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- SW: Move SW's input scaler into processMovement()
. Doesn't need to be available to any other function.
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1 changed files with 3 additions and 3 deletions
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@ -40,9 +40,6 @@ void DoPlayerHorizon(PLAYERp pp, fixed_t *pq16horiz, fixed_t q16horz, double con
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static InputPacket loc;
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static InputPacket loc;
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static int32_t turnheldtime;
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static int32_t turnheldtime;
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// Constant used for scaling input down to match other games. May not last long after true re-factoring.
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static constexpr double const inputScale = 263. / 360.;
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void
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void
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InitNetVars(void)
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InitNetVars(void)
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{
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{
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@ -208,6 +205,9 @@ static void processMovement(PLAYERp const pp, ControlInfo* const hidInput, bool
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int32_t fvel = 0, svel = 0;
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int32_t fvel = 0, svel = 0;
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fixed_t q16avel = 0, q16horz = 0;
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fixed_t q16avel = 0, q16horz = 0;
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// Constant used for scaling input down to match other games. May not last long after true re-factoring.
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constexpr double inputScale = 263. / 360.;
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if (loc.actions & SB_RUN)
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if (loc.actions & SB_RUN)
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{
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{
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turnamount = pp->sop_control ? RUNTURN * 3 : RUNTURN;
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turnamount = pp->sop_control ? RUNTURN * 3 : RUNTURN;
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