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- Move gi->getConsoleActor()
directly into the header.
This commit is contained in:
parent
ee294d7fa0
commit
65ee4b14d6
8 changed files with 52 additions and 81 deletions
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@ -132,7 +132,7 @@ struct GameInterface : public ::GameInterface
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bool DrawAutomapPlayer(const DVector2& mxy, const DVector2& cpos, const DAngle cang, const DVector2& xydim, const double czoom, double const interpfrac) override;
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DAngle playerPitchMin() override { return DAngle::fromDeg(54.575); }
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DAngle playerPitchMax() override { return DAngle::fromDeg(-43.15); }
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DCoreActor* getConsoleActor() override;
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DCoreActor* getConsoleActor() override { return gPlayer[myconnectindex].actor; }
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void ToggleThirdPerson() override;
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void SwitchCoopView() override;
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void ToggleShowWeapon() override;
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@ -31,11 +31,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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BEGIN_BLD_NS
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DCoreActor* GameInterface::getConsoleActor()
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{
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return gPlayer[myconnectindex].actor;
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}
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void GameInterface::ToggleThirdPerson()
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{
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if (gamestate != GS_LEVEL) return;
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@ -118,11 +118,6 @@ static int ccmd_spawn(CCmdFuncPtr parm)
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return CCMD_OK;
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}
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DCoreActor* GameInterface::getConsoleActor()
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{
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return ps[myconnectindex].GetActor();
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}
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void GameInterface::ToggleThirdPerson()
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{
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if (gamestate != GS_LEVEL) return;
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@ -19,6 +19,8 @@
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BEGIN_DUKE_NS
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extern player_struct ps[MAXPLAYERS];
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struct GameInterface : public ::GameInterface
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{
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const char* Name() override { return "Duke"; }
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@ -50,7 +52,7 @@ struct GameInterface : public ::GameInterface
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void NewGame(MapRecord* map, int skill, bool) override;
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void LevelCompleted(MapRecord* map, int skill) override;
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bool DrawAutomapPlayer(const DVector2& mxy, const DVector2& cpos, const DAngle cang, const DVector2& xydim, const double czoom, double const interpfrac) override;
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DCoreActor* getConsoleActor() override;
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DCoreActor* getConsoleActor() override { return ps[myconnectindex].GetActor(); }
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void ToggleThirdPerson() override;
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void SwitchCoopView() override;
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void ToggleShowWeapon() override;
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@ -34,6 +34,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "exhumedactor.h"
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#include "serialize_obj.h"
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#include "texturemanager.h"
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#include "player.h"
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BEGIN_PS_NS
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@ -234,7 +235,7 @@ struct GameInterface : public ::GameInterface
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bool DrawAutomapPlayer(const DVector2& mxy, const DVector2& cpos, const DAngle cang, const DVector2& xydim, const double czoom, double const interpfrac) override;
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DAngle playerPitchMin() override { return DAngle::fromDeg(49.5); }
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DAngle playerPitchMax() override { return DAngle::fromDeg(-49.5); }
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DCoreActor* getConsoleActor() override;
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DCoreActor* getConsoleActor() override { return PlayerList[nLocalPlayer].pActor; }
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void ToggleThirdPerson() override;
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void processSprites(tspriteArray& tsprites, const DVector3& view, DAngle viewang, double interpfrac) override;
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int GetCurrentSkill() override;
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@ -39,17 +39,6 @@ BEGIN_PS_NS
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//
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//---------------------------------------------------------------------------
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DCoreActor* GameInterface::getConsoleActor()
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{
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return PlayerList[nLocalPlayer].pActor;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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static int osdcmd_doors(CCmdFuncPtr parm)
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{
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for (int i = 0; i < kMaxChannels; i++)
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@ -1661,52 +1661,6 @@ extern int ChopTics;
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extern int Bunny_Count;
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struct GameInterface : public ::GameInterface
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{
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const char* Name() override { return "ShadowWarrior"; }
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void app_init() override;
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void LoadTextureInfo(TilesetBuildInfo& info) override;
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void SetupSpecialTextures(TilesetBuildInfo& info) override;
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void loadPalette() override;
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void clearlocalinputstate() override;
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void FreeLevelData() override;
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bool GenerateSavePic() override;
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void MenuSound(EMenuSounds snd) override;
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bool CanSave() override;
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bool StartGame(FNewGameStartup& gs) override;
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FSavegameInfo GetSaveSig() override;
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void SerializeGameState(FSerializer& arc);
