mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-27 04:00:42 +00:00
- cleanup on player CVAR use.
This commit is contained in:
parent
7887c4e80d
commit
48b16d5233
16 changed files with 89 additions and 123 deletions
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@ -368,7 +368,8 @@ void UpdateAimVector(PLAYER * pPlayer)
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WEAPONTRACK *pWeaponTrack = &gWeaponTrack[pPlayer->curWeapon];
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int nTarget = -1;
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pPlayer->aimTargetsCount = 0;
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if (cl_autoaim == 1 || (cl_autoaim == 2 && !pWeaponTrack->bIsProjectile) || pPlayer->curWeapon == 10 || pPlayer->curWeapon == 9)
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int autoaim = Autoaim(pPlayer->nPlayer);
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if (autoaim == 1 || (autoaim == 2 && !pWeaponTrack->bIsProjectile) || pPlayer->curWeapon == 10 || pPlayer->curWeapon == 9)
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{
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int nClosest = 0x7fffffff;
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int nSprite;
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@ -107,6 +107,12 @@ inline const char* PlayerName(int pindex)
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return playername;
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}
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inline bool Autoaim(int player)
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{
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// Todo: proper implementation of user CVARs.
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return cl_autoaim;
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}
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extern bool gNoAutoLoad;
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extern int hud_statusbarrange; // will be set by the game's configuration setup.
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bool G_CheckAutorun(bool button);
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@ -847,9 +847,9 @@ loc_flag:
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int var_50 = PlayerList[nLocalPlayer].horizon.horiz.asq16() >> 14;
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nHeight -= var_50;
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if (sPlayerInput[nPlayer].nTarget >= 0 && cl_autoaim)
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if (sPlayerInput[nPlayer].nTarget >= 0 && Autoaim(nPlayer))
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{
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assert(sprite[sPlayerInput[nPlayer].nTarget].sectnum < kMaxSectors);
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assert(sprite[sPlayerInput[nPlayer].nTarget].sectnum < kMaxSectors);
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var_50 = sPlayerInput[nPlayer].nTarget + 10000;
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}
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@ -735,7 +735,7 @@ public:
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mysnprintf(tempbuf, 32, "%d", i + 1);
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MiniText(30, 90 + t, tempbuf, 0);
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MiniText(38, 90 + t, ud.user_name[i], 0, -1, ps[i].palookup);
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MiniText(38, 90 + t, PlayerName(i), 0, -1, ps[i].palookup);
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for (int y = 0; y < playerswhenstarted; y++)
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{
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@ -296,7 +296,7 @@ public:
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mysnprintf(tempbuf, 32, "%d", i + 1);
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MiniText(30, 90 + t, tempbuf, 0);
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MiniText(38, 90 + t, ud.user_name[i], 0, -1, ps[i].palookup);
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MiniText(38, 90 + t, PlayerName(i), 0, -1, ps[i].palookup);
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for (int y = 0; y < playerswhenstarted; y++)
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{
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@ -119,7 +119,7 @@ void footprints(int snum);
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int makepainsounds(int snum, int type);
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void playerCrouch(int snum);
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void playerJump(int snum, int fz, int cz);
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void processavel(player_struct* p, float* avel);
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void checklook(int snum, ESyncBits actions);
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void playerCenterView(int snum);
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void playerLookUp(int snum, ESyncBits actions);
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@ -231,10 +231,8 @@ void exitlevel(MapRecord *next);
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void enterlevel(MapRecord* mi, int gm);
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void donewgame(MapRecord* map, int sk);
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void startnewgame(MapRecord* map, int skill);
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void setlocalplayerinput(player_struct *pp);
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int playercolor2lookup(int color);
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void PlayerColorChanged(void);
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void apply_seasick(player_struct* p, double scalefactor);
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void calcviewpitch(player_struct* p, double factor);
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bool movementBlocked(int snum);
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void loadcons();
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@ -242,9 +240,4 @@ void recordoldspritepos();
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int* animateptr(int i);
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void backuppos(player_struct* p, bool noclipping = false);
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void backupweapon(player_struct* p);
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void checkhardlanding(player_struct* p);
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void playerweaponsway(player_struct* p, spritetype* s);
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END_DUKE_NS
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@ -325,12 +325,6 @@ void GameInterface::app_init()
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screenpeek = myconnectindex;
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for (int j = numplayers; j < ud.multimode; j++)
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{
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mysnprintf(ud.user_name[j], sizeof(ud.user_name[j]), "%s %d", GStrings("PLAYER"), j + 1);
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ps[j].auto_aim = 0;
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}
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LoadDefinitions();
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fi.InitFonts();
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SetTileNames();
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@ -72,7 +72,7 @@ void hud_input(int plnum)
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p->sync.actions |= SB_CENTERVIEW;
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// Backup weapon here as hud_input() is the first function where any one of the weapon variables can change.
