mirror of
https://github.com/ZDoom/Raze.git
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343 lines
12 KiB
C++
343 lines
12 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2019 Christoph Oelckers
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Copyright (C) 2020 Mitchell Richters
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This is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "gamecontrol.h"
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#include "gameinput.h"
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#include "gamestruct.h"
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#include "serializer.h"
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#include "gamefuncs.h"
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//---------------------------------------------------------------------------
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//
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// Static constants used throughout functions.
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//
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//---------------------------------------------------------------------------
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enum
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{
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BUILDTICRATE = 120,
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TURBOTURNBASE = 590,
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};
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static constexpr double YAW_TURNSPEEDS[3] = { 41.1987304, 156.555175, 272.24121 };
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static constexpr double YAW_PREAMBLESCALE = YAW_TURNSPEEDS[0] / YAW_TURNSPEEDS[1];
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static constexpr DAngle YAW_LOOKINGSPEED = DAngle::fromDeg(801.5625);
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static constexpr DAngle YAW_ROTATESPEED = DAngle::fromDeg(63.28125);
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static constexpr DAngle YAW_LOOKRETURN = DAngle::fromDeg(7.5);
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static constexpr DAngle YAW_SPINSTAND = DAngle::fromDeg(675.);
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static constexpr DAngle YAW_SPINCROUCH = YAW_SPINSTAND * 0.5;
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static constexpr DAngle PITCH_LOOKSPEED = DAngle::fromDeg(222.83185);
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static constexpr DAngle PITCH_AIMSPEED = PITCH_LOOKSPEED * 0.5;
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static constexpr DAngle PITCH_CENTERSPEED = DAngle::fromDeg(10.7375);
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static constexpr DAngle PITCH_CNTRSINEOFFSET = DAngle90 / 8.;
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static constexpr DAngle PITCH_HORIZOFFSPEED = DAngle::fromDeg(4.375);
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static constexpr DAngle PITCH_HORIZOFFCLIMB = DAngle::fromDeg(-38.);
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static constexpr DAngle PITCH_HORIZOFFPUSH = DAngle::fromDeg(0.4476);
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//---------------------------------------------------------------------------
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//
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// Input scale helper functions.
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//
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//---------------------------------------------------------------------------
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template<class T>
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inline static T getTicrateScale(const T value)
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{
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return T(value / GameTicRate);
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}
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inline static double getCorrectedScale(const double scaleAdjust)
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{
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// When using the output of I_GetInputFrac() to scale input adjustments at framerate, deviations of over 100 ms can occur.
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// Below formula corrects the deviation, with 0.2125 being an average between an ideal value of 0.20 for 40Hz and 0.22 for 30Hz.
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// We use the average value here as the difference is under 5 ms and is not worth complicating the algorithm for such precision.
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return scaleAdjust < 1. ? scaleAdjust * (1. + 0.21 * (1. - scaleAdjust)) : scaleAdjust;
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}
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inline static DAngle getscaledangle(const DAngle value, const DAngle object, const DAngle push, const double scaleAdjust = 1)
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{
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return ((object.Normalized180() * getTicrateScale(value)) + push) * getCorrectedScale(scaleAdjust);
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}
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inline static void scaletozero(DAngle& object, const DAngle value, const double scaleAdjust = 1, const DAngle push = DAngle::fromDeg(32. / 465.))
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{
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if (auto sgn = object.Sgn())
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{
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object -= getscaledangle(value, object, push * sgn, scaleAdjust);
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if (sgn != object.Sgn()) object = nullAngle;
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}
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}
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//---------------------------------------------------------------------------
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//
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// Functions for determining whether its turbo turn time (turn key held for a number of tics).
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//
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//---------------------------------------------------------------------------
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static double turnheldtime;
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void updateTurnHeldAmt(double const scaleAdjust)
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{
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turnheldtime += getTicrateScale(BUILDTICRATE) * scaleAdjust;
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}
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bool isTurboTurnTime()
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{
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return turnheldtime >= getTicrateScale(TURBOTURNBASE);
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}
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void resetTurnHeldAmt()
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{
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turnheldtime = 0;
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}
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//---------------------------------------------------------------------------
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//
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// Player's movement function, called from game's ticker or from gi->GetInput() as required.
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//
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//---------------------------------------------------------------------------
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void processMovement(InputPacket* const currInput, InputPacket* const inputBuffer, ControlInfo* const hidInput, double const scaleAdjust, int const drink_amt, bool const allowstrafe, double const turnscale)
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{
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// set up variables.
