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- fixed keyboard look in Blood.
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parent
be33872b42
commit
eb34b41716
2 changed files with 10 additions and 11 deletions
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@ -1562,7 +1562,7 @@ void ProcessInput(PLAYER *pPlayer)
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}
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if (bVanilla)
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{
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if ((pInput->actions & SB_CENTERVIEW) && !pInput->actions & (SB_LOOK_UP|SB_LOOK_DOWN))
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if ((pInput->actions & SB_CENTERVIEW) && !(pInput->actions & (SB_LOOK_UP | SB_LOOK_DOWN)))
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{
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if (pPlayer->q16look < 0)
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pPlayer->q16look = fix16_min(pPlayer->q16look+fix16_from_int(4), fix16_from_int(0));
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@ -1592,7 +1592,7 @@ void ProcessInput(PLAYER *pPlayer)
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int downAngle = -347;
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double lookStepUp = 4.0*upAngle/60.0;
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double lookStepDown = -4.0*downAngle/60.0;
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if ((pInput->actions & SB_CENTERVIEW) && !pInput->actions & (SB_LOOK_UP | SB_LOOK_DOWN))
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if ((pInput->actions & SB_CENTERVIEW) && !(pInput->actions & (SB_LOOK_UP | SB_LOOK_DOWN)))
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{
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if (pPlayer->q16look < 0)
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pPlayer->q16look = fix16_min(pPlayer->q16look+fix16_from_dbl(lookStepDown), fix16_from_int(0));
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@ -24,15 +24,14 @@ enum ESyncBits_ : uint32_t
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SB_OPEN = 1 << 17,
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SB_AIMMODE = 1 << 18,
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SB_QUICK_KICK = 1 << 19, // Duke only.
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SB_CROUCH_LOCK = 1 << 19, // SW only.
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SB_ESCAPE = 1 << 20,
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SB_AIM_UP = 1 << 19,
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SB_AIM_DOWN = 1 << 20,
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SB_LOOK_LEFT = 1 << 21,
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SB_LOOK_RIGHT = 1 << 22,
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SB_QUICK_KICK = 1 << 23, // Duke only.
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SB_CROUCH_LOCK = 1 << 23, // SW only.
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SB_ESCAPE = 1 << 24,
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SB_AIM_UP = 1 << 21,
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SB_AIM_DOWN = 1 << 22,
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SB_LOOK_LEFT = 1 << 23,
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SB_LOOK_RIGHT = 1 << 24,
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SB_LOOK_UP = 1 << 25,
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SB_LOOK_DOWN = 1 << 26,
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SB_RUN = 1 << 27,
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@ -44,7 +43,7 @@ enum ESyncBits_ : uint32_t
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SB_WEAPONMASK_BITS = (15u * SB_FIRST_WEAPON_BIT), // Weapons take up 4 bits
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SB_ITEMUSE_BITS = (127u * SB_ITEM_BIT_1),
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SB_BUTTON_MASK = SB_ALTFIRE|SB_FIRE|SB_CROUCH|SB_JUMP, // all input from buttons (i.e. active while held)
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SB_BUTTON_MASK = SB_ALTFIRE|SB_FIRE|SB_CROUCH|SB_JUMP|SB_LOOK_UP|SB_LOOK_DOWN|SB_AIM_UP|SB_AIM_DOWN|SB_LOOK_LEFT|SB_LOOK_RIGHT, // all input from buttons (i.e. active while held)
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SB_INTERFACE_MASK = (SB_INVPREV|SB_INVNEXT|SB_INVUSE|SB_CENTERVIEW|SB_TURNAROUND|SB_HOLSTER|SB_OPEN|SB_ESCAPE|SB_QUICK_KICK), // all input from CCMDs
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SB_INTERFACE_BITS = (SB_WEAPONMASK_BITS | SB_ITEMUSE_BITS | SB_INTERFACE_MASK),
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SB_ALL = ~0u
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