Move Z-targeting behavior to Center View

This commit is contained in:
fickleheart 2019-12-11 21:09:23 -06:00
parent f74d7163e6
commit f1b5a2b2d3
5 changed files with 36 additions and 37 deletions

View File

@ -1019,7 +1019,7 @@ static fixed_t forwardmove[2] = {25<<FRACBITS>>16, 50<<FRACBITS>>16};
static fixed_t sidemove[2] = {25<<FRACBITS>>16, 50<<FRACBITS>>16}; // faster!
static fixed_t angleturn[3] = {640, 1280, 320}; // + slow turn
boolean ticcmd_resetdown[2]; // don't cam reset every frame
boolean ticcmd_centerviewdown[2]; // For simple controls, lock the camera behind the player
void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
{
boolean forcestrafe = false;
@ -1039,6 +1039,7 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
static INT32 turnheld[2]; // for accelerative turning
static boolean keyboard_look[2]; // true if lookup/down using keyboard
static boolean resetdown[2]; // don't cam reset every frame
static boolean joyaiming[2]; // check the last frame's value if we need to reset the camera
UINT8 forplayer = ssplayer-1;
@ -1256,26 +1257,34 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
if (PLAYERINPUTDOWN(ssplayer, gc_use) || (usejoystick && axis > 0))
cmd->buttons |= BT_USE;
if (PLAYERINPUTDOWN(ssplayer, gc_centerview))
{
if (abilitydirection)
{
CV_SetValue((ssplayer == 1 ? &cv_directionchar : &cv_directionchar2), 0);
*myangle = player->mo->angle;
*myaiming = 0;
}
ticcmd_centerviewdown[forplayer] = true;
}
else
{
CV_SetValue((ssplayer == 1 ? &cv_directionchar : &cv_directionchar2), 1);
ticcmd_centerviewdown[forplayer] = false;
}
if (PLAYERINPUTDOWN(ssplayer, gc_camreset))
{
if (camera.chase && !ticcmd_resetdown[forplayer])
{
ticcmd_resetdown[forplayer] = true;
if (camera.chase && !resetdown[forplayer])
P_ResetCamera(&players[ssplayer == 1 ? displayplayer : secondarydisplayplayer], &camera);
if (abilitydirection)
CV_SetValue((ssplayer == 1 ? &cv_directionchar : &cv_directionchar2), 0);
}
else
ticcmd_resetdown[forplayer] = true;
resetdown[forplayer] = true;
}
else if (ticcmd_resetdown[forplayer])
{
ticcmd_resetdown[forplayer] = false;
else
resetdown[forplayer] = false;
if (abilitydirection)
CV_SetValue((ssplayer == 1 ? &cv_directionchar : &cv_directionchar2), 1);
}
// jump button
axis = PlayerJoyAxis(ssplayer, AXISJUMP);
@ -1320,7 +1329,7 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
*myaiming -= KB_LOOKSPEED * screen_invert;
keyboard_look[forplayer] = true;
}
else if (PLAYERINPUTDOWN(ssplayer, gc_centerview))
else if (ticcmd_centerviewdown[forplayer])
*myaiming = 0;
}
@ -1408,7 +1417,7 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
// Adjust camera angle by player input
if (abilitydirection && !forcestrafe && camera.chase && !turnheld[forplayer] &&
!(ticcmd_resetdown[forplayer] && !(cv_cam_lockedinput[forplayer].value || (player->pflags & PF_STARTDASH)))
!(ticcmd_centerviewdown[forplayer] && !(cv_cam_lockedinput[forplayer].value || (player->pflags & PF_STARTDASH)))
&& !player->climbing && player->powers[pw_carry] != CR_MINECART)
{
fixed_t camadjustfactor = cv_cam_turnfacinginput[forplayer].value; //@TODO cvar
@ -1418,17 +1427,17 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
fixed_t sine = FINESINE((R_PointToAngle2(0, 0, player->rmomx, player->rmomy) - localangle)>>ANGLETOFINESHIFT);
fixed_t factor = min(20, FixedMul(player->speed, abs(sine)) / FRACUNIT);
if (ticcmd_resetdown[forplayer] && (cv_cam_lockedinput[forplayer].value || (player->pflags & PF_STARTDASH)))
if (ticcmd_centerviewdown[forplayer] && (cv_cam_lockedinput[forplayer].value || (player->pflags & PF_STARTDASH)))
factor = (ssplayer == 1 ? cv_cam_rotspeed.value : cv_cam2_rotspeed.value) * (cv_cam_lockedinput[forplayer].value ?: 1); // Turn while in startdash and locking camera
*myangle -= cmd->sidemove * factor * camadjustfactor;
}
if (ticcmd_resetdown[forplayer] && (cv_cam_lockedinput[forplayer].value || (player->pflags & PF_STARTDASH)))
if (ticcmd_centerviewdown[forplayer] && (cv_cam_lockedinput[forplayer].value || (player->pflags & PF_STARTDASH)))
cmd->sidemove = 0;
}
if (abilitydirection && camera.chase && !ticcmd_resetdown[forplayer] && !player->climbing && !forcestrafe && (player->pflags & PF_DIRECTIONCHAR) && player->powers[pw_carry] != CR_MINECART)
if (abilitydirection && camera.chase && !ticcmd_centerviewdown[forplayer] && !player->climbing && !forcestrafe && (player->pflags & PF_DIRECTIONCHAR) && player->powers[pw_carry] != CR_MINECART)
{
///@TODO This block of code is a hack to get the desired abilitydirection and player angle behaviors while remaining netplay-compatible with EXEs without those features.
// This has side effects like making F12 spectate look kind of weird, and making the input viewer inaccurate.
@ -1451,7 +1460,7 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
// Adjust camera angle to face player direction, depending on circumstances
// Nothing happens if cam left/right are held, so you can hold both to lock the camera in one direction
if (abilitydirection && !forcestrafe && camera.chase && !turnheld[forplayer] && !ticcmd_resetdown[forplayer] && player->powers[pw_carry] != CR_MINECART)
if (abilitydirection && !forcestrafe && camera.chase && !turnheld[forplayer] && !ticcmd_centerviewdown[forplayer] && player->powers[pw_carry] != CR_MINECART)
{
fixed_t camadjustfactor;

