- Rework cl_viewtilting 1 to be consistent across games.

* Setup before from when it was Exhumed-only assumed a 30Hz clock. Needed adjusted variables and setup for Shadow Warrior.
This commit is contained in:
Mitchell Richters 2023-04-22 21:40:45 +10:00
parent 542083af30
commit df30c01472

View file

@ -516,17 +516,18 @@ void PlayerAngles::doViewTilting(InputPacket* const pInput, const DVector2& nVel
{
// Scale/attenuate tilting based on player actions.
const auto runScale = 1. / (!(pInput->actions & SB_RUN) + 1);
const auto avelScale = (1966426. / 12000000.);
const auto waterScale = 1. / (bUnderwater + 1);
const auto strafeScale = !!pInput->svel + 1;
if (cl_viewtilting == 1)
{
// Console-like yaw rolling. Adjustment == (90/32) for keyboard turning. Clamp is 1.5x this value.
const auto rollAdj = pActor->spr.Angles.Roll.Degrees() + pInput->avel * (48779.f / 150000.f) * cl_viewtiltscale;
const auto rollAmp = waterScale;
const auto rollMax = (11553170. / 1347146.) * cl_viewtiltscale;
pActor->spr.Angles.Roll = DAngle::fromDeg(clamp(rollAdj * rollAmp, -rollMax, rollMax));
// Console-like yaw rolling. Adjustment == ~(90/32) for keyboard turning. Clamp is 1.5x this value.
const auto rollAdj = DAngle::fromDeg(pInput->avel * cl_viewtiltscale);
const auto rollAmp = DAngle::fromDeg(avelScale * waterScale);
const auto rollMax = DAngle::fromDeg((90. / 32. * 1.5) * cl_viewtiltscale);
scaletozero(pActor->spr.Angles.Roll, ROLL_TILTRETURN);
pActor->spr.Angles.Roll = clamp(pActor->spr.Angles.Roll + rollAdj * rollAmp, -rollMax, rollMax);
}
else if (cl_viewtilting == 2)
{