//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT This file is 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 "mmulti.h" #include "view.h" #include "gamestate.h" #include "menu.h" BEGIN_BLD_NS static InputPacket gInput; void UpdatePlayerSpriteAngle(PLAYER* pPlayer); void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput) { if (paused || M_Active()) { gInput = {}; return; } double const scaleAdjust = InputScale(); InputPacket input {}; ApplyGlobalInput(gInput, hidInput); processMovement(&input, &gInput, hidInput, true, scaleAdjust); if (!cl_syncinput && gamestate == GS_LEVEL) { PLAYER* pPlayer = &gPlayer[myconnectindex]; // Perform unsynchronised angle/horizon if not dead. if (gView->pXSprite->health != 0) { applylook(&pPlayer->q16ang, &pPlayer->q16look_ang, &pPlayer->q16rotscrnang, &pPlayer->spin, input.q16avel, &pPlayer->input.actions, scaleAdjust, pPlayer->posture != 0); sethorizon(&pPlayer->q16horiz, input.q16horz, &pPlayer->input.actions, scaleAdjust); } playerProcessHelpers(&pPlayer->q16ang, &pPlayer->angAdjust, &pPlayer->angTarget, &pPlayer->q16horiz, &pPlayer->horizAdjust, &pPlayer->horizTarget, scaleAdjust); UpdatePlayerSpriteAngle(pPlayer); } if (packet) { *packet = gInput; gInput = {}; } } //--------------------------------------------------------------------------- // // This is called from InputState::ClearAllInput and resets all static state being used here. // //--------------------------------------------------------------------------- void GameInterface::clearlocalinputstate() { gInput = {}; } END_BLD_NS