mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-27 20:20:40 +00:00
- InputState cleanup
This removes most of the InputState class because it is no longer used. The only remaining places still checking scan codes are the modifiers for sizeup and sizedown. All the rest was remapped to safer methods. The multiplayer taunts are currently inoperable, they will need support of shift-bindings to get proper support.
This commit is contained in:
parent
b88a279a57
commit
76811a1881
12 changed files with 90 additions and 310 deletions
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@ -324,7 +324,7 @@ void PreloadCache(void)
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int cnt = 0;
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int percentDisplayed = -1;
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for (int i = 0; i < kMaxTiles && !inputState.GetKeyStatus(sc_Space); i++)
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for (int i = 0; i < kMaxTiles; i++)
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{
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if (TestBitString(gotpic, i))
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{
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@ -70,10 +70,7 @@ int gViewLookRecenter;
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void LocalKeys(void)
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{
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bool alt = inputState.AltPressed();
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bool ctrl = inputState.CtrlPressed();
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bool shift = inputState.ShiftPressed();
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if (buttonMap.ButtonDown(gamefunc_Third_Person_View) && !alt && !shift)
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if (buttonMap.ButtonDown(gamefunc_Third_Person_View))
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{
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buttonMap.ClearButton(gamefunc_Third_Person_View);
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if (gViewPos > VIEWPOS_0)
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@ -105,27 +102,6 @@ void LocalKeys(void)
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gView = &gPlayer[gViewIndex];
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}
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}
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char key;
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if ((key = inputState.keyGetScan()) != 0)
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{
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if ((alt || shift) && gGameOptions.nGameType > 0 && key >= sc_F1 && key <= sc_F10)
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{
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char fk = key - sc_F1;
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if (alt)
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{
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sndStartSample(4400 + fk, 128, 1, 0);
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//netBroadcastTaunt(myconnectindex, fk);
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}
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else
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{
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// todo: Open chat editor with the specified text
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//gPlayerMsg.Set(*CombatMacros[fk]);
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//gPlayerMsg.Send();
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}
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buttonMap.ClearButton(gamefunc_Third_Person_View);
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return;
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}
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}
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}
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@ -390,7 +366,7 @@ void registerinputcommands()
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C_RegisterFunction("slot", "slot <weaponslot>: select a weapon from the given slot (1-10)", ccmd_slot);
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C_RegisterFunction("weapprev", nullptr, [](CCmdFuncPtr)->int { if (gPlayer[myconnectindex].nextWeapon == 0) BitsToSend.prevWeapon = 1; return CCMD_OK; });
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C_RegisterFunction("weapnext", nullptr, [](CCmdFuncPtr)->int { if (gPlayer[myconnectindex].nextWeapon == 0) BitsToSend.nextWeapon = 1; return CCMD_OK; });
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C_RegisterFunction("pause", nullptr, [](CCmdFuncPtr)->int { BitsToSend.pause = 1; return CCMD_OK; });
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C_RegisterFunction("pause", nullptr, [](CCmdFuncPtr)->int { BitsToSend.pause = 1; sendPause = true; return CCMD_OK; });
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C_RegisterFunction("proximitybombs", nullptr, [](CCmdFuncPtr)->int { WeaponToSend = 11; return CCMD_OK; });
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C_RegisterFunction("remotebombs", nullptr, [](CCmdFuncPtr)->int { WeaponToSend = 12; return CCMD_OK; });
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C_RegisterFunction("jumpboots", nullptr, [](CCmdFuncPtr)->int { UsesToSend.useJumpBoots = 1; return CCMD_OK; });
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@ -146,7 +146,6 @@ void CEndGameMgr::Setup(void)
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EndLevel();
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Mus_Stop();
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sndStartSample(268, 128, -1, false);
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inputState.keyFlushScans();
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}
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extern int gInitialNetPlayers;
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@ -100,6 +100,7 @@ static ClockTicks lastototalclk;
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static uint64_t elapsedTime;
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static uint64_t lastTime;
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bool sendPause;
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int automapMode;
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bool automapFollow;
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@ -1212,9 +1213,9 @@ void updatePauseStatus()
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paused = 0;
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}
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if (inputState.GetKeyStatus(sc_Pause))
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if (sendPause)
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{
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inputState.ClearKeyStatus(sc_Pause);
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sendPause = false;
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paused = pausedWithKey ? 0 : 2;
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pausedWithKey = !!paused;
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}
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@ -1227,3 +1228,34 @@ bool OkForLocalization(FTextureID texnum, const char* substitute)
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{
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return false;
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}
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// Mainly a dummy.