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backupweapon(p);
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p->backupweapon();
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if (isRR())
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{
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@ -854,11 +854,6 @@ void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
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auto const p = &ps[myconnectindex];
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if (numplayers == 1)
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{
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setlocalplayerinput(p);
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}
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double const scaleAdjust = InputScale();
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InputPacket input{};
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@ -870,7 +865,7 @@ void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
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if (!cl_syncinput && p->GetActor()->s.extra > 0)
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{
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apply_seasick(p, scaleAdjust);
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p->apply_seasick(scaleAdjust);
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}
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}
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else
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@ -886,7 +881,7 @@ void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
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{
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// Do these in the same order as the old code.
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calcviewpitch(p, scaleAdjust);
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processavel(p, &input.avel);
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input.avel = p->adjustavel(input.avel);
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applylook(&p->angle, input.avel, &p->sync.actions, scaleAdjust);
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sethorizon(&p->horizon.horiz, input.horz, &p->sync.actions, scaleAdjust);
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}
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@ -71,18 +71,6 @@ void PlayerColorChanged(void)
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pp.GetActor()->s.pal = ud.user_pals[myconnectindex];
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}
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//---------------------------------------------------------------------------
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//
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// Sync local player with CVARs.
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//
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//---------------------------------------------------------------------------
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void setlocalplayerinput(player_struct* pp)
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{
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pp->aim_mode = in_mousemode;
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pp->auto_aim = cl_autoaim;
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}
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//---------------------------------------------------------------------------
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//
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// calculates automatic view pitch for playing without a mouse
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@ -295,13 +283,14 @@ DDukeActor* aim(DDukeActor* actor, int aang)
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// Autoaim from DukeGDX.
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if (s->picnum == TILE_APLAYER)
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{
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if (ps[s->yvel].auto_aim == 0)
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int autoaim = Autoaim(s->yvel);
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if (!autoaim)
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{
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// The chickens in RRRA are homing and must always autoaim.
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if (!isRRRA() || ps[s->yvel].curr_weapon != CHICKEN_WEAPON)
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return nullptr;
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}
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else if (ps[s->yvel].auto_aim == 2)
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else if (autoaim == 2)
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{
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int weap;
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if (!isWW2GI())
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@ -582,7 +571,7 @@ void footprints(int snum)
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inline void backupplayer(player_struct* p)
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{
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backuppos(p);
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p->backuppos();
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p->angle.backup();
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p->horizon.backup();
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}
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@ -625,7 +614,7 @@ void playerisdead(int snum, int psectlotag, int fz, int cz)
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ps[p->frag_ps].frag++;
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frags[p->frag_ps][snum]++;
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auto pname = &ud.user_name[p->frag_ps][0];
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auto pname = PlayerName(p->frag_ps);
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if (snum == screenpeek)
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{
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Printf(PRINT_NOTIFY, "Killed by %s", pname);
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@ -781,42 +770,23 @@ void playerJump(int snum, int fz, int cz)
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//
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//---------------------------------------------------------------------------
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void apply_seasick(player_struct* p, double factor)
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void player_struct::apply_seasick(double factor)
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{
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if (isRRRA() && p->SeaSick && p->dead_flag == 0)
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if (isRRRA() && SeaSick && dead_flag == 0)
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{
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if (p->SeaSick < 250)
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if (SeaSick < 250)
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{
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if (p->SeaSick >= 180)
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p->angle.rotscrnang += bamlook(xs_CRoundToUInt(24 * factor * BAMUNIT));
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else if (p->SeaSick >= 130)
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p->angle.rotscrnang -= bamlook(xs_CRoundToUInt(24 * factor * BAMUNIT));
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else if (p->SeaSick >= 70)
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p->angle.rotscrnang += bamlook(xs_CRoundToUInt(24 * factor * BAMUNIT));
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else if (p->SeaSick >= 20)
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p->angle.rotscrnang -= bamlook(xs_CRoundToUInt(24 * factor * BAMUNIT));
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if (SeaSick >= 180)
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angle.rotscrnang += bamlook(xs_CRoundToUInt(24 * factor * BAMUNIT));
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else if (SeaSick >= 130)
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angle.rotscrnang -= bamlook(xs_CRoundToUInt(24 * factor * BAMUNIT));
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else if (SeaSick >= 70)
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angle.rotscrnang += bamlook(xs_CRoundToUInt(24 * factor * BAMUNIT));
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else if (SeaSick >= 20)
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angle.rotscrnang -= bamlook(xs_CRoundToUInt(24 * factor * BAMUNIT));
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}
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if (p->SeaSick < 250)
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p->angle.look_ang = bamlook(xs_CRoundToUInt(((krand() & 255) - 128) * factor * BAMUNIT));
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}
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}
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//---------------------------------------------------------------------------
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//
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// split off because it can be called from multiple places.
