#pragma once //------------------------------------------------------------------------- /* Copyright (C) 2020 Christoph Oelckers & Mitchell Richters This file is part of Raze. Raze 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; either version 2 of the License, or (at your option) any later version. 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 "blood.h" #include "gamestate.h" #include "inputstate.h" #include "gamestruct.h" #include "razemenu.h" BEGIN_BLD_NS static InputPacket gInput; void UpdatePlayerSpriteAngle(PLAYER* pPlayer); void doslopetilting(PLAYER* pPlayer, double const scaleAdjust); void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput) { if (paused || M_Active()) { gInput = {}; return; } PLAYER* pPlayer = &gPlayer[myconnectindex]; double const scaleAdjust = InputScale(); InputPacket input {}; ApplyGlobalInput(gInput, hidInput); processMovement(&input, &gInput, hidInput, scaleAdjust); if (!SyncInput() && gamestate == GS_LEVEL) { // Perform unsynchronised angle/horizon if not dead. if (gView->pXSprite->health != 0) { pPlayer->angle.applylook(input.avel, &pPlayer->input.actions, scaleAdjust); pPlayer->horizon.sethorizon(input.horz, &pPlayer->input.actions, scaleAdjust); doslopetilting(pPlayer, scaleAdjust); } pPlayer->angle.processhelpers(scaleAdjust); pPlayer->horizon.processhelpers(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