/** * Check to see if any player hit a key. */ void IN_CheckForSkip() { for(int i = 0; i < MAXPLAYERS; ++i) { player_t *player = &players[i]; if(player->plr->inGame) { if(player->brain.attack) { if(!player->attackDown) { if(IS_CLIENT) { NetCl_PlayerActionRequest(player, GPA_FIRE, 0); } else { IN_SkipToNext(); } } player->attackDown = true; } else { player->attackDown = false; } if(player->brain.use) { if(!player->useDown) { if(IS_CLIENT) { NetCl_PlayerActionRequest(player, GPA_USE, 0); } else { IN_SkipToNext(); } } player->useDown = true; } else { player->useDown = false; } } } }
/** * Check to see if any player hit a key. */ void IN_CheckForSkip(void) { int i; player_t *player; for(i = 0, player = players; i < MAXPLAYERS; ++i, player++) { if(player->plr->inGame) { if(player->brain.attack) { if(!player->attackDown) { if(IS_CLIENT) NetCl_PlayerActionRequest(player, GPA_FIRE, 0); else IN_SkipToNext(); } player->attackDown = true; } else { player->attackDown = false; } if(player->brain.use) { if(!player->useDown) { if(IS_CLIENT) NetCl_PlayerActionRequest(player, GPA_USE, 0); else IN_SkipToNext(); } player->useDown = true; } else { player->useDown = false; } } } }
/// Check for button presses to skip delays. static void maybeAdvanceState(void) { player_t* player; int i; for(i = 0, player = players; i < MAXPLAYERS; ++i, player++) { if(!players[i].plr->inGame) continue; if(player->brain.attack) { if(!player->attackDown) { if(IS_CLIENT) NetCl_PlayerActionRequest(player, GPA_FIRE, 0); else IN_SkipToNext(); } player->attackDown = true; } else { player->attackDown = false; } if(player->brain.use) { if(!player->useDown) { if(IS_CLIENT) NetCl_PlayerActionRequest(player, GPA_USE, 0); else IN_SkipToNext(); } player->useDown = true; } else { player->useDown = false; } } }