mirror of
https://github.com/DrBeef/Raze.git
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- Exhumed: Eliminate PlayerInput
struct in favour of InputPacket
object PlayerList::input
.
This commit is contained in:
parent
67c7dd65f9
commit
9ffc65fa48
6 changed files with 27 additions and 55 deletions
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@ -98,8 +98,6 @@ void InitCheats();
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int EndLevel = 0;
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int EndLevel = 0;
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InputPacket localInput;
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////////
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////////
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void ResetEngine()
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void ResetEngine()
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@ -375,9 +373,14 @@ void GameInterface::Ticker()
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// disable synchronised input if set by game.
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// disable synchronised input if set by game.
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resetForcedSyncInput();
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resetForcedSyncInput();
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// set new player input, factoring in previous view centering.
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auto oldactions = PlayerList[nLocalPlayer].input.actions;
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PlayerList[nLocalPlayer].input = playercmds[nLocalPlayer].ucmd;
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if (oldactions & SB_CENTERVIEW) PlayerList[nLocalPlayer].input.actions |= SB_CENTERVIEW;
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auto& lPlayerVel = PlayerList[nLocalPlayer].pActor->vel.XY();
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auto& lPlayerVel = PlayerList[nLocalPlayer].pActor->vel.XY();
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auto inputvect = DVector2(localInput.fvel, localInput.svel).Rotated(inita) * 0.375;
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auto inputvect = DVector2(PlayerList[nLocalPlayer].input.fvel, PlayerList[nLocalPlayer].input.svel).Rotated(inita) * 0.375;
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for (int i = 0; i < 4; i++)
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for (int i = 0; i < 4; i++)
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{
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{
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@ -387,7 +390,7 @@ void GameInterface::Ticker()
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}
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}
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UpdateInterpolations();
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UpdateInterpolations();
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if (localInput.actions & SB_INVPREV)
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if (PlayerList[nLocalPlayer].input.actions & SB_INVPREV)
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{
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{
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int nItem = PlayerList[nLocalPlayer].nItem;
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int nItem = PlayerList[nLocalPlayer].nItem;
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@ -404,7 +407,7 @@ void GameInterface::Ticker()
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if (i > 0) PlayerList[nLocalPlayer].nItem = nItem;
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if (i > 0) PlayerList[nLocalPlayer].nItem = nItem;
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}
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}
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if (localInput.actions & SB_INVNEXT)
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if (PlayerList[nLocalPlayer].input.actions & SB_INVNEXT)
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{
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{
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int nItem = PlayerList[nLocalPlayer].nItem;
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int nItem = PlayerList[nLocalPlayer].nItem;
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@ -421,19 +424,19 @@ void GameInterface::Ticker()
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if (i > 0) PlayerList[nLocalPlayer].nItem = nItem;
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if (i > 0) PlayerList[nLocalPlayer].nItem = nItem;
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}
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}
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if (localInput.actions & SB_INVUSE)
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if (PlayerList[nLocalPlayer].input.actions & SB_INVUSE)
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{
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{
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if (PlayerList[nLocalPlayer].nItem != -1)
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if (PlayerList[nLocalPlayer].nItem != -1)
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{
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{
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localInput.setItemUsed(PlayerList[nLocalPlayer].nItem);
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PlayerList[nLocalPlayer].input.setItemUsed(PlayerList[nLocalPlayer].nItem);
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}
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}
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}
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}
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for (int i = 0; i < 6; i++)
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for (int i = 0; i < 6; i++)
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{
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{
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if (localInput.isItemUsed(i))
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if (PlayerList[nLocalPlayer].input.isItemUsed(i))
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{
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{
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localInput.clearItemUsed(i);
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PlayerList[nLocalPlayer].input.clearItemUsed(i);
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if (PlayerList[nLocalPlayer].items[i] > 0)
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if (PlayerList[nLocalPlayer].items[i] > 0)
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{
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{
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if (nItemMagic[i] <= PlayerList[nLocalPlayer].nMagic)
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if (nItemMagic[i] <= PlayerList[nLocalPlayer].nMagic)
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@ -446,7 +449,7 @@ void GameInterface::Ticker()
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}
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}
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auto currWeap = PlayerList[nLocalPlayer].nCurrentWeapon;
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auto currWeap = PlayerList[nLocalPlayer].nCurrentWeapon;
