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https://github.com/ZDoom/Raze.git
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- Move all PlayerAngles view angle properties into new DRotator objects.
This commit is contained in:
parent
175b182805
commit
d7d76d5fc4
15 changed files with 58 additions and 53 deletions
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@ -225,14 +225,14 @@ void PlayerAngles::applyPitch(float const horz, ESyncBits* actions, double const
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void PlayerAngles::applyYaw(float const avel, ESyncBits* actions, double const scaleAdjust)
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{
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// Process angle return to zeros.
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scaletozero(ZzROTSCRNANG, YAW_LOOKRETURN, scaleAdjust);
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scaletozero(ZzLOOKANG, YAW_LOOKRETURN, scaleAdjust);
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scaletozero(ViewAngles.Roll, YAW_LOOKRETURN, scaleAdjust);
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scaletozero(ViewAngles.Yaw, YAW_LOOKRETURN, scaleAdjust);
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// Process keyboard input.
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if (auto looking = !!(*actions & SB_LOOK_RIGHT) - !!(*actions & SB_LOOK_LEFT))
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{
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ZzLOOKANG += getTicrateScale(YAW_LOOKINGSPEED) * getCorrectedScale(scaleAdjust) * looking;
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ZzROTSCRNANG += getTicrateScale(YAW_ROTATESPEED) * getCorrectedScale(scaleAdjust) * looking;
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ViewAngles.Yaw += getTicrateScale(YAW_LOOKINGSPEED) * getCorrectedScale(scaleAdjust) * looking;
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ViewAngles.Roll += getTicrateScale(YAW_ROTATESPEED) * getCorrectedScale(scaleAdjust) * looking;
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}
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if (!lockedYaw())
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@ -302,7 +302,7 @@ void PlayerAngles::doViewPitch(const DVector2& pos, DAngle const ang, bool const
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// accordingly
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if (cursectnum == tempsect || (!isBlood() && abs(getflorzofslopeptr(tempsect, rotpt) - k) <= 4))
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{
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ZzHORIZOFF -= maphoriz(scaleAdjust * ((j - k) * (!isBlood() ? 0.625 : 5.5)));
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ViewAngles.Pitch -= maphoriz(scaleAdjust * ((j - k) * (!isBlood() ? 0.625 : 5.5)));
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}
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}
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}
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@ -310,16 +310,16 @@ void PlayerAngles::doViewPitch(const DVector2& pos, DAngle const ang, bool const
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if (climbing)
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{
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// tilt when climbing but you can't even really tell it.
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if (ZzHORIZOFF > PITCH_HORIZOFFCLIMB) ZzHORIZOFF += getscaledangle(PITCH_HORIZOFFSPEED, scaleAdjust, deltaangle(ZzHORIZOFF, PITCH_HORIZOFFCLIMB), PITCH_HORIZOFFPUSH);
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if (ViewAngles.Pitch > PITCH_HORIZOFFCLIMB) ViewAngles.Pitch += getscaledangle(PITCH_HORIZOFFSPEED, scaleAdjust, deltaangle(ViewAngles.Pitch, PITCH_HORIZOFFCLIMB), PITCH_HORIZOFFPUSH);
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}
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else
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{
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// Make horizoff grow towards 0 since horizoff is not modified when you're not on a slope.
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scaletozero(ZzHORIZOFF, PITCH_HORIZOFFSPEED, scaleAdjust, PITCH_HORIZOFFPUSH);
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scaletozero(ViewAngles.Pitch, PITCH_HORIZOFFSPEED, scaleAdjust, PITCH_HORIZOFFPUSH);
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}
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// Clamp off against the maximum allowed pitch.
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ZzHORIZOFF = ClampViewPitch(ZzHORIZOFF);
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ViewAngles.Pitch = ClampViewPitch(ViewAngles.Pitch);
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}
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}
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@ -334,19 +334,15 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngles& w, P
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{
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if (arc.BeginObject(keyname))
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{
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arc("lookang", w.ZzLOOKANG)
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("rotscrnang", w.ZzROTSCRNANG)
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arc("viewangles", w.ViewAngles)
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("spin", w.YawSpin)
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("actor", w.pActor)
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("anglelocks", w.AngleLocks)
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("horizoff", w.ZzHORIZOFF)
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.EndObject();
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if (arc.isReading())
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{
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w.ZzOLDLOOKANG = w.ZzLOOKANG;
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w.ZzOLDROTSCRNANG = w.ZzROTSCRNANG;
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w.ZzOHORIZOFF = w.ZzHORIZOFF;
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w.backupViewAngles();
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w.resetAdjustments();
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}
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}
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@ -8,6 +8,12 @@
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struct PlayerAngles
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{
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// Player viewing angles, separate from the camera.
