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Tweak camera tilting
- Grow divisor with delta. Reduce divisor base from 32 to 17. This makes small changes in tilt snappier, while larger ones ease in. - Added tilting during quakes is subtler.
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parent
1eca138b21
commit
c74e02d9dc
1 changed files with 14 additions and 3 deletions
17
src/p_user.c
17
src/p_user.c
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@ -4251,7 +4251,7 @@ Quaketilt (player_t *player)
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INT32 delta = (INT32)( player->mo->angle - moma );
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fixed_t speed;
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boolean sliptiding =
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boolean sliptiding = K_Sliptiding(player);
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(
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player->kartstuff[k_aizdriftstrat] != 0 &&
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player->kartstuff[k_drift] == 0
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@ -4293,12 +4293,18 @@ Quaketilt (player_t *player)
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return moma;
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}
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static inline int intsign(int n) {
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return n < 0 ? -1 : n > 0 ? 1 : 0;
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}
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static void
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DoABarrelRoll (player_t *player)
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{
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angle_t slope;
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angle_t delta;
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fixed_t smoothing;
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if (player->exiting)
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{
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return;
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@ -4325,7 +4331,9 @@ DoABarrelRoll (player_t *player)
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slope -= Quaketilt(player);
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delta = (INT32)( slope - player->tilt )/ 32;
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delta = slope - player->tilt;
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smoothing = FixedDiv(abs((INT32)delta), ANG15);
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delta = FixedDiv(delta, 17 * (FRACUNIT + smoothing));
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if (delta)
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player->tilt += delta;
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@ -4338,7 +4346,10 @@ DoABarrelRoll (player_t *player)
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if (cv_actionmovie.value)
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{
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player->viewrollangle += quake.roll;
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int xs = intsign(quake.x),
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ys = intsign(quake.y),
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zs = intsign(quake.z);
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player->viewrollangle += (xs ^ ys ^ zs) * ANG1;
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}
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}
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else
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