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