mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 08:51:24 +00:00
Moved invert mouse aim and mouse aiming toggle to the mouse setup menu and moved mouse aiming type to the player setup menu
git-svn-id: https://svn.eduke32.com/eduke32@69 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
e5419eb172
commit
611017bb1d
3 changed files with 65 additions and 65 deletions
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@ -6113,7 +6113,7 @@ PALONLY:
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}
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if( (sprite[s->owner].cstat&32768) == 0 )
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{
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if(!hittype[s->owner].dispicnum)
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if(!hittype[s->owner].dispicnum)
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t->picnum = hittype[i].temp_data[1];
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else t->picnum = hittype[s->owner].dispicnum;
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t->pal = sprite[s->owner].pal;
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@ -30,7 +30,7 @@ extern int recfilep;
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//extern char vgacompatible;
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short probey=0,lastprobey=0,last_menu,globalskillsound=-1;
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short sh,onbar,buttonstat,deletespot;
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short last_zero,last_fifty,last_onehundred,last_threehundred = 0;
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short last_zero,last_fifty,last_onehundred,last_twoohtwo,last_threehundred = 0;
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static char fileselect = 1, menunamecnt, menuname[256][64], curpath[80], menupath[80];
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@ -57,6 +57,8 @@ void cmenu(short cm)
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probey = last_fifty;
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else if(cm == 100)
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probey = last_onehundred;
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else if(cm == 202)
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probey = last_twoohtwo;
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else if(cm >= 300 && cm < 400)
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probey = last_threehundred;
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else if(cm == 110)
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@ -614,7 +616,7 @@ void menus(void)
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rotatesprite((280)<<16,(37+(tilesizy[APLAYER]>>1))<<16,49152L,0,1426,0,ud.color,10,0,0,xdim-1,ydim-1);
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if (current_menu == 20002) {
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x = probe(46,50,16,4);
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x = probe(46,50,16,5);
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switch(x) {
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case -1:
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cmenu(202);
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@ -648,6 +650,10 @@ void menus(void)
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ud.weaponswitch = (ud.weaponswitch == 3) ? 0 : ud.weaponswitch+1;
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updatenames();
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break;
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case 4:
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ud.mouseaiming = !ud.mouseaiming;
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updatenames();
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break;
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}
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} else {
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x = strget(200,50-9,buf,12,0);
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@ -669,20 +675,23 @@ void menus(void)
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menutext(40,50+16,0,0,"COLOR");
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{
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int ud_color = -1, aaim = -1, ud_weaponswitch = -1;
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int ud_color = -1, aaim = -1, ud_weaponswitch = -1, ud_maim = -1;
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ud_color = ud.color;
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aaim = AutoAim;
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ud_weaponswitch = ud.weaponswitch;
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ud_maim = ud.mouseaiming;
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modval(0,23,(int *)&ud.color,1,probey==1);
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modval(0,2,(int *)&AutoAim,1,probey==2);
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modval(0,3,(int *)&ud.weaponswitch,1,probey==3);
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modval(0,1,(int *)&ud.mouseaiming,1,probey==4);
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check_player_color((int *)&ud.color,ud_color);
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if(ud_color != ud.color || aaim != AutoAim || ud_weaponswitch != ud.weaponswitch)
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if(ud_color != ud.color || aaim != AutoAim || ud_weaponswitch != ud.weaponswitch || ud_maim != ud.mouseaiming)
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updatenames();
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}
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menutext(40,50+16+16,0,0,"AUTO AIM");
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menutext(40,50+16+16+16,0,0,"WEAPON SWITCH");
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menutext(40,50+16+16+16+16,0,0,"AIMING TYPE");
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if (current_menu == 20002) {
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gametext(200,50-9,myname,0,2+8+16); }
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@ -693,6 +702,8 @@ void menus(void)
