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- Duke: Clean up player/actor accesses in all input look functions.
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8e2d4a3f52
commit
0e1520ab1f
4 changed files with 52 additions and 52 deletions
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@ -106,12 +106,12 @@ int makepainsounds(DDukePlayer* const p, int type);
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void playerCrouch(DDukePlayer* const p);
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void playerCrouch(DDukePlayer* const p);
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void playerJump(DDukePlayer* const p, double fz, double cz);
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void playerJump(DDukePlayer* const p, double fz, double cz);
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void checklook(int snum, ESyncBits actions);
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void checklook(DDukePlayer* const p, ESyncBits actions);
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void playerCenterView(int snum);
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void playerCenterView(DDukePlayer* const p);
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void playerLookUp(int snum, ESyncBits actions);
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void playerLookUp(DDukePlayer* const p, ESyncBits actions);
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void playerLookDown(int snum, ESyncBits actions);
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void playerLookDown(DDukePlayer* const p, ESyncBits actions);
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void playerAimUp(int snum, ESyncBits actions);
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void playerAimUp(DDukePlayer* const p, ESyncBits actions);
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void playerAimDown(int snum, ESyncBits actions);
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void playerAimDown(DDukePlayer* const p, ESyncBits actions);
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DDukeActor* aim(DDukeActor* s, int aang, bool force = true, bool* b = nullptr);
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DDukeActor* aim(DDukeActor* s, int aang, bool force = true, bool* b = nullptr);
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DDukeActor* aim_(DDukeActor* actor, DDukeActor* weapon, double aimangle, bool* b = nullptr);
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DDukeActor* aim_(DDukeActor* actor, DDukeActor* weapon, double aimangle, bool* b = nullptr);
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void shoot(DDukeActor* actor, PClass* cls);
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void shoot(DDukeActor* actor, PClass* cls);
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@ -819,15 +819,15 @@ void DDukePlayer::playerweaponsway(double xvel)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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void checklook(int snum, ESyncBits actions)
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void checklook(DDukePlayer* const p, ESyncBits actions)
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{
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{
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auto p = getPlayer(snum);
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const auto pact = p->GetActor();
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if ((actions & SB_LOOK_LEFT) && !p->OnMotorcycle)
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if ((actions & SB_LOOK_LEFT) && !p->OnMotorcycle)
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{
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{
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SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
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SetGameVarID(g_iReturnVarID, 0, pact, p->pnum);
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OnEvent(EVENT_LOOKLEFT, snum, p->GetActor(), -1);
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OnEvent(EVENT_LOOKLEFT, p->pnum, pact, -1);
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if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() != 0)
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if (GetGameVarID(g_iReturnVarID, pact, p->pnum).value() != 0)
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{
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{
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actions &= ~SB_LOOK_LEFT;
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actions &= ~SB_LOOK_LEFT;
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}
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}
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@ -835,9 +835,9 @@ void checklook(int snum, ESyncBits actions)
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if ((actions & SB_LOOK_RIGHT) && !p->OnMotorcycle)
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if ((actions & SB_LOOK_RIGHT) && !p->OnMotorcycle)
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{
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{
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SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
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SetGameVarID(g_iReturnVarID, 0, pact, p->pnum);
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OnEvent(EVENT_LOOKRIGHT, snum, p->GetActor(), -1);
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OnEvent(EVENT_LOOKRIGHT, p->pnum, pact, -1);
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if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() != 0)
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if (GetGameVarID(g_iReturnVarID, pact, p->pnum).value() != 0)
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{
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{
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actions &= ~SB_LOOK_RIGHT;
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actions &= ~SB_LOOK_RIGHT;
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}
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}
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@ -850,16 +850,16 @@ void checklook(int snum, ESyncBits actions)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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void playerCenterView(int snum)
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void playerCenterView(DDukePlayer* const p)
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{
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{
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auto p = getPlayer(snum);
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const auto pact = p->GetActor();
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SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
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SetGameVarID(g_iReturnVarID, 0, pact, p->pnum);
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OnEvent(EVENT_RETURNTOCENTER, snum, p->GetActor(), -1);
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OnEvent(EVENT_RETURNTOCENTER, p->pnum, pact, -1);
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if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() == 0)
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if (GetGameVarID(g_iReturnVarID, pact, p->pnum).value() == 0)
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{
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{
