mirror of
https://github.com/cxong/cdogs-sdl.git
synced 2025-07-23 07:23:01 +02:00
Use button macros
This commit is contained in:
@@ -93,7 +93,7 @@ static void AmmoSelect(menu_t *menu, int cmd, void *data)
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AmmoMenu *d = data;
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d->SelectResult = AMMO_MENU_NONE;
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if (cmd & CMD_BUTTON1)
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if (Button1(cmd))
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{
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const int ammoId = GetSelectedAmmo(d);
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if (ammoId < 0)
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@@ -121,7 +121,7 @@ static void AmmoSelect(menu_t *menu, int cmd, void *data)
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}
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}
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}
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else if (cmd & CMD_BUTTON2)
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else if (Button2(cmd))
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{
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d->SelectResult = AMMO_MENU_CANCEL;
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MenuPlaySound(MENU_SOUND_BACK);
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@@ -418,15 +418,15 @@ static int HandleInputMenu(int cmd, void *data)
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const int numAmmo = (int)d->ammoIds.size;
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if (cmd & CMD_BUTTON1)
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if (Button1(cmd))
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{
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// Do nothing; don't switch away from menu
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}
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else if (cmd & CMD_BUTTON2)
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else if (Button2(cmd))
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{
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return 1;
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}
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else if (cmd & CMD_LEFT)
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else if (Left(cmd))
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{
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if ((d->idx % 2) == 1)
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{
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@@ -434,7 +434,7 @@ static int HandleInputMenu(int cmd, void *data)
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MenuPlaySound(MENU_SOUND_SWITCH);
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}
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}
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else if (cmd & CMD_RIGHT)
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else if (Right(cmd))
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{
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if (d->idx < numAmmo * 2 && (d->idx % 2) == 0)
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{
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@@ -442,7 +442,7 @@ static int HandleInputMenu(int cmd, void *data)
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MenuPlaySound(MENU_SOUND_SWITCH);
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}
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}
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else if (cmd & CMD_UP)
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else if (Up(cmd))
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{
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if (d->idx >= 2)
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{
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@@ -450,7 +450,7 @@ static int HandleInputMenu(int cmd, void *data)
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MenuPlaySound(MENU_SOUND_SWITCH);
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}
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}
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else if (cmd & CMD_DOWN)
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else if (Down(cmd))
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{
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if (d->idx + 2 < numAmmo * 2 + 2)
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{
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@@ -995,10 +995,10 @@ static bool ActorTryChangeDirection(
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{
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const bool willChangeDirecton =
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!actor->petrified && CMD_HAS_DIRECTION(cmd) &&
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(!(cmd & CMD_BUTTON2) ||
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(!Button2(cmd) ||
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ConfigGetEnum(&gConfig, "Game.SwitchMoveStyle") !=
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SWITCHMOVE_STRAFE) &&
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(!(prevCmd & CMD_BUTTON1) ||
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(!Button1(prevCmd) ||
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ConfigGetEnum(&gConfig, "Game.FireMoveStyle") != FIREMOVE_STRAFE);
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const direction_e dir = CmdToDirection(cmd);
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if (willChangeDirecton && dir != actor->direction)
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@@ -1015,7 +1015,7 @@ static bool ActorTryChangeDirection(
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static bool ActorTryShoot(TActor *actor, const int cmd)
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{
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const bool willShoot = !actor->petrified && (cmd & CMD_BUTTON1);
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const bool willShoot = !actor->petrified && Button1(cmd);
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if (willShoot)