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int const keymove = 1 << int(!!(inputBuffer->actions & SB_RUN));
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float const hidspeed = float(getTicrateScale(YAW_TURNSPEEDS[2]) * turnscale);
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float const scaleAdjustf = float(scaleAdjust);
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// determine player input.
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auto const turning = buttonMap.ButtonDown(gamefunc_Turn_Right) - buttonMap.ButtonDown(gamefunc_Turn_Left);
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auto const moving = buttonMap.ButtonDown(gamefunc_Move_Forward) - buttonMap.ButtonDown(gamefunc_Move_Backward) + hidInput->dz * scaleAdjustf;
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auto const strafing = buttonMap.ButtonDown(gamefunc_Strafe_Right) - buttonMap.ButtonDown(gamefunc_Strafe_Left) - hidInput->dx * scaleAdjustf;
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// process player angle input.
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if (!(buttonMap.ButtonDown(gamefunc_Strafe) && allowstrafe))
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{
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float const turndir = clamp(turning + strafing * !allowstrafe, -1.f, 1.f);
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float const turnspeed = float(getTicrateScale(YAW_TURNSPEEDS[keymove]) * turnscale * (isTurboTurnTime() ? 1. : YAW_PREAMBLESCALE));
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currInput->avel += hidInput->mouseturnx + (hidInput->dyaw * hidspeed + turndir * turnspeed) * scaleAdjustf;
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if (turndir) updateTurnHeldAmt(scaleAdjust); else resetTurnHeldAmt();
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}
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else
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{
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currInput->svel += hidInput->mousemovex + (hidInput->dyaw + turning) * keymove * scaleAdjustf;
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}
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// process player pitch input.
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if (!(inputBuffer->actions & SB_AIMMODE))
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currInput->horz += hidInput->mouseturny - hidInput->dpitch * hidspeed * scaleAdjustf;
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else
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currInput->fvel -= hidInput->mousemovey + hidInput->dpitch * keymove * scaleAdjustf;
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// process movement input.
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currInput->fvel += moving * keymove;
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currInput->svel += strafing * keymove * allowstrafe;
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// process RR's drunk state.
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if (isRR() && drink_amt >= 66 && drink_amt <= 87)
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currInput->svel += drink_amt & 1 ? -currInput->fvel : currInput->fvel;
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// add collected input to game's local input accumulation packet.
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inputBuffer->fvel = clamp(inputBuffer->fvel + currInput->fvel, -(float)keymove, (float)keymove);
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inputBuffer->svel = clamp(inputBuffer->svel + currInput->svel, -(float)keymove, (float)keymove);
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inputBuffer->avel = clamp(inputBuffer->avel + currInput->avel, -179.f, 179.f);
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inputBuffer->horz = clamp(inputBuffer->horz + currInput->horz, -179.f, 179.f);
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}
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//---------------------------------------------------------------------------
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//
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// Player's horizon function, called from game's ticker or from gi->GetInput() as required.
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//
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//---------------------------------------------------------------------------
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void PlayerAngles::applyPitch(float const horz, ESyncBits* actions, double const scaleAdjust)
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{
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// Process mouse input.
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if (horz)
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{
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pActor->spr.Angles.Pitch += DAngle::fromDeg(horz);
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*actions &= ~SB_CENTERVIEW;
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}
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// Process keyboard input.
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if (auto aiming = !!(*actions & SB_AIM_DOWN) - !!(*actions & SB_AIM_UP))
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{
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pActor->spr.Angles.Pitch += getTicrateScale(PITCH_AIMSPEED) * scaleAdjust * aiming;
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*actions &= ~SB_CENTERVIEW;
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}
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if (auto looking = !!(*actions & SB_LOOK_DOWN) - !!(*actions & SB_LOOK_UP))
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{
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pActor->spr.Angles.Pitch += getTicrateScale(PITCH_LOOKSPEED) * scaleAdjust * looking;
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*actions |= SB_CENTERVIEW;
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}
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// Do return to centre.
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if ((*actions & SB_CENTERVIEW) && !(*actions & (SB_LOOK_UP|SB_LOOK_DOWN)))
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{
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const auto pitch = abs(pActor->spr.Angles.Pitch);
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const auto scale = pitch > PITCH_CNTRSINEOFFSET ? (pitch - PITCH_CNTRSINEOFFSET).Cos() : 1.;
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scaletozero(pActor->spr.Angles.Pitch, PITCH_CENTERSPEED * scale, scaleAdjust);
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if (!pActor->spr.Angles.Pitch.Sgn()) *actions &= ~SB_CENTERVIEW;
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}
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// clamp before we finish, even if it's clamped in the drawer.
