelavacheck(p);
@ -2708,7 +2708,7 @@ void processinput_r(int snum)
if (!p->OnMotorcycle && !p->OnBoat)
{
p->Angles.doRollInput(&p->sync, p->vel.XY(), maxVel, (psectlotag == 1) || (psectlotag == 2));
p->Angles.doRollInput(&p->input, p->vel.XY(), maxVel, (psectlotag == 1) || (psectlotag == 2));
}
HORIZONLY:
@ -2900,7 +2900,7 @@ HORIZONLY:
p->GetActor()->spr.Angles.Pitch += maphoriz(d);
}
p->Angles.doPitchInput(&p->sync);
p->Angles.doPitchInput(&p->input);
p->checkhardlanding();

View file

@ -127,7 +127,7 @@ void resetplayerstats(int snum)
p->bobcounter = 0;
p->on_ground = 0;
p->player_par = 0;
p->sync.actions |= SB_CENTERVIEW;
p->input.actions |= SB_CENTERVIEW;
p->airleft = 15*26;
p->rapid_fire_hold = 0;
p->toggle_key_flag = 0;

View file

@ -261,7 +261,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, player_struct& w,
("moto_on_oil", w.moto_on_oil)
("moto_on_mud", w.moto_on_mud)
// new stuff
("actions", w.sync.actions)
("actions", w.input.actions)
.Array("frags", w.frags, MAXPLAYERS)
("uservars", w.uservars)
("fistsign", w.fistsign)
@ -273,7 +273,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, player_struct& w,
w.GetActor()->backuploc();
w.opyoff = w.pyoff;
w.backupweapon();
w.sync.actions &= SB_CENTERVIEW|SB_CROUCH; // these are the only bits we need to preserve.
w.input.actions &= SB_CENTERVIEW|SB_CROUCH; // these are the only bits we need to preserve.
}
}
return arc;

View file

@ -349,7 +349,7 @@ struct player_struct
TArray<GameVarValue> uservars;
// input stuff.
InputPacket sync;
InputPacket input;
DDukeActor* GetActor();
int GetPlayerNum();
@ -382,20 +382,20 @@ struct player_struct
void updatecentering(const int snum)
{
if (!(sync.actions & SB_CENTERVIEW))
if (!(input.actions & SB_CENTERVIEW))
return;
const bool returnlock = cl_dukepitchmode & kDukePitchLockReturn;
const bool centertest = abs(GetActor()->spr.Angles.Pitch.Degrees()) > 2.2370; // Build horizon value of 5.
if ((centertest && returnlock) || !sync.horz)
if ((centertest && returnlock) || !input.horz)
{
setForcedSyncInput(snum);
sync.horz = 0;
input.horz = 0;
}
else
{
sync.actions &= ~SB_CENTERVIEW;
input.actions &= ~SB_CENTERVIEW;
}
}
};

View file

@ -1178,19 +1178,19 @@ DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, addpos, dukeplayer_addpos)
void dukeplayer_centerview(player_struct* self)
{
self->sync.actions |= SB_CENTERVIEW;
self->input.actions |= SB_CENTERVIEW;
}
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, centerview, dukeplayer_centerview)
{
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
self->sync.actions |= SB_CENTERVIEW;
self->input.actions |= SB_CENTERVIEW;
return 0;
}
inline int DukePlayer_PlayerInput(player_struct* pl, int bit)
{
return (!!((pl->sync.actions) & ESyncBits::FromInt(bit)));
return (!!((pl->input.actions) & ESyncBits::FromInt(bit)));
}
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, playerinput, DukePlayer_PlayerInput)