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{
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FireWeapon(actor, ACTOR_GET_GUN(actor));
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@@ -1104,10 +1104,10 @@ void CommandActor(TActor *actor, int cmd, int ticks)
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}
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actor->specialCmdDir = CMD_HAS_DIRECTION(cmd);
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if ((cmd & CMD_BUTTON2) && !actor->specialCmdDir)
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if (Button2(cmd) && !actor->specialCmdDir)
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{
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// Special: pick up things that can only be picked up on demand
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if (!actor->PickupAll && !(actor->lastCmd & CMD_BUTTON2) &&
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if (!actor->PickupAll && !Button2(actor->lastCmd) &&
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actor->vehicleUID == -1)
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{
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GameEvent e = GameEventNew(GAME_EVENT_ACTOR_PICKUP_ALL);
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@@ -1126,7 +1126,7 @@ static bool ActorTryMove(TActor *actor, int cmd, int ticks)
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!actor->hasShot ||
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(ConfigGetEnum(&gConfig, "Game.SwitchMoveStyle") ==
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SWITCHMOVE_STRAFE &&
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(cmd & CMD_BUTTON2));
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Button2(cmd));
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const bool willMove =
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!actor->petrified && CMD_HAS_DIRECTION(cmd) && canMoveWhenShooting;
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actor->MoveVel = svec2_zero();
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@@ -1134,13 +1134,13 @@ static bool ActorTryMove(TActor *actor, int cmd, int ticks)
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{
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const float moveAmount = ActorGetCharacter(actor)->speed * ticks;
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struct vec2 moveVel = svec2_zero();
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if (cmd & CMD_LEFT)
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if (Left(cmd))
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moveVel.x--;
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else if (cmd & CMD_RIGHT)
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else if (Right(cmd))
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moveVel.x++;
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if (cmd & CMD_UP)
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if (Up(cmd))
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moveVel.y--;
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else if (cmd & CMD_DOWN)
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else if (Down(cmd))
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moveVel.y++;
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if (!svec2_is_zero(moveVel))
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{
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@@ -1180,13 +1180,13 @@ void SlideActor(TActor *actor, int cmd)
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GameEvent e = GameEventNew(GAME_EVENT_ACTOR_SLIDE);
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e.u.ActorSlide.UID = actor->uid;
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struct vec2 vel = svec2_zero();
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if (cmd & CMD_LEFT)
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if (Left(cmd))
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vel.x = -SLIDE_X;
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else if (cmd & CMD_RIGHT)
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else if (Right(cmd))
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vel.x = SLIDE_X;
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if (cmd & CMD_UP)
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if (Up(cmd))
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vel.y = -SLIDE_Y;
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else if (cmd & CMD_DOWN)
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else if (Down(cmd))
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vel.y = SLIDE_Y;
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e.u.ActorSlide.Vel = Vec2ToNet(vel);
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GameEventsEnqueue(&gGameEvents, e);
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@@ -288,7 +288,7 @@ static bool DidPlayerShoot(void)
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continue;
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}
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const TActor *player = ActorGetByUID(p->ActorUID);
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if (player->lastCmd & CMD_BUTTON1)
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if (Button1(player->lastCmd))
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{
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return true;
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}
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@@ -95,7 +95,7 @@ int AICoopGetCmd(TActor *actor, const int ticks)
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break;
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}
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// Don't slide
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if ((cmd & CMD_BUTTON2) && CMD_HAS_DIRECTION(cmd))
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if (Button2(cmd) && CMD_HAS_DIRECTION(cmd))
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{
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cmd &= ~CMD_BUTTON2;
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}
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@@ -398,19 +398,19 @@ TObject *AIGetObjectRunningInto(TActor *a, int cmd)
