Commit graph

69 commits

Author SHA1 Message Date
Mitchell Richters
65428a2d1a - revert ea98978ae7 and baed75ff8a, and do in a more compatible way with synchronised and unsychronised input. 2020-08-05 17:43:14 +10:00
Mitchell Richters
9f8d50c0a1 - add horizAdjust after processing pitch adjustments and call sethorizon() in processinput_d() after dokneeattack().
Fixes #101.
2020-08-05 14:23:07 +10:00
Mitchell Richters
cb93560a4a - fix regression from e474ebc2b7 by which the player could adjust their angle on a camera while cl_syncinput 0 (default) was set.
* Issue doesn't occur with `cl_syncinput 1` because `processinput()` returns when p->newowner >= 0 before `applylook()` is called from within it.
* Fixes #96.
2020-08-04 13:02:19 +10:00
Mitchell Richters
d3d9bb0823 - partially revert 19e4393a4f by adding the player's mouse input after calculating the true pitch of p->q16horiz.
* Need to add `p->horizAdjust` in with `p->q16horiz` because the values passed to that variable are the same as what would have been directly added to `p->q16horiz` in `processinput()`.
* Leaving mouse input to apply after calculating the pitch lets us take advantage of the calculated pitch's accuracy to provide consistent mouse input across the pitch's range.
2020-08-03 22:39:09 +10:00
Mitchell Richters
19e4393a4f - add all the horizon values before converting into true pitch inside sethorizon(). 2020-08-03 22:13:10 +10:00
Mitchell Richters
e474ebc2b7 - multiple input fixes for both games, and for both cl_syncinput 0 and cl_syncinput 1 modes.
* For RR, `processweapon_r()` was performing angle and horizon changes directly which provided a harsh experience with the default `cl_syncinput 0` mode.
* Added `angAdjust` variable to `player_struct` for use with ticrate angle adjustments.
* Renamed `horizAngleAdjust` to `horizAdjust` so that there is less confusion with the new `angAdjust` variable.
* Removed `horizSkew` variable, can just use `horizAdjust` for this.
* Replaced all calls to `addang()` and `addhoriz()` with the appropriate additions/subtractions to `angAdjust` and `horizAdjust` respectively.
* Removed now unused `addang()` and `addhoriz()` setters from `player_struct`.
* Define new function `resetinputhelpers()` to eliminate code duplication between `processinput_d()` and `processinput_r()` functions.
* Remove `p->q16ang` and `p->q16horiz` direct setting from `FinalizeInput()`.
* Change `applylook()` to accept an `fixed_t adjustment` for changing the player's angle. This can either be `input.q16avel` when `cl_syncinput` is 0, or `sync[snum].q16angvel` when `cl_syncinput` is 1.
* Change `sethorizon()` to accept an `fixed_t adjustment` for changing the player's horizon. This can either be `input.q16horz` when `cl_syncinput` is 0, or `sync[snum].q16horz` when `cl_syncinput` is 1.
* Re-work `sethorizon()` to always adjust `p->q16horiz` using the true pitch code. This closer resembles the EDuke32 implementation as per SVN 7342.
* Re-work returning to center to work off the true pitch code and always ensure that the player returns to center.
* Implement work-around for RR where we need to call `sethorizon()` before the call to `fi.doincrements()` like the original game, but also after the call to `processweapon()` to apply any angle or horizon changes due to weapon recoil, etc. We work around this by calling `sethorizon()` from within `doincrements_r()` only if `cl_syncinput` is 1 and only if `doincrements_r()` is to return 1.
2020-08-03 21:19:45 +10:00
Mitchell Richters
531df48d38 - interpolate p->hard_landing for Duke 3D. 2020-08-03 15:06:25 +10:00
Mitchell Richters
43ff42b330 - interpolate p->random_club_frame for Duke 3D. 2020-08-03 15:06:25 +10:00
Mitchell Richters
6ad3237b62 - backup p->kickback_pic in prep for interpolation and tidy up other weapon interpolation variables. 2020-08-03 15:06:25 +10:00
Mitchell Richters
02dfa10d27 - remove redundant if statement left over from 2260c2353d. 2020-07-30 08:49:01 +10:00
Mitchell Richters
2260c2353d - re-factor interpolation backups into discrete functions for calling from multiple places.
Fixes #66.
2020-07-30 08:24:27 +10:00
Mitchell Richters
9f391c3e9f - possible fix for continual rotscrnang thrashing when dead that was reported in #66. 2020-07-29 18:57:06 +10:00
Mitchell Richters
6626323e3e Revert "- possible fix for continual rotscrnang thrashing when dead that was reported in #66." What was I thinking?
This reverts commit e019939590.
2020-07-29 05:50:19 +10:00
Mitchell Richters
e019939590 - possible fix for continual rotscrnang thrashing when dead that was reported in #66. 2020-07-29 05:37:46 +10:00
Mitchell Richters
27b3c8e0f8 - fix interpolation for p->q16rotscrnang. Setting p->oq16rotscrnang in displayrooms() (at frame rate) isn't where it should be done. 2020-07-28 22:24:30 +10:00
Mitchell Richters
f49ded7962 - make cl_syncinput work for Duke.
* Current setup was broken and unusable.
* Fixed interpolation issues.
* Only call `GetInput()` at frame-rate when `cl_syncinput` is 0.
* Create `oq16look_ang` and interpolate it for enhanced smoothness.
* Always reset `horizAngleAdjust` and `horizSkew` in `processinput_d()`.
