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https://github.com/ZDoom/Raze.git
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- avoid writing directly to a backend status variable
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parent
901b86577e
commit
21f6178ade
7 changed files with 16 additions and 10 deletions
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@ -1684,7 +1684,7 @@ RESTART:
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}
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netUpdate();
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MUSIC_Update();
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CONTROL_BindsEnabled = gInputMode == kInputGame;
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inputState.SetBindsEnabled(gInputMode == kInputGame);
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switch (gInputMode)
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{
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case kInputMenu:
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@ -316,7 +316,7 @@ void CDemo::ProcessKeys(void)
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void CDemo::Playback(void)
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{
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CONTROL_BindsEnabled = false;
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inputState.SetBindsEnabled(false);
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ready2send = 0;
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int v4 = 0;
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if (!CGameMenuMgr::m_bActive)
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@ -27,7 +27,7 @@ enum
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};
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extern consolekeybind_t CONTROL_KeyBinds[NUMKEYS + MAXMOUSEBUTTONS];
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extern bool CONTROL_BindsEnabled;
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// Order is that of EDuke32 by necessity because it exposes the key binds to scripting by index instead of by name.
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enum GameFunction_t
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@ -212,6 +212,12 @@ public:
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return !!KeyStatus[sc_Escape];
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}
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void SetBindsEnabled(bool on)
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{
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// This just forwards the setting
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CONTROL_BindsEnabled = on;
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}
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};
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@ -192,7 +192,7 @@ void G_HandleSpecialKeys(void)
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auto &myplayer = *g_player[myconnectindex].ps;
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// we need CONTROL_GetInput in order to pick up joystick button presses
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if (CONTROL_Started && (!(myplayer.gm & MODE_GAME) || (myplayer.gm & MODE_MENU)))
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if ((!(myplayer.gm & MODE_GAME) || (myplayer.gm & MODE_MENU)))
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{
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ControlInfo noshareinfo;
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CONTROL_GetInput(&noshareinfo);
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@ -6686,7 +6686,7 @@ MAIN_LOOP_RESTART:
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}
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// only allow binds to function if the player is actually in a game (not in a menu, typing, et cetera) or demo
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CONTROL_BindsEnabled = !!(myplayer.gm & (MODE_GAME|MODE_DEMO));
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inputState.SetBindsEnabled(!!(myplayer.gm & (MODE_GAME|MODE_DEMO)));
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#ifndef _WIN32
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// stdin -> OSD input for dedicated server
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@ -2176,7 +2176,7 @@ void G_BonusScreen(int32_t bonusonly)
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FX_StopAllSounds();
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S_ClearSoundLocks();
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FX_SetReverb(0L);
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CONTROL_BindsEnabled = 1; // so you can use your screenshot bind on the score screens
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inputState.SetBindsEnabled(1); // so you can use your screenshot bind on the score screens
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#ifndef EDUKE32_STANDALONE
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if (!bonusonly)
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@ -167,7 +167,7 @@ enum gametokens
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void G_HandleSpecialKeys(void)
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{
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// we need CONTROL_GetInput in order to pick up joystick button presses
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if (CONTROL_Started && !(g_player[myconnectindex].ps->gm & MODE_GAME))
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if (!(g_player[myconnectindex].ps->gm & MODE_GAME))
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{
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ControlInfo noshareinfo;
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CONTROL_GetInput(&noshareinfo);
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@ -8057,7 +8057,7 @@ MAIN_LOOP_RESTART:
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Net_GetPackets();
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// only allow binds to function if the player is actually in a game (not in a menu, typing, et cetera) or demo
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CONTROL_BindsEnabled = !!(g_player[myconnectindex].ps->gm & (MODE_GAME|MODE_DEMO));
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inputState.SetBindsEnabled(!!(g_player[myconnectindex].ps->gm & (MODE_GAME|MODE_DEMO)));
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#if 0
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//#ifndef _WIN32
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@ -2204,7 +2204,7 @@ void G_BonusScreen(int32_t bonusonly)
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FX_StopAllSounds();
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S_ClearSoundLocks();
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FX_SetReverb(0L);
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CONTROL_BindsEnabled = 1; // so you can use your screenshot bind on the score screens
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inputState.SetBindsEnabled(1); // so you can use your screenshot bind on the score screens
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if (!bonusonly)
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G_BonusCutscenes();
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@ -2783,7 +2783,7 @@ void G_BonusScreenRRRA(int32_t bonusonly)
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FX_StopAllSounds();
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S_ClearSoundLocks();
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FX_SetReverb(0L);
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CONTROL_BindsEnabled = 1; // so you can use your screenshot bind on the score screens
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inputState.SetBindsEnabled(1); // so you can use your screenshot bind on the score screens
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if (boardfilename[0] == 0 && numplayers < 2)
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{
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