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https://github.com/ZDoom/Raze.git
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- gameinput.cpp: Remove crouch bool from applylook()
since we can now just rely in the actions bitfield that's already incoming as required and default scaleAdjust
in the prototype to 1
.
This commit is contained in:
parent
6e3d414b3c
commit
ade1a80515
10 changed files with 16 additions and 16 deletions
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@ -54,7 +54,7 @@ void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
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// Perform unsynchronised angle/horizon if not dead.
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if (gView->pXSprite->health != 0)
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{
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applylook(&pPlayer->angle, input.avel, &pPlayer->input.actions, scaleAdjust, pPlayer->posture != 0);
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applylook(&pPlayer->angle, input.avel, &pPlayer->input.actions, scaleAdjust);
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sethorizon(&pPlayer->horizon.horiz, input.horz, &pPlayer->input.actions, scaleAdjust);
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}
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@ -1445,7 +1445,7 @@ void ProcessInput(PLAYER *pPlayer)
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if (cl_syncinput)
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{
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applylook(&pPlayer->angle, pInput->avel, &pInput->actions, 1, pPlayer->posture != 0);
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applylook(&pPlayer->angle, pInput->avel, &pInput->actions);
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UpdatePlayerSpriteAngle(pPlayer);
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}
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@ -1569,7 +1569,7 @@ void ProcessInput(PLAYER *pPlayer)
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if (cl_syncinput)
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{
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sethorizon(&pPlayer->horizon.horiz, pInput->horz, &pInput->actions, 1);
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sethorizon(&pPlayer->horizon.horiz, pInput->horz, &pInput->actions);
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}
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int nSector = pSprite->sectnum;
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@ -298,7 +298,7 @@ void sethorizon(fixedhoriz* horiz, float const horz, ESyncBits* actions, double
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//
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//---------------------------------------------------------------------------
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void applylook(PlayerAngle* angle, float const avel, ESyncBits* actions, double const scaleAdjust, bool const crouching)
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void applylook(PlayerAngle* angle, float const avel, ESyncBits* actions, double const scaleAdjust)
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{
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// return q16rotscrnang to 0 and set to 0 if less than a quarter of a unit
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angle->rotscrnang -= bamlook(xs_CRoundToInt(scaleAdjust * angle->rotscrnang.asbam() * (15. / GameTicRate)));
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@ -335,7 +335,7 @@ void applylook(PlayerAngle* angle, float const avel, ESyncBits* actions, double
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if (angle->spin.asbam() < 0)
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{
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// return spin to 0
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lookangle add = bamlook(xs_CRoundToUInt(scaleAdjust * ((!crouching ? 3840. : 1920.) / GameTicRate) * BAMUNIT));
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lookangle add = bamlook(xs_CRoundToUInt(scaleAdjust * ((!(*actions & SB_CROUCH) ? 3840. : 1920.) / GameTicRate) * BAMUNIT));
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angle->spin += add;
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if (angle->spin.asbam() > 0)
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{
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@ -193,5 +193,5 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, Pl
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FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerHorizon& w, PlayerHorizon* def);
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void processMovement(InputPacket* currInput, InputPacket* inputBuffer, ControlInfo* const hidInput, double const scaleAdjust, int const drink_amt = 0, bool const allowstrafe = true, double const turnscale = 1);
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void sethorizon(fixedhoriz* horiz, float const horz, ESyncBits* actions, double const scaleAdjust);
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void applylook(PlayerAngle* angle, float const avel, ESyncBits* actions, double const scaleAdjust, bool const crouching);
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void sethorizon(fixedhoriz* horiz, float const horz, ESyncBits* actions, double const scaleAdjust = 1);
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void applylook(PlayerAngle* angle, float const avel, ESyncBits* actions, double const scaleAdjust = 1);
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@ -124,7 +124,7 @@ void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
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{
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if (!nFreeze)
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{
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applylook(&pPlayer->angle, input.avel, &sPlayerInput[nLocalPlayer].actions, scaleAdjust, eyelevel[nLocalPlayer] > -14080);
