- the next CVAR, cl_autoaim

This commit is contained in:
Christoph Oelckers 2019-10-22 00:05:21 +02:00
parent 79d02a405e
commit 30e9eed1b3
25 changed files with 32 additions and 198 deletions

View file

@ -686,7 +686,7 @@ void StartLevel(GAMEOPTIONS *gameOptions)
if (numplayers == 1) if (numplayers == 1)
{ {
gProfile[i].skill = gSkill; gProfile[i].skill = gSkill;
gProfile[i].nAutoAim = gAutoAim; gProfile[i].nAutoAim = cl_autoaim;
gProfile[i].nWeaponSwitch = gWeaponSwitch; gProfile[i].nWeaponSwitch = gWeaponSwitch;
} }
playerInit(i,0); playerInit(i,0);
@ -1290,7 +1290,7 @@ void ParseOptions(void)
strncpy(gNetAddress, OptArgv[0], sizeof(gNetAddress)-1); strncpy(gNetAddress, OptArgv[0], sizeof(gNetAddress)-1);
break; break;
case 14: case 14:
gAutoAim = 0; cl_autoaim = 0;
break; break;
case 22: case 22:
bNoResend = 0; bNoResend = 0;

View file

@ -81,7 +81,6 @@ char szPlayerName[MAXPLAYERNAME];
int32_t gTurnSpeed; int32_t gTurnSpeed;
int32_t gDetail; int32_t gDetail;
int32_t gMouseAim; int32_t gMouseAim;
int32_t gAutoAim;
int32_t gWeaponSwitch; int32_t gWeaponSwitch;
int32_t gAutoRun; int32_t gAutoRun;
int32_t gViewInterpolate; int32_t gViewInterpolate;
@ -401,7 +400,6 @@ void CONFIG_SetDefaults(void)
gMouseAimingFlipped = 0; gMouseAimingFlipped = 0;
gMouseAim = 1; gMouseAim = 1;
gAutoAim = 1;
gWeaponSwitch = 1; gWeaponSwitch = 1;
Bstrcpy(szPlayerName, "Player"); Bstrcpy(szPlayerName, "Player");

View file

@ -62,7 +62,6 @@ extern char CommbatMacro[MAXRIDECULE][MAXRIDECULELENGTH];
extern char szPlayerName[MAXPLAYERNAME]; extern char szPlayerName[MAXPLAYERNAME];
extern int32_t gTurnSpeed; extern int32_t gTurnSpeed;
extern int32_t gDetail; extern int32_t gDetail;
extern int32_t gAutoAim;
extern int32_t gWeaponSwitch; extern int32_t gWeaponSwitch;
extern int32_t gAutoRun; extern int32_t gAutoRun;
extern int32_t gViewInterpolate; extern int32_t gViewInterpolate;

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@ -1122,7 +1122,7 @@ void SetupOptionsMenu(void)
itemOptionsGameBoolSlopeTilting.at20 = gSlopeTilting; itemOptionsGameBoolSlopeTilting.at20 = gSlopeTilting;
itemOptionsGameBoolViewBobbing.at20 = gViewVBobbing; itemOptionsGameBoolViewBobbing.at20 = gViewVBobbing;
itemOptionsGameBoolViewSwaying.at20 = gViewHBobbing; itemOptionsGameBoolViewSwaying.at20 = gViewHBobbing;
itemOptionsGameBoolAutoAim.m_nFocus = gAutoAim; itemOptionsGameBoolAutoAim.m_nFocus = cl_autoaim;
itemOptionsGameWeaponSwitch.m_nFocus = (gWeaponSwitch&1) ? ((gWeaponSwitch&2) ? 1 : 2) : 0; itemOptionsGameWeaponSwitch.m_nFocus = (gWeaponSwitch&1) ? ((gWeaponSwitch&2) ? 1 : 2) : 0;
/////// ///////
@ -1469,10 +1469,10 @@ void SetTurnSpeed(CGameMenuItemSlider *pItem)
void SetAutoAim(CGameMenuItemZCycle *pItem) void SetAutoAim(CGameMenuItemZCycle *pItem)
{ {
gAutoAim = pItem->m_nFocus; cl_autoaim = pItem->m_nFocus;
if (!gDemo.at0 && !gDemo.at1) if (!gDemo.at0 && !gDemo.at1)
{ {
gProfile[myconnectindex].nAutoAim = gAutoAim; gProfile[myconnectindex].nAutoAim = cl_autoaim;
netBroadcastPlayerInfo(myconnectindex); netBroadcastPlayerInfo(myconnectindex);
} }
} }

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@ -578,7 +578,7 @@ void netBroadcastPlayerInfo(int nPlayer)
PROFILE *pProfile = &gProfile[nPlayer]; PROFILE *pProfile = &gProfile[nPlayer];
strcpy(pProfile->name, szPlayerName); strcpy(pProfile->name, szPlayerName);
pProfile->skill = gSkill; pProfile->skill = gSkill;
pProfile->nAutoAim = gAutoAim; pProfile->nAutoAim = cl_autoaim;
pProfile->nWeaponSwitch = gWeaponSwitch; pProfile->nWeaponSwitch = gWeaponSwitch;
if (numplayers < 2) if (numplayers < 2)
return; return;

