Add sliptide tilt toggle
Thanks Jon for the idea!
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25a8e3dd4d
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479af14832
4 changed files with 6 additions and 2 deletions
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@ -3639,7 +3639,7 @@ Quaketilt (player_t *player)
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delta = (INT32)(( moma + ANGLE_180 ) - player->mo->angle );
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if (P_IsObjectOnGround(player->mo))
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{
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if (sliptiding)
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if (sliptiding && cv_sliptidetilt.value)
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{
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tilt = ANGLE_45;
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lowb = 20*FRACUNIT;
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@ -196,6 +196,8 @@ consvar_t cv_renderstats = CVAR_INIT ("renderstats", "Off", 0, CV_OnOff, NULL);
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consvar_t cv_sloperoll = CVAR_INIT ("spritesloperoll", "On", CV_SAVE, CV_OnOff, NULL);
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consvar_t cv_sliptidetilt = CVAR_INIT ("sliptidetilt", "On", CV_SAVE, CV_OnOff, NULL);
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void SplitScreen_OnChange(void)
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{
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UINT8 i;
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@ -1836,6 +1838,7 @@ void R_RegisterEngineStuff(void)
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CV_RegisterVar(&cv_tilting);
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CV_RegisterVar(&cv_actionmovie);
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CV_RegisterVar(&cv_sloperoll);
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CV_RegisterVar(&cv_sliptidetilt);
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CV_RegisterVar(&cv_showhud);
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CV_RegisterVar(&cv_translucenthud);
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@ -159,6 +159,7 @@ extern consvar_t cv_tailspickup;
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extern consvar_t cv_debugfinishline;
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extern consvar_t cv_sloperoll;
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extern consvar_t cv_sliptidetilt;
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// debugging
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@ -62,7 +62,7 @@ static angle_t R_PlayerSpriteRotation(player_t *player, player_t *viewPlayer)
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angle_t rollAngle = 0;
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if (sliptideLift)
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if (sliptideLift && cv_sliptidetilt.value)
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{
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/* (from side) tilt downward if turning
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toward camera, upward if away. */
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