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applylook(&pPlayer->angle, input.avel, &sPlayerInput[nLocalPlayer].actions, scaleAdjust);
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sethorizon(&pPlayer->horizon.horiz, input.horz, &sPlayerInput[nLocalPlayer].actions, scaleAdjust);
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}
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@ -921,7 +921,7 @@ void FuncPlayer(int a, int nDamage, int nRun)
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if (cl_syncinput)
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{
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Player* pPlayer = &PlayerList[nPlayer];
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applylook(&pPlayer->angle, sPlayerInput[nPlayer].nAngle, &sPlayerInput[nLocalPlayer].actions, 1, eyelevel[nLocalPlayer] > -14080);
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applylook(&pPlayer->angle, sPlayerInput[nPlayer].nAngle, &sPlayerInput[nLocalPlayer].actions);
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UpdatePlayerSpriteAngle(pPlayer);
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}
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@ -2640,7 +2640,7 @@ loc_1BD2E:
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if (cl_syncinput)
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{
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Player* pPlayer = &PlayerList[nPlayer];
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sethorizon(&pPlayer->horizon.horiz, sPlayerInput[nPlayer].pan, &sPlayerInput[nLocalPlayer].actions, 1);
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sethorizon(&pPlayer->horizon.horiz, sPlayerInput[nPlayer].pan, &sPlayerInput[nLocalPlayer].actions);
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}
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}
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else // else, player's health is less than 0
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@ -887,7 +887,7 @@ void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
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// Do these in the same order as the old code.
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calcviewpitch(p, scaleAdjust);
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processavel(p, &input.avel);
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applylook(&p->angle, input.avel, &p->sync.actions, scaleAdjust, p->sync.actions & SB_CROUCH);
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applylook(&p->angle, input.avel, &p->sync.actions, scaleAdjust);
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sethorizon(&p->horizon.horiz, input.horz, &p->sync.actions, scaleAdjust);
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}
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@ -2892,7 +2892,7 @@ void processinput_d(int snum)
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// may still be needed later for demo recording
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processavel(p, &sb_avel);
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applylook(&p->angle, sb_avel, &p->sync.actions, 1, actions & SB_CROUCH);
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applylook(&p->angle, sb_avel, &p->sync.actions);
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}
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if (p->spritebridge == 0)
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@ -3126,7 +3126,7 @@ HORIZONLY:
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if (cl_syncinput)
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{
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sethorizon(&p->horizon.horiz, PlayerHorizon(snum), &p->sync.actions, 1);
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sethorizon(&p->horizon.horiz, PlayerHorizon(snum), &p->sync.actions);
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}
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checkhardlanding(p);
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@ -3635,7 +3635,7 @@ void processinput_r(int snum)
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// may still be needed later for demo recording
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processavel(p, &sb_avel);
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applylook(&p->angle, sb_avel, &p->sync.actions, 1, actions & SB_CROUCH);
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applylook(&p->angle, sb_avel, &p->sync.actions);
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apply_seasick(p, 1);
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}
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@ -3998,7 +3998,7 @@ HORIZONLY:
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if (cl_syncinput)
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{
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sethorizon(&p->horizon.horiz, PlayerHorizon(snum), &p->sync.actions, 1);
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sethorizon(&p->horizon.horiz, PlayerHorizon(snum), &p->sync.actions);
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}
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checkhardlanding(p);
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@ -1521,7 +1521,7 @@ UpdatePlayerSpriteAngle(PLAYERp pp)
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void
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DoPlayerTurn(PLAYERp pp, float const avel, double const scaleAdjust)
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{
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applylook(&pp->angle, avel, &pp->input.actions, scaleAdjust, pp->input.actions & SB_CROUCH);
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applylook(&pp->angle, avel, &pp->input.actions, scaleAdjust);
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UpdatePlayerSpriteAngle(pp);
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}
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