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https://github.com/ZDoom/gzdoom-gles.git
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- Added GetPlayerInput() for examining a player's inputs from ACS. Most
buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. See http://zdoom.org/files/examples/playerinput.zip for an example. SVN r1215 (trunk)
This commit is contained in:
parent
4ffa924929
commit
5cd4604f81
14 changed files with 250 additions and 47 deletions
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@ -1,3 +1,8 @@
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September 12, 2008
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- Added GetPlayerInput() for examining a player's inputs from ACS. Most
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buttons are now passed across the network. Also added four user buttons
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that are specifically for use with this command.
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September 11, 2008
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- Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound,
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and when they were fully assembled, they did not play the sound across the
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@ -116,7 +116,9 @@ FButtonStatus Button_Mlook, Button_Klook, Button_Use, Button_AltAttack,
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Button_Attack, Button_Speed, Button_MoveRight, Button_MoveLeft,
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Button_Strafe, Button_LookDown, Button_LookUp, Button_Back,
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Button_Forward, Button_Right, Button_Left, Button_MoveDown,
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Button_MoveUp, Button_Jump, Button_ShowScores, Button_Crouch;
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Button_MoveUp, Button_Jump, Button_ShowScores, Button_Crouch,
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Button_Zoom, Button_Reload,
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Button_User1, Button_User2, Button_User3, Button_User4;
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bool ParsingKeyConf;
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@ -128,11 +130,16 @@ bool ParsingKeyConf;
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FActionMap ActionMaps[] =
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{
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{ 0x125f5226, &Button_User2, "user2" },
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{ 0x1eefa611, &Button_Jump, "jump" },
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{ 0x201f1c55, &Button_Right, "right" },
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{ 0x20ccc4d5, &Button_Zoom, "zoom" },
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{ 0x23a99cd7, &Button_Back, "back" },
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{ 0x426b69e7, &Button_Reload, "reload" },
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{ 0x4463f43a, &Button_LookDown, "lookdown" },
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{ 0x534c30ee, &Button_User4, "user4" },
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{ 0x5622bf42, &Button_Attack, "attack" },
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{ 0x577712d0, &Button_User1, "user1" },
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{ 0x57c25cb2, &Button_Klook, "klook" },
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{ 0x59f3e907, &Button_Forward, "forward" },
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{ 0x6167ce99, &Button_MoveDown, "movedown" },
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@ -143,6 +150,7 @@ FActionMap ActionMaps[] =
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{ 0xab2c3e71, &Button_Crouch, "crouch" },
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{ 0xb000b483, &Button_Left, "left" },
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{ 0xb62b1e49, &Button_LookUp, "lookup" },
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{ 0xb6f8fe92, &Button_User3, "user3" },
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{ 0xb7e6a54b, &Button_Strafe, "strafe" },
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{ 0xd5897c73, &Button_ShowScores, "showscores" },
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{ 0xe0ccb317, &Button_Speed, "speed" },
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@ -149,7 +149,9 @@ extern FButtonStatus Button_Mlook, Button_Klook, Button_Use, Button_AltAttack,
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Button_Attack, Button_Speed, Button_MoveRight, Button_MoveLeft,
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Button_Strafe, Button_LookDown, Button_LookUp, Button_Back,
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Button_Forward, Button_Right, Button_Left, Button_MoveDown,
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Button_MoveUp, Button_Jump, Button_ShowScores, Button_Crouch;
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Button_MoveUp, Button_Jump, Button_ShowScores, Button_Crouch,
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Button_Zoom, Button_Reload,
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Button_User1, Button_User2, Button_User3, Button_User4;
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extern bool ParsingKeyConf;
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void ResetButtonTriggers (); // Call ResetTriggers for all buttons
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@ -76,18 +76,40 @@ typedef enum
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//
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// Button/action code definitions.
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// The net code supports up to 29 buttons, so don't make this longer than that.
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//
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typedef enum
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{
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BT_ATTACK = 1, // Press "Fire".
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BT_USE = 2, // Use button, to open doors, activate switches.
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BT_JUMP = 4,
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BT_DUCK = 8, // Unimplemented
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BT_TURN180 = 16,
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BT_ALTATTACK = 32, // Press your other "Fire".
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} buttoncode_t;
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BT_ATTACK = 1<<0, // Press "Fire".
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BT_USE = 1<<1, // Use button, to open doors, activate switches.
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BT_JUMP = 1<<2,
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BT_CROUCH = 1<<3,
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BT_TURN180 = 1<<4,
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BT_ALTATTACK = 1<<5, // Press your other "Fire".