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DRotator PrevViewAngles, ViewAngles;
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// Holder of current yaw spin state for the 180 degree turn.
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DAngle YawSpin;
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// Temporary wrappers.
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DAngle& ZzHORIZON() { return pActor->spr.Angles.Pitch; }
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DAngle& ZzOLDHORIZON() { return pActor->PrevAngles.Pitch; }
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@ -25,6 +31,7 @@ struct PlayerAngles
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// General methods.
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void resetAdjustments() { Adjustments = {}; }
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void backupViewAngles() { PrevViewAngles = ViewAngles; }
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void setActor(DCoreActor* const actor) { pActor = actor; }
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// Pitch methods.
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@ -93,20 +100,17 @@ struct PlayerAngles
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// Legacy, to be removed.
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DAngle ZzHORIZOFF, ZzOHORIZOFF;
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DAngle horizOLDSUM() { return ZzOLDHORIZON() + ZzOHORIZOFF; }
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DAngle horizSUM() { return ZzHORIZON() + ZzHORIZOFF; }
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DAngle horizOLDSUM() { return ZzOLDHORIZON() + PrevViewAngles.Pitch; }
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DAngle horizSUM() { return ZzHORIZON() + ViewAngles.Pitch; }
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DAngle horizLERPSUM(double const interpfrac) { return interpolatedvalue(horizOLDSUM(), horizSUM(), interpfrac); }
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DAngle ZzLOOKANG, ZzOLDLOOKANG, ZzROTSCRNANG, ZzOLDROTSCRNANG, YawSpin;
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DAngle angOLDSUM() { return ZzOLDANGLE() + ZzOLDLOOKANG; }
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DAngle angSUM() { return ZzANGLE() + ZzLOOKANG; }
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DAngle angOLDSUM() { return ZzOLDANGLE() + PrevViewAngles.Yaw; }
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DAngle angSUM() { return ZzANGLE() + ViewAngles.Yaw; }
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DAngle angLERPSUM(double const interpfrac) { return interpolatedvalue(angOLDSUM(), angSUM(), interpfrac); }
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DAngle angLERPANG(double const interpfrac) { return interpolatedvalue(ZzOLDANGLE(), ZzANGLE(), interpfrac); }
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DAngle angLERPLOOKANG(double const interpfrac) { return interpolatedvalue(ZzOLDLOOKANG, ZzLOOKANG, interpfrac); }
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DAngle angLERPROTSCRN(double const interpfrac) { return interpolatedvalue(ZzOLDROTSCRNANG, ZzROTSCRNANG, interpfrac); }
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DAngle angRENDERLOOKANG(double const interpfrac) { return !SyncInput() ? ZzLOOKANG : angLERPLOOKANG(interpfrac); }
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DAngle angRENDERROTSCRN(double const interpfrac) { return !SyncInput() ? ZzROTSCRNANG : angLERPROTSCRN(interpfrac); }
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DAngle angLERPLOOKANG(double const interpfrac) { return interpolatedvalue(PrevViewAngles.Yaw, ViewAngles.Yaw, interpfrac); }
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DAngle angLERPROTSCRN(double const interpfrac) { return interpolatedvalue(PrevViewAngles.Roll, ViewAngles.Roll, interpfrac); }
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DAngle angRENDERLOOKANG(double const interpfrac) { return !SyncInput() ? ViewAngles.Yaw : angLERPLOOKANG(interpfrac); }
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DAngle angRENDERROTSCRN(double const interpfrac) { return !SyncInput() ? ViewAngles.Roll : angLERPROTSCRN(interpfrac); }
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private:
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// DRotator indices.
