mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-29 04:50:42 +00:00
SW: Set certain sync keys prior to checking them in the same function.
- Ensures action occurs within the requested frame and not the next.
This commit is contained in:
parent
7b35e04c0c
commit
ca994b31c9
1 changed files with 11 additions and 12 deletions
|
@ -3294,6 +3294,17 @@ void getinput(int const playerNum)
|
|||
localInput.q16avel = fix16_clamp(fix16_sadd(localInput.q16avel, input.q16avel), fix16_from_int(-MAXANGVEL), fix16_from_int(MAXANGVEL));
|
||||
localInput.q16horz = fix16_clamp(fix16_sadd(localInput.q16horz, input.q16horz), fix16_from_int(-MAXHORIZVEL), fix16_from_int(MAXHORIZVEL));
|
||||
|
||||
// actually snap
|
||||
SET_LOC_KEY(localInput.bits, SK_SNAP_UP, buttonMap.ButtonDown(gamefunc_Aim_Up));
|
||||
SET_LOC_KEY(localInput.bits, SK_SNAP_DOWN, buttonMap.ButtonDown(gamefunc_Aim_Down));
|
||||
|
||||
// actually just look
|
||||
SET_LOC_KEY(localInput.bits, SK_LOOK_UP, buttonMap.ButtonDown(gamefunc_Look_Up));
|
||||
SET_LOC_KEY(localInput.bits, SK_LOOK_DOWN, buttonMap.ButtonDown(gamefunc_Look_Down));
|
||||
|
||||
SET_LOC_KEY(localInput.bits, SK_CENTER_VIEW, buttonMap.ButtonDown(gamefunc_Center_View));
|
||||
SET_LOC_KEY(localInput.bits, SK_TURN_180, buttonMap.ButtonDown(gamefunc_TurnAround));
|
||||
|
||||
if (!TEST(pp->Flags, PF_DEAD))
|
||||
{
|
||||
if (!TEST(pp->Flags, PF_CLIMBING))
|
||||
|
@ -3524,19 +3535,9 @@ void getinput(int const playerNum)
|
|||
inputState.ClearKeyStatus(sc_Pause);
|
||||
}
|
||||
|
||||
SET_LOC_KEY(localInput.bits, SK_CENTER_VIEW, buttonMap.ButtonDown(gamefunc_Center_View));
|
||||
|
||||
SET_LOC_KEY(localInput.bits, SK_RUN, buttonMap.ButtonDown(gamefunc_Run));
|
||||
SET_LOC_KEY(localInput.bits, SK_SHOOT, buttonMap.ButtonDown(gamefunc_Fire));
|
||||
|
||||
// actually snap
|
||||
SET_LOC_KEY(localInput.bits, SK_SNAP_UP, buttonMap.ButtonDown(gamefunc_Aim_Up));
|
||||
SET_LOC_KEY(localInput.bits, SK_SNAP_DOWN, buttonMap.ButtonDown(gamefunc_Aim_Down));
|
||||
|
||||
// actually just look
|
||||
SET_LOC_KEY(localInput.bits, SK_LOOK_UP, buttonMap.ButtonDown(gamefunc_Look_Up));
|
||||
SET_LOC_KEY(localInput.bits, SK_LOOK_DOWN, buttonMap.ButtonDown(gamefunc_Look_Down));
|
||||
|
||||
for (i = 0; i < MAX_WEAPONS_KEYS; i++)
|
||||
{
|
||||
if (buttonMap.ButtonDown(gamefunc_Weapon_1 + i))
|
||||
|
@ -3654,8 +3655,6 @@ void getinput(int const playerNum)
|
|||
SET_LOC_KEY(localInput.bits, SK_JUMP, buttonMap.ButtonDown(gamefunc_Jump));
|
||||
SET_LOC_KEY(localInput.bits, SK_CRAWL, buttonMap.ButtonDown(gamefunc_Crouch));
|
||||
|
||||
SET_LOC_KEY(localInput.bits, SK_TURN_180, buttonMap.ButtonDown(gamefunc_TurnAround));
|
||||
|
||||
SET_LOC_KEY(localInput.bits, SK_INV_LEFT, buttonMap.ButtonDown(gamefunc_Inventory_Left));
|
||||
SET_LOC_KEY(localInput.bits, SK_INV_RIGHT, buttonMap.ButtonDown(gamefunc_Inventory_Right));
|
||||
|
||||
|
|
Loading…
Reference in a new issue