- Exhumed: Change formula for cl_exviewtilting 2.

* Makes this proper strafe rolling based on the actual strafe velocity.
* Implement movement rolling as `cl_exviewtilting 3` as well.
This commit is contained in:
Mitchell Richters 2023-04-22 14:09:52 +10:00
parent b93a2cf61b
commit faaffa0d40
3 changed files with 34 additions and 16 deletions

View file

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

View file

@ -104,6 +104,7 @@ struct Player
double nIdxBobZ;
double nPrevWeapBob;
double nWeapBob;
double nStrafeRoll;
bool crouch_toggle;
bool bTouchFloor;
bool bJumping;

View file

@ -1096,8 +1096,9 @@ OptionValue "ViewBobbing"
OptionValue "ViewTilting"
{
0, "$OPTVAL_OFF"
1, "$DSPLYMNU_VIEWTILTPSE"
2, "$DSPLYMNU_VIEWTILTQUAKE"
1, "$DSPLYMNU_VIEWTILTTURN"
2, "$DSPLYMNU_VIEWTILTSTRAFE"
2, "$DSPLYMNU_VIEWTILTMOVEMENT"
}
OptionMenu "VideoOptions" protected