Attempting to fix/rework splitscreen.
Removed the impulse2/+forward2 etc commands. Added +p2, -p2, p2 commands as a prefixed command instead. don't use + or - on them (so '+p2 forward' to move player 2 forward), this permits a simple generic way to send commands to a single player from an input device. rawinput mice will submit commands/movements based upon idx%maxsplits, they will correctly submit mouse clicks, which will be mapped through the +p2/+p3 commands as appropriate, so each mouse is purely for a single player. Fixed player model visibility in splitscreen mode. Ignoring allow_splitscreen for the local player, cl_splitscreen is technically now the only enabler (though you will need to configure rawinput or binds). Added support for { texturename prefixes. git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3582 fc73d0e0-1445-4013-8a0c-d673dee63da5
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28 changed files with 351 additions and 308 deletions
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@ -264,7 +264,7 @@ void Sys_SendKeyEvents(void)
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case SDL_KEYUP:
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case SDL_KEYDOWN:
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Key_Event(tbl_sdltoquake[event.key.keysym.sym], event.key.keysym.unicode, event.key.state);
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Key_Event(0, tbl_sdltoquake[event.key.keysym.sym], event.key.keysym.unicode, event.key.state);
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break;
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case SDL_MOUSEMOTION:
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@ -277,7 +277,7 @@ void Sys_SendKeyEvents(void)
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//Hmm. SDL allows for 255 buttons...
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if (event.button.button > sizeof(tbl_sdltoquakemouse)/sizeof(tbl_sdltoquakemouse[0]))
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event.button.button = sizeof(tbl_sdltoquakemouse)/sizeof(tbl_sdltoquakemouse[0]);
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Key_Event(tbl_sdltoquakemouse[event.button.button-1], 0, event.button.state);
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Key_Event(0, tbl_sdltoquakemouse[event.button.button-1], 0, event.button.state);
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break;
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case SDL_QUIT:
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