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@ -822,7 +822,7 @@ void playerStart(int nPlayer, int bNewLevel)
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pPlayer->actor->xspr.health = pDudeInfo->startHealth << 4;
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pPlayer->actor->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE;
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pPlayer->bloodlust = 0;
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pPlayer->Angles.ZzHORIZON() = pPlayer->Angles.ZzHORIZOFF = nullAngle;
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pPlayer->Angles.ZzHORIZON() = pPlayer->Angles.ViewAngles.Pitch = nullAngle;
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pPlayer->slope = 0;
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pPlayer->fragger = nullptr;
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pPlayer->underwaterTime = 1200;
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@ -1523,6 +1523,7 @@ void ProcessInput(PLAYER* pPlayer)
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};
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pPlayer->Angles.resetAdjustments();
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pPlayer->Angles.backupViewAngles();
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DBloodActor* actor = pPlayer->actor;
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POSTURE* pPosture = &pPlayer->pPosture[pPlayer->lifeMode][pPlayer->posture];
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@ -503,7 +503,7 @@ static void SetupView(PLAYER* pPlayer, DVector3& cPos, DAngle& cA, DAngle& cH, s
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{
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cA = pPlayer->Angles.angSUM();
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cH = pPlayer->Angles.horizSUM();
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rotscrnang = pPlayer->Angles.ZzROTSCRNANG;
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rotscrnang = pPlayer->Angles.ViewAngles.Roll;
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}
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else
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{
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@ -354,12 +354,12 @@ void DoPlayer(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor,
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break;
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case PLAYER_HORIZOFF:
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if (bSet) ps[iPlayer].Angles.ZzHORIZOFF = maphoriz(-lValue);
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else SetGameVarID(lVar2, int(ps[iPlayer].Angles.ZzHORIZOFF.Tan() * -128.), sActor, sPlayer);
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if (bSet) ps[iPlayer].Angles.ViewAngles.Pitch = maphoriz(-lValue);
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else SetGameVarID(lVar2, int(ps[iPlayer].Angles.ViewAngles.Pitch.Tan() * -128.), sActor, sPlayer);
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break;
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case PLAYER_OHORIZOFF:
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if (!bSet) SetGameVarID(lVar2, int(ps[iPlayer].Angles.ZzOHORIZOFF.Tan() * -128.), sActor, sPlayer);
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if (!bSet) SetGameVarID(lVar2, int(ps[iPlayer].Angles.PrevViewAngles.Pitch.Tan() * -128.), sActor, sPlayer);
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break;
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case PLAYER_INVDISPTIME:
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@ -490,8 +490,8 @@ void DoPlayer(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor,
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break;
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case PLAYER_LOOK_ANG:
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if (bSet) ps[iPlayer].Angles.ZzLOOKANG = mapangle(lValue);
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else SetGameVarID(lVar2, ps[iPlayer].Angles.ZzLOOKANG.Buildang(), sActor, sPlayer);
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if (bSet) ps[iPlayer].Angles.ViewAngles.Yaw = mapangle(lValue);
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else SetGameVarID(lVar2, ps[iPlayer].Angles.ViewAngles.Yaw.Buildang(), sActor, sPlayer);
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break;
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case PLAYER_LAST_EXTRA:
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@ -710,8 +710,8 @@ void DoPlayer(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor,
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break;
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case PLAYER_ROTSCRNANG:
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if (bSet) ps[iPlayer].Angles.ZzOLDROTSCRNANG = ps[iPlayer].Angles.ZzROTSCRNANG = -mapangle(lValue);
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else SetGameVarID(lVar2, -ps[iPlayer].Angles.ZzROTSCRNANG.Buildang(), sActor, sPlayer);
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if (bSet) ps[iPlayer].Angles.PrevViewAngles.Roll = ps[iPlayer].Angles.ViewAngles.Roll = -mapangle(lValue);
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else SetGameVarID(lVar2, -ps[iPlayer].Angles.ViewAngles.Roll.Buildang(), sActor, sPlayer);
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break;
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case PLAYER_DEAD_FLAG:
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@ -2249,7 +2249,7 @@ int ParseState::parse(void)
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ps[g_p].Angles.ZzOLDHORIZON() = ps[g_p].Angles.ZzHORIZON() = nullAngle;
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ps[g_p].on_crane = nullptr;
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ps[g_p].frag_ps = g_p;
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ps[g_p].Angles.ZzOHORIZOFF = ps[g_p].Angles.ZzHORIZOFF = nullAngle;