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// check if there's a (non-dangerous) object in front of it
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struct vec2 frontPos = a->Pos;
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Thing *item;
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if (cmd & CMD_LEFT)
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if (Left(cmd))
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{
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frontPos.x--;
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}
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else if (cmd & CMD_RIGHT)
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else if (Right(cmd))
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{
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frontPos.x++;
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}
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if (cmd & CMD_UP)
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if (Up(cmd))
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{
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frontPos.y--;
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}
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else if (cmd & CMD_DOWN)
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else if (Down(cmd))
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{
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frontPos.y++;
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}
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@@ -73,10 +73,10 @@ void CameraInput(Camera *camera, const int cmd, const int lastCmd)
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{
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camera->spectateMode = SPECTATE_FREE;
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const int pan = PAN_SPEED;
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if (cmd & CMD_LEFT) camera->lastPosition.x -= pan;
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else if (cmd & CMD_RIGHT) camera->lastPosition.x += pan;
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if (cmd & CMD_UP) camera->lastPosition.y -= pan;
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else if (cmd & CMD_DOWN) camera->lastPosition.y += pan;
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if (Left(cmd)) camera->lastPosition.x -= pan;
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else if (Right(cmd)) camera->lastPosition.x += pan;
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if (Up(cmd)) camera->lastPosition.y -= pan;
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else if (Down(cmd)) camera->lastPosition.y += pan;
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}
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else if ((AnyButton(cmd) && !AnyButton(lastCmd)) ||
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camera->FollowNextPlayer)
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@@ -97,7 +97,7 @@ void CameraInput(Camera *camera, const int cmd, const int lastCmd)
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}
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CA_FOREACH_END()
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// Get the next player by index that has an actor in the game
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const int d = (cmd & CMD_BUTTON1) ? 1 : -1;
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const int d = Button1(cmd) ? 1 : -1;
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for (int i = playerIndex + d;; i += d)
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{
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i = CLAMP_OPPOSITE(i, 0, (int)gPlayerDatas.size - 1);
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@@ -54,14 +54,14 @@
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int CmdGetReverse(int cmd)
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{
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int newCmd = cmd & ~(CMD_LEFT | CMD_RIGHT | CMD_UP | CMD_DOWN);
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if (cmd & CMD_LEFT)
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int newCmd = cmd & ~CMD_DIRECTIONS;
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if (Left(cmd))
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newCmd |= CMD_RIGHT;
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if (cmd & CMD_RIGHT)
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if (Right(cmd))
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newCmd |= CMD_LEFT;
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if (cmd & CMD_UP)
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if (Up(cmd))
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newCmd |= CMD_DOWN;
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if (cmd & CMD_DOWN)
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if (Down(cmd))
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newCmd |= CMD_UP;
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return newCmd;
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}
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@@ -75,7 +75,7 @@
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#define Down(x) (((x)&CMD_DOWN) != 0)
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#define Button1(x) (((x)&CMD_BUTTON1) != 0)
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#define Button2(x) (((x)&CMD_BUTTON2) != 0)
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#define AnyButton(x) (((x) & (CMD_BUTTON1 | CMD_BUTTON2)) != 0)
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#define AnyButton(x) (((x) & (CMD_BUTTON1 | CMD_BUTTON2 | CMD_GRENADE)) != 0)
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#define CMD_DIRECTIONS (CMD_LEFT | CMD_RIGHT | CMD_UP | CMD_DOWN)
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#define CMD_HAS_DIRECTION(x) ((x)&CMD_DIRECTIONS)
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@@ -611,19 +611,19 @@ EventWaitResult EventWaitForAnyKeyOrButton(void)
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GetPlayerCmds(&gEventHandlers, &cmds);
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for (int i = 0; i < MAX_LOCAL_PLAYERS; i++)