* Don't pre-scale `sb_avel` in `processinput_d()` and `processinput_r()`.
* Promote `p->angvel` from short to fixed_t.
* Don't descale `sync[snum].q16horz` in `processinput_d()` and `processinput_r()`.
* Ensure `false` bool is provided to `sethorizon()` call  in `processinput_d()` and `processinput_r()`.
* Reset `p->q16angvel` in `resetplayerstats()`.
2020-07-28 22:12:09 +10:00
Mitchell Richters
158fd46581 - change Duke's synchronized_input to CVAR cl_syncinput. 2020-07-28 21:38:28 +10:00
Mitchell Richters
ea98978ae7 - move p->wackedbyactor chase-cam code into applylook() for increased smoothness. 2020-07-28 12:30:09 +10:00
Mitchell Richters
baed75ff8a - move p->actorsqu angle changes from moveplayers() to applylook() so that it can be applied when not running synchronous input.
Fixes #54.
2020-07-28 12:21:35 +10:00
Christoph Oelckers
07a7cade70 - removed dead weaponswitch variable 2020-07-26 17:55:22 +02:00
Christoph Oelckers
5870d3d89d - horizSkew is fixed point, dokneeattack ignored that.
fixes #14
2020-07-26 13:49:25 +02:00
Christoph Oelckers
c7a9b5678b - reimplemented autoaim mode 2 (hitscan only) 2020-07-26 09:06:08 +02:00
Christoph Oelckers
a0cc798c9c - cleaned up the sound system interface to have consistent naming and no aliases. 2020-07-25 09:32:54 +02:00
Mitchell Richters
54d73ce9f8 - fix 'Quick Turn' for Duke. 2020-07-23 14:05:36 +10:00
Mitchell Richters
be0cbeed65 - ensure p->lookRight is reset to false in start checklook() like lookLeft is.
Repairs issue where player never returned to centre when they pressed the look right key.
2020-07-23 13:34:47 +10:00
Mitchell Richters
77ff6f324c - ensure rotscrnang turns right when looking right.
Doesn't repair issue when looking right doesn't return again, will isolate and repair.
2020-07-22 20:44:16 +10:00
Christoph Oelckers
6227f9f7fd - optimizations for better savegame performance. 2020-07-21 21:32:38 +02:00
Christoph Oelckers
06fa1391f5 - did some cleanup on the global variables. 2020-07-20 18:43:50 +02:00
Christoph Oelckers
08909f414a - merged playerdata_t into player_struct 2020-07-20 18:43:49 +02:00
Christoph Oelckers
ded0edae0c - fixed return_to_center 2020-07-18 14:30:17 +02:00
Christoph Oelckers
ba69084aa5 - consolidated the movement block check after discovering that it wasn't handling things properly for all games. 2020-07-18 01:34:13 +02:00
Christoph Oelckers
6c2600df51 - cleanup of the main input code.
Only 8 kb code left that is clearly recognizable as coming from EDuke32.
2020-07-18 00:34:20 +02:00
Christoph Oelckers
01d3ca870d - more consolidation between old and new input paths.
This also simplifies the one_eighty handling to be closer to the original idea.
2020-07-17 11:46:23 +02:00
Christoph Oelckers
dc9c8a0e60 - consolidation of pitch code for aim mode 0. 2020-07-17 00:32:26 +02:00
Christoph Oelckers
38751d19ac - changed all SYNCINPUT #defines into runtime checks so that both parts can be used and consolidated the 4 versions of the SeaSick code. 2020-07-16 17:59:25 +02:00
Christoph Oelckers
f530732c46 - adjustments for input 2020-07-16 15:03:09 +02:00
Christoph Oelckers
39a6ab6f0e - input update - safety commit 2020-07-15 23:44:07 +02:00
Christoph Oelckers
a0cd407632 - cleanup on pausing code. 2020-07-15 18:10:31 +02:00
Christoph Oelckers
4598cf13d7 - reverted the frags array to its original form, moved InitRRRASkies to zz_common.cpp and deleted zz_premap.cpp. 2020-07-14 21:42:46 +02:00
Christoph Oelckers
915b566612 - another safety commit. 2020-07-07 17:56:20 +02:00
Christoph Oelckers
dd45749650 - got rid of m_level_number and m_volume_number.
These were only needed so that G_NewGame_EnterLevel could be called without parameters. Ouch!
2020-07-07 10:17:02 +02:00
Christoph Oelckers
34874d1a21 - migrated displayrest and took the opportunity to un-fuck the palette management. 2020-07-07 04:54:12 +02:00
Christoph Oelckers
e272245537 - fixing some HUD stuff. 2020-07-06 15:48:51 +02:00
Christoph Oelckers
f2380f8829 - constant cleanup. 2020-07-06 13:26:26 +02:00
Christoph Oelckers
2b61b44188 - remove unused variable. 2020-07-05 08:58:13 +02:00
Christoph Oelckers
78f88e460e - G_DoThirdPerson replaced by the original 'view'. 2020-07-04 22:44:33 +02:00
Christoph Oelckers
7f96d182b7 - palette stuff, input functions corrected. 2020-07-03 16:17:37 +02:00
Christoph Oelckers
e92ca71fe5 - shareware screens 2020-06-30 00:15:48 +02:00
Christoph Oelckers
6be1a9a9e4 - copyright 2020-06-28 09:03:31 +02:00
Christoph Oelckers
4dee181405 - still needed 2020-06-22 00:00:57 +02:00