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- Remove GameInterface::reapplyInputBits()
and directly perform operation in GameTicker()
.
This commit is contained in:
parent
02bd017d07
commit
6de8fc91d6
6 changed files with 2 additions and 8 deletions
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@ -24,6 +24,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "menu.h"
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#include "menu.h"
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#include "gamestate.h"
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#include "gamestate.h"
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#include "gameinput.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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#include "g_input.h"
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#include "d_net.h"
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#include "d_net.h"
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@ -276,10 +277,8 @@ void GameInput::processInputBits()
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}
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}
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else dpad_lock = 0;
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else dpad_lock = 0;
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gi->reapplyInputBits(&inputBuffer);
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const auto crouchState = gi->getCrouchState();
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const auto crouchState = gi->getCrouchState();
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inputBuffer.actions |= ActionsToSend | (PlayerArray[myconnectindex]->cmd.ucmd.actions & SB_CENTERVIEW);
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inputBuffer.actions |= ActionsToSend;
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ActionsToSend = 0;
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ActionsToSend = 0;
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if (buttonMap.ButtonDown(gamefunc_Aim_Up) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && joyAxes[JOYAXIS_Forward] > 0))
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if (buttonMap.ButtonDown(gamefunc_Aim_Up) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && joyAxes[JOYAXIS_Forward] > 0))
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@ -116,7 +116,6 @@ struct GameInterface
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virtual void RemoveQAVInterpProps(const int res_id) { }
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virtual void RemoveQAVInterpProps(const int res_id) { }
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virtual bool WantEscape() { return false; }
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virtual bool WantEscape() { return false; }
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virtual void StartSoundEngine() = 0;
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virtual void StartSoundEngine() = 0;
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virtual void reapplyInputBits(InputPacket* const input) = 0;
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virtual void doPlayerMovement(const float scaleAdjust) = 0;
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virtual void doPlayerMovement(const float scaleAdjust) = 0;
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virtual unsigned getCrouchState() = 0;
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virtual unsigned getCrouchState() = 0;
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@ -136,7 +136,6 @@ struct GameInterface : public ::GameInterface
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void AddQAVInterpProps(const int res_id, const FString& interptype, const bool loopable, const TMap<int, TArray<int>>&& ignoredata) override;
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void AddQAVInterpProps(const int res_id, const FString& interptype, const bool loopable, const TMap<int, TArray<int>>&& ignoredata) override;
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void RemoveQAVInterpProps(const int res_id) override;
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void RemoveQAVInterpProps(const int res_id) override;
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void StartSoundEngine() override;
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void StartSoundEngine() override;
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void reapplyInputBits(InputPacket* const input) override { input->actions |= getPlayer(myconnectindex)->cmd.ucmd.actions & (~(SB_BUTTON_MASK | SB_RUN | SB_WEAPONMASK_BITS) | SB_CENTERVIEW); }
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void doPlayerMovement(const float scaleAdjust) override { gameInput.processMovement(&getPlayer(myconnectindex)->Angles, scaleAdjust); }
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void doPlayerMovement(const float scaleAdjust) override { gameInput.processMovement(&getPlayer(myconnectindex)->Angles, scaleAdjust); }
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unsigned getCrouchState() override;
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unsigned getCrouchState() override;
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};
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};
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@ -37,7 +37,6 @@ struct GameInterface : public ::GameInterface
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void SerializeGameState(FSerializer& arc) override;
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void SerializeGameState(FSerializer& arc) override;
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void ExitFromMenu() override;
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void ExitFromMenu() override;
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void DrawPlayerSprite(const DVector2& origin, bool onteam) override;
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void DrawPlayerSprite(const DVector2& origin, bool onteam) override;
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void reapplyInputBits(InputPacket* const input) override { input->actions |= PlayerArray[myconnectindex]->cmd.ucmd.actions & SB_CENTERVIEW; }
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void doPlayerMovement(const float scaleAdjust) override;
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void doPlayerMovement(const float scaleAdjust) override;
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unsigned getCrouchState() override;
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unsigned getCrouchState() override;
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void UpdateSounds() override;
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void UpdateSounds() override;
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@ -239,7 +239,6 @@ struct GameInterface : public ::GameInterface
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void processSprites(tspriteArray& tsprites, const DVector3& view, DAngle viewang, double interpfrac) override;
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void processSprites(tspriteArray& tsprites, const DVector3& view, DAngle viewang, double interpfrac) override;
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int GetCurrentSkill() override;
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int GetCurrentSkill() override;
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void StartSoundEngine() override;
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void StartSoundEngine() override;
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void reapplyInputBits(InputPacket* const input) override { input->actions |= getPlayer(nLocalPlayer)->cmd.ucmd.actions & SB_CENTERVIEW; }
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void doPlayerMovement(const float scaleAdjust) override { gameInput.processMovement(&getPlayer(nLocalPlayer)->Angles, scaleAdjust); }
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void doPlayerMovement(const float scaleAdjust) override { gameInput.processMovement(&getPlayer(nLocalPlayer)->Angles, scaleAdjust); }
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unsigned getCrouchState() override;
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unsigned getCrouchState() override;
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};
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};
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@ -1901,7 +1901,6 @@ struct GameInterface : public ::GameInterface
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int GetCurrentSkill() override;
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int GetCurrentSkill() override;
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void StartSoundEngine() override;
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void StartSoundEngine() override;
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unsigned getCrouchState() override;
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unsigned getCrouchState() override;
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void reapplyInputBits(InputPacket* const input) override { input->actions |= getPlayer(myconnectindex)->cmd.ucmd.actions & SB_CENTERVIEW; }
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void doPlayerMovement(const float scaleAdjust) override
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void doPlayerMovement(const float scaleAdjust) override
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{
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{
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const auto pp = getPlayer(myconnectindex);
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const auto pp = getPlayer(myconnectindex);
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