int ReadControls (void) { int key, skipControls = 0; fix keyTime; static ubyte explodingFlag=0; gameStates.app.bPlayerFiredLaserThisFrame=-1; if (!gameStates.app.bEndLevelSequence && !gameStates.app.bPlayerIsDead) { if ((gameData.demo.nState == ND_STATE_PLAYBACK) || (gameData.marker.nDefiningMsg) || gameData.multigame.msg.bSending || gameData.multigame.msg.bDefining ) // WATCH OUT!!! WEIRD CODE ABOVE!!! memset(&Controls, 0, sizeof(tControlInfo)); else skipControls = ControlsReadAll (); //NOTE LINK TO ABOVE!!! CheckRearView (); // If automap key pressed, enable automap unless you are in network mode, control center destroyed and < 10 seconds left if (Controls [0].automapDownCount && !gameData.objs.speedBoost [OBJ_IDX (gameData.objs.consoleP)].bBoosted && !(IsMultiGame && gameData.reactor.bDestroyed && (gameData.reactor.countdown.nSecsLeft < 10))) automap.m_bDisplay = -1; DoWeaponStuff (); } if (gameStates.app.bPlayerExploded) { //gameStates.app.bPlayerIsDead && (gameData.objs.consoleP->flags & OF_EXPLODING)) { if (!explodingFlag) { explodingFlag = 1; // When CPlayerData starts exploding, clear all input devices... GameFlushInputs (); } else { int i; for (i = 0; i < 4; i++) if (JoyGetButtonDownCnt (i) > 0) gameStates.app.bDeathSequenceAborted = 1; for (i = 0; i < 3; i++) if (MouseButtonDownCount (i) > 0) gameStates.app.bDeathSequenceAborted = 1; if (gameStates.app.bDeathSequenceAborted) GameFlushInputs (); } } else { explodingFlag = 0; } if (gameData.demo.nState == ND_STATE_PLAYBACK) UpdateVCRState (); while ((key = KeyInKeyTime (&keyTime)) != 0) { if (gameData.marker.nDefiningMsg) { MarkerInputMessage (key); continue; } if (IsMultiGame && (gameData.multigame.msg.bSending || gameData.multigame.msg.bDefining)) { MultiMsgInputSub (key); continue; //get next key } #if DBG if ((key&KEYDBGGED) && IsMultiGame) { gameData.multigame.msg.nReceiver = 100; // Send to everyone... sprintf(gameData.multigame.msg.szMsg, "%s %s", TXT_I_AM_A, TXT_CHEATER); } #endif #ifdef CONSOLE if(!console.Events (key)) continue; #endif if (gameStates.app.bPlayerIsDead) HandleDeathKey (key); if (gameStates.app.bEndLevelSequence) HandleEndlevelKey (key); else if (gameData.demo.nState == ND_STATE_PLAYBACK) { HandleDemoKey (key); #if DBG HandleTestKey (key); #endif } else { FinalCheats (key); HandleSystemKey (key); HandleVRKey (key); HandleGameKey (key); #if DBG HandleTestKey (key); #endif } } return skipControls; }
int KeyInKey (void) { return KeyInKeyTime (NULL); }
KEYCODE KeyInKey () { return KeyInKeyTime (NULL); }