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https://github.com/ZDoom/raze-gles.git
synced 2024-11-11 07:11:39 +00:00
SW: Remove ScrollMode2D extern boolean and move into PLAYERp struct.
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parent
423c9da071
commit
31eb55c1fa
4 changed files with 13 additions and 20 deletions
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@ -1054,11 +1054,9 @@ ResizeView(PLAYERp pp)
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if (inputState.GetKeyStatus(KEYSC_ESC))
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if (inputState.GetKeyStatus(KEYSC_ESC))
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{
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{
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extern SWBOOL ScrollMode2D;
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inputState.ClearKeyStatus(sc_Escape);
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inputState.ClearKeyStatus(sc_Escape);
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dimensionmode = 3;
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dimensionmode = 3;
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ScrollMode2D = FALSE;
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pp->ScrollMode2D = FALSE;
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SetRedrawScreen(pp);
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SetRedrawScreen(pp);
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}
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}
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}
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}
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@ -2189,9 +2187,7 @@ drawscreen(PLAYERp pp)
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if ((dimensionmode == 5 || dimensionmode == 6) && pp == Player+myconnectindex)
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if ((dimensionmode == 5 || dimensionmode == 6) && pp == Player+myconnectindex)
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{
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{
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extern SWBOOL ScrollMode2D;
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if (pp->ScrollMode2D)
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if (ScrollMode2D)
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{
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{
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tx = pp->mfposx;
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tx = pp->mfposx;
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ty = pp->mfposy;
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ty = pp->mfposy;
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@ -2218,7 +2214,7 @@ drawscreen(PLAYERp pp)
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}
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}
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// Draw the line map on top of texture 2d map or just stand alone
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// Draw the line map on top of texture 2d map or just stand alone
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drawoverheadmap(tx, ty, zoom, fix16_to_int(tq16ang));
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drawoverheadmap(tx, ty, zoom, fix16_to_int(tq16ang), pp->ScrollMode2D);
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}
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}
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for (j = 0; j < MAXSPRITES; j++)
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for (j = 0; j < MAXSPRITES; j++)
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@ -188,7 +188,6 @@ SWBOOL FirstTimeIntoGame;
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SWBOOL BorderAdjust = FALSE;
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SWBOOL BorderAdjust = FALSE;
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SWBOOL InterpolateSectObj;
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SWBOOL InterpolateSectObj;
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SWBOOL LocationInfo = 0;
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SWBOOL LocationInfo = 0;
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void drawoverheadmap(int cposx, int cposy, int czoom, short cang);
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int DispFrameRate = FALSE;
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int DispFrameRate = FALSE;
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int DispMono = TRUE;
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int DispMono = TRUE;
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int Fog = FALSE;
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int Fog = FALSE;
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@ -229,7 +228,6 @@ SWBOOL PauseMode = FALSE;
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SWBOOL PauseKeySet = FALSE;
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SWBOOL PauseKeySet = FALSE;
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SWBOOL SlowMode = FALSE;
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SWBOOL SlowMode = FALSE;
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SWBOOL FrameAdvanceTics = 3;
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SWBOOL FrameAdvanceTics = 3;
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SWBOOL ScrollMode2D = FALSE;
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SWBOOL DebugSO = FALSE;
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SWBOOL DebugSO = FALSE;
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SWBOOL DebugPanel = FALSE;
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SWBOOL DebugPanel = FALSE;
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@ -2556,7 +2554,7 @@ void RunLevel(void)
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domovethings();
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domovethings();
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}
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}
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if (!ScrollMode2D && !pp->on_vehicle)
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if (!pp->ScrollMode2D && !pp->on_vehicle)
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getinput(myconnectindex);
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getinput(myconnectindex);
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}
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}
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@ -3118,7 +3116,7 @@ void getinput(int const playerNum)
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MirrorDelay = 1;
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MirrorDelay = 1;
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dimensionmode = 3;
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dimensionmode = 3;
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SetFragBar(pp);
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SetFragBar(pp);
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ScrollMode2D = FALSE;
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pp->ScrollMode2D = FALSE;
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SetRedrawScreen(pp);
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SetRedrawScreen(pp);
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}
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}
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}
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}
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@ -3129,14 +3127,14 @@ void getinput(int const playerNum)
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if (buttonMap.ButtonDown(gamefunc_Map_Follow_Mode))
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if (buttonMap.ButtonDown(gamefunc_Map_Follow_Mode))
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{
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{
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buttonMap.ClearButton(gamefunc_Map_Follow_Mode);
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buttonMap.ClearButton(gamefunc_Map_Follow_Mode);
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ScrollMode2D = !ScrollMode2D;
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pp->ScrollMode2D = !pp->ScrollMode2D;
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pp->mfposx = pp->posx;
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pp->mfposx = pp->posx;
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pp->mfposy = pp->posy;
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pp->mfposy = pp->posy;
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}
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}
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}
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}
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// If in 2D follow mode, scroll around.
