mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-28 12:30:46 +00:00
- cleanup of the main input code.
Only 8 kb code left that is clearly recognizable as coming from EDuke32.
This commit is contained in:
parent
1d685d24e9
commit
6c2600df51
6 changed files with 202 additions and 186 deletions
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@ -231,7 +231,7 @@ void setlocalplayerinput(player_struct *pp);
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void PlayerColorChanged(void);
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void nonsharedkeys(void);
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void apply_seasick(player_struct* p, double scalefactor);
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void calcviewpitch(player_struct* p, int psectlotag, double factor);
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void calcviewpitch(player_struct* p, double factor);
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void sethorizon(int snum, int sb_snum, double factor, bool frominput = false);
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END_DUKE_NS
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@ -681,10 +681,26 @@ void hud_input(int snum)
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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enum
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{
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TURBOTURNTIME = (TICRATE/8) // 7
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TURBOTURNTIME = (TICRATE/8), // 7
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NORMALTURN = 15,
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PREAMBLETURN = 5,
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NORMALKEYMOVE = 40,
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MAXVEL = ((NORMALKEYMOVE*2)+10),
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MAXSVEL = ((NORMALKEYMOVE*2)+10),
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MAXANGVEL = 1024,
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MAXHORIZVEL = 256,
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ONEEIGHTYSCALE = 4,
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MOTOTURN = 20,
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MAXVELMOTO = 120,
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};
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//---------------------------------------------------------------------------
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@ -713,12 +729,13 @@ fix16_t GetDeltaQ16Angle(fix16_t ang1, fix16_t ang2)
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//---------------------------------------------------------------------------
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//
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// common handler for all 3 input methods.
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// handles the input bits
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//
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//---------------------------------------------------------------------------
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void processCommonInput(ControlInfo &info, bool onVehicle)
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void processInputBits(player_struct *p, ControlInfo &info)
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{
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bool onVehicle = p->OnMotorcycle || p->OnBoat;
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if (buttonMap.ButtonDown(gamefunc_Fire)) loc.bits |= SKB_FIRE;
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if (buttonMap.ButtonDown(gamefunc_Open)) loc.bits |= SKB_OPEN;
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@ -731,42 +748,161 @@ void processCommonInput(ControlInfo &info, bool onVehicle)
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{
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if (info.dx < 0 || info.dyaw < 0) loc.bits |= SKB_INV_LEFT;
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if (info.dx > 0 || info.dyaw < 0) loc.bits |= SKB_INV_RIGHT;
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}
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if (g_gameQuit) loc.bits |= SKB_GAMEQUIT;
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//if (inputState.GetKeyStatus(sc_Escape)) loc.bits |= SKB_ESCAPE; fixme. This never gets here because the menu eats the escape key.
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if (!onVehicle)
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{
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if (buttonMap.ButtonDown(gamefunc_Jump)) loc.bits |= SKB_JUMP;
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if (buttonMap.ButtonDown(gamefunc_Crouch) || buttonMap.ButtonDown(gamefunc_Toggle_Crouch) || p->crouch_toggle)
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{
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loc.bits |= SKB_CROUCH;
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if (isRR()) loc.bits &= ~SKB_JUMP;
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}
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if (buttonMap.ButtonDown(gamefunc_Aim_Up) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && info.dz > 0)) loc.bits |= SKB_AIM_UP;
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if ((buttonMap.ButtonDown(gamefunc_Aim_Down) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && info.dz < 0))) loc.bits |= SKB_AIM_DOWN;
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if (G_CheckAutorun(buttonMap.ButtonDown(gamefunc_Run))) loc.bits |= SKB_RUN;
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if (buttonMap.ButtonDown(gamefunc_Look_Left) || (isRR() && p->drink_amt > 88)) loc.bits |= SKB_LOOK_LEFT;
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if (buttonMap.ButtonDown(gamefunc_Look_Right)) loc.bits |= SKB_LOOK_RIGHT;
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if (buttonMap.ButtonDown(gamefunc_Look_Up)) loc.bits |= SKB_LOOK_UP;
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if (buttonMap.ButtonDown(gamefunc_Look_Down) || (isRR() && p->drink_amt > 99)) loc.bits |= SKB_LOOK_DOWN;
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if (buttonMap.ButtonDown(gamefunc_Quick_Kick)) loc.bits |= SKB_QUICK_KICK;
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if (in_mousemode || buttonMap.ButtonDown(gamefunc_Mouse_Aiming)) loc.bits |= SKB_AIMMODE;
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int j = WeaponToSend;
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WeaponToSend = 0;
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if (VOLUMEONE && (j >= 7 && j <= 10)) j = 0;
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if (buttonMap.ButtonDown(gamefunc_Dpad_Select) && info.dz > 0) j = 11;
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if (buttonMap.ButtonDown(gamefunc_Dpad_Select) && info.dz < 0) j = 12;
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if (j && (loc.bits & SKB_WEAPONMASK_BITS) == 0)
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loc.bits |= ESyncBits::FromInt(j * SKB_FIRST_WEAPON_BIT);
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}
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if (buttonMap.ButtonDown(gamefunc_Dpad_Select))
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{