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CCMD(taunt)
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{
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if (argv.argc() > 2)
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{
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int taunt = atoi(argv[1]);
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int mode = atoi(argv[2]);
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// In a ZDoom-style protocol this should be sent:
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// Net_WriteByte(DEM_TAUNT);
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// Net_WriteByte(taunt);
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// Net_WriteByte(mode);
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if (mode == 1)
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{
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// todo:
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//gi->PlayTaunt(taunt);
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// Duke:
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// startrts(taunt, 1)
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// Blood:
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// sndStartSample(4400 + taunt, 128, 1, 0);
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// SW:
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// PlaySoundRTS(taunt);
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// Exhumed does not implement RTS, should be like Duke
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//
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}
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Printf(PRINT_NOTIFY, "%s", **CombatMacros[taunt - 1]);
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}
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}
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@ -220,8 +220,4 @@ enum AM_Mode
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};
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extern int automapMode;
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extern bool automapFollow;
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inline bool automapControlsActive()
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{
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return automapMode != am_off;
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}
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extern bool sendPause;
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@ -80,25 +80,6 @@ void InputState::GetMouseDelta(ControlInfo * info)
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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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void InputState::keySetState(int32_t key, int32_t state)
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{
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KeyStatus[key] = (uint8_t)state;
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if (state)
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{
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g_keyFIFO[g_keyFIFOend] = key;
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g_keyFIFO[(g_keyFIFOend + 1) & (KEYFIFOSIZ - 1)] = state;
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g_keyFIFOend = ((g_keyFIFOend + 2) & (KEYFIFOSIZ - 1));
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}
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}
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//==========================================================================
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//
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//
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@ -109,12 +90,11 @@ void InputState::AddEvent(const event_t *ev)
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{
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if (ev->type == EV_KeyDown || ev->type == EV_KeyUp)
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{
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keySetState(ev->data1, ev->type == EV_KeyDown);
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if (ev->data2 && ev->type == EV_KeyDown)
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{
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g_keyAsciiFIFO[g_keyAsciiEnd] = (char16_t)ev->data2;
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g_keyAsciiEnd = ((g_keyAsciiEnd + 1) & (KEYFIFOSIZ - 1));
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}
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int key = ev->data1;
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bool state = ev->type == EV_KeyDown;
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KeyStatus[key] = (uint8_t)state;
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if (state && !(key > KEY_LASTJOYBUTTON && key < KEY_PAD_LTHUMB_RIGHT))
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AnyKeyStatus = true;
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}
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}
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@ -127,8 +107,7 @@ void InputState::AddEvent(const event_t *ev)
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void InputState::ClearAllInput()
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{
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memset(KeyStatus, 0, sizeof(KeyStatus));
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keyFlushChars();
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keyFlushScans();
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AnyKeyStatus = false;
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buttonMap.ResetButtonStates(); // this is important. If all input is cleared, the buttons must be cleared as well.
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gi->clearlocalinputstate(); // also clear game local input state.
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}
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@ -13,9 +13,6 @@
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#include "gamecvars.h"
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typedef uint16_t kb_scancode;
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// This encapsulates the entire game-readable input state which previously was spread out across several files.