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BT_RELOAD = 1<<6, // Not connected to anything at the moment.
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BT_ZOOM = 1<<7, // Neither is this.
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#define IMP_WEAPONSLOT
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// The rest are all ignored by the play simulation and are for scripts.
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BT_SPEED = 1<<8,
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BT_STRAFE = 1<<9,
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BT_MOVERIGHT = 1<<10,
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BT_MOVELEFT = 1<<11,
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BT_BACK = 1<<12,
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BT_FORWARD = 1<<13,
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BT_RIGHT = 1<<14,
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BT_LEFT = 1<<15,
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BT_LOOKUP = 1<<16,
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BT_LOOKDOWN = 1<<17,
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BT_MOVEUP = 1<<18,
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BT_MOVEDOWN = 1<<19,
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BT_SHOWSCORES = 1<<20,
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BT_USER1 = 1<<21,
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BT_USER2 = 1<<22,
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BT_USER3 = 1<<23,
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BT_USER4 = 1<<24,
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} buttoncode_t;
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//
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@ -200,6 +200,8 @@ public:
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APlayerPawn *mo;
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BYTE playerstate;
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ticcmd_t cmd;
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usercmd_t original_cmd;
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DWORD original_oldbuttons;
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userinfo_t userinfo; // [RH] who is this?
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@ -220,8 +222,8 @@ public:
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bool centering;
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BYTE turnticks;
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short oldbuttons;
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bool attackdown;
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DWORD oldbuttons;
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int health; // only used between levels, mo->health
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// is used during levels
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@ -150,8 +150,30 @@ int UnpackUserCmd (usercmd_t *ucmd, const usercmd_t *basis, BYTE **stream)
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if (flags)
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{
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// We can support up to 29 buttons, using from 0 to 4 bytes to store them.
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if (flags & UCMDF_BUTTONS)
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ucmd->buttons = ReadByte (stream);
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{
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DWORD buttons = ucmd->buttons;
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BYTE in = ReadByte(stream);
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buttons = (buttons & ~0x7F) | (in & 0x7F);
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if (in & 0x80)
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{
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in = ReadByte(stream);
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buttons = (buttons & ~(0x7F << 7)) | ((in & 0x7F) << 7);
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if (in & 0x80)
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{
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in = ReadByte(stream);
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buttons = (buttons & ~(0x7F << 14)) | ((in & 0x7F) << 14);
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if (in & 0x80)
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{
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in = ReadByte(stream);
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buttons = (buttons & ~(0xFF << 21)) | (in << 21);
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}
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}
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}
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ucmd->buttons = buttons;
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}
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if (flags & UCMDF_PITCH)
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ucmd->pitch = ReadWord (stream);
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if (flags & UCMDF_YAW)
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BYTE *temp = *stream;
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BYTE *start = *stream;
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usercmd_t blank;
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DWORD buttons_changed;
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if (basis == NULL)
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{
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WriteByte (0, stream); // Make room for the packing bits
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if (ucmd->buttons != basis->buttons)
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buttons_changed = ucmd->buttons ^ basis->buttons;
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if (buttons_changed != 0)
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{
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BYTE bytes[4] = { ucmd->buttons & 0x7F,
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(ucmd->buttons >> 7) & 0x7F,
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(ucmd->buttons >> 14) & 0x7F,
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(ucmd->buttons >> 21) & 0xFF };
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flags |= UCMDF_BUTTONS;
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WriteByte (ucmd->buttons, stream);
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if (buttons_changed & 0xFFFFFF80)
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{
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bytes[0] |= 0x80;
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if (buttons_changed & 0xFFFFC000)
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{
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bytes[1] |= 0x80;
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if (buttons_changed & 0xFFE00000)
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{
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bytes[2] |= 0x80;
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}
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}
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}
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WriteByte (bytes[0], stream);
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if (bytes[0] & 0x80)
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{
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WriteByte (bytes[1], stream);
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if (bytes[1] & 0x80)
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{
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WriteByte (bytes[2], stream);
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if (bytes[2] & 0x80)
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{
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WriteByte (bytes[3], stream);
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}
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}
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}
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}
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if (ucmd->pitch != basis->pitch)
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{
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{
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moreticdata = false;
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skip = 1;
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if (*flow & UCMDF_BUTTONS) skip += 1;
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if (*flow & UCMDF_PITCH) skip += 2;
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if (*flow & UCMDF_YAW) skip += 2;
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if (*flow & UCMDF_FORWARDMOVE) skip += 2;
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if (*flow & UCMDF_SIDEMOVE) skip += 2;
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if (*flow & UCMDF_UPMOVE) skip += 2;
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if (*flow & UCMDF_ROLL) skip += 2;
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if (*flow & UCMDF_BUTTONS)
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{
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if (*++flow & 0x80)
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{
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if (*++flow & 0x80)
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{
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if (*++flow & 0x80)
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{
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++flow;
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}
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}
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}
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}
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flow += skip;
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}
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else if (type == DEM_EMPTYUSERCMD)
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struct usercmd_s
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{
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BYTE buttons;
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BYTE pad;
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DWORD buttons;
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short pitch; // up/down
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short yaw; // left/right // If you haven't guessed, I just
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short roll; // tilt // ripped these from Quake2's usercmd.