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// This eats the controller input for regular use
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info.dx = 0;
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info.dz = 0;
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info.dyaw = 0;
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}
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if (g_gameQuit) loc.bits |= SKB_GAMEQUIT;
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//if (inputState.GetKeyStatus(sc_Escape)) loc.bits |= SKB_ESCAPE; fixme. This never gets here because the menu eats the escape key.
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if (buttonMap.ButtonDown(gamefunc_Dpad_Aiming))
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info.dz = 0;
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}
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//---------------------------------------------------------------------------
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//
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// weapon selection bits. Using CVARs now instead of buttons.
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// handles movement
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//
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//---------------------------------------------------------------------------
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void processSelectWeapon(input_t& input)
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void processMovement(player_struct *p, input_t &input, ControlInfo &info, double scaleFactor)
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{
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int j = WeaponToSend;
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WeaponToSend = 0;
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if (VOLUMEONE && (j >= 7 && j <= 10)) j = 0;
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bool mouseaim = in_mousemode || buttonMap.ButtonDown(gamefunc_Mouse_Aiming);
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if (buttonMap.ButtonDown(gamefunc_Dpad_Select) && input.fvel < 0) j = 11;
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if (buttonMap.ButtonDown(gamefunc_Dpad_Select) && input.fvel < 0) j = 12;
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// JBF: Run key behaviour is selectable
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int running = G_CheckAutorun(buttonMap.ButtonDown(gamefunc_Run));
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int turnamount = NORMALTURN << running;
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int keymove = NORMALKEYMOVE << running;
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if (j && (loc.bits & SKB_WEAPONMASK_BITS) == 0)
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loc.bits |= ESyncBits::FromInt(j * SKB_FIRST_WEAPON_BIT);
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if (buttonMap.ButtonDown(gamefunc_Strafe))
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input.svel -= info.mousex * 4.f + scaleFactor * info.dyaw * keymove;
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else
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input.q16avel += fix16_from_float(info.mousex + scaleFactor * info.dyaw);
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if (mouseaim)
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input.q16horz += fix16_from_float(info.mousey);
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else
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input.fvel -= info.mousey * 8.f;
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if (!in_mouseflip) input.q16horz = -input.q16horz;
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input.q16horz -= fix16_from_dbl(scaleFactor * (info.dpitch));
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input.svel -= scaleFactor * (info.dx * keymove);
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input.fvel -= scaleFactor * (info.dz * keymove);
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if (buttonMap.ButtonDown(gamefunc_Strafe))
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{
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if (!loc.svel)
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{
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if (buttonMap.ButtonDown(gamefunc_Turn_Left))
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input.svel = keymove;
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if (buttonMap.ButtonDown(gamefunc_Turn_Right))
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input.svel = -keymove;
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}
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}
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else
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{
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static int turnheldtime;
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static int lastcontroltime; // MED
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int tics = (int)totalclock - lastcontroltime;
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lastcontroltime = (int)totalclock;
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if (buttonMap.ButtonDown(gamefunc_Turn_Left))
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{
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turnheldtime += tics;
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input.q16avel -= fix16_from_dbl(2 * scaleFactor * (turnheldtime >= TURBOTURNTIME) ? turnamount : PREAMBLETURN);
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}
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else if (buttonMap.ButtonDown(gamefunc_Turn_Right))
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{
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turnheldtime += tics;
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input.q16avel += fix16_from_dbl(2 * scaleFactor * (turnheldtime >= TURBOTURNTIME) ? turnamount : PREAMBLETURN);
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}
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else
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turnheldtime = 0;
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}
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if (loc.svel < abs(keymove))
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{
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if (buttonMap.ButtonDown(gamefunc_Strafe_Left))
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input.svel += keymove;
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if (buttonMap.ButtonDown(gamefunc_Strafe_Right))
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input.svel += -keymove;
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}
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if (loc.fvel < abs(keymove))
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{
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if (isRR() && p->drink_amt >= 66 && p->drink_amt <= 87)
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{
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if (buttonMap.ButtonDown(gamefunc_Move_Forward))
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{
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input.fvel += keymove;
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if (p->drink_amt & 1)
