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- Consolidate player coord stat/CCMD into coreplayer.cpp
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parent
0bbfe81a92
commit
210ebefd3d
4 changed files with 61 additions and 48 deletions
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@ -272,3 +272,63 @@ void DCorePlayer::doRollInput(const bool bUnderwater)
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actor->spr.Angles.Roll += cmd.ucmd.ang.Roll * gameInput.SyncInput();
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}
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}
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//---------------------------------------------------------------------------
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//
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// Stat for console player's position/angles.
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//
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//---------------------------------------------------------------------------
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ADD_STAT(coord)
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{
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FString out;
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const auto p = PlayerArray[myconnectindex];
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if (const auto pActor = p->GetActor())
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{
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out.AppendFormat("X: %.4f ", pActor->spr.pos.X);
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out.AppendFormat("Y: %.4f ", pActor->spr.pos.Y);
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out.AppendFormat("Z: %.4f\n", pActor->spr.pos.Z);
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out.AppendFormat("Yaw: %.4f ", pActor->spr.Angles.Yaw.Degrees());
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out.AppendFormat("Pitch: %.4f ", pActor->spr.Angles.Pitch.Degrees());
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out.AppendFormat("Roll: %.4f\n", pActor->spr.Angles.Roll.Degrees());
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out.AppendFormat("View Yaw: %.4f ", p->ViewAngles.Yaw.Degrees());
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out.AppendFormat("View Pitch: %.4f ", p->ViewAngles.Pitch.Degrees());
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out.AppendFormat("View Roll: %.4f\n", p->ViewAngles.Roll.Degrees());
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}
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return out;
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}
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//---------------------------------------------------------------------------
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//
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// CCMD to warp console player to the given coordinates.
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//
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//---------------------------------------------------------------------------
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CCMD(warptocoords)
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{
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if (netgame)
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{
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Printf("warptocoords cannot be used in multiplayer.\n");
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return;
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}
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if (argv.argc() < 4)
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{
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Printf("warptocoords [x] [y] [z] [yaw] (optional) [pitch] (optional): warps the player to the specified coordinates\n");
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return;
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}
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if (gamestate != GS_LEVEL)
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{
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Printf("warptocoords: must be in a level\n");
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return;
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}
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if (const auto pActor = PlayerArray[myconnectindex]->GetActor())
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{
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pActor->spr.pos = DVector3(atof(argv[1]), atof(argv[2]), atof(argv[3]));
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if (argv.argc() > 4) pActor->spr.Angles.Yaw = DAngle::fromDeg(atof(argv[4]));
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if (argv.argc() > 5) pActor->spr.Angles.Pitch = DAngle::fromDeg(atof(argv[5]));
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pActor->backuploc();
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}
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}
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@ -2,6 +2,7 @@
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#include "d_net.h"
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#include "packet.h"
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#include "gamestate.h"
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#include "gamefuncs.h"
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class DCorePlayer : public DObject
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@ -249,25 +249,6 @@ ADD_STAT(fps)
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return gi->statFPS();
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}
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ADD_STAT(coord)
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{
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FString out;
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const auto p = PlayerArray[myconnectindex];
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if (const auto pActor = p->GetActor())
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{
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out.AppendFormat("X: %.4f ", pActor->spr.pos.X);
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out.AppendFormat("Y: %.4f ", pActor->spr.pos.Y);
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out.AppendFormat("Z: %.4f\n", pActor->spr.pos.Z);
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out.AppendFormat("Yaw: %.4f ", pActor->spr.Angles.Yaw.Degrees());
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out.AppendFormat("Pitch: %.4f ", pActor->spr.Angles.Pitch.Degrees());
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out.AppendFormat("Roll: %.4f\n", pActor->spr.Angles.Roll.Degrees());
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out.AppendFormat("View Yaw: %.4f ", p->ViewAngles.Yaw.Degrees());
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out.AppendFormat("View Pitch: %.4f ", p->ViewAngles.Pitch.Degrees());
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out.AppendFormat("View Roll: %.4f\n", p->ViewAngles.Roll.Degrees());
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}
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return out;
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}
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CUSTOM_CVARD(Int, r_showfps, 0, 0, "show the frame rate counter")
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{
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if (self < 0 || self > 3) self = 1;
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@ -22,9 +22,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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//-------------------------------------------------------------------------
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#include "menu.h"
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#include "gamestate.h"
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#include "gameinput.h"
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#include "coreplayer.h"
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#include "g_input.h"
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//---------------------------------------------------------------------------
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@ -439,33 +437,6 @@ CCMD(holsterweapon)
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gameInput.SendAction(SB_HOLSTER);
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}
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CCMD(warptocoords)
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{
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if (netgame)
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{
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Printf("warptocoords cannot be used in multiplayer.\n");
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return;
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}
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if (argv.argc() < 4)
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{
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Printf("warptocoords [x] [y] [z] [yaw] (optional) [pitch] (optional): warps the player to the specified coordinates\n");
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return;
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}
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if (gamestate != GS_LEVEL)
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{
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Printf("warptocoords: must be in a level\n");
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return;
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}
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if (const auto pActor = PlayerArray[myconnectindex]->GetActor())
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{
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pActor->spr.pos = DVector3(atof(argv[1]), atof(argv[2]), atof(argv[3]));
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if (argv.argc() > 4) pActor->spr.Angles.Yaw = DAngle::fromDeg(atof(argv[4]));
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if (argv.argc() > 5) pActor->spr.Angles.Pitch = DAngle::fromDeg(atof(argv[5]));
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pActor->backuploc();
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}
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}
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CCMD(third_person_view)
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{
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gi->ToggleThirdPerson();
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