forked from Ports/perfect_dark
cleanup: move repetitive zoom fov logic to single multiplier value
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349b502149
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2a5160c519
6 files changed
+11
-34
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@@ -72,6 +72,7 @@ static void gameLoadConfig(void)
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g_PlayerMouseAimSpeedX = configGetFloatClamped("Game.MouseAimSpeedX", g_PlayerMouseAimSpeedX, 0.f, 10.f);
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g_PlayerMouseAimSpeedY = configGetFloatClamped("Game.MouseAimSpeedY", g_PlayerMouseAimSpeedY, 0.f, 10.f);
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g_PlayerFovAffectsZoom = configGetIntClamped("Game.FovAffectsZoom", g_PlayerFovAffectsZoom, 0, 1);
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g_PlayerFovZoomMultiplier = g_PlayerFovAffectsZoom ? g_PlayerDefaultFovY / 60.0f : 1.0f;
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}
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int main(int argc, const char **argv)
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+3
-10
@@ -244,16 +244,9 @@ void bgunReset(void)
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g_Vars.currentplayer->gunzoomfovs[1] = 60;
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g_Vars.currentplayer->gunzoomfovs[2] = 30;
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#else
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if (g_PlayerFovAffectsZoom) {
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g_Vars.currentplayer->gunzoomfovs[0] = 15 * (g_PlayerDefaultFovY / 60.0f);
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g_Vars.currentplayer->gunzoomfovs[1] = 60 * (g_PlayerDefaultFovY / 60.0f);
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g_Vars.currentplayer->gunzoomfovs[2] = 30 * (g_PlayerDefaultFovY / 60.0f);
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}
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else {
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g_Vars.currentplayer->gunzoomfovs[0] = 15;
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g_Vars.currentplayer->gunzoomfovs[1] = 60;
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g_Vars.currentplayer->gunzoomfovs[2] = 30;
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}
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g_Vars.currentplayer->gunzoomfovs[0] = 15 * g_PlayerFovZoomMultiplier;
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g_Vars.currentplayer->gunzoomfovs[1] = 60 * g_PlayerFovZoomMultiplier;
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g_Vars.currentplayer->gunzoomfovs[2] = 30 * g_PlayerFovZoomMultiplier;
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#endif
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if (stageGetIndex(g_Vars.stagenum) == STAGEINDEX_AIRBASE) {
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+2
-9
@@ -1710,15 +1710,8 @@ void bmoveProcessInput(bool allowc1x, bool allowc1y, bool allowc1buttons, bool i
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eraserfov = 2;
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}
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#else
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if (g_PlayerFovAffectsZoom) {
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if (eraserfov < 2 * (g_PlayerDefaultFovY / 60.0f)) {
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eraserfov = 2 * (g_PlayerDefaultFovY / 60.0f);
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}
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}
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else {
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if (eraserfov < 2) {
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eraserfov = 2;
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}
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if (eraserfov < 2 * g_PlayerFovZoomMultiplier) {
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eraserfov = 2 * g_PlayerFovZoomMultiplier;
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}
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#endif
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+3
-15
@@ -212,12 +212,7 @@ f32 currentPlayerGetGunZoomFov(void)
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#ifdef PLATFORM_N64
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return fov;
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#else
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if (g_PlayerFovAffectsZoom) {
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return fov * (g_PlayerDefaultFovY / 60.0f);
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}
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else {
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return fov;
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}
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return fov * g_PlayerFovZoomMultiplier;
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#endif
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}
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@@ -285,15 +280,8 @@ void currentPlayerZoomIn(f32 fovpersec)
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g_Vars.currentplayer->gunzoomfovs[index] = 2;
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}
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#else
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if (g_PlayerFovAffectsZoom) {
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if (g_Vars.currentplayer->gunzoomfovs[index] < 2 * (g_PlayerDefaultFovY / 60.0f)) {
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g_Vars.currentplayer->gunzoomfovs[index] = 2 * (g_PlayerDefaultFovY / 60.0f);
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}
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}
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else {
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if (g_Vars.currentplayer->gunzoomfovs[index] < 2) {
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g_Vars.currentplayer->gunzoomfovs[index] = 2;
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}
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if (g_Vars.currentplayer->gunzoomfovs[index] < 2 * g_PlayerFovZoomMultiplier) {
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g_Vars.currentplayer->gunzoomfovs[index] = 2 * g_PlayerFovZoomMultiplier;
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}
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#endif
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}
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@@ -209,6 +209,7 @@ s32 g_PlayerMouseAimMode = MOUSEAIM_CLASSIC;
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f32 g_PlayerMouseAimSpeedX = 0.75f;
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f32 g_PlayerMouseAimSpeedY = 0.75f;
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s32 g_PlayerFovAffectsZoom = 1;
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f32 g_PlayerFovZoomMultiplier = 1.0f;
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#endif
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/**
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@@ -535,6 +535,7 @@ extern s32 g_PlayerMouseAimMode;
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extern f32 g_PlayerMouseAimSpeedX;
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extern f32 g_PlayerMouseAimSpeedY;
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extern s32 g_PlayerFovAffectsZoom;
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extern f32 g_PlayerFovZoomMultiplier;
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#endif
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#endif
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