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Add Crouch Toggle gamefunc
git-svn-id: https://svn.eduke32.com/eduke32@7978 1a8010ca-5511-0410-912e-c29ae57300e0
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commit
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7 changed files with 20 additions and 3 deletions
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@ -116,6 +116,7 @@ char gamefunctions[NUMGAMEFUNCTIONS][MAXGAMEFUNCLEN] =
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"Quick_Load",
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"Quick_Load",
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"Alt_Weapon",
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"Alt_Weapon",
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"Third_Person_View",
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"Third_Person_View",
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"Crouch_Toggle",
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};
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};
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#ifdef __SETUP__
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#ifdef __SETUP__
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@ -184,6 +185,7 @@ const char keydefaults[NUMGAMEFUNCTIONS*2][MAXGAMEFUNCLEN] =
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"F9", "",
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"F9", "",
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"", "",
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"", "",
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"F7", "",
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"F7", "",
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"", "",
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};
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};
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const char oldkeydefaults[NUMGAMEFUNCTIONS*2][MAXGAMEFUNCLEN] =
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const char oldkeydefaults[NUMGAMEFUNCTIONS*2][MAXGAMEFUNCLEN] =
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@ -250,6 +252,7 @@ const char oldkeydefaults[NUMGAMEFUNCTIONS*2][MAXGAMEFUNCLEN] =
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"F9", "",
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"F9", "",
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"", "",
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"", "",
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"F7", "",
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"F7", "",
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"", "",
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};
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};
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static const char * mousedefaults[MAXMOUSEBUTTONS] =
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static const char * mousedefaults[MAXMOUSEBUTTONS] =
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@ -34,7 +34,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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extern "C" {
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extern "C" {
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#endif
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#endif
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#define NUMGAMEFUNCTIONS 62
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#define NUMGAMEFUNCTIONS 63
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#define MAXGAMEFUNCLEN 32
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#define MAXGAMEFUNCLEN 32
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extern char gamefunctions[NUMGAMEFUNCTIONS][MAXGAMEFUNCLEN];
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extern char gamefunctions[NUMGAMEFUNCTIONS][MAXGAMEFUNCLEN];
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@ -105,6 +105,7 @@ enum GameFunction_t
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gamefunc_Quick_Load,
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gamefunc_Quick_Load,
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gamefunc_Alt_Weapon,
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gamefunc_Alt_Weapon,
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gamefunc_Third_Person_View,
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gamefunc_Third_Person_View,
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gamefunc_Crouch_Toggle,
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};
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};
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#ifdef __cplusplus
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#ifdef __cplusplus
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}
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}
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@ -5060,6 +5060,12 @@ FAKE_F3:
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P_DoQuote(QUOTE_RUN_MODE_OFF + ud.auto_run, &myplayer);
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P_DoQuote(QUOTE_RUN_MODE_OFF + ud.auto_run, &myplayer);
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}
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}
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if (BUTTON(gamefunc_Crouch_Toggle))
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{
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CONTROL_ClearButton(gamefunc_Crouch_Toggle);
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myplayer.crouch_toggle = !myplayer.crouch_toggle;
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}
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if (BUTTON(gamefunc_Map))
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if (BUTTON(gamefunc_Map))
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{
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{
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CONTROL_ClearButton(gamefunc_Map);
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CONTROL_ClearButton(gamefunc_Map);
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@ -7392,4 +7398,5 @@ static void G_SetupGameButtons(void)
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CONTROL_DefineFlag(gamefunc_Quick_Load, FALSE);
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CONTROL_DefineFlag(gamefunc_Quick_Load, FALSE);
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CONTROL_DefineFlag(gamefunc_Alt_Weapon,FALSE);
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CONTROL_DefineFlag(gamefunc_Alt_Weapon,FALSE);
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CONTROL_DefineFlag(gamefunc_Third_Person_View, FALSE);
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CONTROL_DefineFlag(gamefunc_Third_Person_View, FALSE);
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CONTROL_DefineFlag(gamefunc_Crouch_Toggle, FALSE);
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}
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}
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@ -450,6 +450,7 @@ enum PlayerLabel_t
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PLAYER_DEATHS,
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PLAYER_DEATHS,
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PLAYER_LAST_USED_WEAPON,
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PLAYER_LAST_USED_WEAPON,