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p->cmd.ucmd.actions |= SB_CENTERVIEW;
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p->cmd.ucmd.actions |= SB_CENTERVIEW;
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p->cmd.ucmd.ang.Pitch = nullAngle;
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p->cmd.ucmd.ang.Pitch = nullAngle;
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setForcedSyncInput(snum);
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setForcedSyncInput(p->pnum);
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}
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}
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else
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else
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{
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{
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@ -867,12 +867,12 @@ void playerCenterView(int snum)
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}
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}
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}
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}
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void playerLookUp(int snum, ESyncBits actions)
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void playerLookUp(DDukePlayer* const p, ESyncBits actions)
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{
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{
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auto p = getPlayer(snum);
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const auto pact = p->GetActor();
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SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
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SetGameVarID(g_iReturnVarID, 0, pact, p->pnum);
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OnEvent(EVENT_LOOKUP, snum, p->GetActor(), -1);
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OnEvent(EVENT_LOOKUP, p->pnum, pact, -1);
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if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() == 0)
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if (GetGameVarID(g_iReturnVarID, pact, p->pnum).value() == 0)
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{
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{
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p->cmd.ucmd.actions |= SB_CENTERVIEW;
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p->cmd.ucmd.actions |= SB_CENTERVIEW;
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}
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}
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@ -882,12 +882,12 @@ void playerLookUp(int snum, ESyncBits actions)
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}
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}
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}
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}
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void playerLookDown(int snum, ESyncBits actions)
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void playerLookDown(DDukePlayer* const p, ESyncBits actions)
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{
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{
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auto p = getPlayer(snum);
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const auto pact = p->GetActor();
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SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
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SetGameVarID(g_iReturnVarID, 0, pact, p->pnum);
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OnEvent(EVENT_LOOKDOWN, snum, p->GetActor(), -1);
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OnEvent(EVENT_LOOKDOWN, p->pnum, pact, -1);
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if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() == 0)
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if (GetGameVarID(g_iReturnVarID, pact, p->pnum).value() == 0)
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{
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{
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p->cmd.ucmd.actions |= SB_CENTERVIEW;
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p->cmd.ucmd.actions |= SB_CENTERVIEW;
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}
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}
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@ -897,23 +897,23 @@ void playerLookDown(int snum, ESyncBits actions)
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}
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}
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}
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}
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void playerAimUp(int snum, ESyncBits actions)
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void playerAimUp(DDukePlayer* const p, ESyncBits actions)
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{
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{
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auto p = getPlayer(snum);
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const auto pact = p->GetActor();
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SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
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SetGameVarID(g_iReturnVarID, 0, pact, p->pnum);
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OnEvent(EVENT_AIMUP, snum, p->GetActor(), -1);
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OnEvent(EVENT_AIMUP, p->pnum, pact, -1);
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if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() != 0)
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if (GetGameVarID(g_iReturnVarID, pact, p->pnum).value() != 0)
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{
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{
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p->cmd.ucmd.actions &= ~SB_AIM_UP;
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p->cmd.ucmd.actions &= ~SB_AIM_UP;
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}
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}
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}
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}
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void playerAimDown(int snum, ESyncBits actions)
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void playerAimDown(DDukePlayer* const p, ESyncBits actions)
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{
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{
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auto p = getPlayer(snum);
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const auto pact = p->GetActor();
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SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
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SetGameVarID(g_iReturnVarID, 0, pact, p->pnum);
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OnEvent(EVENT_AIMDOWN, snum, p->GetActor(), -1); // due to a typo in WW2GI's CON files this is the same as EVENT_AIMUP.
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OnEvent(EVENT_AIMDOWN, p->pnum, pact, -1); // due to a typo in WW2GI's CON files this is the same as EVENT_AIMUP.