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@ -906,173 +906,7 @@ static int osdcmd_cvar_set_multi(osdcmdptr_t parm)
int32_t registerosdcommands(void) int32_t registerosdcommands(void)
{ {
char buffer[256]; char buffer[256];
static osdcvardata_t cvars_game[] =
{
{ "crosshair", "enable/disable crosshair", (void *)&gAimReticle, CVAR_BOOL, 0, 1 },
{ "cl_autoaim", "enable/disable weapon autoaim", (void *)&gAutoAim, CVAR_INT|CVAR_MULTI, 0, 2 },
// { "cl_automsg", "enable/disable automatically sending messages to all players", (void *)&ud.automsg, CVAR_BOOL, 0, 1 },
{ "cl_autorun", "enable/disable autorun", (void *)&gAutoRun, CVAR_BOOL, 0, 1 },
//
// { "cl_autosave", "enable/disable autosaves", (void *) &ud.autosave, CVAR_BOOL, 0, 1 },
// { "cl_autosavedeletion", "enable/disable automatic deletion of autosaves", (void *) &ud.autosavedeletion, CVAR_BOOL, 0, 1 },
// { "cl_maxautosaves", "number of autosaves to keep before deleting the oldest", (void *) &ud.maxautosaves, CVAR_INT, 1, 100 },
//
// { "cl_autovote", "enable/disable automatic voting", (void *)&ud.autovote, CVAR_INT, 0, 2 },
//
// { "cl_cheatmask", "configure what cheats show in the cheats menu", (void *)&cl_cheatmask, CVAR_UINT, 0, ~0 },
//
// { "cl_obituaries", "enable/disable multiplayer death messages", (void *)&ud.obituaries, CVAR_BOOL, 0, 1 },
// { "cl_democams", "enable/disable demo playback cameras", (void *)&ud.democams, CVAR_BOOL, 0, 1 },
//
// { "cl_idplayers", "enable/disable name display when aiming at opponents", (void *)&ud.idplayers, CVAR_BOOL, 0, 1 },
//
{ "cl_interpolate", "enable/disable view interpolation", (void *)&gViewInterpolate, CVAR_BOOL, 0, 1 },
{ "cl_viewhbob", "enable/disable view horizontal bobbing", (void *)&gViewHBobbing, CVAR_BOOL, 0, 1 },
{ "cl_viewvbob", "enable/disable view vertical bobbing", (void *)&gViewVBobbing, CVAR_BOOL, 0, 1 },
{ "cl_slopetilting", "enable/disable slope tilting", (void *)&gSlopeTilting, CVAR_BOOL, 0, 1 },
{ "cl_showweapon", "enable/disable show weapons", (void *)&gShowWeapon, CVAR_BOOL, 0, 1 },
{ "cl_runmode", "enable/disable modernized run key operation", (void *)&gRunKeyMode, CVAR_BOOL, 0, 1 },
//
// { "cl_showcoords", "show your position in the game world", (void *)&ud.coords, CVAR_INT, 0,
//#ifdef USE_OPENGL
// 2
//#else
// 1
//#endif
// },
//
// { "cl_viewbob", "enable/disable player head bobbing", (void *)&ud.viewbob, CVAR_BOOL, 0, 1 },
//
// { "cl_weaponsway", "enable/disable player weapon swaying", (void *)&ud.weaponsway, CVAR_BOOL, 0, 1 },
{ "cl_weaponswitch", "enable/disable auto weapon switching", (void *)&gWeaponSwitch, CVAR_INT|CVAR_MULTI, 0, 3 },
//
// { "color", "changes player palette", (void *)&ud.color, CVAR_INT|CVAR_MULTI, 0, MAXPALOOKUPS-1 },
//
// { "crosshairscale","changes the size of the crosshair", (void *)&ud.crosshairscale, CVAR_INT, 10, 100 },
//
// { "demorec_diffs","enable/disable diff recording in demos",(void *)&demorec_diffs_cvar, CVAR_BOOL, 0, 1 },
// { "demorec_force","enable/disable forced demo recording",(void *)&demorec_force_cvar, CVAR_BOOL|CVAR_NOSAVE, 0, 1 },
// {
// "demorec_difftics","sets game tic interval after which a diff is recorded",
// (void *)&demorec_difftics_cvar, CVAR_INT, 2, 60*REALGAMETICSPERSEC
// },
// { "demorec_diffcompress","Compression method for diffs. (0: none, 1: KSLZW)",(void *)&demorec_diffcompress_cvar, CVAR_INT, 0, 1 },
// { "demorec_synccompress","Compression method for input. (0: none, 1: KSLZW)",(void *)&demorec_synccompress_cvar, CVAR_INT, 0, 1 },
// { "demorec_seeds","enable/disable recording of random seed for later sync checking",(void *)&demorec_seeds_cvar, CVAR_BOOL, 0, 1 },
// { "demoplay_diffs","enable/disable application of diffs in demo playback",(void *)&demoplay_diffs, CVAR_BOOL, 0, 1 },
// { "demoplay_showsync","enable/disable display of sync status",(void *)&demoplay_showsync, CVAR_BOOL, 0, 1 },
//
// { "hud_althud", "enable/disable alternate mini-hud", (void *)&ud.althud, CVAR_BOOL, 0, 1 },
// { "hud_custom", "change the custom hud", (void *)&ud.statusbarcustom, CVAR_INT, 0, ud.statusbarrange },
// { "hud_position", "aligns the status bar to the bottom/top", (void *)&ud.hudontop, CVAR_BOOL, 0, 1 },
