forked from Ports/perfect_dark
cleanup: move PLATFORM_N64 preprocessor checks for fov zoom into a separate macro to reduce clutter
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917209cb65
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5 files changed
+17
-43
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@@ -239,15 +239,9 @@ void bgunReset(void)
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g_Vars.currentplayer->gunammooff = 0;
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g_Vars.currentplayer->gunsightoff = GUNSIGHTREASON_NOTAIMING;
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#ifdef PLATFORM_N64
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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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#else
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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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g_Vars.currentplayer->gunzoomfovs[0] = ADJUST_ZOOM_FOV(15);
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g_Vars.currentplayer->gunzoomfovs[1] = ADJUST_ZOOM_FOV(60);
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g_Vars.currentplayer->gunzoomfovs[2] = ADJUST_ZOOM_FOV(30);
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if (stageGetIndex(g_Vars.stagenum) == STAGEINDEX_AIRBASE) {
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g_Weapons[WEAPON_EYESPY]->name = L_GUN_061; // "DrugSpy"
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+2
-8
@@ -1705,15 +1705,9 @@ void bmoveProcessInput(bool allowc1x, bool allowc1y, bool allowc1buttons, bool i
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}
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#endif
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#ifdef PLATFORM_N64
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if (eraserfov < 2) {
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eraserfov = 2;
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if (eraserfov < ADJUST_ZOOM_FOV(2)) {
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eraserfov = ADJUST_ZOOM_FOV(2);
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}
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#else
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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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g_Vars.currentplayer->gunzoomfovs[1] = eraserfov;
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+1
-5
@@ -2377,11 +2377,7 @@ Gfx *bviewDrawHorizonScanner(Gfx *gdl)
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if (fovy == 0 || fovy == 60.0f) {
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fovy = 1;
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} else {
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#ifdef PLATFORM_N64
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fovy = 60.0f / fovy + 1;
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#else
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fovy = 60.0f / fovy * g_PlayerFovZoomMultiplier;
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#endif
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fovy = 60.0f / ADJUST_ZOOM_FOV(fovy);
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}
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sprintf(zoomtext, "%s %s%s%4.2fX", arrows, "", "", fovy);
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+5
-21
@@ -209,11 +209,7 @@ f32 currentPlayerGetGunZoomFov(void)
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if (weapon) {
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f32 fov = weapon->aimsettings->zoomfov;
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#ifdef PLATFORM_N64
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return fov;
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#else
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return fov * g_PlayerFovZoomMultiplier;
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#endif
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return ADJUST_ZOOM_FOV(fov);
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}
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return 0;
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@@ -244,15 +240,9 @@ void currentPlayerZoomOut(f32 fovpersec)
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g_Vars.currentplayer->gunzoomfovs[index] *= 1.0f + amount * 0.1f;
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#if PLATFORM_N64
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if (g_Vars.currentplayer->gunzoomfovs[index] > 60) {
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g_Vars.currentplayer->gunzoomfovs[index] = 60;
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if (g_Vars.currentplayer->gunzoomfovs[index] > ADJUST_ZOOM_FOV(60)) {
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g_Vars.currentplayer->gunzoomfovs[index] = ADJUST_ZOOM_FOV(60);
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}
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#else
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if (g_Vars.currentplayer->gunzoomfovs[index] > 60 * g_PlayerFovZoomMultiplier) {
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g_Vars.currentplayer->gunzoomfovs[index] = 60 * g_PlayerFovZoomMultiplier;
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}
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#endif
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}
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}
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@@ -281,15 +271,9 @@ void currentPlayerZoomIn(f32 fovpersec)
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g_Vars.currentplayer->gunzoomfovs[index] /= 1 + amount * 0.1f;
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#ifdef PLATFORM_N64
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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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if (g_Vars.currentplayer->gunzoomfovs[index] < ADJUST_ZOOM_FOV(2)) {
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g_Vars.currentplayer->gunzoomfovs[index] = ADJUST_ZOOM_FOV(2);
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}
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#else
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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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}
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@@ -538,4 +538,10 @@ extern s32 g_PlayerFovAffectsZoom;
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extern f32 g_PlayerFovZoomMultiplier;
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#endif
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#ifdef PLATFORM_N64
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#define ADJUST_ZOOM_FOV(x) (x)
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#else
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#define ADJUST_ZOOM_FOV(x) ((x) * g_PlayerFovZoomMultiplier)
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#endif
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#endif
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