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if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() != 0)
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if (GetGameVarID(g_iReturnVarID, pact, p->pnum).value() != 0)
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{
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{
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p->cmd.ucmd.actions &= ~SB_AIM_DOWN;
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p->cmd.ucmd.actions &= ~SB_AIM_DOWN;
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}
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}
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@ -1671,7 +1671,7 @@ void processinput_d(int snum)
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doubvel = TICSPERFRAME;
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doubvel = TICSPERFRAME;
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checklook(snum,actions);
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checklook(p, actions);
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p->Angles.doViewYaw(&p->cmd.ucmd);
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p->Angles.doViewYaw(&p->cmd.ucmd);
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p->updatecentering(snum);
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p->updatecentering(snum);
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@ -1916,23 +1916,23 @@ HORIZONLY:
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// center_view
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// center_view
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if (actions & SB_CENTERVIEW || (p->hard_landing && (cl_dukepitchmode & kDukePitchLandingRecenter)))
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if (actions & SB_CENTERVIEW || (p->hard_landing && (cl_dukepitchmode & kDukePitchLandingRecenter)))
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{
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{
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playerCenterView(snum);
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playerCenterView(p);
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}
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}
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else if ((actions & SB_LOOK_UP) == SB_LOOK_UP)
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else if ((actions & SB_LOOK_UP) == SB_LOOK_UP)
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{
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{
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playerLookUp(snum, actions);
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playerLookUp(p, actions);
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}
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}
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else if ((actions & SB_LOOK_DOWN) == SB_LOOK_DOWN)
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else if ((actions & SB_LOOK_DOWN) == SB_LOOK_DOWN)
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{
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{
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playerLookDown(snum, actions);
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playerLookDown(p, actions);
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}
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}
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else if ((actions & SB_LOOK_UP) == SB_AIM_UP)
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else if ((actions & SB_LOOK_UP) == SB_AIM_UP)
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{
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{
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playerAimUp(snum, actions);
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playerAimUp(p, actions);
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}
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}
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else if ((actions & SB_LOOK_DOWN) == SB_AIM_DOWN)
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else if ((actions & SB_LOOK_DOWN) == SB_AIM_DOWN)
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{ // aim_down
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{ // aim_down
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playerAimDown(snum, actions);
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playerAimDown(p, actions);
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}
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}
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p->Angles.doPitchInput(&p->cmd.ucmd);
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p->Angles.doPitchInput(&p->cmd.ucmd);
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@ -2482,7 +2482,7 @@ void processinput_r(int snum)
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doubvel = TICSPERFRAME;
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doubvel = TICSPERFRAME;
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checklook(snum, actions);
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checklook(p, actions);
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p->Angles.doViewYaw(&p->cmd.ucmd);
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p->Angles.doViewYaw(&p->cmd.ucmd);
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p->apply_seasick();
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p->apply_seasick();
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@ -2865,23 +2865,23 @@ HORIZONLY:
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if (actions & SB_CENTERVIEW || (p->hard_landing && (cl_dukepitchmode & kDukePitchLandingRecenter)))
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if (actions & SB_CENTERVIEW || (p->hard_landing && (cl_dukepitchmode & kDukePitchLandingRecenter)))
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{
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{
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playerCenterView(snum);
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playerCenterView(p);
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}
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}
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else if ((actions & SB_LOOK_UP) == SB_LOOK_UP)
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else if ((actions & SB_LOOK_UP) == SB_LOOK_UP)
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{
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{
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playerLookUp(snum, actions);
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playerLookUp(p, actions);
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}
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}
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else if ((actions & SB_LOOK_DOWN) == SB_LOOK_DOWN)
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else if ((actions & SB_LOOK_DOWN) == SB_LOOK_DOWN)
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{
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{
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playerLookDown(snum, actions);
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playerLookDown(p, actions);
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}
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}
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else if ((actions & SB_LOOK_UP) == SB_AIM_UP && !p->OnMotorcycle)
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else if ((actions & SB_LOOK_UP) == SB_AIM_UP && !p->OnMotorcycle)
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{
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{
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playerAimUp(snum, actions);
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playerAimUp(p, actions);
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}
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}
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else if ((actions & SB_LOOK_DOWN) == SB_AIM_DOWN && !p->OnMotorcycle)
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else if ((actions & SB_LOOK_DOWN) == SB_AIM_DOWN && !p->OnMotorcycle)
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{
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{
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playerAimDown(snum, actions);
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playerAimDown(p, actions);
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}
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}
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if (p->recoil && p->kickback_pic == 0)
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if (p->recoil && p->kickback_pic == 0)
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{
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{
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