- Remove some pitch/yaw deltaangle additions in lieu of setting the angle directly.

* This deltaangle addition was needed with the old input setup.
This commit is contained in:
Mitchell Richters 2022-12-11 12:32:47 +11:00 committed by Christoph Oelckers
parent c3f276a08a
commit 7d6eb2bae6
4 changed files with 6 additions and 6 deletions

View file

@ -1542,11 +1542,11 @@ void ProcessInput(PLAYER* pPlayer)
DBloodActor* fragger = pPlayer->fragger;
if (fragger)
{
pPlayer->actor->spr.Angles.Yaw += deltaangle(pPlayer->actor->spr.Angles.Yaw, (fragger->spr.pos.XY() - actor->spr.pos.XY()).Angle());
pPlayer->actor->spr.Angles.Yaw = (fragger->spr.pos.XY() - actor->spr.pos.XY()).Angle();
}
pPlayer->deathTime += 4;
if (!bSeqStat)
pPlayer->actor->spr.Angles.Pitch += deltaangle(pPlayer->actor->spr.Angles.Pitch, gi->playerPitchMax() * (1. - BobVal(min((pPlayer->deathTime << 3) + 512, 1536))) * 0.5);
pPlayer->actor->spr.Angles.Pitch = gi->playerPitchMax() * (1. - BobVal(min((pPlayer->deathTime << 3) + 512, 1536))) * 0.5;
if (pPlayer->curWeapon)
pInput->setNewWeapon(pPlayer->curWeapon);
if (pInput->actions & SB_OPEN)

View file

@ -381,7 +381,7 @@ void dokneeattack(int snum)
{
p->oknee_incs = p->knee_incs;
p->knee_incs++;
pact->spr.Angles.Pitch += deltaangle(pact->spr.Angles.Pitch, (pact->getPosWithOffsetZ() - p->actorsqu->spr.pos.plusZ(-4)).Pitch());
pact->spr.Angles.Pitch = (pact->getPosWithOffsetZ() - p->actorsqu->spr.pos.plusZ(-4)).Pitch();
p->sync.actions |= SB_CENTERVIEW;
if (p->knee_incs > 15)
{

View file

@ -1665,7 +1665,7 @@ static void onMotorcycle(int snum, ESyncBits &actions)
}
if (horiz != FRACUNIT)
{
p->GetActor()->spr.Angles.Pitch += deltaangle(p->GetActor()->spr.Angles.Pitch, maphoriz(-horiz));
p->GetActor()->spr.Angles.Pitch = -maphoriz(horiz);
}
const DAngle adjust = mapangle(-510);
@ -1933,7 +1933,7 @@ static void onBoat(int snum, ESyncBits &actions)
}
if (horiz != FRACUNIT)
{
p->GetActor()->spr.Angles.Pitch += deltaangle(p->GetActor()->spr.Angles.Pitch, maphoriz(-horiz));
p->GetActor()->spr.Angles.Pitch = -maphoriz(horiz);
}
if (p->MotoSpeed > 0 && p->on_ground == 1 && (p->vehTurnLeft || p->vehTurnRight))

View file

@ -1529,7 +1529,7 @@ void MovePlayer(PLAYER* pp, SECTOR_OBJECT* sop, const DVector2& move)
// New angle is formed by taking last known angle and
// adjusting by the delta angle
pp->actor->spr.Angles.Yaw += deltaangle(pp->RevolveAng + pp->RevolveDeltaAng, pp->actor->spr.Angles.Yaw);
pp->actor->spr.Angles.Yaw = (pp->RevolveAng + pp->RevolveDeltaAng).Normalized360();
UpdatePlayerSprite(pp);
}