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int weap2 = localInput.getNewWeapon();
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int weap2 = PlayerList[nLocalPlayer].input.getNewWeapon();
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if (weap2 == WeaponSel_Next)
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if (weap2 == WeaponSel_Next)
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{
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{
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auto newWeap = currWeap == 6 ? 0 : currWeap + 1;
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auto newWeap = currWeap == 6 ? 0 : currWeap + 1;
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@ -455,7 +458,7 @@ void GameInterface::Ticker()
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newWeap++;
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newWeap++;
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if (newWeap > 6) newWeap = 0;
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if (newWeap > 6) newWeap = 0;
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}
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}
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localInput.setNewWeapon(newWeap + 1);
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PlayerList[nLocalPlayer].input.setNewWeapon(newWeap + 1);
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}
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}
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else if (weap2 == WeaponSel_Prev)
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else if (weap2 == WeaponSel_Prev)
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{
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{
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@ -464,7 +467,7 @@ void GameInterface::Ticker()
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{
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{
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newWeap--;
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newWeap--;
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}
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}
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localInput.setNewWeapon(newWeap + 1);
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PlayerList[nLocalPlayer].input.setNewWeapon(newWeap + 1);
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}
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}
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else if (weap2 == WeaponSel_Alt)
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else if (weap2 == WeaponSel_Alt)
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{
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{
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@ -472,15 +475,8 @@ void GameInterface::Ticker()
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}
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}
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// make weapon selection persist until it gets used up.
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// make weapon selection persist until it gets used up.
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int weap = sPlayerInput[nLocalPlayer].getNewWeapon();
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int weap = PlayerList[nLocalPlayer].input.getNewWeapon();
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if (weap2 <= 0 || weap2 > 7) sPlayerInput[nLocalPlayer].SetNewWeapon(weap);
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if (weap2 <= 0 || weap2 > 7) PlayerList[nLocalPlayer].input.setNewWeapon(weap);
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auto oldactions = sPlayerInput[nLocalPlayer].actions;
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sPlayerInput[nLocalPlayer].actions = localInput.actions;
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if (oldactions & SB_CENTERVIEW) sPlayerInput[nLocalPlayer].actions |= SB_CENTERVIEW;
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sPlayerInput[nLocalPlayer].nAngle = localInput.avel;
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sPlayerInput[nLocalPlayer].pan = localInput.horz;
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PlayerList[nLocalPlayer].pTarget = Ra[nLocalPlayer].pTarget = bestTarget;
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PlayerList[nLocalPlayer].pTarget = Ra[nLocalPlayer].pTarget = bestTarget;
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@ -25,7 +25,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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BEGIN_PS_NS
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BEGIN_PS_NS
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PlayerInput sPlayerInput[kMaxPlayers];
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static InputPacket localInput;
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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//
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//
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@ -35,7 +35,7 @@ PlayerInput sPlayerInput[kMaxPlayers];
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void ClearSpaceBar(int nPlayer)
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void ClearSpaceBar(int nPlayer)
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{
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{
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sPlayerInput[nPlayer].actions &= SB_OPEN;
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PlayerList[nPlayer].input.actions &= SB_OPEN;
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buttonMap.ClearButton(gamefunc_Open);
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buttonMap.ClearButton(gamefunc_Open);
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}
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}
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@ -29,31 +29,7 @@ enum {
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kButtonCheatItems = 0x100,
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kButtonCheatItems = 0x100,
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};
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};
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// 32 bytes
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struct PlayerInput
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{
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float nAngle;
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float pan;
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ESyncBits actions;
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int getNewWeapon() const
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{
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return (actions & SB_WEAPONMASK_BITS).GetValue();
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}
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void SetNewWeapon(int weap)
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{
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actions = (actions & ~SB_WEAPONMASK_BITS) | (ESyncBits::FromInt(weap) & SB_WEAPONMASK_BITS);
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}
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};
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void ClearSpaceBar(int nPlayer);
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void ClearSpaceBar(int nPlayer);