// { "hud_bgstretch", "enable/disable background image stretching in wide resolutions", (void *)&ud.bgstretch, CVAR_BOOL, 0, 1 },
{ "hud_messages", "enable/disable showing messages", (void *)&gMessageState, CVAR_BOOL, 0, 1 },
// { "hud_messagetime", "length of time to display multiplayer chat messages", (void *)&ud.msgdisptime, CVAR_INT, 0, 3600 },
// { "hud_numbertile", "first tile in alt hud number set", (void *)&althud_numbertile, CVAR_INT, 0, MAXUSERTILES-10 },
// { "hud_numberpal", "pal for alt hud numbers", (void *)&althud_numberpal, CVAR_INT, 0, MAXPALOOKUPS-1 },
// { "hud_shadows", "enable/disable althud shadows", (void *)&althud_shadows, CVAR_BOOL, 0, 1 },
// { "hud_flashing", "enable/disable althud flashing", (void *)&althud_flashing, CVAR_BOOL, 0, 1 },
// { "hud_glowingquotes", "enable/disable \"glowing\" quote text", (void *)&hud_glowingquotes, CVAR_BOOL, 0, 1 },
// { "hud_scale","changes the hud scale", (void *)&ud.statusbarscale, CVAR_INT|CVAR_FUNCPTR, 36, 100 },
// { "hud_showmapname", "enable/disable map name display on load", (void *)&hud_showmapname, CVAR_BOOL, 0, 1 },
{ "hud_stats", "enable/disable level statistics display", (void *)&gLevelStats, CVAR_BOOL, 0, 1 },
{ "hud_powerupduration", "enable/disable displaying the remaining seconds for power-ups", (void *)&gPowerupDuration, CVAR_BOOL, 0, 1 },
{ "hud_showmaptitle", "enable/disable displaying the map title at the beginning of the maps", (void*)& gShowMapTitle, CVAR_BOOL, 0, 1 },
// { "hud_textscale", "sets multiplayer chat message size", (void *)&ud.textscale, CVAR_INT, 100, 400 },
// { "hud_weaponscale","changes the weapon scale", (void *)&ud.weaponscale, CVAR_INT, 10, 100 },
// { "hud_statusbarmode", "change overlay mode of status bar", (void *)&ud.statusbarmode, CVAR_BOOL|CVAR_FUNCPTR, 0, 1 },
//
//#ifdef EDUKE32_TOUCH_DEVICES
// { "hud_hidestick", "hide the touch input stick", (void *)&droidinput.hideStick, CVAR_BOOL, 0, 1 },
//#endif
//
{ "horizcenter", "enable/disable centered horizon line", (void *)&gCenterHoriz, CVAR_BOOL, 0, 1 },
{ "deliriumblur", "enable/disable delirium blur effect(polymost)", (void *)&gDeliriumBlur, CVAR_BOOL, 0, 1 },
{ "fov", "change the field of view", (void *)&gFov, CVAR_INT|CVAR_FUNCPTR, 75, 120 },
{ "in_joystick","enables input from the joystick if it is present",(void *)&gSetup.usejoystick, CVAR_BOOL|CVAR_FUNCPTR, 0, 1 },
{ "in_mouse","enables input from the mouse if it is present",(void *)&gSetup.usemouse, CVAR_BOOL|CVAR_FUNCPTR, 0, 1 },
{ "in_aimmode", "0:toggle, 1:hold to aim", (void *)&gMouseAiming, CVAR_BOOL, 0, 1 },
{
"in_mousebias", "emulates the original mouse code's weighting of input towards whichever axis is moving the most at any given time",
(void *)&MouseBias, CVAR_INT, 0, 32
},
{ "in_mousedeadzone", "amount of mouse movement to filter out", (void *)&MouseDeadZone, CVAR_INT, 0, 512 },
{ "in_mouseflip", "invert vertical mouse movement", (void *)&gMouseAimingFlipped, CVAR_BOOL, 0, 1 },
{ "in_mousemode", "toggles vertical mouse view", (void *)&gMouseAim, CVAR_BOOL, 0, 1 },
{ "in_mousesmoothing", "enable/disable mouse input smoothing", (void *)&SmoothInput, CVAR_BOOL, 0, 1 },
//
{ "mus_enabled", "enables/disables music", (void *)&MusicToggle, CVAR_BOOL, 0, 1 },
{ "mus_restartonload", "restart the music when loading a saved game with the same map or not", (void *)&MusicRestartsOnLoadToggle, CVAR_BOOL, 0, 1 },
{ "mus_volume", "controls music volume", (void *)&MusicVolume, CVAR_INT, 0, 255 },
{ "mus_device", "music device", (void *)&MusicDevice, CVAR_INT, 0, 1 },
{ "mus_redbook", "enables/disables redbook audio", (void *)&CDAudioToggle, CVAR_BOOL, 0, 1 },
//
// { "osdhightile", "enable/disable hires art replacements for console text", (void *)&osdhightile, CVAR_BOOL, 0, 1 },
// { "osdscale", "adjust console text size", (void *)&osdscale, CVAR_FLOAT|CVAR_FUNCPTR, 1, 4 },
//
// { "r_camrefreshdelay", "minimum delay between security camera sprite updates, 120 = 1 second", (void *)&ud.camera_time, CVAR_INT, 1, 240 },
// { "r_drawweapon", "enable/disable weapon drawing", (void *)&ud.drawweapon, CVAR_INT, 0, 2 },
