Give spindash turn a separate slider

This commit is contained in:
fickleheart 2019-12-10 08:07:41 -06:00
parent e1d4e2edcb
commit 194e77a6f0
4 changed files with 27 additions and 12 deletions

View File

@ -834,6 +834,8 @@ void D_RegisterClientCommands(void)
CV_RegisterVar(&cv_cam_turnfacing[1]);
CV_RegisterVar(&cv_cam_turnfacingability[0]);
CV_RegisterVar(&cv_cam_turnfacingability[1]);
CV_RegisterVar(&cv_cam_turnfacingspindash[0]);
CV_RegisterVar(&cv_cam_turnfacingspindash[1]);
CV_RegisterVar(&cv_cam_turnfacinginput[0]);
CV_RegisterVar(&cv_cam_turnfacinginput[1]);

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@ -412,6 +412,10 @@ consvar_t cv_cam_turnfacingability[2] = {
{"cam_turnfacingability", "0.25", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL},
{"cam2_turnfacingability", "0.25", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL},
};
consvar_t cv_cam_turnfacingspindash[2] = {
{"cam_turnfacingspindash", "0.25", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL},
{"cam2_turnfacingspindash", "0.25", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL},
};
consvar_t cv_cam_turnfacinginput[2] = {
{"cam_turnfacinginput", "0.375", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL},
{"cam2_turnfacinginput", "0.375", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL},
@ -1425,8 +1429,10 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
{
fixed_t camadjustfactor;
if (player->climbing || player->pflags & (PF_GLIDING|PF_STARTDASH))
if (player->climbing || player->pflags & PF_GLIDING)
camadjustfactor = cv_cam_turnfacingability[forplayer].value/2;
else if (player->pflags & PF_STARTDASH)
camadjustfactor = cv_cam_turnfacingspindash[forplayer].value/2;
else
camadjustfactor = cv_cam_turnfacing[forplayer].value/8;

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@ -77,7 +77,8 @@ extern consvar_t cv_sideaxis2,cv_turnaxis2,cv_moveaxis2,cv_lookaxis2,cv_jumpaxis
extern consvar_t cv_ghost_bestscore, cv_ghost_besttime, cv_ghost_bestrings, cv_ghost_last, cv_ghost_guest;
// hi here's some new controls
extern consvar_t cv_abilitydirection[2], cv_cam_shiftfacing[2], cv_cam_turnfacing[2], cv_cam_turnfacingability[2], cv_cam_turnfacinginput[2];
extern consvar_t cv_abilitydirection[2], cv_cam_shiftfacing[2], cv_cam_turnfacing[2],
cv_cam_turnfacingability[2], cv_cam_turnfacingspindash[2], cv_cam_turnfacinginput[2];
// mouseaiming (looking up/down with the mouse or keyboard)
#define KB_LOOKSPEED (1<<25)