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int GetLocalInput();
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extern PlayerInput sPlayerInput[];
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extern InputPacket localInput;
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END_PS_NS
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END_PS_NS
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@ -432,7 +432,6 @@ void RestartPlayer(int nPlayer)
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plr->ototalvel = plr->totalvel = 0;
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plr->ototalvel = plr->totalvel = 0;
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memset(&sPlayerInput[nPlayer], 0, sizeof(PlayerInput));
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PlayerList[nPlayer].nCurrentItem = -1;
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PlayerList[nPlayer].nCurrentItem = -1;
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plr->nDeathType = 0;
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plr->nDeathType = 0;
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@ -982,7 +981,7 @@ void AIPlayer::Tick(RunListEvent* ev)
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// loc_1A494:
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// loc_1A494:
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if (SyncInput())
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if (SyncInput())
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{
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{
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PlayerList[nPlayer].pActor->spr.Angles.Yaw += DAngle::fromDeg(sPlayerInput[nPlayer].nAngle);
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PlayerList[nPlayer].pActor->spr.Angles.Yaw += DAngle::fromDeg(PlayerList[nPlayer].input.avel);
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}
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}
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PlayerList[nPlayer].Angles.doYawKeys(&sPlayerInput[nLocalPlayer].actions);
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PlayerList[nPlayer].Angles.doYawKeys(&sPlayerInput[nLocalPlayer].actions);
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@ -1215,7 +1214,7 @@ sectdone:
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int var_5C = pViewSect->Flag & kSectUnderwater;
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int var_5C = pViewSect->Flag & kSectUnderwater;
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auto actions = sPlayerInput[nPlayer].actions;
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auto actions = PlayerList[nPlayer].input.actions;
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// loc_1AEF5:
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// loc_1AEF5:
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if (PlayerList[nPlayer].nHealth > 0)
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if (PlayerList[nPlayer].nHealth > 0)
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@ -2425,7 +2424,7 @@ sectdone:
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// loc_1BE70:
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// loc_1BE70:
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// Handle player pressing number keys to change weapon
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// Handle player pressing number keys to change weapon
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uint8_t var_90 = sPlayerInput[nPlayer].getNewWeapon();
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uint8_t var_90 = PlayerList[nPlayer].input.getNewWeapon();
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if (var_90)
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if (var_90)
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{
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{
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@ -2469,12 +2468,12 @@ sectdone:
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if (SyncInput())
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if (SyncInput())
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{
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{
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pPlayer->pActor->spr.Angles.Pitch += DAngle::fromDeg(sPlayerInput[nPlayer].pan);
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pPlayer->pActor->spr.Angles.Pitch += DAngle::fromDeg(PlayerList[nPlayer].input.horz);
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}
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}
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pPlayer->Angles.doPitchKeys(&sPlayerInput[nLocalPlayer].actions, sPlayerInput[nPlayer].pan);
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pPlayer->Angles.doPitchKeys(&PlayerList[nLocalPlayer].input.actions, PlayerList[nPlayer].input.pan);
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if (actions & (SB_AIM_UP | SB_AIM_DOWN) || sPlayerInput[nPlayer].pan)
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if (actions & (SB_AIM_UP | SB_AIM_DOWN) || PlayerList[nPlayer].input.horz)
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{
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{
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pPlayer->nDestVertPan = pPlayer->pActor->spr.Angles.Pitch;
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pPlayer->nDestVertPan = pPlayer->pActor->spr.Angles.Pitch;
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pPlayer->bPlayerPan = pPlayer->bLockPan = true;
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pPlayer->bPlayerPan = pPlayer->bLockPan = true;
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@ -79,6 +79,7 @@ struct Player
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bool bPlayerPan, bLockPan;
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bool bPlayerPan, bLockPan;
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DAngle nDestVertPan;
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DAngle nDestVertPan;
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InputPacket input;
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PlayerAngles Angles;
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PlayerAngles Angles;
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sectortype* pPlayerPushSect;
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sectortype* pPlayerPushSect;
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sectortype* pPlayerViewSect;
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sectortype* pPlayerViewSect;
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@ -196,7 +196,7 @@ void DoSpiritHead()
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static int dimSectCount = 0;
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static int dimSectCount = 0;
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auto pSpiritSpr = pSpiritSprite;
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auto pSpiritSpr = pSpiritSprite;
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sPlayerInput[0].actions |= SB_CENTERVIEW;
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PlayerList[0].input.actions |= SB_CENTERVIEW;
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switch (nHeadStage)
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switch (nHeadStage)
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{
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{
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