{ "r_showfps", "show the frame rate counter", (void *)&gShowFps, CVAR_INT, 0, 3 },
{ "r_showfpsperiod", "time in seconds before averaging min and max stats for r_showfps 2+", (void *)&gFramePeriod, CVAR_INT, 0, 5 },
// { "r_shadows", "enable/disable sprite and model shadows", (void *)&ud.shadows, CVAR_BOOL, 0, 1 },
{ "r_size", "change size of viewable area", (void *)&gViewSize, CVAR_INT|CVAR_FUNCPTR, 0, 7 },
// { "r_rotatespritenowidescreen", "pass bit 1024 to all CON rotatesprite calls", (void *)&g_rotatespriteNoWidescreen, CVAR_BOOL|CVAR_FUNCPTR, 0, 1 },
{ "r_upscalefactor", "increase performance by rendering at upscalefactor less than the screen resolution and upscale to the full resolution in the software renderer", (void *)&gUpscaleFactor, CVAR_INT|CVAR_FUNCPTR, 1, 16 },
{ "r_precache", "enable/disable the pre-level caching routine", (void *)&useprecache, CVAR_BOOL, 0, 1 },
//
{ "r_ambientlight", "sets the global map light level",(void *)&r_ambientlight, CVAR_FLOAT|CVAR_FUNCPTR, 0, 10 },
{ "r_maxfps", "limit the frame rate",(void *)&r_maxfps, CVAR_INT|CVAR_FUNCPTR, 0, 1000 },
{ "r_maxfpsoffset", "menu-controlled offset for r_maxfps",(void *)&r_maxfpsoffset, CVAR_INT|CVAR_FUNCPTR, -10, 10 },
{ "sensitivity","changes the mouse sensitivity", (void *)&CONTROL_MouseSensitivity, CVAR_FLOAT|CVAR_FUNCPTR, 0, 25 },
//
// { "skill","changes the game skill setting", (void *)&ud.m_player_skill, CVAR_INT|CVAR_FUNCPTR|CVAR_NOSAVE/*|CVAR_NOMULTI*/, 0, 5 },
//
// { "snd_ambience", "enables/disables ambient sounds", (void *)&ud.config.AmbienceToggle, CVAR_BOOL, 0, 1 },
{ "snd_enabled", "enables/disables sound effects", (void *)&SoundToggle, CVAR_BOOL, 0, 1 },
{ "snd_fxvolume", "controls volume for sound effects", (void *)&FXVolume, CVAR_INT, 0, 255 },
{ "snd_mixrate", "sound mixing rate", (void *)&MixRate, CVAR_INT, 0, 48000 },
{ "snd_numchannels", "the number of sound channels", (void *)&NumChannels, CVAR_INT, 0, 2 },
{ "snd_numvoices", "the number of concurrent sounds", (void *)&NumVoices, CVAR_INT, 1, 128 },
{ "snd_reversestereo", "reverses the stereo channels", (void *)&ReverseStereo, CVAR_BOOL, 0, 1 },
{ "snd_doppler", "enable/disable 3d sound", (void *)&gDoppler, CVAR_BOOL, 0, 1 },
// { "snd_speech", "enables/disables player speech", (void *)&ud.config.VoiceToggle, CVAR_INT, 0, 5 },
//
// { "team","change team in multiplayer", (void *)&ud.team, CVAR_INT|CVAR_MULTI, 0, 3 },
//
//#ifdef EDUKE32_TOUCH_DEVICES
// { "touch_sens_move_x","touch input sensitivity for moving forward/back", (void *)&droidinput.forward_sens, CVAR_FLOAT, 1, 9 },
// { "touch_sens_move_y","touch input sensitivity for strafing", (void *)&droidinput.strafe_sens, CVAR_FLOAT, 1, 9 },
// { "touch_sens_look_x", "touch input sensitivity for turning left/right", (void *) &droidinput.yaw_sens, CVAR_FLOAT, 1, 9 },
// { "touch_sens_look_y", "touch input sensitivity for looking up/down", (void *) &droidinput.pitch_sens, CVAR_FLOAT, 1, 9 },
// { "touch_invert", "invert look up/down touch input", (void *) &droidinput.invertLook, CVAR_INT, 0, 1 },
//#endif
//
{ "vid_gamma","adjusts gamma component of gamma ramp",(void *)&g_videoGamma, CVAR_FLOAT|CVAR_FUNCPTR, 0, 10 },
{ "vid_contrast","adjusts contrast component of gamma ramp",(void *)&g_videoContrast, CVAR_FLOAT|CVAR_FUNCPTR, 0, 10 },
{ "vid_brightness","adjusts brightness component of gamma ramp",(void *)&g_videoBrightness, CVAR_FLOAT|CVAR_FUNCPTR, 0, 10 },
// { "wchoice","sets weapon autoselection order", (void *)ud.wchoice, CVAR_STRING|CVAR_FUNCPTR, 0, MAX_WEAPONS },
};
//
// osdcmd_cheatsinfo_stat.cheatnum = -1;
//
for (auto & cv : cvars_game)
{
switch (cv.flags & (CVAR_FUNCPTR|CVAR_MULTI))
{
case CVAR_FUNCPTR:
OSD_RegisterCvar(&cv, osdcmd_cvar_set_game); break;
case CVAR_MULTI:
case CVAR_FUNCPTR|CVAR_MULTI:
OSD_RegisterCvar(&cv, osdcmd_cvar_set_multi); break;
default:
OSD_RegisterCvar(&cv, osdcmd_cvar_set); break;
}
}
// //
// if (VOLUMEONE) // if (VOLUMEONE)
// OSD_RegisterFunction("changelevel","changelevel <level>: warps to the given level", osdcmd_changelevel); // OSD_RegisterFunction("changelevel","changelevel <level>: warps to the given level", osdcmd_changelevel);

