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- Ensure crouch_toggle
bool from 6e3d414b3c
is serialised when saving game, and cleared when InputState::ClearAllInput()
is called.
This commit is contained in:
parent
59c72c923e
commit
f9f365a593
3 changed files with 19 additions and 3 deletions
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@ -21,6 +21,7 @@ extern bool GUICapture;
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extern bool AppActive;
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extern bool AppActive;
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extern cycle_t drawtime, actortime, thinktime, gameupdatetime;
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extern cycle_t drawtime, actortime, thinktime, gameupdatetime;
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extern bool r_NoInterpolate;
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extern bool r_NoInterpolate;
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extern bool crouch_toggle;
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struct MapRecord;
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struct MapRecord;
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extern MapRecord* g_nextmap;
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extern MapRecord* g_nextmap;
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@ -46,7 +46,7 @@ static int WeaponToSend = 0;
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ESyncBits ActionsToSend = 0;
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ESyncBits ActionsToSend = 0;
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static int dpad_lock = 0;
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static int dpad_lock = 0;
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bool sendPause;
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bool sendPause;
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bool crouch_toggle;
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static double lastCheck;
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static double lastCheck;
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CVAR(Float, m_pitch, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE) // Mouse speeds
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CVAR(Float, m_pitch, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE) // Mouse speeds
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@ -120,6 +120,7 @@ void InputState::ClearAllInput()
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WeaponToSend = 0;
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WeaponToSend = 0;
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dpad_lock = 0;
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dpad_lock = 0;
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lastCheck = 0;
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lastCheck = 0;
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crouch_toggle = false;
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buttonMap.ResetButtonStates(); // this is important. If all input is cleared, the buttons must be cleared as well.
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buttonMap.ResetButtonStates(); // this is important. If all input is cleared, the buttons must be cleared as well.
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gi->clearlocalinputstate(); // also clear game local input state.
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gi->clearlocalinputstate(); // also clear game local input state.
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}
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}
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@ -327,8 +328,6 @@ CCMD(pause)
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}
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}
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static bool crouch_toggle;
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void ApplyGlobalInput(InputPacket& input, ControlInfo* hidInput, bool const crouchable, bool const disableToggle)
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void ApplyGlobalInput(InputPacket& input, ControlInfo* hidInput, bool const crouchable, bool const disableToggle)
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{
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{
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if (WeaponToSend != 0) input.setNewWeapon(WeaponToSend);
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if (WeaponToSend != 0) input.setNewWeapon(WeaponToSend);
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@ -75,6 +75,21 @@ CVAR(String, cl_savedir, "", CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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//
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//
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//=============================================================================
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//=============================================================================
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static void SerializeGlobals(FSerializer& arc)
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{
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if (arc.BeginObject("globals"))
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{
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arc("crouch_toggle", crouch_toggle)
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.EndObject();
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}
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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static void SerializeSession(FSerializer& arc)
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static void SerializeSession(FSerializer& arc)
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{
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{
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SerializeMap(arc);
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SerializeMap(arc);
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@ -85,6 +100,7 @@ static void SerializeSession(FSerializer& arc)
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S_SerializeSounds(arc);
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S_SerializeSounds(arc);
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SerializeAutomap(arc);
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SerializeAutomap(arc);
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SerializeHud(arc);
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SerializeHud(arc);
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SerializeGlobals(arc);
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}
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}
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//=============================================================================
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//=============================================================================
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