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STJr
SRB2
Commits
aba5b953
Commit
aba5b953
authored
2 years ago
by
LJ Sonic
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Move viewpoint switching to its own function
parent
e6780f2b
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1 merge request
!1875
Better viewpoint switching
Changes
1
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1 changed file
src/g_game.c
+75
-68
75 additions, 68 deletions
src/g_game.c
with
75 additions
and
68 deletions
src/g_game.c
+
75
−
68
View file @
aba5b953
...
...
@@ -1959,6 +1959,79 @@ INT32 pausedelay = 0;
boolean
pausebreakkey
=
false
;
static
INT32
camtoggledelay
,
camtoggledelay2
=
0
;
static
boolean
ViewpointSwitchResponder
(
event_t
*
ev
)
{
// ViewpointSwitch Lua hook.
UINT8
canSwitchView
=
0
;
boolean
pressed
=
(
ev
->
key
==
KEY_F12
||
ev
->
key
==
gamecontrol
[
GC_VIEWPOINT
][
0
]
||
ev
->
key
==
gamecontrol
[
GC_VIEWPOINT
][
1
]);
// allow spy mode changes even during the demo
if
(
!
(
gamestate
==
GS_LEVEL
&&
ev
->
type
==
ev_keydown
&&
pressed
))
return
false
;
if
(
splitscreen
||
!
netgame
)
{
displayplayer
=
consoleplayer
;
return
false
;
}
// spy mode
do
{
displayplayer
++
;
if
(
displayplayer
==
MAXPLAYERS
)
displayplayer
=
0
;
if
(
!
playeringame
[
displayplayer
])
continue
;
// Call ViewpointSwitch hooks here.
canSwitchView
=
LUA_HookViewpointSwitch
(
&
players
[
consoleplayer
],
&
players
[
displayplayer
],
false
);
if
(
canSwitchView
==
1
)
// Set viewpoint to this player
break
;
else
if
(
canSwitchView
==
2
)
// Skip this player
continue
;
if
(
players
[
displayplayer
].
spectator
)
continue
;
if
(
G_GametypeHasTeams
())
{
if
(
players
[
consoleplayer
].
ctfteam
&&
players
[
displayplayer
].
ctfteam
!=
players
[
consoleplayer
].
ctfteam
)
continue
;
}
else
if
(
gametyperules
&
GTR_HIDEFROZEN
)
{
if
(
players
[
consoleplayer
].
pflags
&
PF_TAGIT
)
continue
;
}
// Other Tag-based gametypes?
else
if
(
G_TagGametype
())
{
if
(
!
players
[
consoleplayer
].
spectator
&&
(
players
[
consoleplayer
].
pflags
&
PF_TAGIT
)
!=
(
players
[
displayplayer
].
pflags
&
PF_TAGIT
))
continue
;
}
else
if
(
G_GametypeHasSpectators
()
&&
G_RingSlingerGametype
())
{
if
(
!
players
[
consoleplayer
].
spectator
)
continue
;
}
break
;
}
while
(
displayplayer
!=
consoleplayer
);
// change statusbar also if playing back demo
if
(
singledemo
)
ST_changeDemoView
();
// tell who's the view
CONS_Printf
(
M_GetText
(
"Viewpoint: %s
\n
"
),
player_names
[
displayplayer
]);
return
true
;
}
//
// G_Responder
// Get info needed to make ticcmd_ts for the players.
...
...
@@ -2043,74 +2116,8 @@ boolean G_Responder(event_t *ev)
if
(
HU_Responder
(
ev
))
return
true
;
// chat ate the event
// allow spy mode changes even during the demo
if
(
gamestate
==
GS_LEVEL
&&
ev
->
type
==
ev_keydown
&&
(
ev
->
key
==
KEY_F12
||
ev
->
key
==
gamecontrol
[
GC_VIEWPOINT
][
0
]
||
ev
->
key
==
gamecontrol
[
GC_VIEWPOINT
][
1
]))
{
// ViewpointSwitch Lua hook.
UINT8
canSwitchView
=
0
;
if
(
splitscreen
||
!
netgame
)
displayplayer
=
consoleplayer
;
else
{
// spy mode
do
{
displayplayer
++
;
if
(
displayplayer
==
MAXPLAYERS
)
displayplayer
=
0
;
if
(
!
playeringame
[
displayplayer
])
continue
;
// Call ViewpointSwitch hooks here.
canSwitchView
=
LUA_HookViewpointSwitch
(
&
players
[
consoleplayer
],
&
players
[
displayplayer
],
false
);
if
(
canSwitchView
==
1
)
// Set viewpoint to this player
break
;
else
if
(
canSwitchView
==
2
)
// Skip this player
continue
;
if
(
players
[
displayplayer
].
spectator
)
continue
;
if
(
G_GametypeHasTeams
())
{
if
(
players
[
consoleplayer
].
ctfteam
&&
players
[
displayplayer
].
ctfteam
!=
players
[
consoleplayer
].
ctfteam
)
continue
;
}
else
if
(
gametyperules
&
GTR_HIDEFROZEN
)
{
if
(
players
[
consoleplayer
].
pflags
&
PF_TAGIT
)
continue
;
}
// Other Tag-based gametypes?
else
if
(
G_TagGametype
())
{
if
(
!
players
[
consoleplayer
].
spectator
&&
(
players
[
consoleplayer
].
pflags
&
PF_TAGIT
)
!=
(
players
[
displayplayer
].
pflags
&
PF_TAGIT
))
continue
;
}
else
if
(
G_GametypeHasSpectators
()
&&
G_RingSlingerGametype
())
{
if
(
!
players
[
consoleplayer
].
spectator
)
continue
;
}
break
;
}
while
(
displayplayer
!=
consoleplayer
);
// change statusbar also if playing back demo
if
(
singledemo
)
ST_changeDemoView
();
// tell who's the view
CONS_Printf
(
M_GetText
(
"Viewpoint: %s
\n
"
),
player_names
[
displayplayer
]);
return
true
;
}
}
if
(
ViewpointSwitchResponder
(
ev
))
return
true
;
// update keys current state
G_MapEventsToControls
(
ev
);
...
...
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