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short yaw; // left/right
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short roll; // "tilt"
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short forwardmove;
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short sidemove;
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short upmove;
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UCMDF_FORWARDMOVE = 0x08,
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UCMDF_SIDEMOVE = 0x10,
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UCMDF_UPMOVE = 0x20,
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UCMDF_ROLL = 0x40
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UCMDF_ROLL = 0x40,
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};
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// When changing the following enum, be sure to update Net_SkipCommand()
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struct ticcmd_t
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{
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usercmd_t ucmd;
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/*
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char forwardmove; // *2048 for move
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char sidemove; // *2048 for move
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short angleturn; // <<16 for angle delta
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*/
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SWORD consistancy; // checks for net game
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};
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@ -531,20 +531,32 @@ void G_BuildTiccmd (ticcmd_t *cmd)
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side -= sidemove[speed];
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// buttons
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if (Button_Attack.bDown)
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cmd->ucmd.buttons |= BT_ATTACK;
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if (Button_Attack.bDown) cmd->ucmd.buttons |= BT_ATTACK;
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if (Button_AltAttack.bDown) cmd->ucmd.buttons |= BT_ALTATTACK;
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if (Button_Use.bDown) cmd->ucmd.buttons |= BT_USE;
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if (Button_Jump.bDown) cmd->ucmd.buttons |= BT_JUMP;
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if (Button_Crouch.bDown) cmd->ucmd.buttons |= BT_CROUCH;
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if (Button_Zoom.bDown) cmd->ucmd.buttons |= BT_ZOOM;
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if (Button_Reload.bDown) cmd->ucmd.buttons |= BT_RELOAD;
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if (Button_AltAttack.bDown)
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cmd->ucmd.buttons |= BT_ALTATTACK;
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if (Button_User1.bDown) cmd->ucmd.buttons |= BT_USER1;
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if (Button_User2.bDown) cmd->ucmd.buttons |= BT_USER2;
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if (Button_User3.bDown) cmd->ucmd.buttons |= BT_USER3;
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if (Button_User4.bDown) cmd->ucmd.buttons |= BT_USER4;
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if (Button_Use.bDown)
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cmd->ucmd.buttons |= BT_USE;
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if (Button_Jump.bDown)
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cmd->ucmd.buttons |= BT_JUMP;
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if (Button_Crouch.bDown)
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cmd->ucmd.buttons |= BT_DUCK;
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if (Button_Speed.bDown) cmd->ucmd.buttons |= BT_SPEED;
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if (Button_Strafe.bDown) cmd->ucmd.buttons |= BT_STRAFE;
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if (Button_MoveRight.bDown) cmd->ucmd.buttons |= BT_MOVERIGHT;
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if (Button_MoveLeft.bDown) cmd->ucmd.buttons |= BT_MOVELEFT;
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if (Button_LookDown.bDown) cmd->ucmd.buttons |= BT_LOOKDOWN;
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if (Button_LookUp.bDown) cmd->ucmd.buttons |= BT_LOOKUP;
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if (Button_Back.bDown) cmd->ucmd.buttons |= BT_BACK;
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if (Button_Forward.bDown) cmd->ucmd.buttons |= BT_FORWARD;
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if (Button_Right.bDown) cmd->ucmd.buttons |= BT_RIGHT;
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if (Button_Left.bDown) cmd->ucmd.buttons |= BT_LEFT;
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if (Button_MoveDown.bDown) cmd->ucmd.buttons |= BT_MOVEDOWN;
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if (Button_MoveUp.bDown) cmd->ucmd.buttons |= BT_MOVEUP;
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if (Button_ShowScores.bDown) cmd->ucmd.buttons |= BT_SHOWSCORES;
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// [RH] Scale joystick moves to full range of allowed speeds
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if (JoyAxes[JOYAXIS_PITCH] != 0)
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@ -1208,7 +1220,8 @@ void G_PlayerReborn (int player)
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p->skill = b_skill; //Added by MC:
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p->oldbuttons = 255, p->attackdown = true; // don't do anything immediately
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p->oldbuttons = ~0, p->attackdown = true; // don't do anything immediately
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p->original_oldbuttons = ~0;
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p->playerstate = PST_LIVE;
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if (gamestate != GS_TITLELEVEL)
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@ -2382,6 +2382,77 @@ int DLevelScript::GetActorProperty (int tid, int property)
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}
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}
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enum
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{
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// These are the original inputs sent by the player.
