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- Exhumed: Make WeaponSel_Prev
/WeaponSel_Next
operable.
This commit is contained in:
parent
86ad576675
commit
b6ec41e2b1
1 changed files with 22 additions and 30 deletions
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@ -308,18 +308,6 @@ void GameMove(void)
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totalmoves++;
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totalmoves++;
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}
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}
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static int SelectNextWeapon(int weap2)
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{
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// todo
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return 0;
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}
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static int SelectPrevWeapon(int weap2)
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{
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// todo
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return 0;
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}
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static int SelectAltWeapon(int weap2)
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static int SelectAltWeapon(int weap2)
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{
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{
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// todo
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// todo
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@ -345,19 +333,6 @@ void GameInterface::Ticker()
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lPlayerXVel -= (lPlayerXVel >> 5) + (lPlayerXVel >> 6);
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lPlayerXVel -= (lPlayerXVel >> 5) + (lPlayerXVel >> 6);
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lPlayerYVel -= (lPlayerYVel >> 5) + (lPlayerYVel >> 6);
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lPlayerYVel -= (lPlayerYVel >> 5) + (lPlayerYVel >> 6);
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}
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}
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int weap2 = localInput.getNewWeapon();
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if (weap2 == WeaponSel_Next)
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{
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weap2 = SelectNextWeapon(weap2);
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}
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else if (weap2 == WeaponSel_Prev)
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{
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weap2 = SelectPrevWeapon(weap2);
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}
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else if (weap2 == WeaponSel_Alt)
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{
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weap2 = SelectAltWeapon(weap2);
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}
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if (localInput.actions & SB_INVPREV)
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if (localInput.actions & SB_INVPREV)
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{
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{
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@ -417,18 +392,35 @@ void GameInterface::Ticker()
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}
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}
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}
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}
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sPlayerInput[nLocalPlayer].xVel = lPlayerXVel;
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auto currWeap = PlayerList[nLocalPlayer].nCurrentWeapon;
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sPlayerInput[nLocalPlayer].yVel = lPlayerYVel;
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int weap2 = localInput.getNewWeapon();
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if (weap2 == WeaponSel_Next)
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{
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auto newWeap = currWeap == 6 ? 1 : currWeap + 2;
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localInput.setNewWeapon(newWeap);
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}
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else if (weap2 == WeaponSel_Prev)
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{
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auto newWeap = currWeap == 0 ? 7 : currWeap;
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localInput.setNewWeapon(newWeap);
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}
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else if (weap2 == WeaponSel_Alt)
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{
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weap2 = SelectAltWeapon(weap2);
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}
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// make weapon selection persist until it gets used up.
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// make weapon selection persist until it gets used up.
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sPlayerInput[nLocalPlayer].buttons = lLocalCodes;
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int weap = sPlayerInput[nLocalPlayer].getNewWeapon();
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int weap = sPlayerInput[nLocalPlayer].getNewWeapon();
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if (weap2 <= 0 || weap2 > 7) sPlayerInput[nLocalPlayer].SetNewWeapon(weap);
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if (weap2 <= 0 || weap2 > 7) sPlayerInput[nLocalPlayer].SetNewWeapon(weap);
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sPlayerInput[nLocalPlayer].nTarget = besttarget;
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auto oldactions = sPlayerInput[nLocalPlayer].actions;
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auto oldactions = sPlayerInput[nLocalPlayer].actions;
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sPlayerInput[nLocalPlayer].actions = localInput.actions;
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sPlayerInput[nLocalPlayer].actions = localInput.actions;
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if (oldactions & SB_CENTERVIEW) sPlayerInput[nLocalPlayer].actions |= SB_CENTERVIEW;
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if (oldactions & SB_CENTERVIEW) sPlayerInput[nLocalPlayer].actions |= SB_CENTERVIEW;
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sPlayerInput[nLocalPlayer].xVel = lPlayerXVel;
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sPlayerInput[nLocalPlayer].yVel = lPlayerYVel;
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sPlayerInput[nLocalPlayer].buttons = lLocalCodes;
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sPlayerInput[nLocalPlayer].nTarget = besttarget;
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sPlayerInput[nLocalPlayer].nAngle = localInput.avel;
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sPlayerInput[nLocalPlayer].nAngle = localInput.avel;
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sPlayerInput[nLocalPlayer].pan = localInput.horz;
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sPlayerInput[nLocalPlayer].pan = localInput.horz;
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