Minor stylistic tweaks of code related to weapon switching.

git-svn-id: https://svn.eduke32.com/eduke32@4215 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2013-12-26 19:44:56 +00:00
parent 030f72d551
commit c45ca57eb0
7 changed files with 40 additions and 37 deletions

View file

@ -690,12 +690,13 @@ int32_t CONFIG_ReadSetup(void)
// weapon choices are defaulted in G_CheckCommandLine, which may override them
if (!g_forceWeaponChoice)
for (i=0; i<10; i++)
for (i=0; i<=FREEZE_WEAPON; i++)
{
Bsprintf(buf,"WeaponChoice%d",i);
dummy = -1;
SCRIPT_GetNumber(ud.config.scripthandle, "Misc", buf, &dummy);
if (dummy >= 0 && dummy<10) g_player[0].wchoice[i] = dummy;
if (dummy >= 0 && dummy <= FREEZE_WEAPON)
g_player[0].wchoice[i] = dummy;
}
#ifdef _WIN32

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@ -10886,6 +10886,15 @@ static void G_Startup(void)
Bfflush(NULL);
}
static void P_SetupMiscInputSettings(void)
{
DukePlayer_t *ps = g_player[myconnectindex].ps;
ps->aim_mode = ud.mouseaiming;
ps->auto_aim = ud.config.AutoAim;
ps->weaponswitch = ud.weaponswitch;
}
void G_UpdatePlayerFromMenu(void)
{
if (ud.recstat != 0)
@ -10901,10 +10910,7 @@ void G_UpdatePlayerFromMenu(void)
{
/*int32_t j = g_player[myconnectindex].ps->team;*/
// CODEDUP_UD_TO_GPLAYER
g_player[myconnectindex].ps->aim_mode = ud.mouseaiming;
g_player[myconnectindex].ps->auto_aim = ud.config.AutoAim;
g_player[myconnectindex].ps->weaponswitch = ud.weaponswitch;
P_SetupMiscInputSettings();
g_player[myconnectindex].ps->palookup = g_player[myconnectindex].pcolor = ud.color;
g_player[myconnectindex].pteam = ud.team;
@ -11786,10 +11792,7 @@ MAIN_LOOP_RESTART:
// ud.auto_run = ud.config.RunMode;
ud.showweapons = ud.config.ShowOpponentWeapons;
// CODEDUP_UD_TO_GPLAYER
g_player[myconnectindex].ps->aim_mode = ud.mouseaiming;
g_player[myconnectindex].ps->auto_aim = ud.config.AutoAim;
g_player[myconnectindex].ps->weaponswitch = ud.weaponswitch;
P_SetupMiscInputSettings();
g_player[myconnectindex].pteam = ud.team;
if (GametypeFlags[ud.coop] & GAMETYPE_TDM)

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@ -1102,7 +1102,7 @@ const memberlabel_t UserdefsLabels[]=
{ "screen_size", USERDEFS_SCREEN_SIZE, 0, 0 },
{ "lockout", USERDEFS_LOCKOUT, 0, 0 },
{ "crosshair", USERDEFS_CROSSHAIR, 0, 0 },
{ "wchoice[MAXPLAYERS][MAX_WEAPONS]", USERDEFS_WCHOICE, 0, 0 },
// { "wchoice[MAXPLAYERS][MAX_WEAPONS]", USERDEFS_WCHOICE, 0, 0 },
{ "playerai", USERDEFS_PLAYERAI, 0, 0 },
{ "respawn_monsters", USERDEFS_RESPAWN_MONSTERS, 0, 0 },
{ "respawn_items", USERDEFS_RESPAWN_ITEMS, 0, 0 },

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@ -805,13 +805,14 @@ static void P_AddWeaponMaybeSwitch(DukePlayer_t *ps, int32_t weap)
if ((ps->weaponswitch & 1) && (ps->weaponswitch & 4))
{
int32_t snum = sprite[ps->i].yvel;
int32_t i, w, new_wchoice = -1, curr_wchoice = -1;
int32_t i, new_wchoice = -1, curr_wchoice = -1;
for (i=0; i<10 && (new_wchoice < 0 || curr_wchoice < 0); i++)
for (i=0; i<=FREEZE_WEAPON && (new_wchoice < 0 || curr_wchoice < 0); i++)
{
w = g_player[snum].wchoice[i];
int32_t w = g_player[snum].wchoice[i];
if (w == 0) w = 9;
if (w == KNEE_WEAPON)
w = FREEZE_WEAPON;
else w--;
if (w == ps->curr_weapon)