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// If in 2D follow mode, scroll around.
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if (ScrollMode2D && !Prediction)
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if (pp->ScrollMode2D && !Prediction)
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{
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{
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keymove = keymove / 2;
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keymove = keymove / 2;
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@ -3154,7 +3152,7 @@ void getinput(int const playerNum)
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if (buttonMap.ButtonDown(gamefunc_Map_Follow_Mode))
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if (buttonMap.ButtonDown(gamefunc_Map_Follow_Mode))
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{
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{
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buttonMap.ClearButton(gamefunc_Map_Follow_Mode);
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buttonMap.ClearButton(gamefunc_Map_Follow_Mode);
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ScrollMode2D = !ScrollMode2D;
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pp->ScrollMode2D = !pp->ScrollMode2D;
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// Reset coords
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// Reset coords
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pp->mfposx = pp->posx;
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pp->mfposx = pp->posx;
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pp->mfposy = pp->posy;
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pp->mfposy = pp->posy;
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@ -3208,7 +3206,7 @@ void getinput(int const playerNum)
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}
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}
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// !JIM! Added M_Active() so that you don't move at all while using menus
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// !JIM! Added M_Active() so that you don't move at all while using menus
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if (M_Active() || ScrollMode2D || InputMode)
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if (M_Active() || pp->ScrollMode2D || InputMode)
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return;
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return;
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SET_LOC_KEY(localInput.bits, SK_SPACE_BAR, ((!!inputState.GetKeyStatus(KEYSC_SPACE)) | buttonMap.ButtonDown(gamefunc_Open)));
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SET_LOC_KEY(localInput.bits, SK_SPACE_BAR, ((!!inputState.GetKeyStatus(KEYSC_SPACE)) | buttonMap.ButtonDown(gamefunc_Open)));
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@ -3585,7 +3583,7 @@ void getinput(int const playerNum)
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#define MAP_BLOCK_SPRITE (DK_BLUE + 6)
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#define MAP_BLOCK_SPRITE (DK_BLUE + 6)
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void drawoverheadmap(int cposx, int cposy, int czoom, short cang)
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void drawoverheadmap(int cposx, int cposy, int czoom, short cang, SWBOOL ScrollMode2D)
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{
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{
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int i, j, k, l, x1, y1, x2, y2, x3, y3, x4, y4, ox, oy, xoff, yoff;
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int i, j, k, l, x1, y1, x2, y2, x3, y3, x4, y4, ox, oy, xoff, yoff;
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int dax, day, cosang, sinang, xspan, yspan, sprx, spry;
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int dax, day, cosang, sinang, xspan, yspan, sprx, spry;
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@ -1283,7 +1283,7 @@ struct PLAYERstruct
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short Heads; // Number of Accursed Heads orbiting player
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short Heads; // Number of Accursed Heads orbiting player
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int PlayerVersion;
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int PlayerVersion;
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SWBOOL on_vehicle;
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SWBOOL on_vehicle, ScrollMode2D;
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};
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};
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extern PLAYER Player[MAX_SW_PLAYERS_REG+1];
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extern PLAYER Player[MAX_SW_PLAYERS_REG+1];
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@ -2402,7 +2402,7 @@ int DoSkullBeginDeath(int16_t SpriteNum); // skull.c
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void AnimateCacheCursor(void); // game.c
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void AnimateCacheCursor(void); // game.c
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void TerminateGame(void); // game.c
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void TerminateGame(void); // game.c
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void TerminateLevel(void); // game.c
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void TerminateLevel(void); // game.c
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void drawoverheadmap(int cposx,int cposy,int czoom,short cang); // game.c
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void drawoverheadmap(int cposx,int cposy,int czoom,short cang, SWBOOL ScrollMode2D); // game.c
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void DrawMenuLevelScreen(void); // game.c
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void DrawMenuLevelScreen(void); // game.c
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void DebugWriteString(char *string); // game.c
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void DebugWriteString(char *string); // game.c
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void ManualPlayerInsert(PLAYERp pp); // game.c
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void ManualPlayerInsert(PLAYERp pp); // game.c
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@ -7794,8 +7794,7 @@ domovethings(void)
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DoPlayerSectorUpdatePreMove(pp);
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DoPlayerSectorUpdatePreMove(pp);
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ChopsCheck(pp);
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ChopsCheck(pp);
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// extern SWBOOL ScrollMode2D;
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//if (!pp->ScrollMode2D)
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//if (!ScrollMode2D)
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if (pp->DoPlayerAction) pp->DoPlayerAction(pp);
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if (pp->DoPlayerAction) pp->DoPlayerAction(pp);
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UpdatePlayerSprite(pp);
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UpdatePlayerSprite(pp);
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