mirror of
https://github.com/ZDoom/Raze.git
synced 2025-06-03 02:30:58 +00:00
- Make Exhumed's new view tilting features accessible for all games.
This commit is contained in:
parent
49863c79ce
commit
71d833f9ea
11 changed files with 122 additions and 43 deletions
|
@ -36,6 +36,12 @@ CVAR(Float, m_pitch, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
|
|||
CVAR(Float, m_yaw, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
|
||||
CVAR(Float, m_forward, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
|
||||
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;
|
||||
}
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
@ -500,6 +506,52 @@ void PlayerAngles::doViewYaw(InputPacket* const input)
|
|||
}
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// View tilting effects, mostly for Exhumed to enhance its gameplay feel.
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void PlayerAngles::doViewTilting(InputPacket* const pInput, const DVector2& nVelVect, const double nMaxVel, const bool bUnderwater)
|
||||
{
|
||||
// Scale/attenuate tilting based on player actions.
|
||||
const auto runScale = 1. / (!(pInput->actions & SB_RUN) + 1);
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue