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- Remove some pitch/yaw deltaangle additions in lieu of setting the angle directly.
* This deltaangle addition was needed with the old input setup.
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parent
c3f276a08a
commit
7d6eb2bae6
4 changed files with 6 additions and 6 deletions
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@ -1542,11 +1542,11 @@ void ProcessInput(PLAYER* pPlayer)
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DBloodActor* fragger = pPlayer->fragger;
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if (fragger)
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{
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pPlayer->actor->spr.Angles.Yaw += deltaangle(pPlayer->actor->spr.Angles.Yaw, (fragger->spr.pos.XY() - actor->spr.pos.XY()).Angle());
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pPlayer->actor->spr.Angles.Yaw = (fragger->spr.pos.XY() - actor->spr.pos.XY()).Angle();
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}
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pPlayer->deathTime += 4;
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if (!bSeqStat)
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pPlayer->actor->spr.Angles.Pitch += deltaangle(pPlayer->actor->spr.Angles.Pitch, gi->playerPitchMax() * (1. - BobVal(min((pPlayer->deathTime << 3) + 512, 1536))) * 0.5);
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pPlayer->actor->spr.Angles.Pitch = gi->playerPitchMax() * (1. - BobVal(min((pPlayer->deathTime << 3) + 512, 1536))) * 0.5;
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if (pPlayer->curWeapon)
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pInput->setNewWeapon(pPlayer->curWeapon);
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if (pInput->actions & SB_OPEN)
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@ -381,7 +381,7 @@ void dokneeattack(int snum)
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{
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p->oknee_incs = p->knee_incs;
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p->knee_incs++;
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pact->spr.Angles.Pitch += deltaangle(pact->spr.Angles.Pitch, (pact->getPosWithOffsetZ() - p->actorsqu->spr.pos.plusZ(-4)).Pitch());
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pact->spr.Angles.Pitch = (pact->getPosWithOffsetZ() - p->actorsqu->spr.pos.plusZ(-4)).Pitch();
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p->sync.actions |= SB_CENTERVIEW;
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if (p->knee_incs > 15)
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{
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@ -1665,7 +1665,7 @@ static void onMotorcycle(int snum, ESyncBits &actions)
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}
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if (horiz != FRACUNIT)
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{
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p->GetActor()->spr.Angles.Pitch += deltaangle(p->GetActor()->spr.Angles.Pitch, maphoriz(-horiz));
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p->GetActor()->spr.Angles.Pitch = -maphoriz(horiz);
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}
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const DAngle adjust = mapangle(-510);
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@ -1933,7 +1933,7 @@ static void onBoat(int snum, ESyncBits &actions)
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}
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if (horiz != FRACUNIT)
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{
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p->GetActor()->spr.Angles.Pitch += deltaangle(p->GetActor()->spr.Angles.Pitch, maphoriz(-horiz));
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p->GetActor()->spr.Angles.Pitch = -maphoriz(horiz);
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}
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if (p->MotoSpeed > 0 && p->on_ground == 1 && (p->vehTurnLeft || p->vehTurnRight))
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@ -1529,7 +1529,7 @@ void MovePlayer(PLAYER* pp, SECTOR_OBJECT* sop, const DVector2& move)
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// New angle is formed by taking last known angle and
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// adjusting by the delta angle
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pp->actor->spr.Angles.Yaw += deltaangle(pp->RevolveAng + pp->RevolveDeltaAng, pp->actor->spr.Angles.Yaw);
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pp->actor->spr.Angles.Yaw = (pp->RevolveAng + pp->RevolveDeltaAng).Normalized360();
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UpdatePlayerSprite(pp);
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}
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