raze/source/games/blood/src/osdcmd.cpp
Mitchell Richters 3c4b4e4483 - Tidy up warptocoords CCMD since everything is in an actor now.
* Now accepts floating point inputs.
* Restores lost pitch capability.
2023-03-17 17:28:04 +11:00

83 lines
2 KiB
C++

//-------------------------------------------------------------------------
/*
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 "blood.h"
#include "mapinfo.h"
#include "gamestate.h"
BEGIN_BLD_NS
DCoreActor* GameInterface::getConsoleActor()
{
return gPlayer[myconnectindex].actor;
}
void GameInterface::ToggleThirdPerson()
{
if (gamestate != GS_LEVEL) return;
if (gViewPos > VIEWPOS_0)
{
gViewPos = VIEWPOS_0;
}
else
{
gViewPos = VIEWPOS_1;
cameradist = 0;
cameraclock = INT_MIN;
}
}
void GameInterface::SwitchCoopView()
{
if (gamestate != GS_LEVEL) return;
if (gGameOptions.nGameType == 1)
{
gViewIndex = connectpoint2[gViewIndex];
if (gViewIndex == -1)
gViewIndex = connecthead;
}
else if (gGameOptions.nGameType == 3)
{
int oldViewIndex = gViewIndex;
do
{
gViewIndex = connectpoint2[gViewIndex];
if (gViewIndex == -1)
gViewIndex = connecthead;
if (oldViewIndex == gViewIndex || gPlayer[myconnectindex].teamId == gPlayer[gViewIndex].teamId)
break;
} while (oldViewIndex != gViewIndex);
}
}
void GameInterface::ToggleShowWeapon()
{
if (gamestate != GS_LEVEL) return;
cl_showweapon = (cl_showweapon + 1) & 3;
}
END_BLD_NS