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struct ControlInfo
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{
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float dx;
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@ -31,148 +28,32 @@ struct ControlInfo
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class InputState
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{
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enum
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{
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KEYFIFOSIZ = 64,
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};
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enum EAction
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{
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Action_Pause = 1,
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};
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uint8_t KeyStatus[NUM_KEYS];
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kb_scancode g_keyFIFO[KEYFIFOSIZ];
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char16_t g_keyAsciiFIFO[KEYFIFOSIZ];
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uint8_t g_keyFIFOpos;
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uint8_t g_keyFIFOend;
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uint8_t g_keyAsciiPos;
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uint8_t g_keyAsciiEnd;
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bool AnyKeyStatus;
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vec2f_t g_mousePos;
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void keySetState(int32_t key, int32_t state);
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public:
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uint8_t GetKeyStatus(int key)
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{
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return KeyStatus[key];
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}
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void ClearKeyStatus(int key)
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{
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KeyStatus[key] = 0;
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}
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bool AltPressed()
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{
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return KeyStatus[sc_LeftAlt] || KeyStatus[sc_RightAlt];
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}
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bool CtrlPressed()
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{
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return KeyStatus[sc_LeftControl] || KeyStatus[sc_RightControl];
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}
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bool WinPressed()
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{
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return KeyStatus[sc_LeftWin] || KeyStatus[sc_RightWin];
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}
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bool ShiftPressed()
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{
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return KeyStatus[sc_LeftShift] || KeyStatus[sc_RightShift];
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}
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bool EscapePressed()
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{
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return !!KeyStatus[sc_Escape];
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}
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void SetBindsEnabled(bool on)
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{
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}
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bool keyBufferWaiting()
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{
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return (g_keyAsciiPos != g_keyAsciiEnd);
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}
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int keyBufferFull(void)
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{
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return ((g_keyAsciiEnd + 1) & (KEYFIFOSIZ - 1)) == g_keyAsciiPos;
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}
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kb_scancode keyGetScan()
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{
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if (g_keyFIFOpos == g_keyFIFOend)
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return 0;
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auto const c = g_keyFIFO[g_keyFIFOpos];
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g_keyFIFOpos = ((g_keyFIFOpos + 2) & (KEYFIFOSIZ - 1));
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return c;
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}
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void keyFlushScans(void)
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{
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memset(&g_keyFIFO, 0, sizeof(g_keyFIFO));
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g_keyFIFOpos = g_keyFIFOend = 0;
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}
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//
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// character-based input functions
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//
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char keyGetChar(void)
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{
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if (g_keyAsciiPos == g_keyAsciiEnd)
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return 0;
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char const c = g_keyAsciiFIFO[g_keyAsciiPos];
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g_keyAsciiPos = ((g_keyAsciiPos + 1) & (KEYFIFOSIZ - 1));
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return c;
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}
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void keyFlushChars(void)
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{
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memset(&g_keyAsciiFIFO, 0, sizeof(g_keyAsciiFIFO));
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g_keyAsciiPos = g_keyAsciiEnd = 0;
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}
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inline bool UnboundKeyPressed(int scan)
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{
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return (GetKeyStatus(scan) != 0 && Bindings.GetBind(scan) == nullptr);
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}
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void AddEvent(const event_t* ev);
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void MouseSetPos(float x, float y)
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{
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g_mousePos = { x, y };
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}
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void MouseAddToPos(float x, float y)
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{
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g_mousePos.x += x;
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g_mousePos.y += y;
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}
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bool gamePadActive()
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{
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// fixme: This needs to be tracked.
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return false;
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}
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void GetMouseDelta(ControlInfo* info);
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void ClearAllInput();
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bool CheckAllInput()
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{
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int res;
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do
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res = keyGetScan();
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while (res > KEY_LASTJOYBUTTON && res < KEY_PAD_LTHUMB_RIGHT); // Controller movement events should not register here.
