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- Duke: Get rid of two InputPacket wrappers.
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parent
82d029fe28
commit
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2 changed files with 5 additions and 15 deletions
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@ -39,9 +39,9 @@ source as it is released.
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BEGIN_DUKE_NS
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BEGIN_DUKE_NS
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inline static double getavel(int snum)
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inline static double getavel(DDukePlayer* const p)
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{
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{
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return PlayerInputAngVel(snum) * (2048. / 360.);
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return p->cmd.ucmd.avel * (2048. / 360.);
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}
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}
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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@ -72,7 +72,7 @@ static void displayloogie(DDukePlayer* p, double const interpfrac)
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{
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{
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const double a = fabs(BobVal((loogi + i) * 32.) * 90);
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const double a = fabs(BobVal((loogi + i) * 32.) * 90);
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const double z = 4096. + ((loogi + i) * 512.);
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const double z = 4096. + ((loogi + i) * 512.);
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const double x = -getavel(p->GetPlayerNum()) + BobVal((loogi + i) * 64.) * 16;
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const double x = -getavel(p) + BobVal((loogi + i) * 64.) * 16;
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hud_drawsprite((p->loogie[i].X + x), (200 + p->loogie[i].Y - y), (z - (i << 8)) / 65536., a - 22.5, TexMan.CheckForTexture("LOOGIE", ETextureType::Any), 0, 0, 0);
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hud_drawsprite((p->loogie[i].X + x), (200 + p->loogie[i].Y - y), (z - (i << 8)) / 65536., a - 22.5, TexMan.CheckForTexture("LOOGIE", ETextureType::Any), 0, 0, 0);
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}
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}
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@ -252,7 +252,7 @@ void displayweapon_d(int snum, double interpfrac)
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auto offpair = p->Angles.getWeaponOffsets(interpfrac);
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auto offpair = p->Angles.getWeaponOffsets(interpfrac);
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auto offsets = offpair.first;
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auto offsets = offpair.first;
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auto pitchoffset = 16. * (p->Angles.getRenderAngles(interpfrac).Pitch / DAngle90);
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auto pitchoffset = 16. * (p->Angles.getRenderAngles(interpfrac).Pitch / DAngle90);
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auto yawinput = getavel(snum) * (1. / 16.);
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auto yawinput = getavel(p) * (1. / 16.);
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auto angle = offpair.second;
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auto angle = offpair.second;
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auto weapon_xoffset = 160 - 90 - (BobVal(512 + weapon_sway * 0.5) * (16384. / 1536.)) - 58 - p->weapon_ang;
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auto weapon_xoffset = 160 - 90 - (BobVal(512 + weapon_sway * 0.5) * (16384. / 1536.)) - 58 - p->weapon_ang;
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auto shade = min(p->GetActor()->spr.shade, (int8_t)24);
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auto shade = min(p->GetActor()->spr.shade, (int8_t)24);
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@ -147,21 +147,11 @@ inline float PlayerInputForwardVel(int pl)
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return getPlayer(pl)->cmd.ucmd.fvel;
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return getPlayer(pl)->cmd.ucmd.fvel;
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}
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}
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inline float PlayerInputAngVel(int pl)
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{
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return getPlayer(pl)->cmd.ucmd.avel;
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}
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inline DAngle GetPlayerHorizon(int pl)
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{
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return DAngle::fromDeg(getPlayer(pl)->cmd.ucmd.horz);
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}
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inline void clearfriction()
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inline void clearfriction()
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{
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{
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for (int i = 0; i != -1; i = connectpoint2[i])
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for (int i = 0; i != -1; i = connectpoint2[i])
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{
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{
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getPlayer(i)->fric.X = getPlayer(i)->fric.Y = 0;
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getPlayer(i)->fric.Zero();
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}
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}
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}
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}
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