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https://github.com/ZDoom/raze-gles.git
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processinput_r
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parent
fadbe61b9c
commit
244826cfa0
4 changed files with 1034 additions and 142 deletions
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@ -1670,7 +1670,7 @@ static void movement(int snum, int sb_snum, int psect, int fz, int cz, int shrun
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{
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// not jumping or crouching
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if ((sb_snum & 3) == 0 && p->on_ground && (sector[psect].floorstat & 2) && p->posz >= (fz - (i << 8) - (16 << 8)))
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if ((sb_snum & (SKB_JUMP|SKB_CROUCH)) == 0 && p->on_ground && (sector[psect].floorstat & 2) && p->posz >= (fz - (i << 8) - (16 << 8)))
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p->posz = fz - (i << 8);
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else
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{
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@ -2065,7 +2065,7 @@ static void operateweapon(int snum, int sb_snum, int psect)
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switch (p->curr_weapon)
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{
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case HANDBOMB_WEAPON: // grenade in NAM
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if (p->kickback_pic == 6 && (sb_snum & (1 << 2)))
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if (p->kickback_pic == 6 && (sb_snum & SKB_FIRE))
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{
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p->rapid_fire_hold = 1;
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break;
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@ -2114,7 +2114,7 @@ static void operateweapon(int snum, int sb_snum, int psect)
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p->hbomb_on = 1;
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}
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else if (p->kickback_pic < 12 && (sb_snum & (1 << 2)))
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else if (p->kickback_pic < 12 && (sb_snum & SKB_FIRE))
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p->hbomb_hold_delay++;
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else if (p->kickback_pic > 19)
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{
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@ -2274,7 +2274,7 @@ static void operateweapon(int snum, int sb_snum, int psect)
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p->visibility = 0;
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checkavailweapon(p);
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if ((sb_snum & (1 << 2)) == 0)
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if ((sb_snum & SKB_FIRE) == 0)
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{
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p->kickback_pic = 0;
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break;
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@ -2283,7 +2283,7 @@ static void operateweapon(int snum, int sb_snum, int psect)
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}
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else if (p->kickback_pic > 10)
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{
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if (sb_snum & (1 << 2)) p->kickback_pic = 1;
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if (sb_snum & SKB_FIRE) p->kickback_pic = 1;
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else p->kickback_pic = 0;
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}
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@ -2415,7 +2415,7 @@ static void operateweapon(int snum, int sb_snum, int psect)
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}
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else
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{
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if (sb_snum & (1 << 2))
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if (sb_snum & SKB_FIRE)
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{
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p->kickback_pic = 1;
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spritesound(CAT_FIRE, pi);
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@ -2473,7 +2473,7 @@ static void operateweapon(int snum, int sb_snum, int psect)
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if (p->kickback_pic == 7) fi.shoot(pi, KNEE);
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else if (p->kickback_pic == 14)
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{
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if (sb_snum & (1 << 2))
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if (sb_snum & SKB_FIRE)
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p->kickback_pic = 1 + (krand() & 3);
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else p->kickback_pic = 0;
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}
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@ -2504,7 +2504,7 @@ static void operateweapon(int snum, int sb_snum, int psect)
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//
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//---------------------------------------------------------------------------
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void processinput_d(short snum)
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void processinput_d(int snum)
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{
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int j, i, k, doubvel, fz, cz, hz, lz, truefdist, x, y;
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char shrunk;
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@ -2682,12 +2682,12 @@ void processinput_d(short snum)
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p->look_ang -= (p->look_ang >> 2);
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if (sb_snum & (1 << 6))
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if (sb_snum & SKB_LOOK_LEFT)
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{
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playerLookLeft(snum);
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}
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if (sb_snum & (1 << 7))
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if (sb_snum & SKB_LOOK_RIGHT)
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{
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playerLookRight(snum);
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}
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@ -2725,7 +2725,10 @@ void processinput_d(short snum)
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p->oposz = p->posz;