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@ -245,6 +245,7 @@ struct GameInterface
int32_t (*startwin_run)(void); int32_t (*startwin_run)(void);
const char* (*DefaultDefFile)(); const char* (*DefaultDefFile)();
const char* (*DefFile)(); const char* (*DefFile)();
}; };
extern GameInterface* gi; extern GameInterface* gi;

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@ -263,7 +263,6 @@ void CONFIG_SetDefaults(void)
ud.camerasprite = -1; ud.camerasprite = -1;
ud.color = 0; ud.color = 0;
ud.config.AmbienceToggle = 1; ud.config.AmbienceToggle = 1;
ud.config.AutoAim = 1;
ud.config.CheckForUpdates = 1; ud.config.CheckForUpdates = 1;
ud.config.FXVolume = 255; ud.config.FXVolume = 255;
ud.config.MouseBias = 0; ud.config.MouseBias = 0;

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@ -33,6 +33,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "keyboard.h" #include "keyboard.h"
#include "pragmas.h" #include "pragmas.h"
#include "polymost.h" #include "polymost.h"
#include "gamecvars.h"
#define HEAD2 APPNAME #define HEAD2 APPNAME

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@ -6143,7 +6143,7 @@ static void P_SetupMiscInputSettings(void)
auto ps = g_player[myconnectindex].ps; auto ps = g_player[myconnectindex].ps;
ps->aim_mode = ud.mouseaiming; ps->aim_mode = ud.mouseaiming;
ps->auto_aim = ud.config.AutoAim; ps->auto_aim = cl_autoaim;
ps->weaponswitch = ud.weaponswitch; ps->weaponswitch = ud.weaponswitch;
} }

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@ -407,7 +407,7 @@ static int32_t MEOSV_GAMESETUP_AIM_AUTO[] = { 0, 1, 2,
}; };
static MenuOptionSet_t MEOS_GAMESETUP_AIM_AUTO = MAKE_MENUOPTIONSET( MEOSN_GAMESETUP_AIM_AUTO, MEOSV_GAMESETUP_AIM_AUTO, 0x2 ); static MenuOptionSet_t MEOS_GAMESETUP_AIM_AUTO = MAKE_MENUOPTIONSET( MEOSN_GAMESETUP_AIM_AUTO, MEOSV_GAMESETUP_AIM_AUTO, 0x2 );
static MenuOption_t MEO_GAMESETUP_AIM_AUTO = MAKE_MENUOPTION( &MF_Redfont, &MEOS_GAMESETUP_AIM_AUTO, &ud.config.AutoAim ); static MenuOption_t MEO_GAMESETUP_AIM_AUTO = MAKE_MENUOPTION( &MF_Redfont, &MEOS_GAMESETUP_AIM_AUTO, &cl_autoaim.Value );
static MenuEntry_t ME_GAMESETUP_AIM_AUTO = MAKE_MENUENTRY( "Auto aim:", &MF_Redfont, &MEF_BigOptionsRt, &MEO_GAMESETUP_AIM_AUTO, Option ); static MenuEntry_t ME_GAMESETUP_AIM_AUTO = MAKE_MENUENTRY( "Auto aim:", &MF_Redfont, &MEF_BigOptionsRt, &MEO_GAMESETUP_AIM_AUTO, Option );
static MenuOption_t MEO_GAMESETUP_ALWAYS_RUN = MAKE_MENUOPTION( &MF_Redfont, &MEOS_NoYes, &ud.auto_run); static MenuOption_t MEO_GAMESETUP_ALWAYS_RUN = MAKE_MENUOPTION( &MF_Redfont, &MEOS_NoYes, &ud.auto_run);

