diff --git a/source/games/duke/src/actors_d.cpp b/source/games/duke/src/actors_d.cpp index 21d69bca8..02d1f106c 100644 --- a/source/games/duke/src/actors_d.cpp +++ b/source/games/duke/src/actors_d.cpp @@ -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; diff --git a/source/games/duke/src/actors_r.cpp b/source/games/duke/src/actors_r.cpp index d1374bc41..bf4d77005 100644 --- a/source/games/duke/src/actors_r.cpp +++ b/source/games/duke/src/actors_r.cpp @@ -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(); diff --git a/source/games/duke/src/duke3d.h b/source/games/duke/src/duke3d.h index e4dee01a9..81bb59773 100644 --- a/source/games/duke/src/duke3d.h +++ b/source/games/duke/src/duke3d.h @@ -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; diff --git a/source/games/duke/src/gameexec.cpp b/source/games/duke/src/gameexec.cpp index b70238901..62f1356dd 100644 --- a/source/games/duke/src/gameexec.cpp +++ b/source/games/duke/src/gameexec.cpp @@ -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: diff --git a/source/games/duke/src/gameloop.cpp b/source/games/duke/src/gameloop.cpp index 01e9c7077..e998a95f3 100644 --- a/source/games/duke/src/gameloop.cpp +++ b/source/games/duke/src/gameloop.cpp @@ -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. diff --git a/source/games/duke/src/inlines.h b/source/games/duke/src/inlines.h index 6e11a94d5..260733a12 100644 --- a/source/games/duke/src/inlines.h +++ b/source/games/duke/src/inlines.h @@ -103,53 +103,53 @@ inline bool isIn(int value, const std::initializer_list& 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; } diff --git a/source/games/duke/src/input.cpp b/source/games/duke/src/input.cpp index 28b2857b7..7cc1df526 100644 --- a/source/games/duke/src/input.cpp +++ b/source/games/duke/src/input.cpp @@ -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; } } } diff --git a/source/games/duke/src/player.cpp b/source/games/duke/src/player.cpp index e28851f66..92c7cd9af 100644 --- a/source/games/duke/src/player.cpp +++ b/source/games/duke/src/player.cpp @@ -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; diff --git a/source/games/duke/src/player_d.cpp b/source/games/duke/src/player_d.cpp index 91d88c07e..67fedefc9 100644 --- a/source/games/duke/src/player_d.cpp +++ b/source/games/duke/src/player_d.cpp @@ -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(); diff --git a/source/games/duke/src/player_r.cpp b/source/games/duke/src/player_r.cpp index d04d597a6..da0461b8b 100644 --- a/source/games/duke/src/player_r.cpp +++ b/source/games/duke/src/player_r.cpp @@ -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(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)p->MotoSpeed, -15.f, 120.f) * (1.f / 40.f); + p->input.fvel = clamp((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)p->MotoSpeed, -15.f, 120.f) * (1.f / 40.f); + p->input.fvel = clamp((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(); diff --git a/source/games/duke/src/premap.cpp b/source/games/duke/src/premap.cpp index 7932b2962..b0e1c292c 100644 --- a/source/games/duke/src/premap.cpp +++ b/source/games/duke/src/premap.cpp @@ -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; diff --git a/source/games/duke/src/savegame.cpp b/source/games/duke/src/savegame.cpp index 44287e39e..9a57aa448 100644 --- a/source/games/duke/src/savegame.cpp +++ b/source/games/duke/src/savegame.cpp @@ -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; diff --git a/source/games/duke/src/types.h b/source/games/duke/src/types.h index 2aa8790fe..ad813d6c9 100644 --- a/source/games/duke/src/types.h +++ b/source/games/duke/src/types.h @@ -349,7 +349,7 @@ struct player_struct TArray 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; } } }; diff --git a/source/games/duke/src/vmexports.cpp b/source/games/duke/src/vmexports.cpp index 6d5e57416..48918b4b1 100644 --- a/source/games/duke/src/vmexports.cpp +++ b/source/games/duke/src/vmexports.cpp @@ -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)