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{
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if (cmds[i] & (CMD_BUTTON1 | CMD_BUTTON2 | CMD_GRENADE))
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if (AnyButton(cmds[i]))
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{
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// Interpret anything other than CMD_BUTTON1 as cancel
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return WaitResult(cmds[i] & CMD_BUTTON1);
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return WaitResult(Button1(cmds[i]));
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}
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}
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// Check menu commands
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const int menuCmd = GetMenuCmd(&gEventHandlers, true);
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if (menuCmd & (CMD_BUTTON1 | CMD_BUTTON2 | CMD_GRENADE))
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if (AnyButton(menuCmd))
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{
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// Interpret anything other than CMD_BUTTON1 as cancel
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return WaitResult(menuCmd & CMD_BUTTON1);
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return WaitResult(Button1(menuCmd));
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}
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// Check if anyone pressed escape
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@@ -327,12 +327,12 @@ static int HandleInputEquipMenu(int cmd, void *data)
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PlayerData *p = PlayerDataGetByUID(d->PlayerUID);
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int newSlot = d->slot;
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if (cmd & CMD_BUTTON1)
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if (Button1(cmd))
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{
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MenuPlaySound(MENU_SOUND_ENTER);
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return 1;
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}
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else if (cmd & CMD_BUTTON2)
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else if (Button2(cmd))
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{
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if (d->slot < MAX_WEAPONS)
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{
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@@ -341,7 +341,7 @@ static int HandleInputEquipMenu(int cmd, void *data)
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AnimatedCounterReset(&d->Cash, p->Totals.Score);
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}
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}
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else if (cmd & CMD_LEFT)
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else if (Left(cmd))
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{
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if (d->slot < MAX_WEAPONS && (d->slot & 1) == 1)
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{
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@@ -360,7 +360,7 @@ static int HandleInputEquipMenu(int cmd, void *data)
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}
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}
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}
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else if (cmd & CMD_RIGHT)
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else if (Right(cmd))
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{
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if (d->slot < MAX_WEAPONS && (d->slot & 1) == 0)
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{
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@@ -379,7 +379,7 @@ static int HandleInputEquipMenu(int cmd, void *data)
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}
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}
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}
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else if (cmd & CMD_UP)
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else if (Up(cmd))
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{
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if (d->slot >= MAX_WEAPONS)
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{
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@@ -410,7 +410,7 @@ static int HandleInputEquipMenu(int cmd, void *data)
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}
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}
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}
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else if (cmd & CMD_DOWN)
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else if (Down(cmd))
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{
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if (d->slot < d->endSlot)
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{
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@@ -76,7 +76,7 @@
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static void PlayerSpecialCommands(TActor *actor, const int cmd)
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{
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if ((cmd & CMD_BUTTON2) && CMD_HAS_DIRECTION(cmd))
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if (Button2(cmd) && CMD_HAS_DIRECTION(cmd))
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{
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if (ConfigGetEnum(&gConfig, "Game.SwitchMoveStyle") ==
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SWITCHMOVE_SLIDE &&
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@@ -86,7 +86,7 @@ static void PlayerSpecialCommands(TActor *actor, const int cmd)
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}
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}
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else if (
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!(actor->lastCmd & CMD_BUTTON2) && (cmd & CMD_BUTTON2) &&
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!Button2(actor->lastCmd) && Button2(cmd) &&