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ps[g_p].Angles.PrevViewAngles.Pitch = ps[g_p].Angles.ViewAngles.Pitch = nullAngle;
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ps[g_p].opyoff = 0;
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ps[g_p].wackedbyactor = nullptr;
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ps[g_p].shield_amount = gs.max_armour_amount;
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@ -2260,7 +2260,7 @@ int ParseState::parse(void)
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ps[g_p].weapreccnt = 0;
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ps[g_p].ftq = 0;
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ps[g_p].vel.X = ps[g_p].vel.Y = 0;
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if (!isRR()) ps[g_p].Angles.ZzOLDROTSCRNANG = ps[g_p].Angles.ZzROTSCRNANG = nullAngle;
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if (!isRR()) ps[g_p].Angles.PrevViewAngles.Roll = ps[g_p].Angles.ViewAngles.Roll = nullAngle;
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ps[g_p].falling_counter = 0;
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@ -120,8 +120,8 @@ void forceplayerangle(int snum)
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p->Angles.addPitch(DAngle::fromDeg(-26.566));
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p->sync.actions |= SB_CENTERVIEW;
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p->Angles.ZzLOOKANG = ang;
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p->Angles.ZzROTSCRNANG = -ang;
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p->Angles.ViewAngles.Yaw = ang;
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p->Angles.ViewAngles.Roll = -ang;
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}
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//---------------------------------------------------------------------------
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@ -617,14 +617,14 @@ void playerisdead(int snum, int psectlotag, double floorz, double ceilingz)
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actor->backuploc();
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p->Angles.ZzHORIZOFF = p->Angles.ZzHORIZON() = nullAngle;
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p->Angles.ViewAngles.Pitch = p->Angles.ZzHORIZON() = nullAngle;
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updatesector(p->GetActor()->getPosWithOffsetZ(), &p->cursector);
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pushmove(p->GetActor()->spr.pos.XY(), p->GetActor()->getOffsetZ(), &p->cursector, 8, 4, 20, CLIPMASK0);
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if (floorz > ceilingz + 16 && actor->spr.pal != 1)
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p->Angles.ZzROTSCRNANG = DAngle::fromBuild(-(p->dead_flag + ((floorz + p->GetActor()->getOffsetZ()) * 2)));
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p->Angles.ViewAngles.Roll = DAngle::fromBuild(-(p->dead_flag + ((floorz + p->GetActor()->getOffsetZ()) * 2)));
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p->on_warping_sector = 0;
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@ -736,16 +736,16 @@ void player_struct::apply_seasick(double factor)
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if (SeaSick < 250)
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{
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if (SeaSick >= 180)
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Angles.ZzROTSCRNANG -= DAngle::fromDeg(24 * factor * BAngToDegree);
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Angles.ViewAngles.Roll -= DAngle::fromDeg(24 * factor * BAngToDegree);
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else if (SeaSick >= 130)
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Angles.ZzROTSCRNANG += DAngle::fromDeg(24 * factor * BAngToDegree);
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Angles.ViewAngles.Roll += DAngle::fromDeg(24 * factor * BAngToDegree);
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else if (SeaSick >= 70)
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Angles.ZzROTSCRNANG -= DAngle::fromDeg(24 * factor * BAngToDegree);
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Angles.ViewAngles.Roll -= DAngle::fromDeg(24 * factor * BAngToDegree);
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else if (SeaSick >= 20)
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Angles.ZzROTSCRNANG += DAngle::fromDeg(24 * factor * BAngToDegree);
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Angles.ViewAngles.Roll += DAngle::fromDeg(24 * factor * BAngToDegree);
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}
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if (SeaSick < 250)
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Angles.ZzLOOKANG = DAngle::fromDeg(((krand() & 255) - 128) * factor * BAngToDegree);
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Angles.ViewAngles.Yaw = DAngle::fromDeg(((krand() & 255) - 128) * factor * BAngToDegree);
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}
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}
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@ -2726,6 +2726,7 @@ void processinput_d(int snum)
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auto pact = p->GetActor();
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p->Angles.resetAdjustments();
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p->Angles.backupViewAngles();
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ESyncBits& actions = p->sync.actions;
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@ -3273,6 +3273,7 @@ void processinput_r(int snum)
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auto pact = p->GetActor();
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p->Angles.resetAdjustments();
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p->Angles.backupViewAngles();
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ESyncBits& actions = p->sync.actions;
