Added GetPlayerInput(int numinput, int ptr = AAPTR_PLAYER1).

- Works exactly like the ACS version, but with pointers instead. The pointer can be anything, so long as it can be identified as a player.
This commit is contained in:
MajorCooke 2016-06-20 08:49:57 -05:00
commit 85a34bbb88
5 changed files with 142 additions and 25 deletions

View file

@ -4190,31 +4190,6 @@ bool DLevelScript::DoCheckActorTexture(int tid, AActor *activator, int string, b
return tex == TexMan[secpic];
}
enum
{
// These are the original inputs sent by the player.
INPUT_OLDBUTTONS,
INPUT_BUTTONS,
INPUT_PITCH,
INPUT_YAW,
INPUT_ROLL,
INPUT_FORWARDMOVE,
INPUT_SIDEMOVE,
INPUT_UPMOVE,
// These are the inputs, as modified by P_PlayerThink().
// Most of the time, these will match the original inputs, but
// they can be different if a player is frozen or using a
// chainsaw.
MODINPUT_OLDBUTTONS,
MODINPUT_BUTTONS,
MODINPUT_PITCH,
MODINPUT_YAW,
MODINPUT_ROLL,
MODINPUT_FORWARDMOVE,
MODINPUT_SIDEMOVE,
MODINPUT_UPMOVE
};
int DLevelScript::GetPlayerInput(int playernum, int inputnum)
{