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//-------------------------------------------------------------------------
/*
Copyright ( C ) 1996 , 2003 - 3 D Realms Entertainment
Copyright ( C ) 2000 , 2003 - Matt Saettler ( EDuke Enhancements )
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Copyright ( C ) 2020 - Christoph Oelckers
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This file is part of Enhanced Duke Nukem 3 D version 1.5 - Atomic Edition
Duke Nukem 3 D is free software ; you can redistribute it and / or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation ; either version 2
of the License , or ( at your option ) any later version .
This program is distributed in the hope that it will be useful ,
but WITHOUT ANY WARRANTY ; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE .
See the GNU General Public License for more details .
You should have received a copy of the GNU General Public License
along with this program ; if not , write to the Free Software
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Foundation , Inc . , 59 Temple Place - Suite 330 , Boston , MA 02111 - 1307 , USA .
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Original Source : 1996 - Todd Replogle
Prepared for public release : 03 / 21 / 2003 - Charlie Wiederhold , 3 D Realms
EDuke enhancements integrated : 04 / 13 / 2003 - Matt Saettler
Note : EDuke source was in transition . Changes are in - progress in the
source as it is released .
*/
//-------------------------------------------------------------------------
# include "ns.h"
# include "global.h"
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# include "gamecontrol.h"
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# include "v_video.h"
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# include "dukeactor.h"
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EXTERN_CVAR ( Float , m_sensitivity_x )
EXTERN_CVAR ( Float , m_yaw )
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BEGIN_DUKE_NS
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//---------------------------------------------------------------------------
//
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// handles all HUD related input, i.e. inventory item selection and activation plus weapon selection.
//
// Note: This doesn't restrict the events to WW2GI - since the other games do
// not define any by default there is no harm done keeping the code clean.
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//
//---------------------------------------------------------------------------
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void hud_input ( int plnum )
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{
int i , k ;
uint8_t dainv ;
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player_struct * p ;
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p = & ps [ plnum ] ;
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auto pact = p - > GetActor ( ) ;
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i = p - > aim_mode ;
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p - > aim_mode = ! PlayerInput ( plnum , SB_AIMMODE ) ;
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if ( p - > aim_mode < i )
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p - > sync . actions | = SB_CENTERVIEW ;
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// Backup weapon here as hud_input() is the first function where any one of the weapon variables can change.
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p - > backupweapon ( ) ;
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// Set-up crouch bools.
const int sectorLotag = p - > insector ( ) ? p - > cursector - > lotag : 0 ;
const bool crouchable = sectorLotag ! = ST_2_UNDERWATER & & ( sectorLotag ! = ST_1_ABOVE_WATER | | p - > spritebridge ) ;
const bool disableToggle = p - > jetpack_on | | ( ! crouchable & & p - > on_ground ) | | ( isRRRA ( ) & & ( p - > OnMotorcycle | | p - > OnBoat ) ) ;
if ( isRR ( ) & & ( p - > sync . actions & SB_CROUCH ) ) p - > sync . actions & = ~ SB_JUMP ;
if ( crouch_toggle & & ( ! crouchable | | disableToggle ) )
{
crouch_toggle = false ;
p - > sync . actions & = ~ SB_CROUCH ;
}
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if ( ( isRR ( ) & & p - > drink_amt > 88 ) )
p - > sync . actions | = SB_LOOK_LEFT ;
if ( ( isRR ( ) & & p - > drink_amt > 99 ) )
p - > sync . actions | = SB_LOOK_DOWN ;
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if ( isRR ( ) )
{
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if ( PlayerInput ( plnum , SB_QUICK_KICK ) & & p - > last_pissed_time = = 0 )
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{
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if ( ! isRRRA ( ) | | p - > GetActor ( ) - > spr . extra > 0 )
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{
p - > last_pissed_time = 4000 ;
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S_PlayActorSound ( 437 , pact ) ;
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if ( p - > GetActor ( ) - > spr . extra < = gs . max_player_health - gs . max_player_health / 10 )
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{
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p - > GetActor ( ) - > spr . extra + = 2 ;
p - > last_extra = p - > GetActor ( ) - > spr . extra ;
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}
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else if ( p - > GetActor ( ) - > spr . extra < gs . max_player_health )
p - > GetActor ( ) - > spr . extra = gs . max_player_health ;
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}
}
}
else
{
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if ( PlayerInput ( plnum , SB_QUICK_KICK ) & & p - > quick_kick = = 0 & & ( p - > curr_weapon ! = KNEE_WEAPON | | p - > kickback_pic = = 0 ) )
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{
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SetGameVarID ( g_iReturnVarID , 0 , nullptr , plnum ) ;
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OnEvent ( EVENT_QUICKKICK , plnum , nullptr , - 1 ) ;
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if ( GetGameVarID ( g_iReturnVarID , nullptr , plnum ) . value ( ) = = 0 )
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{
p - > quick_kick = 14 ;
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if ( ! p - > quick_kick_msg & & plnum = = screenpeek ) FTA ( QUOTE_MIGHTY_FOOT , p ) ;
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p - > quick_kick_msg = true ;
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}
}
}
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if ( ! PlayerInput ( plnum , SB_QUICK_KICK ) ) p - > quick_kick_msg = false ;
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if ( ! PlayerInputBits ( plnum , SB_INTERFACE_BITS ) )
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p - > interface_toggle_flag = 0 ;
else if ( p - > interface_toggle_flag = = 0 )
{
p - > interface_toggle_flag = 1 ;
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// Don't go on if paused or dead.
