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https://github.com/ZDoom/qzdoom-gpl.git
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Moved some ancient playsim mouse input code around so that it works properly with input events
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parent
9d6b5f7015
commit
2e0eb742eb
1 changed files with 29 additions and 20 deletions
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@ -258,6 +258,33 @@ static int pagetic;
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//
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//==========================================================================
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// [ZZ] this handles the mouse changes in the playsim.
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// I have no idea why it had to be done before events are dispatched... also no idea why is this not in G_Responder or something.
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static void D_ProcessMouseForPlaysim(event_t *ev)
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{
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//if (ev->type == EV_Mouse && !paused && menuactive == MENU_Off && ConsoleState != c_down && ConsoleState != c_falling && !E_CheckUiProcessors())
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if (ev->type == EV_Mouse && !paused) // [ZZ] the other checks are replaced with responders eating the event.
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{
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if (Button_Mlook.bDown || freelook)
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{
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int look = int(ev->y * m_pitch * mouse_sensitivity * 16.0);
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if (invertmouse)
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look = -look;
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G_AddViewPitch(look);
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events[eventhead].y = 0;
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}
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if (!Button_Strafe.bDown && !lookstrafe)
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{
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G_AddViewAngle(int(ev->x * m_yaw * mouse_sensitivity * 8.0));
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events[eventhead].x = 0;
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}
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if ((events[eventhead].x | events[eventhead].y) == 0)
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{
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return;
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}
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}
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}
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void D_ProcessEvents (void)
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{
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event_t *ev;
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@ -290,6 +317,8 @@ void D_ProcessEvents (void)
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// check events
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if (E_Responder(ev)) // [ZZ] ZScript ate the event
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continue;
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// before passing this further, do some magic
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D_ProcessMouseForPlaysim(ev);
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G_Responder (ev);
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}
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}
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@ -310,26 +339,6 @@ void D_PostEvent (const event_t *ev)
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return;
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}
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events[eventhead] = *ev;
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if (ev->type == EV_Mouse && !paused && menuactive == MENU_Off && ConsoleState != c_down && ConsoleState != c_falling && !E_CheckUiProcessors())
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{
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if (Button_Mlook.bDown || freelook)
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{
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int look = int(ev->y * m_pitch * mouse_sensitivity * 16.0);
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if (invertmouse)
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look = -look;
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G_AddViewPitch (look);
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events[eventhead].y = 0;
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}
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if (!Button_Strafe.bDown && !lookstrafe)
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{
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G_AddViewAngle (int(ev->x * m_yaw * mouse_sensitivity * 8.0));
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events[eventhead].x = 0;
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}
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if ((events[eventhead].x | events[eventhead].y) == 0)
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{
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return;
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}
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}
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eventhead = (eventhead+1)&(MAXEVENTS-1);
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}
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