View File

@ -89,7 +89,7 @@ extern consvar_t cv_abilitydirection[2], cv_cam_shiftfacing[2], cv_cam_turnfacin
// build an internal map name MAPxx from map number
const char *G_BuildMapName(INT32 map);
extern boolean ticcmd_resetdown[2]; // don't cam reset every frame
extern boolean ticcmd_centerviewdown[2]; // For simple controls, lock the camera behind the player
void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer);
// copy ticcmd_t to and fro the normal way

View File

@ -2194,10 +2194,10 @@ void HU_Drawer(void)
return;
// draw the crosshair, not when viewing demos nor with chasecam
if (!automapactive && cv_crosshair.value && !demoplayback && (!camera.chase || (cv_abilitydirection[0].value && ticcmd_resetdown[0])) && !players[displayplayer].spectator)
if (!automapactive && cv_crosshair.value && !demoplayback && (!camera.chase || (cv_abilitydirection[0].value && ticcmd_centerviewdown[0])) && !players[displayplayer].spectator)
HU_DrawCrosshair();
if (!automapactive && cv_crosshair2.value && !demoplayback && (!camera2.chase || (cv_abilitydirection[1].value && ticcmd_resetdown[1])) && !players[secondarydisplayplayer].spectator)
if (!automapactive && cv_crosshair2.value && !demoplayback && (!camera2.chase || (cv_abilitydirection[1].value && ticcmd_centerviewdown[1])) && !players[secondarydisplayplayer].spectator)
HU_DrawCrosshair2();
// draw desynch text

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@ -4256,7 +4256,7 @@ const char *PlaystyleDesc[4] = {
"and acts in the direction\n"
"they're moving.\n"
"\n"
"Hold \x82Reset Camera\x80 to lock the\n"
"Hold \x82Center View\x80 to lock the\n"
"camera behind the player!\n"
,

View File

@ -9652,17 +9652,7 @@ void P_ResetCamera(player_t *player, camera_t *thiscam)
thiscam->y = y;
thiscam->z = z;
if (thiscam == &camera && cv_abilitydirection[0].value && ticcmd_resetdown[0])
{
localangle = player->mo->angle;
localaiming = thiscam->aiming = 0;
}
else if (thiscam == &camera2 && cv_abilitydirection[1].value && ticcmd_resetdown[1])
{
localangle2 = player->mo->angle;
localaiming2 = thiscam->aiming = 0;
}
else if (!(thiscam == &camera && (cv_cam_still.value || cv_analog.value))
if (!(thiscam == &camera && (cv_cam_still.value || cv_analog.value))
&& !(thiscam == &camera2 && (cv_cam2_still.value || cv_analog2.value)))
{
thiscam->angle = player->mo->angle;
@ -9905,7 +9895,7 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
if (player->powers[pw_carry] == CR_ROLLOUT)
shift = -shift;
if (ticcmd_resetdown[(thiscam == &camera) ? 0 : 1])
if (ticcmd_centerviewdown[(thiscam == &camera) ? 0 : 1])
shift = FixedMul(camsideshift[forplayer], FRACUNIT-camspeed);
else
shift += FixedMul(camsideshift[forplayer] - shift, FRACUNIT-(camspeed>>3));