- wrap all checks of cl_syncinput in an inline function.

This commit is contained in:
Christoph Oelckers 2020-11-30 23:40:16 +01:00
parent f429871cc6
commit ae36ea88c3
20 changed files with 57 additions and 52 deletions

View file

@ -29,7 +29,7 @@ struct PlayerHorizon
void addadjustment(double value)
{
if (!cl_syncinput)
if (!SyncInput())
{
adjustment += value * FRACUNIT;
}
@ -46,7 +46,7 @@ struct PlayerHorizon
void settarget(double value, bool backup = false)
{
if (!cl_syncinput && !backup)
if (!SyncInput() && !backup)
{
target = value * FRACUNIT;
if (target == 0) target += 1;
@ -117,7 +117,7 @@ struct PlayerAngle
void addadjustment(int value)
{
if (!cl_syncinput)
if (!SyncInput())
{
adjustment += BAngToBAM(value);
}
@ -129,7 +129,7 @@ struct PlayerAngle
void addadjustment(double value)
{
if (!cl_syncinput)
if (!SyncInput())
{
adjustment += value * BAMUNIT;
}
@ -141,7 +141,7 @@ struct PlayerAngle
void addadjustment(lookangle value)
{
if (!cl_syncinput)
if (!SyncInput())
{
adjustment += value.asbam();
}
@ -153,7 +153,7 @@ struct PlayerAngle
void addadjustment(binangle value)
{
if (!cl_syncinput)
if (!SyncInput())
{
adjustment += value.asbam();
}
@ -170,7 +170,7 @@ struct PlayerAngle
void settarget(int value, bool backup = false)
{
if (!cl_syncinput && !backup)
if (!SyncInput() && !backup)
{
target = (ang + getincanglebam(ang, buildang(value))).asbam();
if (target == 0) target += 1;
@ -184,7 +184,7 @@ struct PlayerAngle
void settarget(double value, bool backup = false)
{
if (!cl_syncinput && !backup)
if (!SyncInput() && !backup)
{
target = (ang + getincanglebam(ang, buildfang(value))).asbam();
if (target == 0) target += 1;
@ -198,7 +198,7 @@ struct PlayerAngle
void settarget(binangle value, bool backup = false)
{
if (!cl_syncinput && !backup)
if (!SyncInput() && !backup)
{
target = (ang + getincanglebam(ang, value)).asbam();
if (target == 0) target += 1;
@ -261,7 +261,7 @@ struct PlayerAngle
double look_anghalf(double const smoothratio)
{
return (!cl_syncinput ? look_ang : interpolatedlookang(smoothratio)).asbam() * (0.5 / BAMUNIT); // Used within draw code for weapon and crosshair when looking left/right.
return (!SyncInput() ? look_ang : interpolatedlookang(smoothratio)).asbam() * (0.5 / BAMUNIT); // Used within draw code for weapon and crosshair when looking left/right.
}
};