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p->opyoff = p->pyoff;
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#pragma message("input stuff begins here")
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#if 0
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p->oq16ang = p->q16ang;
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#endif
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if (p->one_eighty_count < 0)
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{
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@ -2868,8 +2871,8 @@ void processinput_d(short snum)
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bool check;
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if (!isWW2GI()) check = ((p->curr_weapon == KNEE_WEAPON && p->kickback_pic > 10 && p->on_ground) || (p->on_ground && (sb_snum & 2)));
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else check = ((aplWeaponWorksLike[p->curr_weapon][snum] == KNEE_WEAPON && p->kickback_pic > 10 && p->on_ground) || (p->on_ground && (sb_snum & 2)));
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if (!isWW2GI()) check = ((p->curr_weapon == KNEE_WEAPON && p->kickback_pic > 10 && p->on_ground) || (p->on_ground && (sb_snum & SKB_CROUCH)));
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else check = ((aplWeaponWorksLike[p->curr_weapon][snum] == KNEE_WEAPON && p->kickback_pic > 10 && p->on_ground) || (p->on_ground && (sb_snum & SKB_CROUCH)));
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if (check)
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{
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p->posxv = mulscale(p->posxv, dukefriction - 0x2000, 16);
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@ -3107,7 +3110,7 @@ SHOOTINCODE:
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p->ammo_amount[p->curr_weapon] % aplWeaponClip[p->curr_weapon][snum];
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// p->kickback_pic = aplWeaponFireDelay[p->curr_weapon][snum]+1; // animate, but don't shoot...
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p->kickback_pic = aplWeaponTotalTime[p->curr_weapon][snum] + 1; // animate, but don't shoot...
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sb_snum &= ~(1 << 2); // not firing...
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sb_snum &= ~SKB_FIRE; // not firing...
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}
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return;
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}
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@ -3135,13 +3138,13 @@ SHOOTINCODE:
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if (p->rapid_fire_hold == 1)
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{
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if (sb_snum & (1 << 2)) return;
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if (sb_snum & SKB_FIRE) return;
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p->rapid_fire_hold = 0;
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}
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if (shrunk || p->tipincs || p->access_incs)
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sb_snum &= ~(1 << 2);
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else if (shrunk == 0 && (sb_snum & (1 << 2)) && p->kickback_pic == 0 && p->fist_incs == 0 &&
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sb_snum &= ~SKB_FIRE;
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else if (shrunk == 0 && (sb_snum & SKB_FIRE) && p->kickback_pic == 0 && p->fist_incs == 0 &&
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p->last_weapon == -1 && (p->weapon_pos == 0 || p->holster_weapon == 1))
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{
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if (!isWW2GI()) fireweapon(snum);
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File diff suppressed because it is too large
Load diff
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@ -320,7 +320,7 @@ void operateweapon_ww(int snum, int sb_snum, int psect)
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{
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if (aplWeaponHoldDelay[p->curr_weapon][snum] // there is a hold delay
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&& (p->kickback_pic == aplWeaponFireDelay[p->curr_weapon][snum]) // and we are 'at' hold
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&& (sb_snum & (1 << 2)) // and 'fire' button is still down
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&& (sb_snum & SKB_FIRE) // and 'fire' button is still down
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)
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// just hold here...
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{
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@ -463,7 +463,7 @@ void operateweapon_ww(int snum, int sb_snum, int psect)
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if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_AUTOMATIC)
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{ // an 'automatic'
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if ((sb_snum & (1 << 2)) == 0)
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if ((sb_snum & SKB_FIRE) == 0)
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{
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p->kickback_pic = aplWeaponTotalTime[p->curr_weapon][snum];
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}
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@ -520,7 +520,7 @@ void operateweapon_ww(int snum, int sb_snum, int psect)
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{
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if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_AUTOMATIC)
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{ // an 'automatic'
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if (sb_snum & (1 << 2))
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if (sb_snum & SKB_FIRE)
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{
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// we are an AUTOMATIC. Fire again...
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if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_RANDOMRESTART)
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@ -5712,7 +5712,7 @@ check_enemy_sprite:
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pPlayer->rotscrnang += 24;
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}
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if (pPlayer->sea_sick < 250)
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pPlayer->look_ang += (krand2()&255)-128;
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pPlayer->addlookang((krand2()&255)-128);
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}
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int velocityModifier = TICSPERFRAME;
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