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if ( paused ) return ;
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if ( p - > GetActor ( ) - > spr . extra < = 0 ) return ;
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// Activate an inventory item. This just forwards to the other inventory bits. If the inventory selector was taken out of the playsim this could be removed.
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if ( PlayerInput ( plnum , SB_INVUSE ) & & p - > newOwner = = nullptr )
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{
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SetGameVarID ( g_iReturnVarID , 0 , nullptr , plnum ) ;
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OnEvent ( EVENT_INVENTORY , plnum , nullptr , - 1 ) ;
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if ( GetGameVarID ( g_iReturnVarID , nullptr , plnum ) . value ( ) = = 0 )
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{
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if ( p - > inven_icon > ICON_NONE & & p - > inven_icon < = ICON_HEATS ) PlayerSetItemUsed ( plnum , p - > inven_icon ) ;
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}
}
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if ( ! isRR ( ) & & PlayerUseItem ( plnum , ICON_HEATS ) )
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{
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SetGameVarID ( g_iReturnVarID , 0 , nullptr , plnum ) ;
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OnEvent ( EVENT_USENIGHTVISION , plnum , nullptr , - 1 ) ;
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if ( GetGameVarID ( g_iReturnVarID , nullptr , plnum ) . value ( ) = = 0 & & p - > heat_amount > 0 )
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{
p - > heat_on = ! p - > heat_on ;
p - > inven_icon = 5 ;
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S_PlayActorSound ( NITEVISION_ONOFF , pact ) ;
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FTA ( 106 + ( ! p - > heat_on ) , p ) ;
}
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}
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if ( PlayerUseItem ( plnum , ICON_STEROIDS ) )
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{
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SetGameVarID ( g_iReturnVarID , 0 , nullptr , plnum ) ;
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OnEvent ( EVENT_USESTEROIDS , plnum , nullptr , - 1 ) ;
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if ( GetGameVarID ( g_iReturnVarID , nullptr , plnum ) . value ( ) = = 0 )
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{
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if ( p - > steroids_amount = = 400 )
{
p - > steroids_amount - - ;
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S_PlayActorSound ( DUKE_TAKEPILLS , pact ) ;
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p - > inven_icon = ICON_STEROIDS ;
FTA ( 12 , p ) ;
}
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}
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return ;
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}
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if ( PlayerInput ( plnum , SB_INVPREV ) | | PlayerInput ( plnum , SB_INVNEXT ) )
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{
p - > invdisptime = 26 * 2 ;
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if ( PlayerInput ( plnum , SB_INVNEXT ) ) k = 1 ;
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else k = 0 ;
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dainv = p - > inven_icon ;
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i = 0 ;
CHECKINV1 :
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if ( i < 9 )
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{
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i + + ;
switch ( dainv )
{
case 4 :
if ( p - > jetpack_amount > 0 & & i > 1 )
break ;
if ( k ) dainv = 5 ;
else dainv = 3 ;
goto CHECKINV1 ;
case 6 :
if ( p - > scuba_amount > 0 & & i > 1 )
break ;
if ( k ) dainv = 7 ;
else dainv = 5 ;
goto CHECKINV1 ;
case 2 :
if ( p - > steroids_amount > 0 & & i > 1 )
break ;
if ( k ) dainv = 3 ;
else dainv = 1 ;
goto CHECKINV1 ;
case 3 :
if ( p - > holoduke_amount > 0 & & i > 1 )
break ;
if ( k ) dainv = 4 ;
else dainv = 2 ;
goto CHECKINV1 ;
case 0 :
case 1 :
if ( p - > firstaid_amount > 0 & & i > 1 )
break ;
if ( k ) dainv = 2 ;
else dainv = 7 ;
goto CHECKINV1 ;
case 5 :
if ( p - > heat_amount > 0 & & i > 1 )
break ;
if ( k ) dainv = 6 ;
else dainv = 4 ;
goto CHECKINV1 ;
case 7 :
if ( p - > boot_amount > 0 & & i > 1 )
break ;
if ( k ) dainv = 1 ;
else dainv = 6 ;
goto CHECKINV1 ;
}
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}
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else dainv = 0 ;
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// These events force us to keep the inventory selector in the playsim as opposed to the UI where it really belongs.
