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- Exhumed: Change formula for cl_exviewtilting 2
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* Makes this proper strafe rolling based on the actual strafe velocity. * Implement movement rolling as `cl_exviewtilting 3` as well.
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3 changed files with 34 additions and 16 deletions
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@ -39,7 +39,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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CUSTOM_CVAR(Int, cl_exviewtilting, 0, CVAR_ARCHIVE)
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{
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if (self < 0) self = 0;
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else if (self > 2) self = 2;
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else if (self > 3) self = 3;
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}
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CVAR(Float, cl_extiltscale, 1.f, CVAR_ARCHIVE);
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CVAR(Bool, cl_exjumprebound, false, CVAR_ARCHIVE);
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@ -1124,6 +1124,8 @@ static void updatePlayerVelocity(Player* const pPlayer)
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{
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pPlayer->vel += inputvect;
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pPlayer->vel *= 0.953125;
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pPlayer->nStrafeRoll += pInput->svel * 0.375;
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pPlayer->nStrafeRoll *= 0.953125;
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}
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}
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@ -1131,6 +1133,7 @@ static void updatePlayerVelocity(Player* const pPlayer)
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{
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pPlayer->vel.Zero();
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pPlayer->nIdxBobZ = 0;
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pPlayer->nStrafeRoll = 0;
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}
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pPlayerActor->vel.XY() = pPlayer->vel;
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@ -1564,7 +1567,10 @@ static void doPlayerCameraEffects(Player* const pPlayer, const double nDestVertP
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{
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const auto pPlayerActor = pPlayer->pActor;
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const auto pInput = &pPlayer->input;
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static double rollreturnrate;
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const auto pAngles = &pPlayerActor->spr.Angles;
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const auto nUnderwater = !!(pPlayerActor->sector()->Flag & kSectUnderwater);
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const auto waterScale = 1. / (nUnderwater + 1);
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constexpr auto maxVel = 15.25;
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// Pitch tilting when player's Z changes (stairs, jumping, etc).
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doPlayerVertPanning(pPlayer, nDestVertPan * cl_slopetilting);
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@ -1573,32 +1579,42 @@ static void doPlayerCameraEffects(Player* const pPlayer, const double nDestVertP
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if (cl_exviewtilting == 1)
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{
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// Console-like yaw rolling. Adjustment == (90/32) for keyboard turning. Clamp is 1.5x this value.
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const auto adjustment = DAngle::fromDeg(pInput->avel * (48779.f / 150000.f) * cl_extiltscale);
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const auto adjmaximum = DAngle::fromDeg((11553170. / 1347146.) * cl_extiltscale);
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pPlayerActor->spr.Angles.Roll = clamp(pPlayerActor->spr.Angles.Roll + adjustment, -adjmaximum, adjmaximum);
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rollreturnrate = GameTicRate * 0.5;
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const auto rollAdj = pAngles->Roll.Degrees() + pInput->avel * (48779.f / 150000.f) * cl_extiltscale;
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const auto rollMax = (11553170. / 1347146.) * cl_extiltscale;
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pAngles->Roll = DAngle::fromDeg(clamp(rollAdj * waterScale, -rollMax, rollMax));
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scaletozero(pAngles->Roll, GameTicRate * 0.5);
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}
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else if (cl_exviewtilting == 2)
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{
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// Quake-like strafe rolling. Adjustment == (90/48) for running keyboard strafe.
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pPlayerActor->spr.Angles.Roll += DAngle::fromDeg(pInput->svel * (1563154.f / 4358097.f) * cl_extiltscale);
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rollreturnrate = GameTicRate * 0.25;
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const auto rollAdj = pPlayer->nStrafeRoll * cl_extiltscale;
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const auto rollAmp = (!!pInput->svel + 1.) * waterScale;
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const auto rollMax = maxVel / (!(pInput->actions & SB_RUN) + 1) * cl_extiltscale;
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pAngles->Roll = DAngle::fromDeg(clamp(rollAdj * rollAmp, -rollMax, rollMax) * (15. / 122.));
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}
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else if (cl_exviewtilting == 3)
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{
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// Movement rolling. Adjustment == (90/48) for running keyboard strafe.
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const auto rollAdj = pPlayerActor->vel.XY().Rotated(-pAngles->Yaw).Y * cl_extiltscale;
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const auto rollAmp = (!!pInput->svel + 1.) * waterScale;
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const auto rollMax = maxVel / (!(pInput->actions & SB_RUN) + 1) * cl_extiltscale;
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pAngles->Roll = DAngle::fromDeg(clamp(rollAdj * rollAmp, -rollMax, rollMax) * (15. / 122.));
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}
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else
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{
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pAngles->Roll = nullAngle;
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}
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// Always scale roll back to zero in case the functionality is disabled mid-roll.
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scaletozero(pPlayerActor->spr.Angles.Roll, rollreturnrate);
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// Update Z bobbing.
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if (cl_viewbob)
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{
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// Increment index, attenuating by bob speed, type and whether we're underwater.
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const int nUnderwater = !!(pPlayerActor->sector()->Flag & kSectUnderwater);
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pPlayer->nPrevBobZ = pPlayer->nBobZ;
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pPlayer->nIdxBobZ += (2048. / 90.) * cl_exviewbobspeed / cl_viewbob / (nUnderwater + 1);
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pPlayer->nIdxBobZ += (2048. / 90.) * cl_exviewbobspeed / cl_viewbob * waterScale;
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pPlayer->nIdxBobZ *= !pPlayerActor->vel.Z;
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// Increment bob value with index's sine, amplifed by player velocity, bob type and bob height CVAR.
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const auto nBobVel = (pPlayer->vel.Length() < 0.09375 && nUnderwater) ? (61. / 12.) : pPlayer->totalvel;
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const auto nBobVel = (pPlayer->vel.Length() < 0.09375 && nUnderwater) ? (maxVel / 3.) : pPlayer->totalvel;
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const auto nBobAmp = nBobVel * 0.05 * cl_viewbob * cl_exviewbobheight;
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const auto newBobZ = BobVal(pPlayer->nIdxBobZ) * nBobAmp;
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pPlayer->nBobZ = (cl_viewbob == 2) ? (abs(newBobZ) - nBobAmp * 0.5 * !nUnderwater) : (newBobZ);
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@ -104,6 +104,7 @@ struct Player
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double nIdxBobZ;
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double nPrevWeapBob;
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double nWeapBob;
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double nStrafeRoll;
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bool crouch_toggle;
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bool bTouchFloor;
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bool bJumping;
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@ -1096,8 +1096,9 @@ OptionValue "ViewBobbing"
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OptionValue "ViewTilting"
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{
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0, "$OPTVAL_OFF"
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1, "$DSPLYMNU_VIEWTILTPSE"
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2, "$DSPLYMNU_VIEWTILTQUAKE"
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1, "$DSPLYMNU_VIEWTILTTURN"
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2, "$DSPLYMNU_VIEWTILTSTRAFE"
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2, "$DSPLYMNU_VIEWTILTMOVEMENT"
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}
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OptionMenu "VideoOptions" protected
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