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@ -55,7 +55,7 @@ void resetmys()
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myxvel = myyvel = myzvel = 0;
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myang = ps[myconnectindex].Angles.ZzANGLE();
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myhoriz = omyhoriz = ps[myconnectindex].Angles.ZzHORIZON();
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myhorizoff = omyhorizoff = ps[myconnectindex].Angles.ZzHORIZOFF;
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myhorizoff = omyhorizoff = ps[myconnectindex].Angles.ViewAngles.Pitch;
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mycursectnum = sectindex(ps[myconnectindex].cursector);
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myjumpingcounter = ps[myconnectindex].jumping_counter;
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myjumpingtoggle = ps[myconnectindex].jumping_toggle;
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@ -125,7 +125,7 @@ void resetplayerstats(int snum)
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p->footprintpal = 0;
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p->footprintshade = 0;
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p->jumping_toggle = 0;
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p->Angles.ZzOHORIZOFF = p->Angles.ZzHORIZOFF = nullAngle;
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p->Angles.PrevViewAngles.Pitch = p->Angles.ViewAngles.Pitch = nullAngle;
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p->bobcounter = 0;
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p->on_ground = 0;
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p->player_par = 0;
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@ -150,8 +150,8 @@ void resetplayerstats(int snum)
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p->jetpack_on = 0;
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p->holoduke_on = nullptr;
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p->Angles.ZzOLDLOOKANG = p->Angles.ZzLOOKANG = (currentLevel->levelNumber & 1)? DAngle90 : -DAngle90;
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p->Angles.ZzOLDROTSCRNANG = p->Angles.ZzROTSCRNANG = nullAngle;
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p->Angles.PrevViewAngles.Yaw = p->Angles.ViewAngles.Yaw = (currentLevel->levelNumber & 1)? DAngle90 : -DAngle90;
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p->Angles.PrevViewAngles.Roll = p->Angles.ViewAngles.Roll = nullAngle;
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p->newOwner =nullptr;
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p->jumping_counter = 0;
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@ -271,7 +271,7 @@ void displayrooms(int snum, double interpfrac, bool sceneonly)
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setgamepalette(setpal(p));
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// set screen rotation.
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rotscrnang = !SyncInput() ? p->Angles.ZzROTSCRNANG : p->Angles.angLERPROTSCRN(interpfrac);
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rotscrnang = !SyncInput() ? p->Angles.ViewAngles.Roll : p->Angles.angLERPROTSCRN(interpfrac);
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// use player's actor initially.
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viewer = p->GetActor();
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@ -905,6 +905,7 @@ void AIPlayer::Tick(RunListEvent* ev)
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int nActionB = PlayerList[nPlayer].nAction;
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PlayerList[nPlayer].Angles.resetAdjustments();
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PlayerList[nPlayer].Angles.backupViewAngles();
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pPlayerActor->vel.XY() = sPlayerInput[nPlayer].vel;
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@ -236,7 +236,7 @@ void DrawView(double interpfrac, bool sceneonly)
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{
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nCamerapan = PlayerList[nLocalPlayer].Angles.horizSUM();
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nCameraang = PlayerList[nLocalPlayer].Angles.angSUM();
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rotscrnang = PlayerList[nLocalPlayer].Angles.ZzROTSCRNANG;
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rotscrnang = PlayerList[nLocalPlayer].Angles.ViewAngles.Roll;
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}
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else
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{
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@ -1252,7 +1252,7 @@ void drawscreen(PLAYER* pp, double interpfrac, bool sceneonly)
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{
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tang = pp->Angles.angSUM();
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thoriz = pp->Angles.horizSUM();
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||||
trotscrnang = pp->Angles.ZzROTSCRNANG;
|
||||
trotscrnang = pp->Angles.ViewAngles.Roll;
|
||||
}
|
||||
tsect = camerapp->cursector;
|
||||
|
||||
|
|
|
@ -6972,6 +6972,7 @@ void domovethings(void)
|
|||
// Reset flags used while tying input to framerate
|
||||
pp->Flags2 &= ~(PF2_INPUT_CAN_AIM|PF2_INPUT_CAN_TURN_GENERAL|PF2_INPUT_CAN_TURN_VEHICLE|PF2_INPUT_CAN_TURN_TURRET);
|
||||
pp->Angles.resetAdjustments();
|
||||
pp->Angles.backupViewAngles();
|
||||
|
||||
// disable synchronised input if set by game.
|
||||
resetForcedSyncInput();
|
||||
|
@ -7062,7 +7063,7 @@ void InitAllPlayers(void)
|
|||
pp->FadeAmt = 0;
|
||||
pp->FadeTics = 0;
|
||||
pp->StartColor = 0;
|
||||
pp->Angles.ZzHORIZOFF = nullAngle;
|
||||
pp->Angles.ViewAngles.Pitch = nullAngle;
|
||||
|
||||
INITLIST(&pp->PanelSpriteList);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue