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SERIOUS Objectplace improvement.
* Object number up/down is now assigned to ringslinger weapon next/prev. SO much nicer to use, especially since most people have that stuff bound to the scroll wheel.
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parent
20555c8887
commit
cad54ee4a9
1 changed files with 4 additions and 10 deletions
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@ -1165,23 +1165,17 @@ void OP_ObjectplaceMovement(player_t *player)
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if (player->pflags & PF_ATTACKDOWN)
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{
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// Are ANY objectplace buttons pressed? If no, remove flag.
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if (!(cmd->buttons & (BT_ATTACK|BT_TOSSFLAG|BT_CAMRIGHT|BT_CAMLEFT)))
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if (!(cmd->buttons & (BT_ATTACK|BT_TOSSFLAG)))
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player->pflags &= ~PF_ATTACKDOWN;
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// Do nothing.
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return;
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}
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if (cmd->buttons & BT_CAMLEFT)
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{
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if (cmd->buttons & BT_WEAPONPREV)
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OP_CycleThings(-1);
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player->pflags |= PF_ATTACKDOWN;
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}
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else if (cmd->buttons & BT_CAMRIGHT)
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{
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else if (cmd->buttons & BT_WEAPONNEXT)
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OP_CycleThings(1);
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player->pflags |= PF_ATTACKDOWN;
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}
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// Place an object and add it to the maplist
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if (cmd->buttons & BT_ATTACK)
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@ -1264,7 +1258,7 @@ void Command_ObjectPlace_f(void)
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HU_DoCEcho(va(M_GetText(
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"\\\\\\\\\\\\\\\\\\\\\\\\\x82"
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" Objectplace Controls: \x80\\\\"
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"Camera L/R: Cycle mapthings\\"
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"Weapon L/R: Cycle mapthings\\"
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" Jump: Float up \\"
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" Spin: Float down \\"
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" Fire Ring: Place object \\")));
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