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- Exhumed: Split out player yaw code.
* Consider where this is executed. Should it come after the Ramses check, or be performed along-side player's pitch?
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9b3c726458
commit
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1 changed files with 20 additions and 9 deletions
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@ -1040,6 +1040,25 @@ static void updatePlayerAction(Player* const pPlayer)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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static void doPlayerYaw(Player* const pPlayer)
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{
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const auto pInput = &pPlayer->input;
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if (SyncInput())
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{
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pPlayer->pActor->spr.Angles.Yaw += DAngle::fromDeg(pInput->avel);
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}
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pPlayer->Angles.doYawKeys(pInput);
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pPlayer->Angles.doViewYaw(pInput);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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static void doPlayerPitch(Player* const pPlayer)
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static void doPlayerPitch(Player* const pPlayer)
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{
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{
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const auto pPlayerActor = pPlayer->pActor;
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const auto pPlayerActor = pPlayer->pActor;
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@ -1114,15 +1133,7 @@ void AIPlayer::Tick(RunListEvent* ev)
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if (pPlayer->nQuake != 0)
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if (pPlayer->nQuake != 0)
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doPlayerQuake(pPlayer);
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doPlayerQuake(pPlayer);
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pPlayer->Angles.doViewYaw(&pPlayer->input);
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doPlayerYaw(pPlayer);
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// loc_1A494:
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if (SyncInput())
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{
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pPlayer->pActor->spr.Angles.Yaw += DAngle::fromDeg(pPlayer->input.avel);
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}
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pPlayer->Angles.doYawKeys(&pPlayer->input);
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// player.zvel is modified within Gravity()
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// player.zvel is modified within Gravity()
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double zVel = pPlayerActor->vel.Z;
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double zVel = pPlayerActor->vel.Z;
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