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@ -36,6 +36,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "premap.h" #include "premap.h"
#include "savegame.h" #include "savegame.h"
#include "input.h" #include "input.h"
#include "gamecvars.h"
#include "enet.h" #include "enet.h"
#include "lz4.h" #include "lz4.h"
@ -4807,7 +4808,7 @@ void Net_SendClientInfo(void)
tempnetbuf[l++] = 0; tempnetbuf[l++] = 0;
tempnetbuf[l++] = g_player[myconnectindex].ps->aim_mode = ud.mouseaiming; tempnetbuf[l++] = g_player[myconnectindex].ps->aim_mode = ud.mouseaiming;
tempnetbuf[l++] = g_player[myconnectindex].ps->auto_aim = ud.config.AutoAim; tempnetbuf[l++] = g_player[myconnectindex].ps->auto_aim = cl_autoaim;
tempnetbuf[l++] = g_player[myconnectindex].ps->weaponswitch = ud.weaponswitch; tempnetbuf[l++] = g_player[myconnectindex].ps->weaponswitch = ud.weaponswitch;
tempnetbuf[l++] = g_player[myconnectindex].ps->palookup = g_player[myconnectindex].pcolor = ud.color; tempnetbuf[l++] = g_player[myconnectindex].ps->palookup = g_player[myconnectindex].pcolor = ud.color;

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@ -2207,7 +2207,7 @@ static void sv_restload()
#undef CPDAT #undef CPDAT
if (g_player[myconnectindex].ps) if (g_player[myconnectindex].ps)
g_player[myconnectindex].ps->auto_aim = ud.config.AutoAim; g_player[myconnectindex].ps->auto_aim = cl_autoaim;
} }
#ifdef DEBUGGINGAIDS #ifdef DEBUGGINGAIDS

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@ -213,7 +213,6 @@ void CONFIG_SetDefaults(void)
#endif #endif
ud.config.useprecache = 1; ud.config.useprecache = 1;
ud.config.AmbienceToggle = 1; ud.config.AmbienceToggle = 1;
ud.config.AutoAim = 1;
ud.config.FXVolume = 255; ud.config.FXVolume = 255;
#if defined(_WIN32) #if defined(_WIN32)
ud.config.MixRate = 44100; ud.config.MixRate = 44100;

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@ -35,6 +35,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "pragmas.h" #include "pragmas.h"
#include "polymost.h" #include "polymost.h"
#include "gamecvars.h"
BEGIN_RR_NS BEGIN_RR_NS

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@ -7537,7 +7537,7 @@ static void P_SetupMiscInputSettings(void)
DukePlayer_t *ps = g_player[myconnectindex].ps; DukePlayer_t *ps = g_player[myconnectindex].ps;
ps->aim_mode = ud.mouseaiming; ps->aim_mode = ud.mouseaiming;
ps->auto_aim = ud.config.AutoAim; ps->auto_aim = cl_autoaim;
ps->weaponswitch = ud.weaponswitch; ps->weaponswitch = ud.weaponswitch;
} }

View file

@ -396,7 +396,7 @@ static int32_t MEOSV_GAMESETUP_AIM_AUTO[] = { 0, 1, 2,
}; };
static MenuOptionSet_t MEOS_GAMESETUP_AIM_AUTO = MAKE_MENUOPTIONSET( MEOSN_GAMESETUP_AIM_AUTO, MEOSV_GAMESETUP_AIM_AUTO, 0x2 ); static MenuOptionSet_t MEOS_GAMESETUP_AIM_AUTO = MAKE_MENUOPTIONSET( MEOSN_GAMESETUP_AIM_AUTO, MEOSV_GAMESETUP_AIM_AUTO, 0x2 );
static MenuOption_t MEO_GAMESETUP_AIM_AUTO = MAKE_MENUOPTION( &MF_Redfont, &MEOS_GAMESETUP_AIM_AUTO, &ud.config.AutoAim ); static MenuOption_t MEO_GAMESETUP_AIM_AUTO = MAKE_MENUOPTION( &MF_Redfont, &MEOS_GAMESETUP_AIM_AUTO, &cl_autoaim.Value );
static MenuEntry_t ME_GAMESETUP_AIM_AUTO = MAKE_MENUENTRY( "Auto aim:", &MF_Redfont, &MEF_BigOptionsRt, &MEO_GAMESETUP_AIM_AUTO, Option ); static MenuEntry_t ME_GAMESETUP_AIM_AUTO = MAKE_MENUENTRY( "Auto aim:", &MF_Redfont, &MEF_BigOptionsRt, &MEO_GAMESETUP_AIM_AUTO, Option );
static char const *MEOSN_GAMESETUP_WEAPSWITCH_PICKUP[] = { "Never", "If new", "By rating", }; static char const *MEOSN_GAMESETUP_WEAPSWITCH_PICKUP[] = { "Never", "If new", "By rating", };

