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- Duke: Pass the player_struct through to FinalizeInput() in line with other functions.
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commit
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5 changed files with 10 additions and 13 deletions
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@ -233,7 +233,7 @@ void donewgame(MapRecord* map, int sk);
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void startnewgame(MapRecord* map, int skill);
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void startnewgame(MapRecord* map, int skill);
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int playercolor2lookup(int color);
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int playercolor2lookup(int color);
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void PlayerColorChanged(void);
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void PlayerColorChanged(void);
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bool movementBlocked(int snum);
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bool movementBlocked(player_struct *p);
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void loadcons();
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void loadcons();
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void recordoldspritepos();
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void recordoldspritepos();
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@ -767,12 +767,11 @@ static void processVehicleInput(player_struct *p, ControlInfo* const hidInput, I
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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static void FinalizeInput(int playerNum, InputPacket& input, bool vehicle)
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static void FinalizeInput(player_struct *p, InputPacket& input, bool vehicle)
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{
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{
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auto p = &ps[playerNum];
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bool blocked = movementBlocked(p) || p->GetActor()->s.extra <= 0 || (p->dead_flag && !ud.god);
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bool blocked = movementBlocked(playerNum) || p->GetActor()->s.extra <= 0 || (p->dead_flag && !ud.god);
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if (blocked && ps[playerNum].newOwner == nullptr)
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if (blocked && p->newOwner == nullptr)
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{
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{
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// neutralize all movement when blocked or in automap follow mode
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// neutralize all movement when blocked or in automap follow mode
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loc.fvel = loc.svel = 0;
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loc.fvel = loc.svel = 0;
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@ -842,7 +841,7 @@ void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
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processMovement(&input, &loc, hidInput, scaleAdjust, p->drink_amt);
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processMovement(&input, &loc, hidInput, scaleAdjust, p->drink_amt);
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}
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}
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FinalizeInput(myconnectindex, input, rrraVehicle);
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FinalizeInput(p, input, rrraVehicle);
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if (!SyncInput())
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if (!SyncInput())
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{
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{
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@ -944,20 +944,18 @@ void playerAimDown(int snum, ESyncBits actions)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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bool movementBlocked(int snum)
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bool movementBlocked(player_struct *p)
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{
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{
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auto p = &ps[snum];
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auto blockingweapon = [=]()
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auto blockingweapon = [=]()
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{
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{
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if (isRR()) return false;
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if (isRR()) return false;
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if (isWW2GI()) return aplWeaponWorksLike[p->curr_weapon][snum] == TRIPBOMB_WEAPON;
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if (isWW2GI()) return aplWeaponWorksLike[p->curr_weapon][p->i] == TRIPBOMB_WEAPON;
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else return p->curr_weapon == TRIPBOMB_WEAPON;
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else return p->curr_weapon == TRIPBOMB_WEAPON;
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};
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};
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auto weapondelay = [=]()
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auto weapondelay = [=]()
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{
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{
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if (isWW2GI()) return aplWeaponFireDelay[p->curr_weapon][snum];
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if (isWW2GI()) return aplWeaponFireDelay[p->curr_weapon][p->i];
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else return 4;
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else return 4;
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};
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};
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@ -2893,7 +2893,7 @@ void processinput_d(int snum)
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//Do the quick lefts and rights
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//Do the quick lefts and rights
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if (movementBlocked(snum))
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if (movementBlocked(p))
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{
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{
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doubvel = 0;
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doubvel = 0;
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p->posxv = 0;
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p->posxv = 0;
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@ -3646,7 +3646,7 @@ void processinput_r(int snum)
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//Do the quick lefts and rights
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//Do the quick lefts and rights
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if (movementBlocked(snum))
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if (movementBlocked(p))
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{
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{
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doubvel = 0;
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doubvel = 0;
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p->posxv = 0;
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p->posxv = 0;
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