//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT Copyright (C) 2020 Raze developers and contributors This file was part of NBlood. NBlood is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #include "ns.h" // Must come before everything else! #include "build.h" #include "compat.h" #include "mmulti.h" #include "blood.h" #include "mapinfo.h" #include "gamestate.h" BEGIN_BLD_NS void GameInterface::WarpToCoords(int x, int y, int z, int ang, int horz) { PLAYER *pPlayer = &gPlayer[myconnectindex]; VIEW* pView = &gPrevView[myconnectindex]; pPlayer->pSprite->x = pView->x = gView->pSprite->x = x; pPlayer->pSprite->y = pView->y = gView->pSprite->y = y; pPlayer->zView = pView->viewz = gView->zView = z; if (ang != INT_MIN) { pPlayer->angle.oang = pPlayer->angle.ang = pView->angle = gView->angle.ang = buildang(ang); } if (horz != INT_MIN) { pPlayer->horizon.ohoriz = pPlayer->horizon.horiz = pView->horiz = gView->horizon.horiz = buildhoriz(horz); } } void GameInterface::ToggleThirdPerson() { if (gamestate != GS_LEVEL) return; if (gViewPos > VIEWPOS_0) gViewPos = VIEWPOS_0; else gViewPos = VIEWPOS_1; } void GameInterface::SwitchCoopView() { if (gamestate != GS_LEVEL) return; if (gGameOptions.nGameType == 1) { gViewIndex = connectpoint2[gViewIndex]; if (gViewIndex == -1) gViewIndex = connecthead; gView = &gPlayer[gViewIndex]; } else if (gGameOptions.nGameType == 3) { int oldViewIndex = gViewIndex; do { gViewIndex = connectpoint2[gViewIndex]; if (gViewIndex == -1) gViewIndex = connecthead; if (oldViewIndex == gViewIndex || gMe->teamId == gPlayer[gViewIndex].teamId) break; } while (oldViewIndex != gViewIndex); gView = &gPlayer[gViewIndex]; } } void GameInterface::ToggleShowWeapon() { if (gamestate != GS_LEVEL) return; cl_showweapon = (cl_showweapon + 1) & 3; } END_BLD_NS