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@ -3468,7 +3468,7 @@ void Net_SendClientInfo(void)
tempbuf[l++] = 0; tempbuf[l++] = 0;
tempbuf[l++] = g_player[myconnectindex].ps->aim_mode = ud.mouseaiming; tempbuf[l++] = g_player[myconnectindex].ps->aim_mode = ud.mouseaiming;
tempbuf[l++] = g_player[myconnectindex].ps->auto_aim = ud.config.AutoAim; tempbuf[l++] = g_player[myconnectindex].ps->auto_aim = cl_autoaim;
tempbuf[l++] = g_player[myconnectindex].ps->weaponswitch = ud.weaponswitch; tempbuf[l++] = g_player[myconnectindex].ps->weaponswitch = ud.weaponswitch;
tempbuf[l++] = g_player[myconnectindex].ps->palookup = g_player[myconnectindex].pcolor = ud.color; tempbuf[l++] = g_player[myconnectindex].ps->palookup = g_player[myconnectindex].pcolor = ud.color;

View file

@ -1763,7 +1763,7 @@ static void sv_restload()
#undef CPDAT #undef CPDAT
if (g_player[myconnectindex].ps) if (g_player[myconnectindex].ps)
g_player[myconnectindex].ps->auto_aim = ud.config.AutoAim; g_player[myconnectindex].ps->auto_aim = cl_autoaim;
} }
#ifdef DEBUGGINGAIDS #ifdef DEBUGGINGAIDS

View file

@ -1820,7 +1820,7 @@ void DrawCrosshair(PLAYERp pp)
// wdx = 160; // wdx = 160;
// wdy = 100; // wdy = 100;
#if 0 #if 0
if (gs.AutoAim) if (cl_autoaim)
{ {
int daz; int daz;
short hit_sprite, daang; short hit_sprite, daang;

View file

@ -3050,7 +3050,7 @@ void InitPlayerGameSettings(void)
} }
else else
{ {
if (gs.AutoAim) if (cl_autoaim)
SET(Player[myconnectindex].Flags, PF_AUTO_AIM); SET(Player[myconnectindex].Flags, PF_AUTO_AIM);
else else
RESET(Player[myconnectindex].Flags, PF_AUTO_AIM); RESET(Player[myconnectindex].Flags, PF_AUTO_AIM);
@ -5263,7 +5263,7 @@ getinput(SW_PACKET *loc)
if (MenuButtonAutoRun) if (MenuButtonAutoRun)
{ {
MenuButtonAutoRun = FALSE; MenuButtonAutoRun = FALSE;
if ((!!TEST(pp->Flags, PF_LOCK_RUN)) != gs.AutoRun) if ((!!TEST(pp->Flags, PF_LOCK_RUN)) != !!gs.AutoRun)
SET_LOC_KEY(loc->bits, SK_RUN_LOCK, TRUE); SET_LOC_KEY(loc->bits, SK_RUN_LOCK, TRUE);
} }
@ -5274,7 +5274,7 @@ getinput(SW_PACKET *loc)
if (MenuButtonAutoAim) if (MenuButtonAutoAim)
{ {
MenuButtonAutoAim = FALSE; MenuButtonAutoAim = FALSE;
if ((!!TEST(pp->Flags, PF_AUTO_AIM)) != gs.AutoAim) if ((!!TEST(pp->Flags, PF_AUTO_AIM)) != !!cl_autoaim)
SET_LOC_KEY(loc->bits, SK_AUTO_AIM, TRUE); SET_LOC_KEY(loc->bits, SK_AUTO_AIM, TRUE);
} }
} }

View file

@ -45,6 +45,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "sounds.h" #include "sounds.h"
#include "settings.h" #include "settings.h"
#include "pragmas.h" #include "pragmas.h"
#include "gamecvars.h"
BEGIN_SW_NS BEGIN_SW_NS