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@ -446,15 +446,6 @@ static void __fastcall VM_AccessUserdef(int32_t iSet, int32_t lLabelID, int32_t
Gv_SetVarX(lVar2, ud.crosshair);
return;
// case USERDEFS_WCHOICE:
// if(iSet)
// {
// ud.wchoice = lValue;
// return;
// }
// Gv_SetVarX(lVar2, ud.wchoice);
// return;
case USERDEFS_PLAYERAI:
if (iSet)
{

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@ -3205,7 +3205,7 @@ void P_AddWeaponNoSwitch(DukePlayer_t *p, int32_t weapon)
void P_ChangeWeapon(DukePlayer_t *p, int32_t weapon)
{
int32_t i = 0, snum = sprite[p->i].yvel;
int8_t curr_weapon = p->curr_weapon;
const int8_t curr_weapon = p->curr_weapon;
if (p->reloading) return;
@ -3214,7 +3214,8 @@ void P_ChangeWeapon(DukePlayer_t *p,int32_t weapon)
if (i == -1)
return;
else if (i != -2)
if (i != -2)
p->curr_weapon = weapon;
p->last_weapon = curr_weapon;
@ -3266,14 +3267,17 @@ void P_CheckWeapon(DukePlayer_t *p)
{
int32_t i, snum, weapon;
if (p->reloading) return;
if (p->reloading)
return;
if (p->wantweaponfire >= 0)
{
weapon = p->wantweaponfire;
p->wantweaponfire = -1;
if (weapon == p->curr_weapon) return;
if (weapon == p->curr_weapon)
return;
if ((p->gotweapon & (1<<weapon)) && p->ammo_amount[weapon] > 0)
{
P_AddWeapon(p,weapon);
@ -3288,19 +3292,22 @@ void P_CheckWeapon(DukePlayer_t *p)
snum = sprite[p->i].yvel;
for (i=0; i<10; i++)
for (i=0; i<=FREEZE_WEAPON; i++)
{
weapon = g_player[snum].wchoice[i];
if (VOLUMEONE && weapon > 6) continue;
if (VOLUMEONE && weapon > SHRINKER_WEAPON)
continue;
if (weapon == 0) weapon = 9;
if (weapon == KNEE_WEAPON)
weapon = FREEZE_WEAPON;
else weapon--;
if (weapon == 0 || ((p->gotweapon & (1<<weapon)) && p->ammo_amount[weapon] > 0))
if (weapon == KNEE_WEAPON || ((p->gotweapon & (1<<weapon)) && p->ammo_amount[weapon] > 0))
break;
}
if (i == 10) weapon = 0;
if (i == HANDREMOTE_WEAPON)
weapon = KNEE_WEAPON;
// Found the weapon
@ -3956,8 +3963,7 @@ static void P_ProcessWeapon(int32_t snum)
if ((*kb) >= PWEAPON(snum, p->curr_weapon, TotalTime))
{
(*kb) = 0;
if ((p->ammo_amount[HANDBOMB_WEAPON] > 0) &&
PIPEBOMB_CONTROL(snum) == PIPEBOMB_REMOTE)
if ((p->ammo_amount[HANDBOMB_WEAPON] > 0) && PIPEBOMB_CONTROL(snum) == PIPEBOMB_REMOTE)
P_AddWeapon(p,HANDBOMB_WEAPON);
else P_CheckWeapon(p);
}

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@ -251,6 +251,7 @@ typedef struct {
int32_t netsynctime;
int16_t ping, filler;
int32_t pcolor, pteam;
// NOTE: wchoice[HANDREMOTE_WEAPON .. MAX_WEAPONS-1] unused
uint8_t frags[MAXPLAYERS], wchoice[MAX_WEAPONS];
char vote, gotvote, pingcnt, playerquitflag, ready;