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//
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//---------------------------------------------------------------------------
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void processavel(player_struct* p, float* avel)
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{
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// Taken from processinput() for use with applying look while cl_syncinput is 0.
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if (p->psectlotag == ST_2_UNDERWATER)
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{
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*avel = (*avel - (*avel / 8.f)) * sgn(TICSPERFRAME);
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}
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else
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{
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*avel = *avel * sgn(TICSPERFRAME);
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if (SeaSick < 250)
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angle.look_ang = bamlook(xs_CRoundToUInt(((krand() & 255) - 128) * factor * BAMUNIT));
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}
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}
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@ -826,23 +796,23 @@ void processavel(player_struct* p, float* avel)
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//
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//---------------------------------------------------------------------------
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void backuppos(player_struct* p, bool noclipping)
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void player_struct::backuppos(bool noclipping)
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{
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if (!noclipping)
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{
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p->oposx = p->posx;
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p->oposy = p->posy;
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oposx = posx;
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oposy = posy;
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}
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else
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{
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p->posx = p->oposx;
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p->posy = p->oposy;
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posx = oposx;
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posy = oposy;
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}
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p->oposz = p->posz;
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p->bobposx = p->posx;
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p->bobposy = p->posy;
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p->opyoff = p->pyoff;
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oposz = posz;
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bobposx = posx;
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bobposy = posy;
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opyoff = pyoff;
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}
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//---------------------------------------------------------------------------
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@ -851,13 +821,13 @@ void backuppos(player_struct* p, bool noclipping)
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//
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//---------------------------------------------------------------------------
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void backupweapon(player_struct* p)
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void player_struct::backupweapon()
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{
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p->oweapon_sway = p->weapon_sway;
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p->oweapon_pos = p->weapon_pos;
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p->okickback_pic = p->kickback_pic;
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p->orandom_club_frame = p->random_club_frame;
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p->ohard_landing = p->hard_landing;
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oweapon_sway = weapon_sway;
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oweapon_pos = weapon_pos;
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okickback_pic = kickback_pic;
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orandom_club_frame = random_club_frame;
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ohard_landing = hard_landing;
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}
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//---------------------------------------------------------------------------
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@ -866,34 +836,34 @@ void backupweapon(player_struct* p)
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//
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//---------------------------------------------------------------------------
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void checkhardlanding(player_struct* p)
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void player_struct::checkhardlanding()
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{
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if (p->hard_landing > 0)
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if (hard_landing > 0)
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{
