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https://github.com/Cesarus85/ringfall-mjolnir-vr.git
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Fixed: Weapons whose trigger had flag "analog rate of fire" now read how far the trigger is pulled: fully for mouse/keyboard, the actual pressure for a controller trigger. Before they never fired. source/input/input_abstraction.c source/input/input_abstraction.h source/game/player_control.c Fixed: Weapon spawn orientation on Custom Edition maps. Multiplayer weapons and items now spawn facing the way the map places them, as in Halo PC. source/game/game_engine.c Added: PC vehicle set. There's a new PC option in the vehicle set list, between Gun Turrets and Custom. A team set to PC gets every vehicle the map places, as in Halo PC. On Custom Edition maps that means every placement whose spawn flags name the gametype. port/assets/menus/ce/strings.xml port/linux/game/menu_functions.c source/game/game_engine.h source/game/game_engine.c Added: Start LAN, internet and split screen games alone. A game with one machine and one player can now start. Pressing start alone begins the countdown, others can join while the game is in progress, and the lobby no longer says it's waiting for another machine or player. source/networking/network_server_manager.c source/interface/ui_widget_game_data_input_functions.c
71 lines
1.7 KiB
C
71 lines
1.7 KiB
C
/*
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INPUT_ABSTRACTION.H
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header included in hcex build.
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*/
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#ifndef __INPUT_ABSTRACTION_H
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#define __INPUT_ABSTRACTION_H
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#pragma once
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/* ---------- headers */
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#include "cseries/cseries.h"
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/* ---------- constants */
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/* ---------- macros */
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/* ---------- structures */
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struct game_input_preferences
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{
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real yaw_rate;
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real pitch_rate;
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byte game_control_to_xbox_buttons[12];
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short joystick_controls;
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boolean invert_look;
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boolean invert_look_aircraft_control;
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};
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struct game_input_state;
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typedef char verify_game_input_preferences_size[
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sizeof(struct game_input_preferences) == 0x18 ? 1 : -1];
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/* ---------- prototypes/INPUT_ABSTRACTION.C */
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void input_abstraction_initialize(
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void);
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void input_abstraction_dispose(
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void);
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void input_abstraction_update(
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void);
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void input_abstraction_update_device_changes(
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unsigned long device_change_flags);
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void input_abstraction_reset_controller_detection_timer(
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void);
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void input_abstraction_get_local_player_preferences(
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short local_player_index,
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struct game_input_preferences *preferences);
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void input_abstraction_update_local_player_preferences(
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short controller_index,
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struct game_input_preferences const *preferences);
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struct game_input_state *input_abstraction_get_input_state(
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short local_player_index);
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/* port: the keyboard and mouse's own controls (input_abstraction.c) */
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boolean input_abstraction_port_reload(
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short controller_index);
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byte input_abstraction_port_accept(
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short controller_index);
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boolean input_abstraction_port_action_only(
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short controller_index);
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real input_abstraction_port_primary_trigger(
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short controller_index);
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/* ---------- globals */
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/* ---------- public code */
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#endif // __INPUT_ABSTRACTION_H
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