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gametext(200,50+16+16-9,s[AutoAim],0,2+8+16); }
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{ char *s[] = { "Off", "Pickup", "Empty", "Both" };
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gametext(200,50+16+16+16-9,s[ud.weaponswitch],0,2+8+16); }
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gametext(200,50+16+16+16+16-9,ud.mouseaiming?"Held":"Toggle",0,2+8+16);
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break;
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case 20010:
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@ -2037,9 +2048,6 @@ cheat_for_port_credits:
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case 2: enabled = usehightile;
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if (enabled && x==io) useprecache = !useprecache;
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if (enabled) modval(0,1,(int *)&useprecache,1,probey==3);
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// don't change when in a multiplayer game
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// because the state is sent during getnames()
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// however, this will be fixed later
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gametextpal(d,yy, useprecache && enabled ? "On" : "Off", enabled?0:10, 0); break;
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case 3: enabled = usehightile;
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if (enabled && x==io) glusetexcompr = !glusetexcompr;
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@ -2077,22 +2085,24 @@ cheat_for_port_credits:
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char *opts[] = {
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"Crosshair",
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"Level stats",
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"Status bar size",
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"-",
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"Mouse aiming type",
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"Mouse aiming toggle",
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"Invert mouse aim",
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"Auto-aiming",
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"Run key style",
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"Auto weapon switching",
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"-",
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"Screen size",
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"Status bar size",
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"-",
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"Run key style",
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"-",
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"Detail",
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"Shadows",
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"Screen tilting",
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"-",
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"Record demo",
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"-",
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"-",
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"-",
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"-",
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"-",
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"-",
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"-",
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"More...",
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NULL
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};
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@ -2107,7 +2117,7 @@ cheat_for_port_credits:
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io++;
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}
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onbar = (probey == 2 || probey == 9);
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onbar = (probey == 2 || probey == 3);
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x = probesm(c,yy+5,0,io);
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if (x == -1) { cmenu(202); break; }
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@ -2126,7 +2136,8 @@ cheat_for_port_credits:
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case 1: if (x==io) ud.levelstats = 1-ud.levelstats;
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modval(0,1,(int *)&ud.levelstats,1,probey==1);
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gametextpal(d,yy, ud.levelstats ? "Shown" : "Hidden", 0, 0); break;
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case 2:
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case 2: barsm(d+8,yy+7, (short *)&ud.screen_size,-4,x==io,SHX(-5),PHX(-5)); break;
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case 3:
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{
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short sbs, sbsl;
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sbs = sbsl = scale(max(0,ud.statusbarscale-50),63,100-50);
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@ -2137,45 +2148,19 @@ cheat_for_port_credits:
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}
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}
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break;
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case 3: if (ps[myconnectindex].gm&MODE_GAME || numplayers > 1) enabled = 0;
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if (enabled && x==io) ud.mouseaiming = !ud.mouseaiming;
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if (enabled) modval(0,1,(int *)&ud.mouseaiming,1,probey==3);
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// don't change when in a multiplayer game
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// because the state is sent during getnames()
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// however, this will be fixed later
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gametextpal(d,yy, ud.mouseaiming ? "Held" : "Toggle", enabled?0:10, 0); break;
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case 4: enabled = !ud.mouseaiming;
