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Apply quake rolling to opengl too, cv_actionmovie depends on cv_tilting
(cherry picked from commit b69162e92d972b58c59b73a19eed2ea234e464f3)
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737ea51ace
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3 changed files with 19 additions and 14 deletions
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@ -485,6 +485,7 @@ typedef struct player_s
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fixed_t bob;
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fixed_t bob;
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angle_t viewrollangle;
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angle_t viewrollangle;
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angle_t tilt;
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angle_t angleturn;
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angle_t angleturn;
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29
src/p_user.c
29
src/p_user.c
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@ -4247,12 +4247,26 @@ DoABarrelRoll (player_t *player)
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slope -= Quaketilt(player);
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slope -= Quaketilt(player);
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delta = (INT32)( slope - player->viewrollangle )/ 32;
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delta = (INT32)( slope - player->tilt )/ 32;
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if (delta)
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if (delta)
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player->viewrollangle += delta;
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player->tilt += delta;
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else
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else
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player->viewrollangle = slope;
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player->tilt = slope;
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if (cv_tilting.value)
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{
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player->viewrollangle = player->tilt;
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if (cv_actionmovie.value)
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{
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player->viewrollangle += quake.roll;
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}
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}
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else
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{
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player->viewrollangle = 0;
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}
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}
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}
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//
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//
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@ -4624,14 +4638,7 @@ void P_PlayerThink(player_t *player)
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K_KartPlayerThink(player, cmd); // SRB2kart
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K_KartPlayerThink(player, cmd); // SRB2kart
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if (cv_tilting.value)
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DoABarrelRoll(player);
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{
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DoABarrelRoll(player);
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}
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else
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{
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player->viewrollangle = 0;
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}
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LUAh_PlayerThink(player);
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LUAh_PlayerThink(player);
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}
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}
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@ -645,9 +645,6 @@ void R_CheckViewMorph(int s)
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v->zoomneeded = FRACUNIT;
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v->zoomneeded = FRACUNIT;
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}
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}
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if (cv_actionmovie.value)
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rollangle += quake.roll;
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rollangle >>= ANGLETOFINESHIFT;
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rollangle >>= ANGLETOFINESHIFT;
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rollangle = ((rollangle+2) & ~3) & FINEMASK; // Limit the distinct number of angles to reduce recalcs from angles changing a lot.
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rollangle = ((rollangle+2) & ~3) & FINEMASK; // Limit the distinct number of angles to reduce recalcs from angles changing a lot.
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