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if ( PlayerInput ( plnum , SB_INVPREV ) )
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{
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SetGameVarID ( g_iReturnVarID , dainv , nullptr , plnum ) ;
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OnEvent ( EVENT_INVENTORYLEFT , plnum , nullptr , - 1 ) ;
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dainv = GetGameVarID ( g_iReturnVarID , nullptr , plnum ) . safeValue ( ) ;
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}
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if ( PlayerInput ( plnum , SB_INVNEXT ) )
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{
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SetGameVarID ( g_iReturnVarID , dainv , nullptr , plnum ) ;
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OnEvent ( EVENT_INVENTORYRIGHT , plnum , nullptr , - 1 ) ;
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dainv = GetGameVarID ( g_iReturnVarID , nullptr , plnum ) . safeValue ( ) ;
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}
p - > inven_icon = dainv ;
// Someone must have really hated constant data, doing this with a switch/case (and of course also with literal numbers...)
static const uint8_t invquotes [ ] = { QUOTE_MEDKIT , QUOTE_STEROIDS , QUOTE_HOLODUKE , QUOTE_JETPACK , QUOTE_NVG , QUOTE_SCUBA , QUOTE_BOOTS } ;
if ( dainv > = 1 & & dainv < 8 ) FTA ( invquotes [ dainv - 1 ] , p ) ;
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}
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int weap = PlayerNewWeapon ( plnum ) ;
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if ( weap > 1 & & p - > kickback_pic > 0 )
p - > wantweaponfire = weap - 1 ;
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// Here we have to be extra careful that the weapons do not get mixed up, so let's keep the code for Duke and RR completely separate.
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fi . selectweapon ( plnum , weap ) ;
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if ( PlayerInput ( plnum , SB_HOLSTER ) )
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{
if ( p - > curr_weapon > KNEE_WEAPON )
{
if ( p - > holster_weapon = = 0 & & p - > weapon_pos = = 0 )
{
p - > holster_weapon = 1 ;
p - > weapon_pos = - 1 ;
FTA ( QUOTE_WEAPON_LOWERED , p ) ;
}
else if ( p - > holster_weapon = = 1 & & p - > weapon_pos = = - 9 )
{
p - > holster_weapon = 0 ;
p - > weapon_pos = 10 ;
FTA ( QUOTE_WEAPON_RAISED , p ) ;
}
}
}
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if ( PlayerUseItem ( plnum , ICON_HOLODUKE ) & & ( isRR ( ) | | p - > newOwner = = nullptr ) )
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{
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SetGameVarID ( g_iReturnVarID , 0 , nullptr , plnum ) ;
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OnEvent ( EVENT_HOLODUKEON , plnum , nullptr , - 1 ) ;
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if ( GetGameVarID ( g_iReturnVarID , nullptr , plnum ) . value ( ) = = 0 )
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{
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if ( ! isRR ( ) )
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{
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if ( p - > holoduke_on = = nullptr )
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{
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if ( p - > holoduke_amount > 0 )
{
p - > inven_icon = 3 ;
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auto pactor =
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CreateActor ( p - > cursector , p - > GetActor ( ) - > getPosWithOffsetZ ( ) . plusZ ( 30 ) , TILE_APLAYER , - 64 , DVector2 ( 0 , 0 ) , p - > GetActor ( ) - > spr . Angles . Yaw , 0. , 0. , nullptr , 10 ) ;
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pactor - > temp_data [ 3 ] = pactor - > temp_data [ 4 ] = 0 ;
p - > holoduke_on = pactor ;
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pactor - > spr . yint = plnum ;
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pactor - > spr . extra = 0 ;
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FTA ( QUOTE_HOLODUKE_ON , p ) ;
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S_PlayActorSound ( TELEPORTER , p - > holoduke_on ) ;
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}
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else FTA ( QUOTE_HOLODUKE_NOT_FOUND , p ) ;
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}
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else
{
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S_PlayActorSound ( TELEPORTER , p - > holoduke_on ) ;
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p - > holoduke_on = nullptr ;
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FTA ( QUOTE_HOLODUKE_OFF , p ) ;
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}
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}
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else // In RR this means drinking whiskey.