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INPUT_OLDBUTTONS,
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INPUT_BUTTONS,
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INPUT_PITCH,
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INPUT_YAW,
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INPUT_ROLL,
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INPUT_FORWARDMOVE,
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INPUT_SIDEMOVE,
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INPUT_UPMOVE,
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// These are the inputs, as modified by P_PlayerThink().
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// Most of the time, these will match the original inputs, but
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// they can be different if a player is frozen or using a
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// chainsaw.
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MODINPUT_OLDBUTTONS,
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MODINPUT_BUTTONS,
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MODINPUT_PITCH,
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MODINPUT_YAW,
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MODINPUT_ROLL,
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MODINPUT_FORWARDMOVE,
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MODINPUT_SIDEMOVE,
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MODINPUT_UPMOVE
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};
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int DLevelScript::GetPlayerInput(int playernum, int inputnum)
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{
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player_t *p;
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if (playernum < 0)
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{
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p = activator->player;
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}
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else if (playernum >= MAXPLAYERS || !playeringame[playernum])
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{
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return 0;
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}
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else
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{
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p = &players[playernum];
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}
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if (p == NULL)
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{
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return 0;
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}
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switch (inputnum)
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{
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case INPUT_OLDBUTTONS: return p->original_oldbuttons; break;
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case INPUT_BUTTONS: return p->original_cmd.buttons; break;
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case INPUT_PITCH: return p->original_cmd.pitch; break;
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case INPUT_YAW: return p->original_cmd.yaw; break;
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case INPUT_ROLL: return p->original_cmd.roll; break;
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case INPUT_FORWARDMOVE: return p->original_cmd.forwardmove; break;
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case INPUT_SIDEMOVE: return p->original_cmd.sidemove; break;
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case INPUT_UPMOVE: return p->original_cmd.upmove; break;
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case MODINPUT_OLDBUTTONS: return p->oldbuttons; break;
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case MODINPUT_BUTTONS: return p->cmd.ucmd.buttons; break;
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case MODINPUT_PITCH: return p->cmd.ucmd.pitch; break;
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case MODINPUT_YAW: return p->cmd.ucmd.yaw; break;
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case MODINPUT_ROLL: return p->cmd.ucmd.roll; break;
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case MODINPUT_FORWARDMOVE: return p->cmd.ucmd.forwardmove; break;
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case MODINPUT_SIDEMOVE: return p->cmd.ucmd.sidemove; break;
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case MODINPUT_UPMOVE: return p->cmd.ucmd.upmove; break;
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default: return 0; break;
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}
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}
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#define NEXTWORD (LittleLong(*pc++))
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#define NEXTBYTE (fmt==ACS_LittleEnhanced?getbyte(pc):NEXTWORD)
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#define STACK(a) (Stack[sp - (a)])
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@ -4946,6 +5017,11 @@ int DLevelScript::RunScript ()
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sp -= 1;
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break;
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case PCD_GETPLAYERINPUT:
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STACK(2) = GetPlayerInput (STACK(2), STACK(1));
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sp -= 1;
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break;
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case PCD_PLAYERNUMBER:
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if (activator == NULL || activator->player == NULL)
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{
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@ -553,8 +553,9 @@ public:
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PCD_CHECKPLAYERCAMERA, // [TN]
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PCD_MORPHACTOR, // [MH]
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PCD_UNMORPHACTOR, // [MH]
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PCD_GETPLAYERINPUT,
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PCODE_COMMAND_COUNT
|
||||
/*348*/ PCODE_COMMAND_COUNT
|
||||
};
|
||||
|
||||
// Some constants used by ACS scripts
|
||||
|
@ -689,6 +690,7 @@ protected:
|
|||
void SetActorProperty (int tid, int property, int value);
|
||||
void DoSetActorProperty (AActor *actor, int property, int value);
|
||||
int GetActorProperty (int tid, int property);
|
||||
int GetPlayerInput (int playernum, int inputnum);
|
||||
|
||||
private:
|
||||
DLevelScript ();
|
||||
|
|
|
@ -2455,7 +2455,9 @@ enum
|
|||
};
|
||||
|
||||
FUNC(LS_SetPlayerProperty)
|
||||
// SetPlayerProperty (who, set, which)
|
||||
// SetPlayerProperty (who, value, which)
|
||||
// who == 0: set activator's property
|
||||
// who == 1: set every player's property
|
||||
{
|
||||
int mask = 0;
|
||||
|
||||
|
|
|
@ -1955,6 +1955,11 @@ void P_PlayerThink (player_t *player)
|
|||
player->mo->flags &= ~MF_NOCLIP;
|
||||
}
|
||||
cmd = &player->cmd;
|
||||
|
||||
// Make unmodified copies for ACS's GetPlayerInput.