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!actor->specialCmdDir && !actor->CanPickupSpecial &&
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!(ConfigGetEnum(&gConfig, "Game.SwitchMoveStyle") ==
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SWITCHMOVE_SLIDE &&
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|
14
src/menu.c
14
src/menu.c
@@ -979,8 +979,8 @@ void MenuProcessCmd(MenuSystem *ms, int cmd)
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{
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goto bail;
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}
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if (cmd == CMD_ESC || (cmd & CMD_BUTTON2) ||
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((cmd & CMD_LEFT) && menu->u.normal.isSubmenusAlt))
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if (cmd == CMD_ESC || Button2(cmd) ||
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(Left(cmd) && menu->u.normal.isSubmenusAlt))
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{
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menuToChange = MenuProcessEscCmd(menu);
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if (menuToChange != NULL)
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@@ -1066,26 +1066,26 @@ menu_t *MenuProcessButtonCmd(MenuSystem *ms, menu_t *menu, int cmd)
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case MENU_TYPE_NORMAL:
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case MENU_TYPE_OPTIONS:
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case MENU_TYPE_CUSTOM:
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if (subMenu->u.normal.isSubmenusAlt ? (cmd & CMD_RIGHT)
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: (cmd & CMD_BUTTON1))
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if (subMenu->u.normal.isSubmenusAlt ? Right(cmd)
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: (Button1(cmd)))
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{
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return subMenu;
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}
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break;
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case MENU_TYPE_BACK:
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if (cmd & CMD_BUTTON1)
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if (Button1(cmd))
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{
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return menu->parentMenu;
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}
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break;
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case MENU_TYPE_QUIT:
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if (cmd & CMD_BUTTON1)
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if (Button1(cmd))
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{
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return subMenu; // caller will check if subMenu type is QUIT
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}
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break;
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case MENU_TYPE_RETURN:
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if (cmd & CMD_BUTTON1)
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if (Button1(cmd))
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{
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return subMenu;
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}
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|
@@ -130,7 +130,7 @@ static int HandleInputNameMenu(int cmd, void *data)
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PlayerSelectMenuData *d = data;
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PlayerData *p = PlayerDataGetByUID(d->display.PlayerUID);
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if (cmd & CMD_BUTTON1)
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if (Button1(cmd))
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{
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if (d->nameMenuSelection == (int)strlen(letters))
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{
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@@ -157,7 +157,7 @@ static int HandleInputNameMenu(int cmd, void *data)
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MenuPlaySound(MENU_SOUND_ERROR);
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}
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}
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else if (cmd & CMD_BUTTON2)
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else if (Button2(cmd))
|
||||
{
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||||
if (p->name[0])
|
||||
{
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||||
@@ -169,7 +169,7 @@ static int HandleInputNameMenu(int cmd, void *data)
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MenuPlaySound(MENU_SOUND_ERROR);
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}
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||||
}
|
||||
else if (cmd & CMD_LEFT)
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else if (Left(cmd))
|
||||
{
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||||
if (d->nameMenuSelection > 0)
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{
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||||
@@ -177,7 +177,7 @@ static int HandleInputNameMenu(int cmd, void *data)
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MenuPlaySound(MENU_SOUND_SWITCH);
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}
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}
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else if (cmd & CMD_RIGHT)
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else if (Right(cmd))
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||||
{
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||||
if (d->nameMenuSelection < (int)strlen(letters))
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{
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||||
@@ -185,7 +185,7 @@ static int HandleInputNameMenu(int cmd, void *data)
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MenuPlaySound(MENU_SOUND_SWITCH);