View file

@ -1976,7 +1976,7 @@ MNU_StartNetGame(void)
// need to set gNet vars for self // need to set gNet vars for self
// everone else gets a packet to set them // everone else gets a packet to set them
gNet.AutoAim = gs.AutoAim; gNet.AutoAim = cl_autoaim;
gNet.SpawnMarkers = gs.NetSpawnMarkers; gNet.SpawnMarkers = gs.NetSpawnMarkers;
gNet.HurtTeammate = gs.NetHurtTeammate; gNet.HurtTeammate = gs.NetHurtTeammate;
gNet.Nuke = gs.NetNuke; gNet.Nuke = gs.NetNuke;
@ -2011,7 +2011,7 @@ MNU_StartNetGame(void)
p.Level = Level; p.Level = Level;
p.Skill = Skill; p.Skill = Skill;
p.GameType = gs.NetGameType; p.GameType = gs.NetGameType;
p.AutoAim = gs.AutoAim; p.AutoAim = cl_autoaim;
p.HurtTeammate = gs.NetHurtTeammate; p.HurtTeammate = gs.NetHurtTeammate;
p.TeamPlay = gs.NetTeamPlay; p.TeamPlay = gs.NetTeamPlay;
p.SpawnMarkers = gs.NetSpawnMarkers; p.SpawnMarkers = gs.NetSpawnMarkers;
@ -2219,7 +2219,7 @@ MNU_InitMenus(void)
} }
buttonsettings[btn_auto_run] = gs.AutoRun; buttonsettings[btn_auto_run] = gs.AutoRun;
buttonsettings[btn_auto_aim] = gs.AutoAim; buttonsettings[btn_auto_aim] = cl_autoaim;
buttonsettings[btn_messages] = gs.Messages; buttonsettings[btn_messages] = gs.Messages;
buttonsettings[btn_crosshair] = gs.Crosshair; buttonsettings[btn_crosshair] = gs.Crosshair;
// buttonsettings[btn_bobbing] = gs.Bobbing; // buttonsettings[btn_bobbing] = gs.Bobbing;
@ -3397,9 +3397,9 @@ MNU_DoButton(MenuItem_p item, SWBOOL draw)
gs.Crosshair = state = buttonsettings[item->button]; gs.Crosshair = state = buttonsettings[item->button];
break; break;
case btn_auto_aim: case btn_auto_aim:
last_value = gs.AutoAim; last_value = cl_autoaim;
gs.AutoAim = state = buttonsettings[item->button]; cl_autoaim = state = buttonsettings[item->button];
if (gs.AutoAim != last_value) if (cl_autoaim != last_value)
MenuButtonAutoAim = TRUE; MenuButtonAutoAim = TRUE;
break; break;
case btn_messages: case btn_messages:

View file

@ -1532,7 +1532,7 @@ getpackets(void)
//tempbuf[0] = PACKET_TYPE_DUMMY; //tempbuf[0] = PACKET_TYPE_DUMMY;
//sendpacket(otherconnectindex, tempbuf, 1); //sendpacket(otherconnectindex, tempbuf, 1);
////DSPRINTF(ds,"Level %d, Skill %d, AutoAim %d",Level, Skill, gs.AutoAim); ////DSPRINTF(ds,"Level %d, Skill %d, AutoAim %d",Level, Skill, cl_autoaim);
//MONO_PRINT(ds); //MONO_PRINT(ds);
break; break;

View file

@ -158,7 +158,7 @@ void ReadGameSetup(int32_t scripthandle)
dummy = -1; dummy = -1;
SCRIPT_GetNumber(scripthandle, "Options", "AutoAim",&dummy); SCRIPT_GetNumber(scripthandle, "Options", "AutoAim",&dummy);
if (dummy != -1) gs.AutoAim = dummy; if (dummy != -1) cl_autoaim = dummy;
dummy = -1; dummy = -1;
SCRIPT_GetNumber(scripthandle, "Options", "Messages",&dummy); SCRIPT_GetNumber(scripthandle, "Options", "Messages",&dummy);
@ -292,7 +292,7 @@ void WriteGameSetup(int32_t scripthandle)
SCRIPT_PutNumber(scripthandle, "Options", "AutoRun",dummy,FALSE,FALSE); SCRIPT_PutNumber(scripthandle, "Options", "AutoRun",dummy,FALSE,FALSE);
dummy = gs.Crosshair; dummy = gs.Crosshair;
SCRIPT_PutNumber(scripthandle, "Options", "Crosshair",dummy,FALSE,FALSE); SCRIPT_PutNumber(scripthandle, "Options", "Crosshair",dummy,FALSE,FALSE);
dummy = gs.AutoAim; dummy = cl_autoaim;
SCRIPT_PutNumber(scripthandle, "Options", "AutoAim",dummy,FALSE,FALSE); SCRIPT_PutNumber(scripthandle, "Options", "AutoAim",dummy,FALSE,FALSE);
dummy = gs.Messages; dummy = gs.Messages;
SCRIPT_PutNumber(scripthandle, "Options", "Messages",dummy,FALSE,FALSE); SCRIPT_PutNumber(scripthandle, "Options", "Messages",dummy,FALSE,FALSE);