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{
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if ( p - > holoduke_amount > 0 & & p - > GetActor ( ) - > spr . extra < gs . max_player_health )
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{
p - > holoduke_amount - = 400 ;
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p - > GetActor ( ) - > spr . extra + = 5 ;
if ( p - > GetActor ( ) - > spr . extra > gs . max_player_health )
p - > GetActor ( ) - > spr . extra = gs . max_player_health ;
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p - > drink_amt + = 5 ;
p - > inven_icon = 3 ;
if ( p - > holoduke_amount = = 0 )
checkavailinven ( p ) ;
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if ( p - > drink_amt < 99 & & ! S_CheckActorSoundPlaying ( pact , 425 ) )
S_PlayActorSound ( 425 , pact ) ;
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}
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}
}
}
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if ( isRR ( ) & & PlayerUseItem ( plnum , ICON_HEATS ) & & p - > newOwner = = nullptr )
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{
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SetGameVarID ( g_iReturnVarID , 0 , nullptr , plnum ) ;
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OnEvent ( EVENT_USENIGHTVISION , plnum , nullptr , - 1 ) ;
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if ( GetGameVarID ( g_iReturnVarID , nullptr , plnum ) . value ( ) = = 0 )
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{
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if ( p - > yehaa_timer = = 0 )
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{
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p - > yehaa_timer = 126 ;
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S_PlayActorSound ( 390 , pact ) ;
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p - > noise_radius = 1024 ;
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madenoise ( plnum ) ;
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if ( p - > cursector - > lotag = = 857 )
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{
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if ( p - > GetActor ( ) - > spr . extra < = gs . max_player_health )
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{
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p - > GetActor ( ) - > spr . extra + = 10 ;
if ( p - > GetActor ( ) - > spr . extra > = gs . max_player_health )
p - > GetActor ( ) - > spr . extra = gs . max_player_health ;
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}
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}
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else
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{
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if ( p - > GetActor ( ) - > spr . extra + 1 < = gs . max_player_health )
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{
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p - > GetActor ( ) - > spr . extra + + ;
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}
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}
}
}
}
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if ( PlayerUseItem ( plnum , ICON_FIRSTAID ) )
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{
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SetGameVarID ( g_iReturnVarID , 0 , nullptr , plnum ) ;
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OnEvent ( EVENT_USEMEDKIT , plnum , nullptr , - 1 ) ;
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if ( GetGameVarID ( g_iReturnVarID , nullptr , plnum ) . value ( ) = = 0 )
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{
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if ( p - > firstaid_amount > 0 & & p - > GetActor ( ) - > spr . extra < gs . max_player_health )
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{
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if ( ! isRR ( ) )
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{
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int j = gs . max_player_health - p - > GetActor ( ) - > spr . extra ;
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if ( p - > firstaid_amount > j )
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{
p - > firstaid_amount - = j ;
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p - > GetActor ( ) - > spr . extra = gs . max_player_health ;
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p - > inven_icon = 1 ;
}
else
{
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p - > GetActor ( ) - > spr . extra + = p - > firstaid_amount ;
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p - > firstaid_amount = 0 ;
checkavailinven ( p ) ;
}
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S_PlayActorSound ( DUKE_USEMEDKIT , pact ) ;
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}
else
{
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int j = 10 ;
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if ( p - > firstaid_amount > j )
{
p - > firstaid_amount - = j ;
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p - > GetActor ( ) - > spr . extra + = j ;
if ( p - > GetActor ( ) - > spr . extra > gs . max_player_health )
p - > GetActor ( ) - > spr . extra = gs . max_player_health ;
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p - > inven_icon = 1 ;
}
else
{
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p - > GetActor ( ) - > spr . extra + = p - > firstaid_amount ;
