Exemple #1
0
static void HandleEvent(InputEventT *event) {
  if (KEY_RELEASED(event, KEY_RIGHT))
    effect = (effect + 1) % lastEffect;
  if (KEY_RELEASED(event, KEY_LEFT)) {
    effect--;
    if (effect < 0)
      effect += lastEffect;
  }
}
Exemple #2
0
int AnyKeyReleased( void )
{
  int k;

  if ( CurrentMenu )
    return 0;

  for ( k = 0; k < SDLK_LAST; k++ )
  {
    if ( KEY_RELEASED( k ) )
      return 1;
  }

  for ( k = 0; k < MAX_MOUSE_BUTTONS; k++ )
  {
    if ( MOUSE_BUTTON_RELEASED( k ) )
      return 1;
  }

  if( IsAnyJoystickButtonReleased() )
  {
    return 1;
  }

  return 0;
}
Exemple #3
0
static void HandleEvent(InputEventT *event) {
  if (KEY_RELEASED(event, KEY_RIGHT))
    effectNum = (effectNum + 1) % 2;
  if (KEY_RELEASED(event, KEY_LEFT))
    effectNum = (effectNum - 1) % 2;
}
Exemple #4
0
static void HandleEvent(InputEventT *event) {
  if (KEY_RELEASED(event, KEY_RIGHT))
    ChangeMap(lastMap + 1);
  if (KEY_RELEASED(event, KEY_LEFT))
    ChangeMap(lastMap - 1);
}
Exemple #5
0
void cheat_handle_actor_air_brake ( struct actor_info *info, double time_diff )
{
	traceLastFunc( "cheat_handle_actor_air_brake()" );

	static float	orig_pos[3];
	static float	fall_speed_mult;
	static int		was_enabled;

	if ( set.air_brake_toggle )
	{
		if ( KEY_PRESSED(set.key_air_brake_foot_mod) ) 
		{
			if(cheat_state->actor.air_brake) 
			{
				cheat_state->actor.air_brake = 0;
			}
			else
			{
				cheat_state->actor.air_brake = 1;
			}
		}

		if ( KEY_PRESSED(set.key_air_brake_mod2) && cheat_state->actor.air_brake )
		{
			if(cheat_state->actor.air_brake_slowmo) 
			{
				cheat_state->actor.air_brake_slowmo = 0;
			}
			else
			{
				cheat_state->actor.air_brake_slowmo = 1;
			}
		}
	}
	else
	{
		if ( KEY_PRESSED(set.key_air_brake_foot_mod) )
			cheat_state->actor.air_brake = 1;
		else if ( KEY_RELEASED(set.key_air_brake_foot_mod) )
			cheat_state->actor.air_brake = 0;

		if ( KEY_PRESSED(set.key_air_brake_mod2) && cheat_state->actor.air_brake )
			cheat_state->actor.air_brake_slowmo = 1;
		else if ( KEY_RELEASED(set.key_air_brake_mod2) && cheat_state->actor.air_brake )
			cheat_state->actor.air_brake_slowmo = 0;
	}

	if ( !was_enabled && cheat_state->actor.air_brake )
	{
		vect3_copy( &info->base.matrix[4 * 3], orig_pos );
		fall_speed_mult = 1.0f;
		was_enabled = 1;
	}

	if ( !cheat_state->actor.air_brake )
	{
		was_enabled = 0;
		cheat_state->actor.air_brake_slowmo = 0;
	}
	else
	{
		float	*matrix = info->base.matrix;

		// if there's no parachute
		if ( !(info->weapon_slot == 11 && info->weapon[11].id == 46) )
		{
			vect3_copy( orig_pos, &info->base.matrix[4 * 3] );
			vect3_zero( info->speed );

			// new pedFlags
			info->pedFlags.bIsStanding = true;
			info->pedFlags.bWasStanding = true;
			info->pedFlags.bStayInSamePlace = true;

			static uint32_t time_start;
			float			d[4] = { 0.0f, 0.0f, 0.0f, time_diff * set.air_brake_speed };

			if ( cheat_state->actor.air_brake_slowmo )
				d[3] /= 10.0f;

			if ( KEY_DOWN(set.key_air_brake_forward) )
				d[0] += 1.0f;
			if ( KEY_DOWN(set.key_air_brake_backward) )
				d[0] -= 1.0f;
			if ( KEY_DOWN(set.key_air_brake_left) )
				d[1] += 1.0f;
			if ( KEY_DOWN(set.key_air_brake_right) )
				d[1] -= 1.0f;
			if ( KEY_DOWN(set.key_air_brake_up) )
				d[2] += 1.0f;
			if ( KEY_DOWN(set.key_air_brake_down) )
				d[2] -= 1.0f;

			if ( !near_zero(set.air_brake_accel_time) )
			{
				if ( !vect3_near_zero(d) )
					time_start = ( time_start == 0 ) ? time_get() : time_start;
				else
					time_start = 0; /* no keys pressed */

				/* acceleration */
				if ( time_start != 0 )
				{
					float	t = TIME_TO_FLOAT( time_get() - time_start );
					if ( t < set.air_brake_accel_time )
						d[3] *= t / set.air_brake_accel_time;
				}
			}

			if ( !vect3_near_zero(d) )
			{
				float	vect[4] = { -d[1], d[0], d[2], 0.0f };
				float	out[4];

				/* out = matrix * norm(d) */
				vect3_normalize( vect, vect );
				matrix_vect4_mult( matrix, vect, out );

				matrix[4 * 3 + 0] += out[0] * d[3];
				matrix[4 * 3 + 1] += out[1] * d[3];
				matrix[4 * 3 + 2] += out[2] * d[3];
			}
		}

		// parachute
		else
		{
			if ( KEY_DOWN(set.key_air_brake_up) )
				fall_speed_mult += time_diff / 2.0f;
			if ( KEY_DOWN(set.key_air_brake_down) )
				fall_speed_mult -= time_diff / 2.0f;

			if ( fall_speed_mult < 0.0f )
				fall_speed_mult = 0.0f;
			else if ( fall_speed_mult > 2.0f )
				fall_speed_mult = 2.0f;

			matrix[4 * 3 + 0] += info->speed[0] * time_diff * set.air_brake_speed;
			matrix[4 * 3 + 1] += info->speed[1] * time_diff * set.air_brake_speed;
			matrix[4 * 3 + 2] -= ( matrix[4 * 3 + 2] - orig_pos[2] ) * fall_speed_mult;
		}

		vect3_copy( &matrix[4 * 3], orig_pos );

		// heh
		int		gonadsMult = 1000;
		float	strifeMult = 0.00001f;
		int		gonads = rand() % gonadsMult;
		float	strife = (double)gonads * strifeMult;
		if ( strife < strifeMult * gonadsMult / 2 )
			strife -= strifeMult * gonadsMult;
		info->m_SpeedVec.fX = strife;
		gonads = rand() % gonadsMult;
		strife = (double)gonads * strifeMult;
		if ( strife < strifeMult * gonadsMult / 2 )
			strife -= strifeMult * gonadsMult;
		info->m_SpeedVec.fY = strife;
	}
}