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input.svel += keymove;
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else
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input.svel -= keymove;
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}
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if (buttonMap.ButtonDown(gamefunc_Move_Backward))
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{
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input.fvel += -keymove;
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if (p->drink_amt & 1)
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input.svel -= keymove;
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else
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input.svel += keymove;
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}
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}
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else
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{
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if (buttonMap.ButtonDown(gamefunc_Move_Forward))
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input.fvel += keymove;
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if (buttonMap.ButtonDown(gamefunc_Move_Backward))
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input.fvel += -keymove;
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}
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}
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}
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//---------------------------------------------------------------------------
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//
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// split out of playerinputmotocycle for readability purposes and condensed using ?: operators
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// split out for readability
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//
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//---------------------------------------------------------------------------
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@ -958,9 +1094,9 @@ void processVehicleInput(player_struct *p, ControlInfo& info, input_t& input, do
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if (p->OnMotorcycle)
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{
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bool moveBack = buttonMap.ButtonDown(gamefunc_Move_Backward) && p->MotoSpeed <= 0;
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bool backward = buttonMap.ButtonDown(gamefunc_Move_Backward) && p->MotoSpeed <= 0;
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turnvel = motoApplyTurn(p, turnl, turnr, turnspeed, moveBack, scaleAdjust);
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turnvel = motoApplyTurn(p, turnl, turnr, turnspeed, backward, scaleAdjust);
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if (p->moto_underwater) p->MotoSpeed = 0;
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}
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else
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@ -88,9 +88,10 @@ void setlocalplayerinput(player_struct* pp)
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//
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//---------------------------------------------------------------------------
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void calcviewpitch(player_struct *p, int psectlotag, double factor)
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void calcviewpitch(player_struct *p, double factor)
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{
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int psect = p->cursectnum;
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int psectlotag = sector[psect].lotag;
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if (p->aim_mode == 0 && p->on_ground && psectlotag != ST_2_UNDERWATER && (sector[psect].floorstat & 2))
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{
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int x = p->posx + (sintable[(p->getang() + 512) & 2047] >> 5);
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@ -2642,7 +2642,7 @@ void processinput_d(int snum)
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{
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p->oq16horiz = p->q16horiz;
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p->oq16horizoff = p->q16horizoff;
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calcviewpitch(p, psectlotag, 1);
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calcviewpitch(p, 1);
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}
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if (hz >= 0 && (hz & 49152) == 49152)
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@ -3478,7 +3478,7 @@ void processinput_r(int snum)
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{
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p->oq16horiz = p->q16horiz;
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p->oq16horizoff = p->q16horizoff;
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calcviewpitch(p, psectlotag, 1);
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calcviewpitch(p, 1);
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}
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if (hz >= 0 && (hz & 49152) == 49152)
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@ -28,10 +28,10 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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BEGIN_DUKE_NS
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fix16_t GetDeltaQ16Angle(fix16_t ang1, fix16_t ang2);
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void processCommonInput(ControlInfo& info, bool onVehicle);
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void processSelectWeapon(input_t& input);
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void processInputBits(player_struct *p, ControlInfo& info);
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int motoApplyTurn(player_struct* p, int turnl, int turnr, int bike_turn, bool goback, double factor);
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void processVehicleInput(player_struct* p, ControlInfo& info, input_t& input, double scaleAdjust);
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void processMovement(player_struct* p, input_t& input, ControlInfo& info, double scaleFactor);
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int32_t PHEIGHT = PHEIGHT_DUKE;
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@ -63,6 +63,12 @@ enum inputlock_t
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IL_NOTHING = IL_NOANGLE|IL_NOHORIZ|IL_NOMOVE,
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};
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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static int P_CheckLockedMovement(int const playerNum)
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{
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auto& thisPlayer = g_player[playerNum];
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@ -88,6 +94,34 @@ static int P_CheckLockedMovement(int const playerNum)
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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// split off so that it can later be integrated into the other games more easily.