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p - > firstaid_amount = 0 ;
checkavailinven ( p ) ;
}
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if ( p - > GetActor ( ) - > spr . extra > gs . max_player_health )
p - > GetActor ( ) - > spr . extra = gs . max_player_health ;
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p - > drink_amt + = 10 ;
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if ( p - > drink_amt < = 100 & & ! S_CheckActorSoundPlaying ( pact , DUKE_USEMEDKIT ) )
S_PlayActorSound ( DUKE_USEMEDKIT , pact ) ;
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}
}
}
}
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if ( PlayerUseItem ( plnum , ICON_JETPACK ) & & ( isRR ( ) | | p - > newOwner = = nullptr ) )
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{
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SetGameVarID ( g_iReturnVarID , 0 , nullptr , plnum ) ;
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OnEvent ( EVENT_USEJETPACK , plnum , nullptr , - 1 ) ;
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if ( GetGameVarID ( g_iReturnVarID , nullptr , plnum ) . value ( ) = = 0 )
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{
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if ( ! isRR ( ) )
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{
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if ( p - > jetpack_amount > 0 )
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{
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p - > jetpack_on = ! p - > jetpack_on ;
if ( p - > jetpack_on )
{
p - > inven_icon = 4 ;
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S_StopSound ( DUKE_SCREAM , pact ) ; // this will stop the falling scream
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S_PlayActorSound ( DUKE_JETPACK_ON , pact ) ;
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FTA ( QUOTE_JETPACK_ON , p ) ;
}
else
{
p - > hard_landing = 0 ;
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p - > vel . Z = 0 ;
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S_PlayActorSound ( DUKE_JETPACK_OFF , pact ) ;
S_StopSound ( DUKE_JETPACK_IDLE , pact ) ;
S_StopSound ( DUKE_JETPACK_ON , pact ) ;
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FTA ( QUOTE_JETPACK_OFF , p ) ;
}
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}
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else FTA ( QUOTE_JETPACK_NOT_FOUND , p ) ;
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}
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else
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{
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// eat cow pie
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if ( p - > jetpack_amount > 0 & & p - > GetActor ( ) - > spr . extra < gs . max_player_health )
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{
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if ( ! S_CheckActorSoundPlaying ( pact , 429 ) )
S_PlayActorSound ( 429 , pact ) ;
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p - > jetpack_amount - = 100 ;
if ( p - > drink_amt > 0 )
{
p - > drink_amt - = 5 ;
if ( p - > drink_amt < 0 )
p - > drink_amt = 0 ;
}
if ( p - > eat < 100 )
{
p - > eat + = 5 ;
if ( p - > eat > 100 )
p - > eat = 100 ;
}
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p - > GetActor ( ) - > spr . extra + = 5 ;
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p - > inven_icon = 4 ;
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if ( p - > GetActor ( ) - > spr . extra > gs . max_player_health )
p - > GetActor ( ) - > spr . extra = gs . max_player_health ;
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if ( p - > jetpack_amount < = 0 )
checkavailinven ( p ) ;
}
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}
}
}
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if ( PlayerInput ( plnum , SB_TURNAROUND ) & & p - > Angles . YawSpin = = nullAngle & & p - > on_crane = = nullptr )
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{
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SetGameVarID ( g_iReturnVarID , 0 , nullptr , plnum ) ;
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OnEvent ( EVENT_TURNAROUND , plnum , nullptr , - 1 ) ;
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if ( GetGameVarID ( g_iReturnVarID , nullptr , plnum ) . value ( ) ! = 0 )
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{
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p - > sync . actions & = ~ SB_TURNAROUND ;
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}
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}
}
}
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//---------------------------------------------------------------------------
//
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// split out for readability
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//
//---------------------------------------------------------------------------
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static float getVehicleTurnVel ( player_struct * p , HIDInput * const hidInput , const float factor , const float baseVel , const float velScale )
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{
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float turnvel = 0 ;
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// Cancel out micro-movement
if ( fabs ( hidInput - > mouseturnx ) < ( m_sensitivity_x * m_yaw * backendinputscale ( ) * 2.f ) )
hidInput - > mouseturnx = 0 ;
// Yes, we need all these bools...