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PLAYER_BSUBWEAPON,
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PLAYER_BSUBWEAPON,
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PLAYER_CROUCH_TOGGLE,
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PLAYER_END
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PLAYER_END
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};
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};
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@ -544,6 +544,7 @@ const memberlabel_t PlayerLabels[]=
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{ "deaths", PLAYER_DEATHS, 0, 0, -1 },
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{ "deaths", PLAYER_DEATHS, 0, 0, -1 },
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{ "last_used_weapon", PLAYER_LAST_USED_WEAPON, 0, 0, -1 },
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{ "last_used_weapon", PLAYER_LAST_USED_WEAPON, 0, 0, -1 },
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{ "bsubweapon", PLAYER_BSUBWEAPON, LABEL_HASPARM2, MAX_WEAPONS, -1 },
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{ "bsubweapon", PLAYER_BSUBWEAPON, LABEL_HASPARM2, MAX_WEAPONS, -1 },
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{ "crouch_toggle", PLAYER_CROUCH_TOGGLE, 0, 0, -1 },
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};
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};
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int32_t __fastcall VM_GetPlayer(int const playerNum, int32_t labelNum, int const lParm2)
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int32_t __fastcall VM_GetPlayer(int const playerNum, int32_t labelNum, int const lParm2)
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@ -592,6 +593,7 @@ int32_t __fastcall VM_GetPlayer(int const playerNum, int32_t labelNum, int const
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case PLAYER_CHEAT_PHASE: labelNum = ps.cheat_phase; break;
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case PLAYER_CHEAT_PHASE: labelNum = ps.cheat_phase; break;
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case PLAYER_CLIPDIST: labelNum = ps.clipdist; break;
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case PLAYER_CLIPDIST: labelNum = ps.clipdist; break;
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case PLAYER_CRACK_TIME: labelNum = ps.crack_time; break;
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case PLAYER_CRACK_TIME: labelNum = ps.crack_time; break;
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case PLAYER_CROUCH_TOGGLE: labelNum = ps.crouch_toggle; break;
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case PLAYER_CURR_WEAPON: labelNum = ps.curr_weapon; break;
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case PLAYER_CURR_WEAPON: labelNum = ps.curr_weapon; break;
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case PLAYER_CURSECTNUM: labelNum = ps.cursectnum; break;
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case PLAYER_CURSECTNUM: labelNum = ps.cursectnum; break;
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case PLAYER_CUSTOMEXITSOUND: labelNum = ps.customexitsound; break;
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case PLAYER_CUSTOMEXITSOUND: labelNum = ps.customexitsound; break;
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@ -785,6 +787,7 @@ void __fastcall VM_SetPlayer(int const playerNum, int const labelNum, int const
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case PLAYER_CHEAT_PHASE: ps.cheat_phase = newValue; break;
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case PLAYER_CHEAT_PHASE: ps.cheat_phase = newValue; break;
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case PLAYER_CLIPDIST: ps.clipdist = newValue; break;
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case PLAYER_CLIPDIST: ps.clipdist = newValue; break;
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case PLAYER_CRACK_TIME: ps.crack_time = newValue; break;
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case PLAYER_CRACK_TIME: ps.crack_time = newValue; break;
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case PLAYER_CROUCH_TOGGLE: ps.crouch_toggle = newValue; break;
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case PLAYER_CURR_WEAPON: ps.curr_weapon = newValue; break;
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case PLAYER_CURR_WEAPON: ps.curr_weapon = newValue; break;
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case PLAYER_CURSECTNUM: ps.cursectnum = newValue; break;
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case PLAYER_CURSECTNUM: ps.cursectnum = newValue; break;
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case PLAYER_CUSTOMEXITSOUND: ps.customexitsound = newValue; break;
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case PLAYER_CUSTOMEXITSOUND: ps.customexitsound = newValue; break;
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@ -3051,7 +3051,7 @@ void P_GetInput(int const playerNum)
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localInput.bits |= (BUTTON(gamefunc_Open) << SK_OPEN);
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localInput.bits |= (BUTTON(gamefunc_Open) << SK_OPEN);
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localInput.bits |= (BUTTON(gamefunc_Jump) << SK_JUMP) | (BUTTON(gamefunc_Crouch) << SK_CROUCH);
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localInput.bits |= (BUTTON(gamefunc_Jump) << SK_JUMP) | ((BUTTON(gamefunc_Crouch)|pPlayer->crouch_toggle) << SK_CROUCH);
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localInput.bits |= (BUTTON(gamefunc_Aim_Up) || (BUTTON(gamefunc_Dpad_Aiming) && input.fvel > 0)) << SK_AIM_UP;
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localInput.bits |= (BUTTON(gamefunc_Aim_Up) || (BUTTON(gamefunc_Dpad_Aiming) && input.fvel > 0)) << SK_AIM_UP;
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localInput.bits |= (BUTTON(gamefunc_Aim_Down) || (BUTTON(gamefunc_Dpad_Aiming) && input.fvel < 0)) << SK_AIM_DOWN;
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localInput.bits |= (BUTTON(gamefunc_Aim_Down) || (BUTTON(gamefunc_Dpad_Aiming) && input.fvel < 0)) << SK_AIM_DOWN;
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@ -215,7 +215,9 @@ typedef struct {
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// anywhere (like with spritetype_t): g_player[i].ps->wa.idx == i.
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// anywhere (like with spritetype_t): g_player[i].ps->wa.idx == i.
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struct { int32_t idx; } wa;
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struct { int32_t idx; } wa;
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#endif
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#endif
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int8_t padding_[2];
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int8_t crouch_toggle;
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int8_t padding_[1];
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} DukePlayer_t;
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} DukePlayer_t;
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// KEEPINSYNC lunatic/_defs_game.lua
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// KEEPINSYNC lunatic/_defs_game.lua
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