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- workaround for cl_autoaim not being set anymore.
Only for singleplayer for now, the network implementation for this flag leaves a lot to be desired.
This commit is contained in:
parent
40cbaf969c
commit
57a3f89105
4 changed files with 37 additions and 2 deletions
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@ -25,6 +25,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "compat.h"
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#include "baselayer.h"
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#include "mmulti.h"
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#include "gamecontrol.h"
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#include "common_game.h"
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#include "blood.h"
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@ -85,6 +86,12 @@ void ctrlGetInput(void)
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bool mouseaim = in_mousemode || buttonMap.ButtonDown(gamefunc_Mouse_Aiming);
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if (!mouseaim) gInput.keyFlags.lookCenter = 1;
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if (numplayers == 1)
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{
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gProfile[myconnectindex].nAutoAim = cl_autoaim;
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gProfile[myconnectindex].nWeaponSwitch = cl_weaponswitch;
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}
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CONTROL_GetInput(&info);
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if (gQuitRequest)
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@ -95,7 +95,6 @@ CUSTOM_CVARD(Int, cl_crosshairscale, 50, CVAR_ARCHIVE, "changes the size of the
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CUSTOM_CVARD(Int, cl_autoaim, 1, CVAR_ARCHIVE|CVAR_USERINFO, "enable/disable weapon autoaim")
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{
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if (self < 0 || self > ((g_gameType & GAMEFLAG_BLOOD)? 2 : 3)) self = 1; // The Shadow Warrior backend only has a bool for this.
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//UpdatePlayerFromMenu(); todo: networking (only operational in EDuke32 frontend anyway.)
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};
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CUSTOM_CVARD(Int, cl_weaponswitch, 3, CVAR_ARCHIVE|CVAR_USERINFO, "enable/disable auto weapon switching")
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@ -104,7 +103,6 @@ CUSTOM_CVARD(Int, cl_weaponswitch, 3, CVAR_ARCHIVE|CVAR_USERINFO, "enable/disabl
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if (self > 1 && (g_gameType & GAMEFLAG_SW)) self = 1;
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if (self > 3 && (g_gameType & GAMEFLAG_BLOOD)) self = 3;
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if (self > 7) self = 7;
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//UpdatePlayerFromMenu(); todo: networking (only operational in EDuke32 frontend anyway.)
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}
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@ -2921,6 +2921,14 @@ void P_GetInput(int const playerNum)
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bool mouseaim = in_mousemode || buttonMap.ButtonDown(gamefunc_Mouse_Aiming);
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if (numplayers == 1)
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{
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pPlayer->aim_mode = in_mousemode;
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pPlayer->auto_aim = cl_autoaim;
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pPlayer->weaponswitch = cl_weaponswitch;
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}
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CONTROL_GetInput(&info);
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// JBF: Run key behaviour is selectable
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@ -3146,6 +3146,14 @@ void P_GetInput(int playerNum)
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bool mouseaim = in_mousemode || buttonMap.ButtonDown(gamefunc_Mouse_Aiming);
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if (numplayers == 1)
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{
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pPlayer->aim_mode = in_mousemode;
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pPlayer->auto_aim = cl_autoaim;
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pPlayer->weaponswitch = cl_weaponswitch;
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}
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CONTROL_GetInput(&info);
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@ -3420,6 +3428,13 @@ void P_GetInputMotorcycle(int playerNum)
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bool mouseaim = in_mousemode || buttonMap.ButtonDown(gamefunc_Mouse_Aiming);
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if (numplayers == 1)
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{
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pPlayer->aim_mode = in_mousemode;
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pPlayer->auto_aim = cl_autoaim;
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pPlayer->weaponswitch = cl_weaponswitch;
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}
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CONTROL_GetInput(&info);
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// JBF: Run key behaviour is selectable
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@ -3685,6 +3700,13 @@ void P_GetInputBoat(int playerNum)
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bool mouseaim = in_mousemode || buttonMap.ButtonDown(gamefunc_Mouse_Aiming);
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if (numplayers == 1)
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{
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pPlayer->aim_mode = in_mousemode;
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pPlayer->auto_aim = cl_autoaim;
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pPlayer->weaponswitch = cl_weaponswitch;
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}
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CONTROL_GetInput(&info);
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// JBF: Run key behaviour is selectable
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