const bool kbdLeft = buttonMap . ButtonDown ( gamefunc_Turn_Left ) | | buttonMap . ButtonDown ( gamefunc_Strafe_Left ) ;
const bool kbdRight = buttonMap . ButtonDown ( gamefunc_Turn_Right ) | | buttonMap . ButtonDown ( gamefunc_Strafe_Right ) ;
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const bool hidLeft = hidInput - > mouseturnx < 0 | | hidInput - > joyaxes [ JOYAXIS_Yaw ] > 0 ;
const bool hidRight = hidInput - > mouseturnx > 0 | | hidInput - > joyaxes [ JOYAXIS_Yaw ] < 0 ;
const int turndir = ( kbdRight | | hidRight ) - ( kbdLeft | | hidLeft ) ;
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if ( ( p - > OnMotorcycle | | p - > MotoSpeed ) & & ( turndir | | p - > moto_drink ) )
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{
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const bool noattenuate = ( isTurboTurnTime ( ) | | hidLeft | | hidRight ) & & ( ! p - > OnMotorcycle | | p - > MotoSpeed > 0 ) ;
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const auto vel = ( noattenuate ) ? ( baseVel ) : ( baseVel * velScale ) ;
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turnvel = vel * - hidInput - > joyaxes [ JOYAXIS_Yaw ] ;
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if ( const auto kbdDir = kbdRight - kbdLeft )
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{
turnvel + = vel * kbdDir ;
updateTurnHeldAmt ( factor ) ;
}
if ( hidInput - > mouseturnx )
turnvel + = sqrtf ( abs ( vel * hidInput - > mouseturnx / factor ) * ( 7.f / 20.f ) ) * Sgn ( vel ) * Sgn ( hidInput - > mouseturnx ) ;
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}
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else
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{
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resetTurnHeldAmt ( ) ;
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}
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return turnvel * factor ;
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}
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//---------------------------------------------------------------------------
//
// much of this was rewritten from scratch to make the logic easier to follow.
//
//---------------------------------------------------------------------------
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static void processVehicleInput ( player_struct * p , HIDInput * const hidInput , InputPacket * const inputBuffer , InputPacket * const currInput , const double scaleAdjust )
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{
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static constexpr float VEHICLETURN = ( 20.f * 360.f / 2048.f ) ;
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float baseVel , velScale ;
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// mask out all actions not compatible with vehicles.
inputBuffer - > actions & = ~ ( SB_WEAPONMASK_BITS | SB_TURNAROUND | SB_CENTERVIEW | SB_HOLSTER | SB_JUMP | SB_CROUCH | SB_RUN |
SB_AIM_UP | SB_AIM_DOWN | SB_AIMMODE | SB_LOOK_UP | SB_LOOK_DOWN | SB_LOOK_LEFT | SB_LOOK_RIGHT ) ;
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if ( p - > OnBoat | | ! p - > moto_underwater )
{
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const bool kbdForwards = buttonMap . ButtonDown ( gamefunc_Move_Forward ) | | buttonMap . ButtonDown ( gamefunc_Strafe ) ;
const bool kbdBackward = buttonMap . ButtonDown ( gamefunc_Move_Backward ) ;
inputBuffer - > fvel = clamp ( kbdForwards - kbdBackward + hidInput - > joyaxes [ JOYAXIS_Forward ] , - 1.f , 1.f ) ;
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if ( buttonMap . ButtonDown ( gamefunc_Run ) )
inputBuffer - > actions | = SB_CROUCH ;
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}
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if ( p - > OnMotorcycle )
{
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velScale = ( 3.f / 10.f ) ;
baseVel = VEHICLETURN * Sgn ( p - > MotoSpeed ) ;
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}
else
{
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velScale = ! p - > NotOnWater ? 1.f : ( 6.f / 19.f ) ;
baseVel = VEHICLETURN * velScale ;
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}
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inputBuffer - > avel + = ( currInput - > avel = getVehicleTurnVel ( p , hidInput , ( float ) scaleAdjust , baseVel , velScale ) ) ;
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}
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//---------------------------------------------------------------------------
//
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// External entry point
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//
//---------------------------------------------------------------------------
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void GameInterface : : GetInput ( HIDInput * const hidInput , InputPacket * const inputBuffer , InputPacket * const currInput , const double scaleAdjust )
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{
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auto const p = & ps [ myconnectindex ] ;
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if ( isRRRA ( ) & & ( p - > OnMotorcycle | | p - > OnBoat ) )
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{
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processVehicleInput ( p , hidInput , inputBuffer , currInput , scaleAdjust ) ;
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}
else
{
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processMovement ( hidInput , inputBuffer , currInput , scaleAdjust , p - > drink_amt ) ;
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}
}
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END_DUKE_NS