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p->horizon.addadjustment(-(p->hard_landing << 4));
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p->hard_landing--;
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horizon.addadjustment(-(hard_landing << 4));
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hard_landing--;
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}
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}
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void playerweaponsway(player_struct* p, spritetype* s)
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void player_struct::playerweaponsway(int xvel)
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{
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if (cl_weaponsway)
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{
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if (s->xvel < 32 || p->on_ground == 0 || p->bobcounter == 1024)
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if (xvel < 32 || on_ground == 0 || bobcounter == 1024)
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{
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if ((p->weapon_sway & 2047) > (1024 + 96))
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p->weapon_sway -= 96;
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else if ((p->weapon_sway & 2047) < (1024 - 96))
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p->weapon_sway += 96;
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else p->oweapon_sway = p->weapon_sway = 1024;
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if ((weapon_sway & 2047) > (1024 + 96))
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weapon_sway -= 96;
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else if ((weapon_sway & 2047) < (1024 - 96))
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weapon_sway += 96;
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else oweapon_sway = weapon_sway = 1024;
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}
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else
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{
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p->weapon_sway = p->bobcounter;
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weapon_sway = bobcounter;
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if ((p->bobcounter - p->oweapon_sway) > 256)
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if ((bobcounter - oweapon_sway) > 256)
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{
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p->oweapon_sway = p->weapon_sway;
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oweapon_sway = weapon_sway;
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}
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}
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}
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@ -2850,12 +2850,12 @@ void processinput_d(int snum)
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if (p->on_crane != nullptr)
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goto HORIZONLY;
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playerweaponsway(p, s);
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p->playerweaponsway(s->xvel);
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s->xvel = clamp(ksqrt((p->posx - p->bobposx) * (p->posx - p->bobposx) + (p->posy - p->bobposy) * (p->posy - p->bobposy)), 0, 512);
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if (p->on_ground) p->bobcounter += p->GetActor()->s.xvel >> 1;
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backuppos(p, ud.clipping == 0 && (sector[p->cursectnum].floorpicnum == MIRROR || p->cursectnum < 0 || p->cursectnum >= MAXSECTORS));
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p->backuppos(ud.clipping == 0 && (sector[p->cursectnum].floorpicnum == MIRROR || p->cursectnum < 0 || p->cursectnum >= MAXSECTORS));
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// Shrinking code
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@ -2889,7 +2889,7 @@ void processinput_d(int snum)
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//ENGINE calculates angvel for you
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// may still be needed later for demo recording
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processavel(p, &sb_avel);
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sb_avel = p->adjustavel(sb_avel);
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applylook(&p->angle, sb_avel, &p->sync.actions);
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}
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@ -3126,7 +3126,7 @@ HORIZONLY:
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sethorizon(&p->horizon.horiz, PlayerHorizon(snum), &p->sync.actions);
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}
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checkhardlanding(p);
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p->checkhardlanding();
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//Shooting code/changes
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@ -3574,12 +3574,12 @@ void processinput_r(int snum)
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if (p->on_crane != nullptr)
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goto HORIZONLY;
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playerweaponsway(p, s);
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p->playerweaponsway(s->xvel);
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s->xvel = clamp(ksqrt((p->posx - p->bobposx) * (p->posx - p->bobposx) + (p->posy - p->bobposy) * (p->posy - p->bobposy)), 0, 512);
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if (p->on_ground) p->bobcounter += p->GetActor()->s.xvel >> 1;
