From 4134bc3c64399a20a3c67d43e88bb95f28316693 Mon Sep 17 00:00:00 2001 From: Randy Heit Date: Thu, 23 Jul 2009 06:25:47 +0000 Subject: [PATCH] - Added extra states to dehsupp for the MBF additions. SVN r1734 (trunk) --- docs/rh-log.txt | 3 ++- src/g_game.cpp | 6 +++--- wadsrc/static/dehsupp.txt | 41 ++++++++++++++++++++++++++++++++++++++- 3 files changed, 45 insertions(+), 5 deletions(-) diff --git a/docs/rh-log.txt b/docs/rh-log.txt index 07f26b2ec..396e93a6e 100644 --- a/docs/rh-log.txt +++ b/docs/rh-log.txt @@ -1,6 +1,7 @@ July 22, 2009 +- Added extra states to dehsupp for the MBF additions. - Removed specific Button_Speed handling from the controllers' AddAxes() - methods. Analog axes now respond Button_Speed and cl_run in exactly the + methods. Analog axes now respond to Button_Speed and cl_run in exactly the same way as digital buttons do. - Changed rounding slightly for analog axis -> integer in G_BuildTiccmd(). - Fixed: FXInputController::ProcessThumbstick() was slightly off when it diff --git a/src/g_game.cpp b/src/g_game.cpp index 6231f318a..5de961ae1 100644 --- a/src/g_game.cpp +++ b/src/g_game.cpp @@ -608,19 +608,19 @@ void G_BuildTiccmd (ticcmd_t *cmd) if (joyaxes[JOYAXIS_Pitch] != 0) { - G_AddViewPitch(int(joyaxes[JOYAXIS_Pitch] * 2048)); + G_AddViewPitch(joyint(joyaxes[JOYAXIS_Pitch] * 2048)); LocalKeyboardTurner = true; } if (joyaxes[JOYAXIS_Yaw] != 0) { - G_AddViewAngle(int(-1280 * joyaxes[JOYAXIS_Yaw])); + G_AddViewAngle(joyint(-1280 * joyaxes[JOYAXIS_Yaw])); LocalKeyboardTurner = true; } side -= joyint(sidemove[speed] * joyaxes[JOYAXIS_Side]); forward += joyint(joyaxes[JOYAXIS_Forward] * forwardmove[speed]); fly += joyint(joyaxes[JOYAXIS_Up] * 2048); -Printf("%d %d %.9f %.9f\n", forward, side, joyaxes[JOYAXIS_Forward], joyaxes[JOYAXIS_Side]); + // Handle mice. if (!Button_Mlook.bDown && !freelook) { diff --git a/wadsrc/static/dehsupp.txt b/wadsrc/static/dehsupp.txt index 854fa7fc3..a1503ed0a 100644 --- a/wadsrc/static/dehsupp.txt +++ b/wadsrc/static/dehsupp.txt @@ -143,7 +143,46 @@ ActionList SpawnSound, SpawnFly, SpawnFly, SpawnFly, Fire, Fire, Fire, Fire, Fire, Fire, Fire, Fire, NULL, NULL, BrainExplode, NULL, NULL, NULL, NULL, - NULL, NULL, NULL, Scream, NULL, Explode + NULL, NULL, NULL, Scream, NULL, Explode, + + // 156 NULLs so we can get to MBF-specific entries + NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, + NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, + NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, + NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, + NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, + NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, + NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, + NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, + NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, + NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, + NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, + NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, + NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, + NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, + NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, + NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, + NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, + NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, + NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, + NULL, NULL, NULL, NULL, + + // Now, these are all new to MBF. + Die, Scream, Detonate, NULL, Look, Look, + Chase, Chase, Chase, Chase, Chase, Chase, Chase, Chase, + FaceTarget, FaceTarget, SargAttack, NULL, Pain, NULL, Scream, + NULL, Fall, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, BFGsound, + NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, + NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, + NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, + NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, + NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, + Light0, ReFire, NULL, NULL, NULL, NULL, NULL, NULL, NULL, + NULL, NULL, NULL, NULL, NULL, NULL, NULL, + Look, Chase, Chase, Chase, CHase, FaceTarget, + NULL/*BetaSkullAttack*/, NULL, NULL, Pain, NULL, + NULL, NULL, NULL, NULL, Scream, NULL, Fall, Stop, + Mushroom }; // DeHackEd made the erroneous assumption that if a state didn't appear in