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- Exhumed/SW: Move code to trigger synchronised input for edge cases where its needed into gamecontrol.
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4 changed files with 25 additions and 17 deletions
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@ -152,6 +152,8 @@ extern int hud_size_max;
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int paused;
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bool pausedWithKey;
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bool gamesetinput = false;
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CUSTOM_CVAR(Int, cl_gender, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (self < 0 || self > 3) self = 0;
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@ -226,3 +226,20 @@ extern int chatmodeon;
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extern bool sendPause;
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extern int lastTic;
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//---------------------------------------------------------------------------
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//
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// Inline functions to help with edge cases where synchronised input is needed.
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//
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//---------------------------------------------------------------------------
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extern bool gamesetinput;
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inline void setForcedSyncInput()
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{
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if (!cl_syncinput) gamesetinput = cl_syncinput = true;
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}
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inline void resetForcedSyncInput()
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{
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if (gamesetinput) gamesetinput = cl_syncinput = false;
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}
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@ -34,8 +34,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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BEGIN_PS_NS
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static bool gamesetinput = false;
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void GameInterface::WarpToCoords(int x, int y, int z, int ang, int horz)
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{
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Player *nPlayer = &PlayerList[nLocalPlayer];
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@ -107,15 +105,15 @@ void GameInterface::ToggleThirdPerson()
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{
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bCamera = !bCamera;
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if (bCamera && !cl_syncinput)
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if (bCamera)
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{
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gamesetinput = cl_syncinput = true;
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setForcedSyncInput();
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GrabPalette();
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}
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}
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if (gamesetinput && !bCamera)
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if (!bCamera)
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{
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gamesetinput = cl_syncinput = false;
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resetForcedSyncInput();
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}
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}
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@ -133,9 +133,6 @@ PLAYER Player[MAX_SW_PLAYERS_REG + 1];
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short NormalVisibility;
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// bool for determining whether game has set cl_syncinput or not.
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static bool gamesetinput = false;
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int InitBloodSpray(int16_t SpriteNum, bool dogib, short velocity);
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SPRITEp FindNearSprite(SPRITEp sp, short stat);
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@ -2815,10 +2812,7 @@ DoPlayerMoveVehicle(PLAYERp pp)
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}
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// force synchronised input here for now.
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if (!cl_syncinput)
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{
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gamesetinput = cl_syncinput = true;
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}
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setForcedSyncInput();
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if (PLAYER_MOVING(pp) == 0)
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RESET(pp->Flags, PF_PLAYER_MOVED);
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@ -7236,10 +7230,7 @@ domovethings(void)
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pp->angle.resetadjustment();
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// disable synchronised input if set by game.
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if (gamesetinput)
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{
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gamesetinput = cl_syncinput = false;
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}
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resetForcedSyncInput();
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if (pp->DoPlayerAction) pp->DoPlayerAction(pp);
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