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if (enabled && x==io) myaimmode = 1-myaimmode;
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if (enabled) modval(0,1,(int *)&myaimmode,1,probey==4);
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gametextpal(d,yy, myaimmode && enabled ? "On" : "Off", enabled?0:10, 0); break;
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case 5: if (x==io) ud.mouseflip = 1-ud.mouseflip;
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modval(0,1,(int *)&ud.mouseflip,1,probey==5);
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gametextpal(d,yy, ud.mouseflip ? "On" : "Off", 0, 0); break;
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case 6: if (ps[myconnectindex].gm&MODE_GAME || numplayers > 1) enabled = 0;
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if (enabled && x==io) { AutoAim = (AutoAim == 2) ? 0 : AutoAim+1; }
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if (enabled) modval(0,2,(int *)&AutoAim,1,probey==6);
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{ char *s[] = { "Off", "Full", "Hitscan" };
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gametextpal(d,yy, s[AutoAim], enabled?0:10, 0); break; }
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case 7: if (x==io) ud.runkey_mode = 1-ud.runkey_mode;
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modval(0,1,(int *)&ud.runkey_mode,1,probey==7);
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case 4: if (x==io) ud.runkey_mode = 1-ud.runkey_mode;
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modval(0,1,(int *)&ud.runkey_mode,1,probey==4);
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gametextpal(d,yy, ud.runkey_mode ? "Classic" : "Modern", 0, 0); break;
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case 8: if (ps[myconnectindex].gm&MODE_GAME || numplayers > 1) enabled = 0;
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if (enabled && x==io) { ud.weaponswitch = (ud.weaponswitch == 3) ? 0 : ud.weaponswitch+1; }
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if (enabled) modval(0,3,(int *)&ud.weaponswitch,1,probey==8);
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{ char *s[] = { "Off", "Pickup", "Empty", "Both" };
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gametextpal(d,yy, s[ud.weaponswitch], enabled?0:10, 0); break; }
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break;
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case 9: barsm(d+8,yy+7, (short *)&ud.screen_size,-4,x==io,SHX(-5),PHX(-5)); break;
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case 10: if (x==io) ud.detail = 1-ud.detail;
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modval(0,1,(int *)&ud.detail,1,probey==10);
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case 5: if (x==io) ud.detail = 1-ud.detail;
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modval(0,1,(int *)&ud.detail,1,probey==5);
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gametextpal(d,yy, ud.detail ? "High" : "Low", 0, 0); break;
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case 11: if (x==io) ud.shadows = 1-ud.shadows;
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modval(0,1,(int *)&ud.shadows,1,probey==11);
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case 6: if (x==io) ud.shadows = 1-ud.shadows;
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modval(0,1,(int *)&ud.shadows,1,probey==6);
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gametextpal(d,yy, ud.shadows ? "On" : "Off", 0, 0); break;
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case 12: if (x==io) ud.screen_tilting = 1-ud.screen_tilting;
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modval(0,1,(int *)&ud.screen_tilting,1,probey==12);
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case 7: if (x==io) ud.screen_tilting = 1-ud.screen_tilting;
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modval(0,1,(int *)&ud.screen_tilting,1,probey==7);
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gametextpal(d,yy, ud.screen_tilting ? "On" : "Off", 0, 0); break; // original had a 'full' option
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case 13: if (x==io) {
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case 8: if (x==io) {
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enabled = !((ps[myconnectindex].gm&MODE_GAME) && ud.m_recstat != 1);
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if( (ps[myconnectindex].gm&MODE_GAME) ) closedemowrite();
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else ud.m_recstat = !ud.m_recstat;
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@ -2183,7 +2168,7 @@ cheat_for_port_credits:
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if( (ps[myconnectindex].gm&MODE_GAME) && ud.m_recstat != 1 )
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enabled = 0;
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gametextpal(d,yy,ud.m_recstat?((ud.m_recstat && enabled && ps[myconnectindex].gm&MODE_GAME)?"Recording":"On"):"Off",0,enabled?0:1); break;
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case 14: if (x==io) cmenu(201); break;
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case 9: if (x==io) cmenu(201); break;
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default: break;
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}
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gametextpal(c,yy, opts[ii], enabled?5:15, 2);
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@ -2243,7 +2228,7 @@ cheat_for_port_credits:
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x = probesm(c,yy+5,0,io);
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if (x == -1) { cmenu(200); probey = 14; break; }
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if (x == -1) { cmenu(200); probey = 9; break; }
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yy = 34;
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for (ii=io=0; opts[ii]; ii++) {
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@ -2287,6 +2272,8 @@ cheat_for_port_credits:
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onbar = 0;
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x = probe(160,c,18,7);
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last_twoohtwo = probey;
