raze/source/games/blood/src/osdcmd.cpp
Christoph Oelckers 4109a256ac - Blood: cleanup of render code.
Renaming of disassembly variables and moving of disabled Crystal Ball renderer to a separate function.
2021-03-20 19:20:42 +01:00

96 lines
2.8 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 "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