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//
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//---------------------------------------------------------------------------
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void checkCrouchToggle(player_struct* p)
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{
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int const sectorLotag = p->cursectnum != -1 ? sector[p->cursectnum].lotag : 0;
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int const crouchable = sectorLotag != ST_2_UNDERWATER && (sectorLotag != ST_1_ABOVE_WATER || p->spritebridge);
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if (buttonMap.ButtonDown(gamefunc_Toggle_Crouch))
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{
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p->crouch_toggle = !p->crouch_toggle && crouchable;
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if (crouchable)
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buttonMap.ClearButton(gamefunc_Toggle_Crouch);
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}
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if (buttonMap.ButtonDown(gamefunc_Crouch) || buttonMap.ButtonDown(gamefunc_Jump) || p->jetpack_on || (!crouchable && p->on_ground))
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p->crouch_toggle = 0;
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}
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//---------------------------------------------------------------------------
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//
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// common code for all input modes (with one minor special check)
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//
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//---------------------------------------------------------------------------
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void FinalizeInput(int playerNum, input_t &input, bool vehicle)
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{
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@ -143,187 +177,32 @@ void FinalizeInput(int playerNum, input_t &input, bool vehicle)
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double elapsedInputTicks = -1;
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static double scaleAdjustmentToInterval(double x)
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{
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return x * REALGAMETICSPERSEC / (1000.0 / elapsedInputTicks);
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}
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void P_GetInput(int const playerNum)
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{
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auto &thisPlayer = g_player[playerNum];
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auto const pPlayer = &ps[playerNum];
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auto const pSprite = &sprite[pPlayer->i];
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ControlInfo info;
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double scaleAdjust = elapsedInputTicks * REALGAMETICSPERSEC / 1000.0;
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bool mouseaim = in_mousemode || buttonMap.ButtonDown(gamefunc_Mouse_Aiming);
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CONTROL_GetInput(&info);
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// JBF: Run key behaviour is selectable
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int const playerRunning = G_CheckAutorun(buttonMap.ButtonDown(gamefunc_Run));
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int const turnAmount = playerRunning ? (NORMALTURN << 1) : NORMALTURN;
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constexpr int analogTurnAmount = (NORMALTURN << 1);
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int const keyMove = playerRunning ? (NORMALKEYMOVE << 1) : NORMALKEYMOVE;
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constexpr int analogExtent = 32767; // KEEPINSYNC sdlayer.cpp
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input_t input {};
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if (buttonMap.ButtonDown(gamefunc_Strafe))
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{
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input.svel -= info.mousex * 4.f;
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input.svel -= scaleAdjustmentToInterval(info.dyaw * keyMove);
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}
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else
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{
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input.q16avel = fix16_sadd(input.q16avel, fix16_from_float(info.mousex));