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ClearAllInput();
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bool res = AnyKeyStatus;
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AnyKeyStatus = false;
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return res;
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}
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};
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@ -181,8 +62,3 @@ extern InputState inputState;
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void CONTROL_GetInput(ControlInfo* info);
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int32_t handleevents(void);
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#define WIN_IS_PRESSED ( inputState.WinPressed() )
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#define ALT_IS_PRESSED ( inputState.AltPressed() )
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#define SHIFTS_IS_PRESSED ( inputState.ShiftPressed() )
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@ -760,9 +760,9 @@ public:
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bool ProcessInput() override
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{
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if (inputState.GetKeyStatus(sc_UpArrow))
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if (buttonMap.ButtonDown(gamefunc_Move_Forward))
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{
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inputState.ClearKeyStatus(sc_UpArrow);
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buttonMap.ClearButton(gamefunc_Move_Forward);
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if (curYPos == destYPos && nLevelNew <= nLevelBest)
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{
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@ -783,10 +783,10 @@ public:
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return true;
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}
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if (inputState.GetKeyStatus(sc_DownArrow))
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if (buttonMap.ButtonDown(gamefunc_Move_Backward))
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{
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inputState.ClearKeyStatus(sc_DownArrow);
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buttonMap.ClearButton(gamefunc_Move_Backward);
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if (curYPos == destYPos && nLevelNew > 0)
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{
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nLevelNew--;
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@ -23,6 +23,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "aistuff.h"
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#include "status.h"
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#include "view.h"
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#include "gamecontrol.h"
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#include <string.h>
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BEGIN_PS_NS
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@ -204,7 +205,7 @@ int ccmd_centerview(CCmdFuncPtr parm);
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void registerinputcommands()
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{
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C_RegisterFunction("slot", "slot <weaponslot>: select a weapon from the given slot (1-10)", ccmd_slot);
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//C_RegisterFunction("pause", nullptr, [](CCmdFuncPtr)->int { BitsToSend |= SKB_PAUSE; return CCMD_OK; });
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C_RegisterFunction("pause", nullptr, [](CCmdFuncPtr)->int { /*BitsToSend |= SKB_PAUSE;*/ sendPause = true; return CCMD_OK; });
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C_RegisterFunction("centerview", nullptr, ccmd_centerview);
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C_RegisterFunction("invprev", nullptr, [](CCmdFuncPtr)->int { if (PlayerList[nLocalPlayer].nHealth > 0) SetPrevItem(nLocalPlayer); return CCMD_OK; });
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C_RegisterFunction("invnext", nullptr, [](CCmdFuncPtr)->int { if (PlayerList[nLocalPlayer].nHealth > 0) SetNextItem(nLocalPlayer); return CCMD_OK; });
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@ -2715,9 +2715,6 @@ do_default_b:
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{
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EndLevel = true;
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}
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else {
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//inputState.keySetState(32, 1); // Huh, what?
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}
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DestroyItemAnim(nValB);
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mydeletesprite(nValB);
