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https://github.com/ZDoom/qzdoom-gpl.git
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Localized the input checker into P_Thing_CheckInputNum now called by both ACS and DECORATE..
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parent
26408a5043
commit
9df65f73fc
4 changed files with 32 additions and 47 deletions
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@ -4216,28 +4216,7 @@ int DLevelScript::GetPlayerInput(int playernum, int inputnum)
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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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return P_Thing_CheckInputNum(p, inputnum);
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}
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enum
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@ -159,6 +159,7 @@ bool P_Thing_Raise(AActor *thing, AActor *raiser);
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bool P_Thing_CanRaise(AActor *thing);
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PClassActor *P_GetSpawnableType(int spawnnum);
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void InitSpawnablesFromMapinfo();
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int P_Thing_CheckInputNum(player_t *p, int inputnum);
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int P_Thing_Warp(AActor *caller, AActor *reference, double xofs, double yofs, double zofs, DAngle angle, int flags, double heightoffset, double radiusoffset, DAngle pitch);
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bool P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, int count, int flags, int ptr);
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@ -666,7 +666,36 @@ void InitSpawnablesFromMapinfo()
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InitClassMap(SpawnableThings, SpawnablesFromMapinfo);
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InitClassMap(StrifeTypes, ConversationIDsFromMapinfo);
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}
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int P_Thing_CheckInputNum(player_t *p, int inputnum)
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{
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int renum = 0;
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if (p)
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{
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switch (inputnum)
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{
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case INPUT_OLDBUTTONS: renum = p->original_oldbuttons; break;
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case INPUT_BUTTONS: renum = p->original_cmd.buttons; break;
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case INPUT_PITCH: renum = p->original_cmd.pitch; break;
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case INPUT_YAW: renum = p->original_cmd.yaw; break;
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case INPUT_ROLL: renum = p->original_cmd.roll; break;
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case INPUT_FORWARDMOVE: renum = p->original_cmd.forwardmove; break;
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case INPUT_SIDEMOVE: renum = p->original_cmd.sidemove; break;
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case INPUT_UPMOVE: renum = p->original_cmd.upmove; break;
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case MODINPUT_OLDBUTTONS: renum = p->oldbuttons; break;
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case MODINPUT_BUTTONS: renum = p->cmd.ucmd.buttons; break;
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case MODINPUT_PITCH: renum = p->cmd.ucmd.pitch; break;
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case MODINPUT_YAW: renum = p->cmd.ucmd.yaw; break;
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case MODINPUT_ROLL: renum = p->cmd.ucmd.roll; break;
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case MODINPUT_FORWARDMOVE: renum = p->cmd.ucmd.forwardmove; break;
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case MODINPUT_SIDEMOVE: renum = p->cmd.ucmd.sidemove; break;
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case MODINPUT_UPMOVE: renum = p->cmd.ucmd.upmove; break;
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default: renum = 0; break;
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}
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}
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return renum;
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}
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bool P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, int count, int flags, int ptr)
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{
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AActor *ref = COPY_AAPTR(self, ptr);
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@ -569,31 +569,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetPlayerInput)
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}
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else
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{
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player_t *p = mobj->player;
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int renum = 0;
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switch (inputnum)
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{
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case INPUT_OLDBUTTONS: renum = p->original_oldbuttons; break;
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case INPUT_BUTTONS: renum = p->original_cmd.buttons; break;
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case INPUT_PITCH: renum = p->original_cmd.pitch; break;
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case INPUT_YAW: renum = p->original_cmd.yaw; break;
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case INPUT_ROLL: renum = p->original_cmd.roll; break;
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case INPUT_FORWARDMOVE: renum = p->original_cmd.forwardmove; break;
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case INPUT_SIDEMOVE: renum = p->original_cmd.sidemove; break;
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case INPUT_UPMOVE: renum = p->original_cmd.upmove; break;
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case MODINPUT_OLDBUTTONS: renum = p->oldbuttons; break;
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case MODINPUT_BUTTONS: renum = p->cmd.ucmd.buttons; break;
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case MODINPUT_PITCH: renum = p->cmd.ucmd.pitch; break;
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case MODINPUT_YAW: renum = p->cmd.ucmd.yaw; break;
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case MODINPUT_ROLL: renum = p->cmd.ucmd.roll; break;
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case MODINPUT_FORWARDMOVE: renum = p->cmd.ucmd.forwardmove; break;
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case MODINPUT_SIDEMOVE: renum = p->cmd.ucmd.sidemove; break;
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case MODINPUT_UPMOVE: renum = p->cmd.ucmd.upmove; break;
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default: renum = 0; break;
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}
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ret->SetInt(renum);
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ret->SetInt(P_Thing_CheckInputNum(mobj->player, inputnum));
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}
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return 1;
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}
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