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void SetAmbience(bool on) override { if (on) StartAmbientSound(); else StopAmbientSound(); }
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void UpdateSounds() override;
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void ErrorCleanup() override;
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void GetInput(const double scaleAdjust, InputPacket* input = nullptr) override;
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void DrawBackground(void) override;
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void Ticker(void) override;
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void Render() override;
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//void DrawWeapons() override;
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void Startup() override;
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const char *CheckCheatMode() override;
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const char* GenericCheat(int player, int cheat) override;
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void LevelCompleted(MapRecord *map, int skill) override;
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void NextLevel(MapRecord *map, int skill) override;
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void NewGame(MapRecord *map, int skill, bool) override;
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bool DrawAutomapPlayer(const DVector2& mxy, const DVector2& cpos, const DAngle cang, const DVector2& xydim, const double czoom, double const interpfrac) override;
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DCoreActor* getConsoleActor() override;
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void ToggleThirdPerson() override;
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void SwitchCoopView() override;
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void processSprites(tspriteArray& tsprites, const DVector3& view, DAngle viewang, double smoothRatio) override;
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void UpdateCameras(double smoothratio) override;
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void EnterPortal(DCoreActor* viewer, int type) override;
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void LeavePortal(DCoreActor* viewer, int type) override;
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void ExitFromMenu() override;
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int GetCurrentSkill() override;
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void StartSoundEngine() override;
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GameStats getStats() override;
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};
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END_SW_NS
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#include "swactor.h"
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@ -1897,6 +1851,52 @@ struct PLAYER
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extern PLAYER Player[MAX_SW_PLAYERS_REG+1];
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struct GameInterface : public ::GameInterface
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{
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const char* Name() override { return "ShadowWarrior"; }
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void app_init() override;
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void LoadTextureInfo(TilesetBuildInfo& info) override;
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void SetupSpecialTextures(TilesetBuildInfo& info) override;
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void loadPalette() override;
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void clearlocalinputstate() override;
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void FreeLevelData() override;
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bool GenerateSavePic() override;
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void MenuSound(EMenuSounds snd) override;
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bool CanSave() override;
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bool StartGame(FNewGameStartup& gs) override;
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FSavegameInfo GetSaveSig() override;
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void SerializeGameState(FSerializer& arc);
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void SetAmbience(bool on) override { if (on) StartAmbientSound(); else StopAmbientSound(); }
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void UpdateSounds() override;
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void ErrorCleanup() override;
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void GetInput(const double scaleAdjust, InputPacket* input = nullptr) override;
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void DrawBackground(void) override;
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void Ticker(void) override;
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void Render() override;
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//void DrawWeapons() override;
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void Startup() override;
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const char *CheckCheatMode() override;
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const char* GenericCheat(int player, int cheat) override;
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void LevelCompleted(MapRecord *map, int skill) override;
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void NextLevel(MapRecord *map, int skill) override;
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void NewGame(MapRecord *map, int skill, bool) override;
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bool DrawAutomapPlayer(const DVector2& mxy, const DVector2& cpos, const DAngle cang, const DVector2& xydim, const double czoom, double const interpfrac) override;
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DCoreActor* getConsoleActor() override { return Player[myconnectindex].actor; }
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void ToggleThirdPerson() override;
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void SwitchCoopView() override;
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void processSprites(tspriteArray& tsprites, const DVector3& view, DAngle viewang, double smoothRatio) override;
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void UpdateCameras(double smoothratio) override;
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void EnterPortal(DCoreActor* viewer, int type) override;
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void LeavePortal(DCoreActor* viewer, int type) override;
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void ExitFromMenu() override;
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int GetCurrentSkill() override;
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void StartSoundEngine() override;
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GameStats getStats() override;
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};
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// OVER and UNDER water macros
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inline bool SectorIsDiveArea(sectortype* sect)
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{
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@ -54,17 +54,6 @@ BEGIN_SW_NS
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//
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//---------------------------------------------------------------------------
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DCoreActor* GameInterface::getConsoleActor()
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{
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return Player[myconnectindex].actor;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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static int osdcmd_mirror(CCmdFuncPtr parm)
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{
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char base[80];
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