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- Move some Duke-specific stuff out of ApplyGlobalInput()
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5 changed files with 14 additions and 8 deletions
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@ -370,7 +370,7 @@ CCMD(show_weapon)
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gi->ToggleShowWeapon();
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}
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void ApplyGlobalInput(InputPacket& input, HIDInput* hidInput, bool const crouchable, bool const disableToggle)
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void ApplyGlobalInput(InputPacket& input, HIDInput* const hidInput)
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{
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if (WeaponToSend != 0) input.setNewWeapon(WeaponToSend);
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WeaponToSend = 0;
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@ -413,11 +413,11 @@ void ApplyGlobalInput(InputPacket& input, HIDInput* hidInput, bool const croucha
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if (buttonMap.ButtonDown(gamefunc_Toggle_Crouch))
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{
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crouch_toggle = !crouch_toggle && crouchable;
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if (crouchable) buttonMap.ClearButton(gamefunc_Toggle_Crouch);
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crouch_toggle = !crouch_toggle;
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buttonMap.ClearButton(gamefunc_Toggle_Crouch);
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}
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if (buttonMap.ButtonDown(gamefunc_Crouch) || buttonMap.ButtonDown(gamefunc_Jump) || disableToggle)
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if (buttonMap.ButtonDown(gamefunc_Crouch) || buttonMap.ButtonDown(gamefunc_Jump))
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crouch_toggle = false;
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if (buttonMap.ButtonDown(gamefunc_Fire))
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@ -96,7 +96,7 @@ enum GameFunction_t
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};
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void SetupGameButtons();
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void ApplyGlobalInput(InputPacket& input, HIDInput* const hidInput, bool const crouchable = true, bool const disableToggle = false);
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void ApplyGlobalInput(InputPacket& input, HIDInput* const hidInput);
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extern ESyncBits ActionsToSend;
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extern bool gamesetinput;
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@ -530,9 +530,15 @@ static void processInputBits(player_struct *p, HIDInput* const hidInput)
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bool const crouchable = sectorLotag != ST_2_UNDERWATER && (sectorLotag != ST_1_ABOVE_WATER || p->spritebridge);
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bool const disableToggle = p->jetpack_on || (!crouchable && p->on_ground) || (isRRRA() && (p->OnMotorcycle || p->OnBoat));
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ApplyGlobalInput(loc, hidInput, crouchable, disableToggle);
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ApplyGlobalInput(loc, hidInput);
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if (isRR() && (loc.actions & SB_CROUCH)) loc.actions &= ~SB_JUMP;
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if (!crouchable || disableToggle)
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{
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crouch_toggle = false;
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loc.actions &= ~SB_CROUCH;
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}
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if (p->OnMotorcycle || p->OnBoat)
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{
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// mask out all actions not compatible with vehicles.
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@ -1738,7 +1738,7 @@ static void movement(int snum, ESyncBits actions, sectortype* psect, double floo
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p->on_warping_sector = 0;
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if ((actions & SB_CROUCH) || crouch_toggle) // FIXME: The crouch_toggle check here is not network safe and needs revision when multiplayer is going.
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if (actions & SB_CROUCH)
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{
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playerCrouch(snum);
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}
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@ -2106,7 +2106,7 @@ static void movement(int snum, ESyncBits actions, sectortype* psect, double floo
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p->on_warping_sector = 0;
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if (((actions & SB_CROUCH) || crouch_toggle) && !p->OnMotorcycle) // FIXME: The crouch_toggle check here is not network safe and needs revision when multiplayer is going.
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if ((actions & SB_CROUCH) && !p->OnMotorcycle)
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{
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playerCrouch(snum);
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}
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