|
||||
player->original_oldbuttons = player->original_cmd.buttons;
|
||||
player->original_cmd = cmd->ucmd;
|
||||
|
||||
if (player->mo->flags & MF_JUSTATTACKED)
|
||||
{ // Chainsaw/Gauntlets attack auto forward motion
|
||||
cmd->ucmd.yaw = 0;
|
||||
|
@ -1990,7 +1995,10 @@ void P_PlayerThink (player_t *player)
|
|||
}
|
||||
|
||||
// Handle crouching
|
||||
if (player->cmd.ucmd.buttons & BT_JUMP) player->cmd.ucmd.buttons &= ~BT_DUCK;
|
||||
if (player->cmd.ucmd.buttons & BT_CROUCH)
|
||||
{
|
||||
player->cmd.ucmd.buttons &= ~BT_CROUCH;
|
||||
}
|
||||
if (player->morphTics == 0 && player->health > 0 && level.IsCrouchingAllowed())
|
||||
{
|
||||
if (!(player->cheats & CF_TOTALLYFROZEN))
|
||||
|
@ -1999,9 +2007,9 @@ void P_PlayerThink (player_t *player)
|
|||
|
||||
if (crouchdir==0)
|
||||
{
|
||||
crouchdir = (player->cmd.ucmd.buttons & BT_DUCK)? -1 : 1;
|
||||
crouchdir = (player->cmd.ucmd.buttons & BT_CROUCH)? -1 : 1;
|
||||
}
|
||||
else if (player->cmd.ucmd.buttons & BT_DUCK)
|
||||
else if (player->cmd.ucmd.buttons & BT_CROUCH)
|
||||
{
|
||||
player->crouching=0;
|
||||
}
|
||||
|
@ -2452,7 +2460,9 @@ void player_t::Serialize (FArchive &arc)
|
|||
arc << crouchfactor
|
||||
<< crouching
|
||||
<< crouchdir
|
||||
<< crouchviewdelta;
|
||||
<< crouchviewdelta
|
||||
<< original_cmd
|
||||
<< original_oldbuttons;
|
||||
|
||||
if (isbot)
|
||||
{
|
||||
|
@ -2486,6 +2496,7 @@ void player_t::Serialize (FArchive &arc)
|
|||
// If the player reloaded because they pressed +use after dying, we
|
||||
// don't want +use to still be down after the game is loaded.
|
||||
oldbuttons = ~0;
|
||||
original_oldbuttons = ~0;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -54,7 +54,7 @@
|
|||
// Version identifier for network games.
|
||||
// Bump it every time you do a release unless you're certain you
|
||||
// didn't change anything that will affect sync.
|
||||
#define NETGAMEVERSION 216
|
||||
#define NETGAMEVERSION 217
|
||||
|
||||
// Version stored in the ini's [LastRun] section.
|
||||
// Bump it if you made some configuration change that you want to
|
||||
|
@ -64,7 +64,7 @@
|
|||
// Protocol version used in demos.
|
||||
// Bump it if you change existing DEM_ commands or add new ones.
|
||||
// Otherwise, it should be safe to leave it alone.
|
||||
#define DEMOGAMEVERSION 0x20C
|
||||
#define DEMOGAMEVERSION 0x20D
|
||||
|
||||
// Minimum demo version we can play.
|
||||
// Bump it whenever you change or remove existing DEM_ commands.
|
||||
|
@ -75,7 +75,7 @@
|
|||
// SAVESIG should match SAVEVER.
|
||||
|
||||
// MINSAVEVER is the minimum level snapshot version that can be loaded.
|
||||
#define MINSAVEVER 1209
|
||||
#define MINSAVEVER 1215
|
||||
|
||||
#if SVN_REVISION_NUMBER < MINSAVEVER
|
||||
// Never write a savegame with a version lower than what we need
|
||||
|
|
Loading…
Reference in a new issue