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- Clean up some leftover floats in the input code.
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parent
ef20d9a48a
commit
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2 changed files with 6 additions and 6 deletions
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@ -513,7 +513,7 @@ void GameInterface::doPlayerMovement()
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if (isRRRA() && (p->OnMotorcycle || p->OnBoat))
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{
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static constexpr double VEHICLETURN = (20.f * 360.f / 2048.f);
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static constexpr double VEHICLETURN = (20. * 360. / 2048.);
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double baseVel, velScale; unsigned vehFlags;
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if (p->OnMotorcycle)
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@ -933,7 +933,7 @@ void UpdatePlayerSpriteAngle(DSWPlayer* pp)
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//
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//---------------------------------------------------------------------------
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void DoPlayerVehicleInputScaling(DSWPlayer* const pp, DAngle DRotator::* angle, const float scale)
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static void DoPlayerVehicleInputScaling(DSWPlayer* const pp, DAngle DRotator::* const angle, const double scale)
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{
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DAngle& currYaw = pp->cmd.ucmd.ang.*angle;
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@ -1932,8 +1932,8 @@ void DoPlayerMoveVehicle(DSWPlayer* pp)
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double floordist = abs(zz - pp->sop->floor_loz);
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gameInput.ForceInputSync(pp->pnum);
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DoPlayerVehicleInputScaling(pp, &DRotator::Yaw, 0.125f);
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DoPlayerVehicleInputScaling(pp, &DRotator::Pitch, 0.125f);
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DoPlayerVehicleInputScaling(pp, &DRotator::Yaw, 0.125);
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DoPlayerVehicleInputScaling(pp, &DRotator::Pitch, 0.125);
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if (RectClip)
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{
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@ -2067,8 +2067,8 @@ void DoPlayerMoveTurret(DSWPlayer* pp)
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gameInput.ForceInputSync(pp->pnum);
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DoPlayerVehicleInputScaling(pp, &DRotator::Yaw, 0.125f);
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DoPlayerVehicleInputScaling(pp, &DRotator::Pitch, 0.125f);
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DoPlayerVehicleInputScaling(pp, &DRotator::Yaw, 0.125);
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DoPlayerVehicleInputScaling(pp, &DRotator::Pitch, 0.125);
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if (pp->cmd.ucmd.ang.Yaw != nullAngle)
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{
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