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input.q16avel = fix16_sadd(input.q16avel, fix16_from_dbl(scaleAdjustmentToInterval(info.dyaw)));
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}
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if (mouseaim)
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input.q16horz = fix16_sadd(input.q16horz, fix16_from_float(info.mousey));
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else
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input.fvel -= info.mousey * 8.f;
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if (!in_mouseflip) input.q16horz = -input.q16horz;
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input.q16horz = fix16_ssub(input.q16horz, fix16_from_dbl(scaleAdjustmentToInterval(info.dpitch)));
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input.svel -= scaleAdjustmentToInterval(info.dx * keyMove);
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input.fvel -= scaleAdjustmentToInterval(info.dz * keyMove);
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if (buttonMap.ButtonDown(gamefunc_Strafe))
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{
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if (!loc.svel)
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{
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if (buttonMap.ButtonDown(gamefunc_Turn_Left) && !loc.svel)
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input.svel = keyMove;
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if (buttonMap.ButtonDown(gamefunc_Turn_Right) && !loc.svel)
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input.svel = -keyMove;
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}
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}
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else
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{
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static int32_t turnHeldTime;
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static int32_t lastInputClock; // MED
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int32_t const elapsedTics = (int32_t)totalclock - lastInputClock;
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lastInputClock = (int32_t) totalclock;
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if (buttonMap.ButtonDown(gamefunc_Turn_Left))
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{
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turnHeldTime += elapsedTics;
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input.q16avel = fix16_ssub(input.q16avel, fix16_from_dbl(scaleAdjustmentToInterval((turnHeldTime >= TURBOTURNTIME) ? (turnAmount << 1) : (PREAMBLETURN << 1))));
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}
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else if (buttonMap.ButtonDown(gamefunc_Turn_Right))
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{
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turnHeldTime += elapsedTics;
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input.q16avel = fix16_sadd(input.q16avel, fix16_from_dbl(scaleAdjustmentToInterval((turnHeldTime >= TURBOTURNTIME) ? (turnAmount << 1) : (PREAMBLETURN << 1))));
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}
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else
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turnHeldTime = 0;
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}
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if (loc.svel < keyMove && loc.svel > -keyMove)
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{
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if (buttonMap.ButtonDown(gamefunc_Strafe_Left))
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input.svel += keyMove;
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|
||||
if (buttonMap.ButtonDown(gamefunc_Strafe_Right))
|
||||
input.svel += -keyMove;
|
||||
}
|
||||
|
||||
if (loc.fvel < keyMove && loc.fvel > -keyMove)
|
||||
{
|
||||
if (isRR() && pPlayer->drink_amt >= 66 && pPlayer->drink_amt <= 87)
|
||||
{
|
||||
if (buttonMap.ButtonDown(gamefunc_Move_Forward))
|
||||
{
|
||||
input.fvel += keyMove;
|
||||
if (pPlayer->drink_amt & 1)
|
||||
input.svel += keyMove;
|
||||
else
|
||||
input.svel -= keyMove;
|
||||
}
|
||||
|
||||
if (buttonMap.ButtonDown(gamefunc_Move_Backward))
|
||||
{
|
||||
input.fvel += -keyMove;
|
||||
if (pPlayer->drink_amt & 1)
|
||||
input.svel -= keyMove;
|
||||
else
|
||||
input.svel += keyMove;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (buttonMap.ButtonDown(gamefunc_Move_Forward))
|
||||
input.fvel += keyMove;
|
||||
|
||||
if (buttonMap.ButtonDown(gamefunc_Move_Backward))
|
||||
input.fvel += -keyMove;
|
||||
}
|
||||
}
|
||||
|
||||
processSelectWeapon(input); // this must be done before processcommoninput!