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@ -35,6 +35,7 @@ source as it is released.
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#include "ns.h"
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#include "global.h"
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#include "gamecontrol.h"
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BEGIN_DUKE_NS
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@ -91,79 +92,45 @@ void nonsharedkeys(void)
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FTA(QUOTE_WEAPON_MODE_OFF - ud.showweapons, &ps[screenpeek]);
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}
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// Fixme: This really should be done via CCMD, not via hard coded key checks - but that needs alternative Shift and Alt bindings.
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if (SHIFTS_IS_PRESSED || ALT_IS_PRESSED)
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if (buttonMap.ButtonDown(gamefunc_Third_Person_View))
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{
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int taunt = 0;
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// NOTE: sc_F1 .. sc_F10 are contiguous. sc_F11 is not sc_F10+1.
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for (int j = sc_F1; j <= sc_F10; j++)
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if (inputState.UnboundKeyPressed(j))
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{
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inputState.ClearKeyStatus(j);
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taunt = j - sc_F1 + 1;
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break;
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}
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if (taunt)
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buttonMap.ClearButton(gamefunc_Third_Person_View);
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if (!isRRRA() || (!ps[myconnectindex].OnMotorcycle && !ps[myconnectindex].OnBoat))
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{
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if (SHIFTS_IS_PRESSED)
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{
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Printf(PRINT_NOTIFY, "%s", **CombatMacros[taunt - 1]);
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//Net_SendTaunt(taunt);
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return;
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}
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if (startrts(taunt, 1))
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{
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//Net_SendRTS(taunt);
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return;
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}
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}
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}
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if (!ALT_IS_PRESSED && !SHIFTS_IS_PRESSED)
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{
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if (buttonMap.ButtonDown(gamefunc_Third_Person_View))
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{
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buttonMap.ClearButton(gamefunc_Third_Person_View);
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if (!isRRRA() || (!ps[myconnectindex].OnMotorcycle && !ps[myconnectindex].OnBoat))
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{
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if (ps[myconnectindex].over_shoulder_on)
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ps[myconnectindex].over_shoulder_on = 0;
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else
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{
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ps[myconnectindex].over_shoulder_on = 1;
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cameradist = 0;
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cameraclock = (int)totalclock;
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}
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FTA(QUOTE_VIEW_MODE_OFF + ps[myconnectindex].over_shoulder_on, &ps[myconnectindex]);
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||||
}
|
||||
}
|
||||
|
||||
if (automapMode != am_off)
|
||||
{
|
||||
int j;
|
||||
if (nonsharedtimer > 0 || totalclock < nonsharedtimer)
|
||||
{
|
||||
j = (int)totalclock - nonsharedtimer;
|
||||
nonsharedtimer += j;
|
||||
}
|
||||
if (ps[myconnectindex].over_shoulder_on)
|
||||
ps[myconnectindex].over_shoulder_on = 0;
|
||||
else
|
||||
{
|
||||
j = 0;
|
||||
nonsharedtimer = (int)totalclock;
|
||||
ps[myconnectindex].over_shoulder_on = 1;
|
||||
cameradist = 0;
|
||||
cameraclock = (int)totalclock;
|
||||
}
|
||||
|
||||
if (buttonMap.ButtonDown(gamefunc_Enlarge_Screen))
|
||||
ps[myconnectindex].zoom += mulscale6(j, max(ps[myconnectindex].zoom, 256));
|
||||