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backuppos(p, ud.clipping == 0 && (sector[p->cursectnum].floorpicnum == MIRROR || p->cursectnum < 0 || p->cursectnum >= MAXSECTORS));
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p->backuppos(ud.clipping == 0 && (sector[p->cursectnum].floorpicnum == MIRROR || p->cursectnum < 0 || p->cursectnum >= MAXSECTORS));
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// Shrinking code
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@ -3629,9 +3629,9 @@ void processinput_r(int snum)
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//ENGINE calculates angvel for you
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// may still be needed later for demo recording
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processavel(p, &sb_avel);
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sb_avel = p->adjustavel(sb_avel);
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applylook(&p->angle, sb_avel, &p->sync.actions);
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apply_seasick(p, 1);
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p->apply_seasick(1);
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}
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if (p->spritebridge == 0)
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@ -3996,7 +3996,7 @@ HORIZONLY:
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sethorizon(&p->horizon.horiz, PlayerHorizon(snum), &p->sync.actions);
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}
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checkhardlanding(p);
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p->checkhardlanding();
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//Shooting code/changes
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@ -501,7 +501,7 @@ void resetpspritevars(int g)
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short circ;
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int firstx, firsty;
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spritetype* s;
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int aimmode[MAXPLAYERS], autoaim[MAXPLAYERS];
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int aimmode[MAXPLAYERS];
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STATUSBARTYPE tsbar[MAXPLAYERS];
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EGS(ps[0].cursectnum, ps[0].posx, ps[0].posy, ps[0].posz,
|
||||
|
@ -510,7 +510,6 @@ void resetpspritevars(int g)
|
|||
if (ud.recstat != 2) for (i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
aimmode[i] = ps[i].aim_mode;
|
||||
autoaim[i] = ps[i].auto_aim;
|
||||
if (ud.multimode > 1 && ud.coop == 1 && ud.last_level >= 0)
|
||||
{
|
||||
for (j = 0; j < MAX_WEAPONS; j++)
|
||||
|
@ -541,7 +540,6 @@ void resetpspritevars(int g)
|
|||
if (ud.recstat != 2) for (i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
ps[i].aim_mode = aimmode[i];
|
||||
ps[i].auto_aim = autoaim[i];
|
||||
if (ud.multimode > 1 && ud.coop == 1 && ud.last_level >= 0)
|
||||
{
|
||||
for (j = 0; j < MAX_WEAPONS; j++)
|
||||
|
@ -997,7 +995,6 @@ void startnewgame(MapRecord* map, int skill)
|
|||
{
|
||||
enterlevel(map, 0);
|
||||
ud.showweapons = cl_showweapon;
|
||||
setlocalplayerinput(&ps[myconnectindex]);
|
||||
PlayerColorChanged();
|
||||
inputState.ClearAllInput();
|
||||
gameaction = ga_level;
|
||||
|
|
|
@ -115,7 +115,6 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, player_struct& w,
|
|||
("randomflamex", w.randomflamex)
|
||||
("crack_time", w.crack_time)
|
||||
("aim.mode", w.aim_mode)
|
||||
("auto_aim", w.auto_aim)
|
||||
("psectlotag", w.psectlotag)
|
||||
("cursectnum", w.cursectnum)
|
||||
("last_extra", w.last_extra)
|
||||
|
|
|
@ -126,7 +126,6 @@ struct user_defs
|
|||
int levelclock;
|
||||
unsigned char god, cashman, eog;
|
||||
unsigned char clipping;
|
||||
char user_name[MAXPLAYERS][32];
|
||||
unsigned char showweapons;
|
||||
unsigned char user_pals[MAXPLAYERS];
|
||||
|
||||
|
@ -202,7 +201,7 @@ struct player_struct
|
|||
int bobcounter;
|
||||
int randomflamex, crack_time;
|
||||
|
||||
int aim_mode, auto_aim, ftt;
|
||||
int aim_mode, ftt;
|
||||
|
||||
short cursectnum, last_extra, subweapon;
|
||||
short ammo_amount[MAX_WEAPONS], frag, fraggedself;
|
||||
|
@ -284,6 +283,18 @@ struct player_struct
|
|||
DDukeActor* GetActor();
|
||||
int GetPlayerNum();
|
||||
|
||||
void apply_seasick(double factor);
|
||||
void backuppos(bool noclipping = false);
|
||||
void backupweapon();
|
||||
void checkhardlanding();
|
||||
void playerweaponsway(int xvel);
|
||||
|
||||
float adjustavel(float avel)
|
||||
{
|
||||
return (psectlotag == ST_2_UNDERWATER)? avel * 0.875f : avel;
|
||||
}
|
||||
|
||||
|
||||
};
|
||||
|
||||
// Wrapper around the insane collision info mess from Build.
|
||||
|
|
|
@ -424,7 +424,7 @@ void InitPlayerGameSettings(void)
|
|||
// everyone gets the same Auto Aim
|
||||
TRAVERSE_CONNECT(pnum)
|
||||
{
|
||||
if (gNet.AutoAim)
|
||||
if (Autoaim(pnum))
|
||||
SET(Player[pnum].Flags, PF_AUTO_AIM);
|
||||
else
|
||||
RESET(Player[pnum].Flags, PF_AUTO_AIM);
|
||||
|
@ -432,7 +432,7 @@ void InitPlayerGameSettings(void)
|
|||
}
|
||||
else
|
||||
{
|
||||
if (cl_autoaim)
|
||||
if (Autoaim(myconnectindex))
|
||||
SET(Player[myconnectindex].Flags, PF_AUTO_AIM);
|
||||
else
|
||||
RESET(Player[myconnectindex].Flags, PF_AUTO_AIM);
|
||||
|
|
|
@ -93,7 +93,7 @@ static void processInputBits(PLAYERp const pp, ControlInfo* const hidInput)
|
|||
else
|
||||
RESET(Player[myconnectindex].Flags, PF_MOUSE_AIMING_ON);
|
||||
|
||||
if (cl_autoaim)
|
||||
if (Autoaim(myconnectindex))
|
||||
SET(Player[myconnectindex].Flags, PF_AUTO_AIM);
|
||||
else
|
||||
RESET(Player[myconnectindex].Flags, PF_AUTO_AIM);
|
||||
|
|
Loading…
Reference in a new issue