Make locked input turn act the same as normal turning

This commit is contained in:
fickleheart 2019-12-11 21:34:32 -06:00
parent a0ecb4b71d
commit 34706515ca
1 changed files with 17 additions and 5 deletions

View File

@ -421,7 +421,7 @@ consvar_t cv_cam_turnfacinginput[2] = {
{"cam2_turnfacinginput", "0.4375", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL},
};
static CV_PossibleValue_t lockedinput_cons_t[] = {{0, "Strafe"}, {1, "Turn Slow"}, {2, "Turn"}, {0, NULL}};
static CV_PossibleValue_t lockedinput_cons_t[] = {{0, "Strafe"}, {1, "Turn"}, {0, NULL}};
consvar_t cv_cam_lockedinput[2] = {
{"cam_lockedinput", "Strafe", CV_SAVE, lockedinput_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL},
@ -1028,6 +1028,7 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
const INT32 speed = 1;
// these ones used for multiple conditions
boolean turnleft, turnright, strafelkey, straferkey, movefkey, movebkey, mouseaiming, analogjoystickmove, gamepadjoystickmove, thisjoyaiming;
boolean strafeisturn; // Simple controls only
player_t *player = &players[ssplayer == 2 ? secondarydisplayplayer : consoleplayer];
camera_t *thiscam = ((ssplayer == 1 || player->bot == 2) ? &camera : &camera2);
angle_t *myangle = (ssplayer == 1 ? &localangle : &localangle2);
@ -1073,6 +1074,10 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
}
abilitydirection = cv_abilitydirection[forplayer].value;
strafeisturn = abilitydirection && ticcmd_centerviewdown[forplayer] &&
(cv_cam_lockedinput[forplayer].value || (player->pflags & PF_STARTDASH)) &&
!player->climbing && player->powers[pw_carry] != CR_MINECART;
// why build a ticcmd if we're paused?
// Or, for that matter, if we're being reborn.
// ...OR if we're blindfolded. No looking into the floor.
@ -1092,6 +1097,13 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
movefkey = PLAYERINPUTDOWN(ssplayer, gc_forward);
movebkey = PLAYERINPUTDOWN(ssplayer, gc_backward);
if (strafeisturn)
{
turnright |= straferkey;
turnleft |= strafelkey;
straferkey = strafelkey = false;
}
mouseaiming = (PLAYERINPUTDOWN(ssplayer, gc_mouseaiming)) ^
((chasecam && !player->spectator) ? chasefreelook : alwaysfreelook);
analogjoystickmove = usejoystick && !Joystick.bGamepadStyle;
@ -1105,6 +1117,8 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
joyaiming[forplayer] = thisjoyaiming;
axis = PlayerJoyAxis(ssplayer, AXISTURN);
if (strafeisturn)
axis += PlayerJoyAxis(ssplayer, AXISSTRAFE);
if (gamepadjoystickmove && axis != 0)
{
turnright = turnright || (axis > 0);
@ -1178,7 +1192,7 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
cmd->angleturn = (cmd->angleturn * (ssplayer == 1 ? cv_cam_rotspeed.value : cv_cam2_rotspeed.value)) / 10;
}
axis = PlayerJoyAxis(ssplayer, AXISSTRAFE);
axis = strafeisturn ? 0 : PlayerJoyAxis(ssplayer, AXISSTRAFE);
if (gamepadjoystickmove && axis != 0)
{
if (axis < 0)
@ -1417,9 +1431,7 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
cmd->angleturn = (INT16)(*myangle >> 16);
// Adjust camera angle by player input
if (abilitydirection && !forcestrafe && camera.chase && !turnheld[forplayer] &&
!(ticcmd_centerviewdown[forplayer] && !(cv_cam_lockedinput[forplayer].value || (player->pflags & PF_STARTDASH)))
&& !player->climbing && player->powers[pw_carry] != CR_MINECART)
if (abilitydirection && !forcestrafe && camera.chase && !turnheld[forplayer] && !player->climbing && player->powers[pw_carry] != CR_MINECART)
{
fixed_t camadjustfactor = cv_cam_turnfacinginput[forplayer].value; //@TODO cvar