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switch (x) {
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case -1:
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if(ps[myconnectindex].gm&MODE_GAME) cmenu(50);else cmenu(0);
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@ -2714,9 +2701,9 @@ cheat_for_port_credits:
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onbar = (probey == (MAXMOUSEBUTTONS-2)*2+2);
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if (probey < (MAXMOUSEBUTTONS-2)*2+2)
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x = probe(0,0,0,(MAXMOUSEBUTTONS-2)*2+2+2);
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x = probe(0,0,0,(MAXMOUSEBUTTONS-2)*2+2+2+2);
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else
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x = probe(c+6,131-((MAXMOUSEBUTTONS-2)*2+2)*16,16,(MAXMOUSEBUTTONS-2)*2+2+2);
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x = probesm(40,125-((MAXMOUSEBUTTONS-2)*2+2)*9,9,(MAXMOUSEBUTTONS-2)*2+2+2+2);
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if (x==-1) {
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cmenu(202);
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@ -2725,6 +2712,12 @@ cheat_for_port_credits:
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} else if (x == (MAXMOUSEBUTTONS-2)*2+2) {
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// sensitivity
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} else if (x == (MAXMOUSEBUTTONS-2)*2+2+1) {
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// mouse aiming toggle
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if (!ud.mouseaiming) myaimmode = 1-myaimmode;
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} else if (x == (MAXMOUSEBUTTONS-2)*2+2+2) {
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// invert mouse aim
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ud.mouseflip = 1-ud.mouseflip;
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} else if (x == (MAXMOUSEBUTTONS-2)*2+2+2+1) {
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//advanced
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cmenu(212);
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break;
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@ -2766,20 +2759,27 @@ cheat_for_port_credits:
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}
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}
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gametextpal(40,119,"SENSITIVITY",5,2);
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gametextpal(40,119+9,"MOUSE AIMING TOGGLE",!ud.mouseaiming?5:15,2);
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gametextpal(40,119+9+9,"INVERT MOUSE AIM",5,2);
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gametextpal(40,119+9+9+9,"ADVANCED...",5,2);
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{
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short sense;
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sense = CONTROL_GetMouseSensitivity()>>10;
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menutext(c,131,SHX(-7),PHX(-7),"SENSITIVITY");
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bar(c+167,131,&sense,4,x==(MAXMOUSEBUTTONS-2)*2+2,SHX(-7),PHX(-7));
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barsm(248,125,&sense,4,x==(MAXMOUSEBUTTONS-2)*2+2,SHX(-7),PHX(-7));
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CONTROL_SetMouseSensitivity( sense<<10 );
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}
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menutext(c,131+16,0,0,"ADVANCED...");
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if (!ud.mouseaiming) modval(0,1,(int *)&myaimmode,1,probey == (MAXMOUSEBUTTONS-2)*2+2+1);
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modval(0,1,(int *)&ud.mouseflip,1,probey == (MAXMOUSEBUTTONS-2)*2+2+2);
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gametextpal(240,119+9, myaimmode && !ud.mouseaiming ? "On" : "Off", !ud.mouseaiming?0:10, 0);
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gametextpal(240,119+9+9, ud.mouseflip ? "On" : "Off", 0, 0);
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if (probey < (MAXMOUSEBUTTONS-2)*2+2) {
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gametext(160,155,"UP/DOWN = SELECT BUTTON",0,2+8+16);
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gametext(160,155+9,"ENTER = MODIFY",0,2+8+16);
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gametext(160,164,"UP/DOWN = SELECT BUTTON",0,2+8+16);
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gametext(160,164+9,"ENTER = MODIFY",0,2+8+16);
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}
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break;
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@ -2911,7 +2911,7 @@ cheat_for_port_credits:
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switch (x) {
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case -1:
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cmenu(205);
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probey = (MAXMOUSEBUTTONS-2)*2+2+1;
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probey = (MAXMOUSEBUTTONS-2)*2+2+2+1;
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break;
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case 0:
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@ -2835,7 +2835,7 @@ CHECKINV1:
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}
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if(p->last_pissed_time <= (26*218) && p->show_empty_weapon == 0 && p->kickback_pic == 0 && p->quick_kick == 0 && sprite[p->i].xrepeat > 32 && p->access_incs == 0 && p->knee_incs == 0 )
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{
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// if( ( p->weapon_pos == 0 || ( p->holster_weapon && p->weapon_pos == -9 ) ))
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// if( ( p->weapon_pos == 0 || ( p->holster_weapon && p->weapon_pos == -9 ) ))
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{
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if(j == 10 || j == 11)
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{
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