|
||||
|
||||
|
||||
int const sectorLotag = pPlayer->cursectnum != -1 ? sector[pPlayer->cursectnum].lotag : 0;
|
||||
int const crouchable = sectorLotag != 2 && (sectorLotag != 1 || pPlayer->spritebridge);
|
||||
|
||||
if (buttonMap.ButtonDown(gamefunc_Toggle_Crouch))
|
||||
{
|
||||
pPlayer->crouch_toggle = !pPlayer->crouch_toggle && crouchable;
|
||||
|
||||
if (crouchable)
|
||||
buttonMap.ClearButton(gamefunc_Toggle_Crouch);
|
||||
}
|
||||
|
||||
if (buttonMap.ButtonDown(gamefunc_Crouch) || buttonMap.ButtonDown(gamefunc_Jump) || pPlayer->jetpack_on || (!crouchable && pPlayer->on_ground))
|
||||
pPlayer->crouch_toggle = 0;
|
||||
|
||||
processCommonInput(info, false);
|
||||
|
||||
int const crouching = buttonMap.ButtonDown(gamefunc_Crouch) || buttonMap.ButtonDown(gamefunc_Toggle_Crouch) || pPlayer->crouch_toggle;
|
||||
|
||||
loc.bits |= (buttonMap.ButtonDown(gamefunc_Jump) << SK_JUMP) | (crouching << SK_CROUCH);
|
||||
|
||||
loc.bits |= (buttonMap.ButtonDown(gamefunc_Aim_Up) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && input.fvel > 0)) << SK_AIM_UP;
|
||||
loc.bits |= (buttonMap.ButtonDown(gamefunc_Aim_Down) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && input.fvel < 0)) << SK_AIM_DOWN;
|
||||
|
||||
loc.bits |= (buttonMap.ButtonDown(gamefunc_Look_Left) << SK_LOOK_LEFT) | (buttonMap.ButtonDown(gamefunc_Look_Right) << SK_LOOK_RIGHT);
|
||||
loc.bits |= (buttonMap.ButtonDown(gamefunc_Look_Up) << SK_LOOK_UP) | (buttonMap.ButtonDown(gamefunc_Look_Down) << SK_LOOK_DOWN);
|
||||
|
||||
loc.bits |= (playerRunning << SK_RUN);
|
||||
|
||||
loc.bits |= buttonMap.ButtonDown(gamefunc_Quick_Kick) << SK_QUICK_KICK;
|
||||
|
||||
loc.bits |= (mouseaim << SK_AIMMODE);
|
||||
|
||||
if (isRR())
|
||||
{
|
||||
if (loc.bits & SKB_CROUCH)
|
||||
loc.bits &= ~SKB_JUMP;
|
||||
if (pPlayer->drink_amt > 88)
|
||||
loc.bits |= SKB_LOOK_LEFT;
|
||||
if (pPlayer->drink_amt > 99)
|
||||
loc.bits |= SKB_LOOK_DOWN;
|
||||
}
|
||||
|
||||
// here it goes
|
||||
processMovement(pPlayer, input, info, scaleAdjust);
|
||||
checkCrouchToggle(pPlayer);
|
||||
processInputBits(pPlayer, info);
|
||||
FinalizeInput(playerNum, input, false);
|
||||
|
||||
if (!synchronized_input)
|
||||
{
|
||||
// don't adjust rotscrnang and look_ang if dead.
|
||||
if (pSprite->extra > 0)
|
||||
if (sprite[pPlayer->i].extra > 0)
|
||||
{
|
||||
applylook(playerNum, scaleAdjust);
|
||||
}
|
||||
|
||||
// Do these in the same order as the old code.
|
||||
calcviewpitch(pPlayer, sectorLotag, scaleAdjust);
|
||||
calcviewpitch(pPlayer, scaleAdjust);
|
||||
sethorizon(playerNum, loc.bits, scaleAdjust, true);
|
||||
}
|
||||
}
|
||||
|
@ -340,7 +219,7 @@ void P_GetInputVehicle(int playerNum)
|
|||
input_t input {};
|
||||
|
||||
pPlayer->crouch_toggle = 0;
|
||||
processCommonInput(info, true);
|
||||
processInputBits(pPlayer, info);
|
||||
processVehicleInput(pPlayer, info, input, scaleAdjust);
|
||||
|
||||
FinalizeInput(playerNum, input, true);
|
||||
|
|
Loading…
Reference in a new issue