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pActor->spr.Angles.Pitch = ClampViewPitch(pActor->spr.Angles.Pitch);
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}
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//---------------------------------------------------------------------------
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//
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// Player's angle function, called from game's ticker or from gi->GetInput() as required.
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//
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//---------------------------------------------------------------------------
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void PlayerAngles::applyYaw(float const avel, ESyncBits* actions, double const scaleAdjust)
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{
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// add player's input
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pActor->spr.Angles.Yaw += DAngle::fromDeg(avel);
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if (*actions & SB_TURNAROUND)
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{
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if (YawSpin == nullAngle)
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{
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// currently not spinning, so start a spin
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YawSpin = -DAngle180;
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}
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*actions &= ~SB_TURNAROUND;
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}
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if (YawSpin < nullAngle)
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{
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// return spin to 0
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DAngle add = getTicrateScale(!(*actions & SB_CROUCH) ? YAW_SPINSTAND : YAW_SPINCROUCH) * scaleAdjust;
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YawSpin += add;
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if (YawSpin > nullAngle)
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{
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// Don't overshoot our target. With variable factor this is possible.
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add -= YawSpin;
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YawSpin = nullAngle;
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}
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pActor->spr.Angles.Yaw += add;
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}
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}
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//---------------------------------------------------------------------------
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//
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// Player's slope tilt when playing without a mouse and on a slope.
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//
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//---------------------------------------------------------------------------
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void PlayerAngles::doViewPitch(const DVector2& pos, DAngle const ang, bool const aimmode, bool const canslopetilt, sectortype* const cursectnum, bool const climbing)
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{
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if (cl_slopetilting && cursectnum != nullptr)
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{
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if (aimmode && canslopetilt) // If the floor is sloped
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{
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// Get a point, 512 (64 for Blood) units ahead of player's position
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auto rotpt = pos + ang.ToVector() * (isBlood() ? 4 : 32);
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auto tempsect = cursectnum;
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updatesector(rotpt, &tempsect);
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if (tempsect != nullptr) // If the new point is inside a valid sector...
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{
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// Get the floorz as if the new (x,y) point was still in
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// your sector, unless it's Blood.
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double const j = getflorzofslopeptr(cursectnum, pos);
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double const k = getflorzofslopeptr(!isBlood() ? cursectnum : tempsect, rotpt);
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// If extended point is in same sector as you or the slopes
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// of the sector of the extended point and your sector match
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// closely (to avoid accidently looking straight out when
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// you're at the edge of a sector line) then adjust horizon
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// accordingly
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if (cursectnum == tempsect || (!isBlood() && abs(getflorzofslopeptr(tempsect, rotpt) - k) <= 4))
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{
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ViewAngles.Pitch -= maphoriz((j - k) * (!isBlood() ? 0.625 : 5.5));
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}
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}
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}
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if (climbing)
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{
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// tilt when climbing but you can't even really tell it.
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if (ViewAngles.Pitch > PITCH_HORIZOFFCLIMB) ViewAngles.Pitch += getscaledangle(PITCH_HORIZOFFSPEED, deltaangle(ViewAngles.Pitch, PITCH_HORIZOFFCLIMB), PITCH_HORIZOFFPUSH);
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}
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else
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{
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// Make horizoff grow towards 0 since horizoff is not modified when you're not on a slope.
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scaletozero(ViewAngles.Pitch, PITCH_HORIZOFFSPEED, 1, PITCH_HORIZOFFPUSH);
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}
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// Clamp off against the maximum allowed pitch.
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ViewAngles.Pitch = ClampViewPitch(ViewAngles.Pitch);
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}
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}
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//---------------------------------------------------------------------------
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//
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// Player's look left/right key angle handler.
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//
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//---------------------------------------------------------------------------
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void PlayerAngles::doViewYaw(const ESyncBits actions)
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{
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// Process angle return to zeros.
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scaletozero(ViewAngles.Yaw, YAW_LOOKRETURN);
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scaletozero(ViewAngles.Roll, YAW_LOOKRETURN);
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// Process keyboard input.
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if (auto looking = !!(actions & SB_LOOK_RIGHT) - !!(actions & SB_LOOK_LEFT))
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{
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ViewAngles.Yaw += getTicrateScale(YAW_LOOKINGSPEED) * looking;
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ViewAngles.Roll += getTicrateScale(YAW_ROTATESPEED) * looking;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngles& w, PlayerAngles* def)
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{
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if (arc.BeginObject(keyname))
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{
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arc("viewangles", w.ViewAngles)
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("spin", w.YawSpin)
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("actor", w.pActor)
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.EndObject();
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if (arc.isReading())
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{
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w.backupViewAngles();
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}
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}
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return arc;
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}
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