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}
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||||
}
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else if (cmd & CMD_UP)
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else if (Up(cmd))
|
||||
{
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||||
if (d->nameMenuSelection >= ENTRY_COLS)
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||||
{
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||||
@@ -193,7 +193,7 @@ static int HandleInputNameMenu(int cmd, void *data)
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MenuPlaySound(MENU_SOUND_SWITCH);
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}
|
||||
}
|
||||
else if (cmd & CMD_DOWN)
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else if (Down(cmd))
|
||||
{
|
||||
if (d->nameMenuSelection <= (int)strlen(letters) - ENTRY_COLS)
|
||||
{
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||||
@@ -266,6 +266,7 @@ static void PostInputHeadPartMenu(menu_t *menu, int cmd, void *data)
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||||
const HeadPartMenuData *d = data;
|
||||
// Change player hairstyle based on current menu selection
|
||||
PlayerData *p = PlayerDataGetByUID(d->PlayerUID);
|
||||
CASSERT(p != NULL, "cannot find player");
|
||||
Character *c = &p->Char;
|
||||
const char *hpName = NULL;
|
||||
if (menu->u.normal.index > 0)
|
||||
@@ -429,7 +430,7 @@ static int HandleInputColorMenu(int cmd, void *data)
|
||||
|
||||
static void PostInputLoadTemplate(menu_t *menu, int cmd, void *data)
|
||||
{
|
||||
if (cmd & CMD_BUTTON1)
|
||||
if (Button1(cmd))
|
||||
{
|
||||
PlayerSelectMenuData *d = data;
|
||||
PlayerData *p = PlayerDataGetByUID(d->display.PlayerUID);
|
||||
@@ -471,7 +472,7 @@ static menu_t *CreateUseTemplateMenu(
|
||||
|
||||
static void PostInputSaveTemplate(menu_t *menu, int cmd, void *data)
|
||||
{
|
||||
if (!(cmd & CMD_BUTTON1))
|
||||
if (!Button1(cmd))
|
||||
{
|
||||
return;
|
||||
}
|
||||
@@ -674,7 +675,7 @@ static void PostInputRotatePlayer(menu_t *menu, int cmd, void *data)
|
||||
UNUSED(menu);
|
||||
MenuDisplayPlayerData *d = data;
|
||||
// Rotate player using left/right keys
|
||||
const int dx = (cmd & CMD_LEFT) ? 1 : ((cmd & CMD_RIGHT) ? -1 : 0);
|
||||
const int dx = Left(cmd) ? 1 : (Right(cmd) ? -1 : 0);
|
||||
if (dx != 0)
|
||||
{
|
||||
d->Dir = (direction_e)CLAMP_OPPOSITE(
|
||||
|
@@ -104,7 +104,7 @@ static void OnSelect(menu_t *menu, int cmd, void *data)
|
||||
const PlayerData *pData = PlayerDataGetByUID(d->PlayerUID);
|
||||
|
||||
d->SelectResult = UTIL_MENU_NONE;
|
||||
if (cmd & CMD_BUTTON1)
|
||||
if (Button1(cmd))
|
||||
{
|
||||
const Option option = GetSelectedOption(d);
|
||||
const bool buy = (d->idx & 1) == 0;
|
||||
@@ -152,7 +152,7 @@ static void OnSelect(menu_t *menu, int cmd, void *data)
|
||||
SoundPlay(&gSoundDevice, StrSound("ammo_none"));
|
||||
}
|
||||
}
|
||||
else if (cmd & CMD_BUTTON2)
|
||||
else if (Button2(cmd))
|
||||
{
|
||||
d->SelectResult = UTIL_MENU_CANCEL;
|
||||
MenuPlaySound(MENU_SOUND_BACK);
|
||||
@@ -368,15 +368,15 @@ static int HandleInputMenu(int cmd, void *data)
|
||||
{
|
||||
UtilMenu *d = data;
|
||||
|
||||
if (cmd & CMD_BUTTON1)
|
||||
if (Button1(cmd))
|
||||
{
|
||||
// Do nothing; don't switch away from menu
|
||||
}
|
||||
else if (cmd & CMD_BUTTON2)
|
||||
else if (Button2(cmd))
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
else if (cmd & CMD_LEFT)
|
||||
else if (Left(cmd))
|
||||
{
|
||||
if ((d->idx % 2) == 1)
|
||||
{
|
||||
@@ -384,7 +384,7 @@ static int HandleInputMenu(int cmd, void *data)
|
||||
MenuPlaySound(MENU_SOUND_SWITCH);
|
||||
}
|
||||
}
|
||||
else if (cmd & CMD_RIGHT)
|
||||
else if (Right(cmd))
|
||||
{
|
||||
if (d->idx < OPTION_COUNT * 2 && (d->idx % 2) == 0)
|
||||
{
|
||||
@@ -392,7 +392,7 @@ static int HandleInputMenu(int cmd, void *data)
|
||||
MenuPlaySound(MENU_SOUND_SWITCH);
|
||||
}
|
||||
}
|
||||
else if (cmd & CMD_UP)
|
||||
else if (Up(cmd))
|
||||
{
|
||||
if (d->idx >= 2)
|
||||
{
|
||||
@@ -400,7 +400,7 @@ static int HandleInputMenu(int cmd, void *data)
|
||||
MenuPlaySound(MENU_SOUND_SWITCH);
|
||||
}
|
||||
}
|
||||
else if (cmd & CMD_DOWN)
|
||||
else if (Down(cmd))
|
||||
{
|
||||
if (d->idx + 2 < OPTION_COUNT * 2 + 2)
|
||||
{
|
||||
|
@@ -101,7 +101,7 @@ static void WeaponSelect(menu_t *menu, int cmd, void *data)
|
||||
UNUSED(menu);
|
||||
WeaponMenu *d = data;
|
||||
|
||||
if (cmd & CMD_BUTTON1)
|
||||
if (Button1(cmd))
|
||||
{
|
||||
// Add the selected item
|
||||
const PlayerData *p = PlayerDataGetByUID(d->PlayerUID);
|
||||
@@ -123,7 +123,7 @@ static void WeaponSelect(menu_t *menu, int cmd, void *data)
|
||||
MenuPlaySound(MENU_SOUND_SWITCH);
|
||||
}
|
||||
}
|
||||
else if (cmd & CMD_BUTTON2)
|
||||
else if (Button2(cmd))
|
||||
{
|
||||
d->SelectResult = WEAPON_MENU_CANCEL;
|
||||
MenuPlaySound(MENU_SOUND_BACK);
|
||||
@@ -427,7 +427,7 @@ static int HandleInputMenu(int cmd, void *data)
|
||||
|
||||
const int numGuns = (int)d->weaponIndices.size;
|
||||
|
||||
if (cmd & CMD_BUTTON1)
|
||||
if (Button1(cmd))
|
||||
{
|
||||
if (gCampaign.Setting.BuyAndSell)
|
||||
{
|
||||
@@ -440,11 +440,11 @@ static int HandleInputMenu(int cmd, void *data)
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
else if (cmd & CMD_BUTTON2)
|
||||
else if (Button2(cmd))
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
else if (cmd & CMD_LEFT)
|
||||
else if (Left(cmd))
|
||||
{
|
||||
if ((d->idx % d->cols) > 0)
|
||||
{
|
||||
@@ -452,7 +452,7 @@ static int HandleInputMenu(int cmd, void *data)
|
||||
MenuPlaySound(MENU_SOUND_SWITCH);
|
||||
}
|
||||
}
|
||||
else if (cmd & CMD_RIGHT)
|
||||
else if (Right(cmd))
|
||||
{
|
||||
if ((d->idx % d->cols) < d->cols - 1 && numGuns > 0)
|
||||
{
|
||||
@@ -464,7 +464,7 @@ static int HandleInputMenu(int cmd, void *data)
|
||||
MenuPlaySound(MENU_SOUND_SWITCH);
|
||||
}
|
||||
}
|
||||
else if (cmd & CMD_UP)
|
||||
else if (Up(cmd))
|
||||
{
|
||||
if (d->idx >= d->cols)
|
||||
{
|
||||
@@ -472,7 +472,7 @@ static int HandleInputMenu(int cmd, void *data)
|
||||
MenuPlaySound(MENU_SOUND_SWITCH);
|
||||
}
|
||||
}
|
||||
else if (cmd & CMD_DOWN)
|
||||
else if (Down(cmd))
|
||||
{
|
||||
if ((d->idx + d->cols) < DIV_ROUND_UP(numGuns + 1, d->cols) * d->cols)
|
||||
{
|
||||
|
Reference in New Issue
Block a user