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- Make the turbo turn functions static within gameinput.cpp
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commit
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3 changed files with 6 additions and 9 deletions
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@ -95,17 +95,17 @@ static inline bool scaletozero(DAngle& angle, const double scale, const DAngle p
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static double turnheldtime;
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void updateTurnHeldAmt(const double scaleAdjust)
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static inline void updateTurnHeldAmt(const double scaleAdjust)
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{
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turnheldtime += getTicrateScale(BUILDTICRATE) * scaleAdjust;
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}
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bool isTurboTurnTime()
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static inline bool isTurboTurnTime()
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{
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return turnheldtime >= getTicrateScale(TURBOTURNBASE);
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}
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void resetTurnHeldAmt()
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static inline void resetTurnHeldAmt()
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{
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turnheldtime = 0;
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}
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@ -238,13 +238,14 @@ void processVehicleInput(HIDInput* const hidInput, InputPacket* const inputBuffe
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void clearLocalInputBuffer()
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{
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inputBuffer = {};
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resetTurnHeldAmt();
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}
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void getInput(const double scaleAdjust, PlayerAngles* const plrAngles, InputPacket* packet)
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{
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if (M_Active() || gamestate != GS_LEVEL || !plrAngles || !plrAngles->pActor)
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{
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clearLocalInputBuffer();
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inputBuffer = {};
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return;
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}
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@ -267,7 +268,7 @@ void getInput(const double scaleAdjust, PlayerAngles* const plrAngles, InputPack
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if (packet)
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{
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*packet = inputBuffer;
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clearLocalInputBuffer();
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inputBuffer = {};
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}
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}
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@ -82,9 +82,6 @@ class FSerializer;
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FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngles& w, PlayerAngles* def);
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void updateTurnHeldAmt(const double scaleAdjust);
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bool isTurboTurnTime();
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void resetTurnHeldAmt();
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void clearLocalInputBuffer();
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void processVehicleInput(HIDInput* const hidInput, InputPacket* const inputBuffer, InputPacket* const currInput, const double scaleAdjust, const float baseVel, const float velScale, const bool canMove, const bool canTurn, const bool attenuate);
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void getInput(const double scaleAdjust, PlayerAngles* const plrAngles, InputPacket* packet = nullptr);
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@ -140,7 +140,6 @@ void InputState::ClearAllInput()
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crouch_toggle = false;
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buttonMap.ResetButtonStates(); // this is important. If all input is cleared, the buttons must be cleared as well.
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clearLocalInputBuffer(); // also clear game local input state.
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resetTurnHeldAmt();
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}
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