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- Duke/RR: Re-arrange the playsim angle calls.
* Make them precisely where they were originally called from.
This commit is contained in:
parent
181f88b028
commit
e5bad9af2c
2 changed files with 18 additions and 25 deletions
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@ -2728,8 +2728,7 @@ void processinput_d(int snum)
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doubvel = TICSPERFRAME;
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checklook(snum,actions);
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double iif = 2.5;
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auto oldpos = p->GetActor()->opos;
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p->Angles.doViewYaw(&p->sync);
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if (p->on_crane != nullptr)
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{
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@ -2744,6 +2743,8 @@ void processinput_d(int snum)
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p->backuppos(ud.clipping == 0 && ((p->insector() && p->cursector->floortexture == mirrortex) || !p->insector()));
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p->Angles.doYawKeys(&p->sync);
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// Shrinking code
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if (psectlotag == ST_2_UNDERWATER)
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@ -2768,9 +2769,6 @@ void processinput_d(int snum)
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setForcedSyncInput();
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}
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//Do the quick lefts and rights
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p->Angles.doViewYaw(&p->sync);
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if (movementBlocked(p))
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{
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doubvel = 0;
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@ -2787,7 +2785,6 @@ void processinput_d(int snum)
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p->GetActor()->spr.Angles.Yaw += p->adjustavel(PlayerInputAngVel(snum));
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}
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p->Angles.doYawKeys(&p->sync);
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purplelavacheck(p);
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if (p->spritebridge == 0 && pact->insector())
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@ -2885,8 +2882,7 @@ void processinput_d(int snum)
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HORIZONLY:
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if (psectlotag == 1 || p->spritebridge == 1) iif = 4;
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else iif = 20;
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double iif = (psectlotag == 1 || p->spritebridge == 1) ? 4 : 20;
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if (p->insector() && p->cursector->lotag == 2) k = 0;
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else k = 1;
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@ -2947,6 +2943,7 @@ HORIZONLY:
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if (p->cursector != pact->sector())
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ChangeActorSect(pact, p->cursector);
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auto oldpos = p->GetActor()->opos;
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int retry = 0;
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while (ud.clipping == 0)
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{
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@ -2997,15 +2994,15 @@ HORIZONLY:
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playerAimDown(snum, actions);
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}
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p->Angles.doPitchKeys(&p->sync);
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p->checkhardlanding();
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if (SyncInput())
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{
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p->GetActor()->spr.Angles.Pitch += GetPlayerHorizon(snum);
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}
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p->Angles.doPitchKeys(&p->sync);
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p->checkhardlanding();
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//Shooting code/changes
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if (p->show_empty_weapon > 0)
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@ -3315,10 +3315,9 @@ void processinput_r(int snum)
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doubvel = TICSPERFRAME;
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checklook(snum, actions);
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p->Angles.doViewYaw(&p->sync);
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p->apply_seasick();
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auto oldpos = p->GetActor()->opos;
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if (p->on_crane != nullptr)
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{
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setForcedSyncInput();
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@ -3332,6 +3331,8 @@ void processinput_r(int snum)
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p->backuppos(ud.clipping == 0 && ((p->insector() && p->cursector->floortexture == mirrortex) || !p->insector()));
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p->Angles.doYawKeys(&p->sync);
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// Shrinking code
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if (psectlotag == ST_17_PLATFORM_UP || (isRRRA() && psectlotag == ST_18_ELEVATOR_DOWN))
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@ -3370,9 +3371,6 @@ void processinput_r(int snum)
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setForcedSyncInput();
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}
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//Do the quick lefts and rights
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p->Angles.doViewYaw(&p->sync);
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if (movementBlocked(p))
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{
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doubvel = 0;
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@ -3389,7 +3387,6 @@ void processinput_r(int snum)
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p->GetActor()->spr.Angles.Yaw += p->adjustavel(PlayerInputAngVel(snum));
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}
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p->Angles.doYawKeys(&p->sync);
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purplelavacheck(p);
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if (p->spritebridge == 0 && pact->insector())
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@ -3535,10 +3532,8 @@ void processinput_r(int snum)
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}
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HORIZONLY:
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double iif = 40;
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if (psectlotag == 1 || p->spritebridge == 1) iif = 4;
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else iif = 20;
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double iif = (psectlotag == 1 || p->spritebridge == 1) ? 4 : 20;
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if (p->insector() && p->cursector->lotag == 2) k = 0;
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else k = 1;
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@ -3661,6 +3656,7 @@ HORIZONLY:
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if (p->cursector != pact->sector())
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ChangeActorSect(pact, p->cursector);
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auto oldpos = p->GetActor()->opos;
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int retry = 0;
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while (ud.clipping == 0)
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{
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@ -3727,15 +3723,15 @@ HORIZONLY:
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p->GetActor()->spr.Angles.Pitch += maphoriz(d);
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}
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p->Angles.doPitchKeys(&p->sync);
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p->checkhardlanding();
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if (SyncInput())
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{
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p->GetActor()->spr.Angles.Pitch += GetPlayerHorizon(snum);
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}
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p->Angles.doPitchKeys(&p->sync);
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p->checkhardlanding();
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//Shooting code/changes
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if (p->show_empty_weapon > 0)
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