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b23e77d9c7
* This commit does not build. Committed items are everything that's been done by find and replace. * Next commit has hand-performed changes that are better separated out for clarity.
96 lines
2.6 KiB
C++
96 lines
2.6 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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Copyright (C) 2020 Raze developers and contributors
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This file was part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include "build.h"
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#include "blood.h"
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#include "mapinfo.h"
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#include "gamestate.h"
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BEGIN_BLD_NS
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void GameInterface::WarpToCoords(int x, int y, int z, int ang, int horz)
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{
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PLAYER* pPlayer = &gPlayer[myconnectindex];
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VIEW* pView = &gPrevView[myconnectindex];
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pPlayer->actor->copyXY(gView->actor);
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pView->x = gView->actor->int_pos().X;
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pView->y = gView->actor->int_pos().Y;
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pPlayer->zView = pView->viewz = gView->zView = z;
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if (ang != INT_MIN)
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{
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pPlayer->angle.oang = pPlayer->angle.ang = gView->angle.ang = DAngle::fromBuild(ang);
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pView->angle = DAngle::fromBuild(ang);
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}
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if (horz != INT_MIN)
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{
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pPlayer->horizon.ohoriz = pPlayer->horizon.horiz = pView->horiz = gView->horizon.horiz = buildhoriz(horz);
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}
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}
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void GameInterface::ToggleThirdPerson()
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{
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if (gamestate != GS_LEVEL) return;
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if (gViewPos > VIEWPOS_0)
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gViewPos = VIEWPOS_0;
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else
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gViewPos = VIEWPOS_1;
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}
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void GameInterface::SwitchCoopView()
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{
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if (gamestate != GS_LEVEL) return;
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if (gGameOptions.nGameType == 1)
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{
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gViewIndex = connectpoint2[gViewIndex];
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if (gViewIndex == -1)
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gViewIndex = connecthead;
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gView = &gPlayer[gViewIndex];
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}
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else if (gGameOptions.nGameType == 3)
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{
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int oldViewIndex = gViewIndex;
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do
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{
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gViewIndex = connectpoint2[gViewIndex];
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if (gViewIndex == -1)
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gViewIndex = connecthead;
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if (oldViewIndex == gViewIndex || gMe->teamId == gPlayer[gViewIndex].teamId)
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break;
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} while (oldViewIndex != gViewIndex);
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gView = &gPlayer[gViewIndex];
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}
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}
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void GameInterface::ToggleShowWeapon()
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{
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if (gamestate != GS_LEVEL) return;
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cl_showweapon = (cl_showweapon + 1) & 3;
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}
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END_BLD_NS
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