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- transition weapon selection in SW.
Thanks to the macro insanity for trivial operations in this code base this turned out to be a lot more troublesome than Duke...
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parent
e768a2bf24
commit
c7e667a17a
8 changed files with 18 additions and 29 deletions
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@ -113,16 +113,6 @@ union SYNCFLAGS
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// NETWORK - REDEFINABLE SHARED (SYNC) KEYS BIT POSITIONS
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//
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// weapons takes up 4 bits
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#define SK_WEAPON_BIT0 0
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#define SK_WEAPON_BIT1 1
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#define SK_WEAPON_BIT2 2
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#define SK_WEAPON_BIT3 3
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#define SK_WEAPON_MASK (BIT(SK_WEAPON_BIT0)| \
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BIT(SK_WEAPON_BIT1)| \
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BIT(SK_WEAPON_BIT2)| \
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BIT(SK_WEAPON_BIT3)) // 16 possible numbers 0-15
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#define SK_INV_HOTKEY_BIT0 4
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#define SK_INV_HOTKEY_BIT1 5
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#define SK_INV_HOTKEY_BIT2 6
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@ -664,8 +664,7 @@ static void processInputBits(player_struct *p, ControlInfo &info)
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if (buttonMap.ButtonDown(gamefunc_Dpad_Select) && info.dz > 0) j = 11;
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if (buttonMap.ButtonDown(gamefunc_Dpad_Select) && info.dz < 0) j = 12;
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if (j && (loc.actions & SB_WEAPONMASK_BITS) == 0)
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loc.SetNewWeapon(j);
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if (j) loc.SetNewWeapon(j);
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}
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@ -1002,6 +1002,7 @@ struct PLAYERstruct
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PLAYER_ACTION_FUNCp DoPlayerAction;
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int Flags, Flags2;
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ESyncBits KeyPressBits;
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int KeyPressFlags;
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SECTOR_OBJECTp sop_control; // sector object pointer
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@ -343,8 +343,7 @@ getinput(InputPacket *loc, SWBOOL tied)
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if (WeaponToSend > 0)
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{
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loc->bits &= ~SK_WEAPON_MASK;
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loc->bits |= WeaponToSend;
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loc->SetNewWeapon(WeaponToSend);
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WeaponToSend = 0;
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}
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else if (WeaponToSend == -1)
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@ -84,6 +84,7 @@ typedef struct
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fix16_t q16ang;
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fix16_t q16horz;
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int32_t bits;
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ESyncBits actions;
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} SW_AVERAGE_PACKET;
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int MovesPerPacket = 1;
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@ -204,8 +205,12 @@ UpdateInputs(void)
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AveragePacket.q16ang = Player[myconnectindex].camq16ang;
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AveragePacket.q16horz = Player[myconnectindex].camq16horiz;
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SET(AveragePacket.bits, loc.bits);
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SET(AveragePacket.actions, loc.actions);
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// The above would or the weapon numbers together. Undo that now. The last one should win.
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AveragePacket.actions &= ~SB_WEAPONMASK_BITS;
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AveragePacket.actions |= ESyncBits::FromInt(loc.getNewWeapon()) & SB_WEAPONMASK_BITS;
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Bmemset(&loc, 0, sizeof(loc));
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memset(&loc, 0, sizeof(loc));
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pp = Player + myconnectindex;
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@ -226,6 +231,7 @@ UpdateInputs(void)
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loc.q16ang = AveragePacket.q16ang;
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loc.q16horz = AveragePacket.q16horz;
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loc.bits = AveragePacket.bits;
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loc.actions = AveragePacket.actions;
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memset(&AveragePacket, 0, sizeof(AveragePacket));
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@ -191,15 +191,8 @@ void pToggleCrosshair(void)
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void DoPlayerChooseYell(PLAYERp pp)
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{
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int choose_snd = 0;
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short weapon;
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weapon = TEST(pp->input.bits, SK_WEAPON_MASK);
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if (weapon == WPN_FIST)
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{
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if (RANDOM_RANGE(1000) < 900) return;
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}
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else if (RANDOM_RANGE(1000) < 990) return;
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if (RANDOM_RANGE(1000) < 990) return;
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choose_snd = STD_RANDOM_RANGE(MAX_YELLSOUNDS);
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@ -487,13 +480,13 @@ int WeaponOperate(PLAYERp pp)
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}
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}
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weapon = TEST(pp->input.bits, SK_WEAPON_MASK);
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weapon = pp->input.getNewWeapon();
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if (weapon)
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{
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if (FLAG_KEY_PRESSED(pp, SK_WEAPON_BIT0))
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if (pp->KeyPressBits & SB_FIRST_WEAPON_BIT)
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{
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FLAG_KEY_RELEASE(pp, SK_WEAPON_BIT0);
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pp->KeyPressBits &= ~SB_FIRST_WEAPON_BIT;
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weapon -= 1;
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@ -640,7 +633,7 @@ int WeaponOperate(PLAYERp pp)
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}
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else
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{
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FLAG_KEY_RESET(pp, SK_WEAPON_BIT0);
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pp->KeyPressBits |= SB_FIRST_WEAPON_BIT;
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}
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// Shut that computer chick up if weapon has changed!
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@ -7806,6 +7806,7 @@ InitAllPlayers(void)
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pp->WpnGotOnceFlags = 0;
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pp->DoPlayerAction = DoPlayerBeginRun;
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pp->KeyPressBits = ESyncBits::FromInt(0xFFFFFFFF);
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pp->KeyPressFlags = 0xFFFFFFFF;
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memset(pp->KilledPlayer,0,sizeof(pp->KilledPlayer));
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@ -83,12 +83,13 @@ DoPrediction(PLAYERp ppp)
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// get rid of input bits so it doesn't go into other code branches that would
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// get it out of sync
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ppp->input.actions &= ~(SB_WEAPONMASK_BITS);
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ppp->KeyPressBits |= (SB_WEAPONMASK_BITS);
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RESET(ppp->input.bits,
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BIT(SK_SHOOT)|BIT(SK_OPERATE)|BIT(SK_INV_LEFT)|BIT(SK_INV_RIGHT)|
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BIT(SK_INV_USE)|BIT(SK_HIDE_WEAPON)|
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BIT(SK_AUTO_AIM)|
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BIT(SK_CENTER_VIEW)|
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SK_WEAPON_MASK|
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SK_INV_HOTKEY_MASK
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);
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@ -97,7 +98,6 @@ DoPrediction(PLAYERp ppp)
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BIT(SK_INV_USE)|BIT(SK_HIDE_WEAPON)|
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BIT(SK_AUTO_AIM)|
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BIT(SK_CENTER_VIEW)|
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SK_WEAPON_MASK|
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SK_INV_HOTKEY_MASK
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);
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