Example #1
0
/**
 * 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;
            }
        }
    }
}
Example #2
0
/**
 * 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;
            }
        }
    }
}
Example #3
0
/// 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;
        }
    }
}