if (buttonMap.ButtonDown(gamefunc_Shrink_Screen))
|
||||
ps[myconnectindex].zoom -= mulscale6(j, max(ps[myconnectindex].zoom, 256));
|
||||
|
||||
ps[myconnectindex].zoom = clamp(ps[myconnectindex].zoom, 48, 2048);
|
||||
FTA(QUOTE_VIEW_MODE_OFF + ps[myconnectindex].over_shoulder_on, &ps[myconnectindex]);
|
||||
}
|
||||
}
|
||||
|
||||
if (automapMode != am_off)
|
||||
{
|
||||
int j;
|
||||
if (nonsharedtimer > 0 || totalclock < nonsharedtimer)
|
||||
{
|
||||
j = (int)totalclock - nonsharedtimer;
|
||||
nonsharedtimer += j;
|
||||
}
|
||||
else
|
||||
{
|
||||
j = 0;
|
||||
nonsharedtimer = (int)totalclock;
|
||||
}
|
||||
|
||||
if (buttonMap.ButtonDown(gamefunc_Enlarge_Screen))
|
||||
ps[myconnectindex].zoom += mulscale6(j, max(ps[myconnectindex].zoom, 256));
|
||||
if (buttonMap.ButtonDown(gamefunc_Shrink_Screen))
|
||||
ps[myconnectindex].zoom -= mulscale6(j, max(ps[myconnectindex].zoom, 256));
|
||||
|
||||
ps[myconnectindex].zoom = clamp(ps[myconnectindex].zoom, 48, 2048);
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
@ -1240,7 +1207,7 @@ void registerinputcommands()
|
|||
C_RegisterFunction("slot", "slot <weaponslot>: select a weapon from the given slot (1-10)", ccmd_slot);
|
||||
C_RegisterFunction("weapprev", nullptr, [](CCmdFuncPtr)->int { WeaponToSend = 11; return CCMD_OK; });
|
||||
C_RegisterFunction("weapnext", nullptr, [](CCmdFuncPtr)->int { WeaponToSend = 12; return CCMD_OK; });
|
||||
C_RegisterFunction("pause", nullptr, [](CCmdFuncPtr)->int { BitsToSend |= SKB_PAUSE; return CCMD_OK; });
|
||||
C_RegisterFunction("pause", nullptr, [](CCmdFuncPtr)->int { BitsToSend |= SKB_PAUSE; sendPause = true; return CCMD_OK; });
|
||||
C_RegisterFunction("steroids", nullptr, [](CCmdFuncPtr)->int { BitsToSend |= SKB_STEROIDS; return CCMD_OK; });
|
||||
C_RegisterFunction("nightvision", nullptr, [](CCmdFuncPtr)->int { BitsToSend |= SKB_NIGHTVISION; return CCMD_OK; });
|
||||
C_RegisterFunction("medkit", nullptr, [](CCmdFuncPtr)->int { BitsToSend |= SKB_MEDKIT; return CCMD_OK; });
|
||||
|
|
|
@ -44,50 +44,12 @@ int inv_hotkey = 0;
|
|||
void
|
||||
FunctionKeys(PLAYERp pp)
|
||||
{
|
||||
static int rts_delay = 0;
|
||||
int fn_key = 0;
|
||||
|
||||
rts_delay++;
|
||||
|
||||
if (inputState.GetKeyStatus(sc_F1)) { fn_key = 1; }
|
||||
if (inputState.GetKeyStatus(sc_F2)) { fn_key = 2; }
|
||||
if (inputState.GetKeyStatus(sc_F3)) { fn_key = 3; }
|
||||
if (inputState.GetKeyStatus(sc_F4)) { fn_key = 4; }
|
||||
if (inputState.GetKeyStatus(sc_F5)) { fn_key = 5; }
|
||||
if (inputState.GetKeyStatus(sc_F6)) { fn_key = 6; }
|
||||
if (inputState.GetKeyStatus(sc_F7)) { fn_key = 7; }
|
||||
if (inputState.GetKeyStatus(sc_F8)) { fn_key = 8; }
|
||||
if (inputState.GetKeyStatus(sc_F9)) { fn_key = 9; }
|
||||
if (inputState.GetKeyStatus(sc_F10)) { fn_key = 10; }
|
||||
|
||||
if (inputState.AltPressed())
|
||||
{
|
||||
if (rts_delay > 16 && fn_key && !adult_lockout)
|
||||
{
|
||||
inputState.ClearKeyStatus(sc_F1 + fn_key - 1);
|
||||
rts_delay = 0;
|
||||
PlaySoundRTS(fn_key);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if (inputState.ShiftPressed())
|
||||
{
|
||||
if (fn_key)
|
||||
{
|
||||
inputState.ClearKeyStatus(sc_F1 + fn_key - 1);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// F7 VIEW control
|
||||
if (buttonMap.ButtonDown(gamefunc_Third_Person_View))
|
||||
{
|
||||
buttonMap.ClearButton(gamefunc_Third_Person_View);
|
||||
|
||||
if (SHIFTS_IS_PRESSED)
|
||||
if (inputState.ShiftPressed())
|
||||
{
|
||||
if (TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE))
|
||||
pp->view_outside_dang = NORM_ANGLE(pp->view_outside_dang + 256);
|
||||
|
@ -367,11 +329,6 @@ getinput(SW_PACKET *loc, SWBOOL tied)
|
|||
}
|
||||
#endif
|
||||
}
|
||||
else if (inputState.GetKeyStatus(sc_Pause))
|
||||
{
|
||||
SET_LOC_KEY(loc->bits, SK_PAUSE, true);
|
||||
inputState.ClearKeyStatus(sc_Pause);
|
||||
}
|
||||
|
||||
SET_LOC_KEY(loc->bits, SK_RUN, buttonMap.ButtonDown(gamefunc_Run));
|
||||
SET_LOC_KEY(loc->bits, SK_SHOOT, buttonMap.ButtonDown(gamefunc_Fire));
|
||||
|
@ -543,7 +500,7 @@ void registerinputcommands()
|
|||
C_RegisterFunction("slot", "slot <weaponslot>: select a weapon from the given slot (1-10)", ccmd_slot);
|
||||
C_RegisterFunction("weapprev", nullptr, [](CCmdFuncPtr)->int { WeaponToSend = -2; return CCMD_OK; });
|
||||
C_RegisterFunction("weapnext", nullptr, [](CCmdFuncPtr)->int { WeaponToSend = -1; return CCMD_OK; });
|
||||
C_RegisterFunction("pause", nullptr, [](CCmdFuncPtr)->int { BitsToSend |= BIT(SK_PAUSE); return CCMD_OK; });
|
||||
C_RegisterFunction("pause", nullptr, [](CCmdFuncPtr)->int { BitsToSend |= BIT(SK_PAUSE); sendPause = true; return CCMD_OK; });
|
||||
C_RegisterFunction("smoke_bomb", nullptr, [](CCmdFuncPtr)->int { inv_hotkey = INVENTORY_CLOAK + 1; return CCMD_OK; });
|
||||
C_RegisterFunction("nightvision", nullptr, [](CCmdFuncPtr)->int { inv_hotkey = INVENTORY_NIGHT_VISION + 1; return CCMD_OK; });
|
||||
C_RegisterFunction("medkit", nullptr, [](CCmdFuncPtr)->int { inv_hotkey = INVENTORY_MEDKIT + 1; return CCMD_OK; });
|
||||
|
|
Loading…
Reference in a new issue