Fix diagonal input acceleration and glide directioning in analog mode

This commit is contained in:
lachwright 2019-12-05 15:59:16 +08:00
parent e6f1b82cc4
commit cffc6a0e46

View file

@ -6111,7 +6111,7 @@ static void P_3dMovement(player_t *player)
// (Why was it so complicated before? ~Red) // (Why was it so complicated before? ~Red)
controldirection = R_PointToAngle2(0, 0, cmd->forwardmove*FRACUNIT, -cmd->sidemove*FRACUNIT)+movepushangle; controldirection = R_PointToAngle2(0, 0, cmd->forwardmove*FRACUNIT, -cmd->sidemove*FRACUNIT)+movepushangle;
movepushforward = max(abs(cmd->sidemove), abs(cmd->forwardmove)) * (thrustfactor * acceleration); movepushforward = FixedHypot(cmd->sidemove, cmd->forwardmove) * (thrustfactor * acceleration);
// Allow a bit of movement while spinning // Allow a bit of movement while spinning
if ((player->pflags & (PF_SPINNING|PF_THOKKED)) == PF_SPINNING) if ((player->pflags & (PF_SPINNING|PF_THOKKED)) == PF_SPINNING)
@ -8247,7 +8247,7 @@ static void P_MovePlayer(player_t *player)
if (player->pflags & PF_GLIDING) if (player->pflags & PF_GLIDING)
{ {
mobj_t *mo = player->mo; // seriously why isn't this at the top of the function hngngngng mobj_t *mo = player->mo; // seriously why isn't this at the top of the function hngngngng
fixed_t leeway; fixed_t leeway = !P_AnalogMove(player) ? FixedAngle(cmd->sidemove*(FRACUNIT)) : 0;
fixed_t glidespeed = player->actionspd; fixed_t glidespeed = player->actionspd;
fixed_t momx = mo->momx - player->cmomx, momy = mo->momy - player->cmomy; fixed_t momx = mo->momx - player->cmomx, momy = mo->momy - player->cmomy;
angle_t angle, moveangle = R_PointToAngle2(0, 0, momx, momy); angle_t angle, moveangle = R_PointToAngle2(0, 0, momx, momy);
@ -8267,7 +8267,6 @@ static void P_MovePlayer(player_t *player)
} }
// Strafing while gliding. // Strafing while gliding.
leeway = FixedAngle(cmd->sidemove*(FRACUNIT));
angle = mo->angle - leeway; angle = mo->angle - leeway;
if (!player->skidtime) // TODO: make sure this works in 2D! if (!player->skidtime) // TODO: make sure this works in 2D!