View File

@ -1191,9 +1191,10 @@ static menuitem_t OP_CameraOptionsMenu[] =
{IT_STRING | IT_CVAR | IT_CV_FLOATSLIDER, NULL, "Camera Speed", &cv_cam_speed, 80},
{IT_STRING | IT_CVAR | IT_CV_SLIDER, NULL, "Rotation Speed", &cv_cam_rotspeed, 90},
{IT_STRING | IT_CVAR | IT_CV_SLIDER, NULL, "Shift to character angle", &cv_cam_shiftfacing[0], 110},
{IT_STRING | IT_CVAR | IT_CV_SLIDER, NULL, "Turn to character angle", &cv_cam_turnfacing[0], 120},
{IT_STRING | IT_CVAR | IT_CV_SLIDER, NULL, "Turn to ability", &cv_cam_turnfacingability[0], 130},
{IT_STRING | IT_CVAR | IT_CV_SLIDER, NULL, "Shift to player angle", &cv_cam_shiftfacing[0], 100},
{IT_STRING | IT_CVAR | IT_CV_SLIDER, NULL, "Turn to player angle", &cv_cam_turnfacing[0], 110},
{IT_STRING | IT_CVAR | IT_CV_SLIDER, NULL, "Turn to ability", &cv_cam_turnfacingability[0], 120},
{IT_STRING | IT_CVAR | IT_CV_SLIDER, NULL, "Turn to spindash", &cv_cam_turnfacingspindash[0], 130},
{IT_STRING | IT_CVAR | IT_CV_SLIDER, NULL, "Turn to input", &cv_cam_turnfacinginput[0], 140},
{IT_STRING | IT_CVAR, NULL, "Crosshair", &cv_crosshair, 160},
@ -1211,9 +1212,10 @@ static menuitem_t OP_Camera2OptionsMenu[] =
{IT_STRING | IT_CVAR | IT_CV_FLOATSLIDER, NULL, "Camera Speed", &cv_cam2_speed, 80},
{IT_STRING | IT_CVAR | IT_CV_SLIDER, NULL, "Rotation Speed", &cv_cam2_rotspeed, 90},
{IT_STRING | IT_CVAR | IT_CV_SLIDER, NULL, "Shift to character angle", &cv_cam_shiftfacing[1], 110},
{IT_STRING | IT_CVAR | IT_CV_SLIDER, NULL, "Turn to character angle", &cv_cam_turnfacing[1], 120},
{IT_STRING | IT_CVAR | IT_CV_SLIDER, NULL, "Turn to ability", &cv_cam_turnfacingability[1], 130},
{IT_STRING | IT_CVAR | IT_CV_SLIDER, NULL, "Shift to character angle", &cv_cam_shiftfacing[1], 100},
{IT_STRING | IT_CVAR | IT_CV_SLIDER, NULL, "Turn to character angle", &cv_cam_turnfacing[1], 110},
{IT_STRING | IT_CVAR | IT_CV_SLIDER, NULL, "Turn to ability", &cv_cam_turnfacingability[1], 120},
{IT_STRING | IT_CVAR | IT_CV_SLIDER, NULL, "Turn to spindash", &cv_cam_turnfacingspindash[1], 130},
{IT_STRING | IT_CVAR | IT_CV_SLIDER, NULL, "Turn to input", &cv_cam_turnfacinginput[1], 140},
{IT_STRING | IT_CVAR, NULL, "Crosshair", &cv_crosshair2, 160},
@ -4266,7 +4268,8 @@ static void M_DrawControlsDefMenu(void)
OP_CameraOptionsMenu[9].status = IT_STRING|IT_CVAR|IT_CV_SLIDER;
OP_CameraOptionsMenu[10].status = IT_STRING|IT_CVAR|IT_CV_SLIDER;
OP_CameraOptionsMenu[11].status = IT_STRING|IT_CVAR|IT_CV_SLIDER;
OP_CameraOptionsMenu[12].alphaKey = 160;
OP_CameraOptionsMenu[12].status = IT_STRING|IT_CVAR|IT_CV_SLIDER;
OP_CameraOptionsMenu[13].alphaKey = 160;
}
else
{
@ -4274,7 +4277,8 @@ static void M_DrawControlsDefMenu(void)
OP_CameraOptionsMenu[9].status = IT_DISABLED;
OP_CameraOptionsMenu[10].status = IT_DISABLED;
OP_CameraOptionsMenu[11].status = IT_DISABLED;
OP_CameraOptionsMenu[12].alphaKey = 110;
OP_CameraOptionsMenu[12].status = IT_DISABLED;
OP_CameraOptionsMenu[13].alphaKey = 110;
}
}
else
@ -4287,7 +4291,8 @@ static void M_DrawControlsDefMenu(void)
OP_Camera2OptionsMenu[9].status = IT_STRING|IT_CVAR|IT_CV_SLIDER;
OP_Camera2OptionsMenu[10].status = IT_STRING|IT_CVAR|IT_CV_SLIDER;
OP_Camera2OptionsMenu[11].status = IT_STRING|IT_CVAR|IT_CV_SLIDER;
OP_Camera2OptionsMenu[12].alphaKey = 160;
OP_Camera2OptionsMenu[12].status = IT_STRING|IT_CVAR|IT_CV_SLIDER;
OP_Camera2OptionsMenu[13].alphaKey = 160;
}
else
{
@ -4295,7 +4300,8 @@ static void M_DrawControlsDefMenu(void)
OP_Camera2OptionsMenu[9].status = IT_DISABLED;
OP_Camera2OptionsMenu[10].status = IT_DISABLED;
OP_Camera2OptionsMenu[11].status = IT_DISABLED;
OP_Camera2OptionsMenu[12].alphaKey = 110;
OP_Camera2OptionsMenu[12].status = IT_DISABLED;
OP_Camera2OptionsMenu[13].alphaKey = 110;
}
}