void do_weapon_n_item_stuff() { int i; if (Controls.fire_flare_count > 0) { Controls.fire_flare_count = 0; if (allowed_to_fire_flare()) Flare_create(ConsoleObject); } if (allowed_to_fire_missile() && Controls.fire_secondary_state) Global_missile_firing_count += Weapon_info[Secondary_weapon_to_weapon_info[Secondary_weapon]].fire_count; if (Global_missile_firing_count) { do_missile_firing(0); Global_missile_firing_count--; } if (Controls.cycle_primary_count > 0) { for (i=0;i<Controls.cycle_primary_count;i++) CyclePrimary (); Controls.cycle_primary_count = 0; } if (Controls.cycle_secondary_count > 0) { for (i=0;i<Controls.cycle_secondary_count;i++) CycleSecondary (); Controls.cycle_secondary_count = 0; } if (Controls.select_weapon_count > 0) { Controls.select_weapon_count--; do_weapon_select(Controls.select_weapon_count>4?Controls.select_weapon_count-5:Controls.select_weapon_count,Controls.select_weapon_count>4?1:0); Controls.select_weapon_count = 0; } if (Global_missile_firing_count < 0) Global_missile_firing_count = 0; // Drop proximity bombs. while (Controls.drop_bomb_count > 0) { do_missile_firing(1); Controls.drop_bomb_count--; } }
void do_weapon_n_item_stuff() { int i; if (Controls.fire_flare_count > 0) { Controls.fire_flare_count = 0; if (allowed_to_fire_flare()) Flare_create(ConsoleObject); } //Turkey Begin if (!((Game_mode & GM_MULTI) && (Game_mode & GM_TURKEY) && get_team(Player_num))) { //Turkey End if (allowed_to_fire_missile() && Controls.fire_secondary_state) Global_missile_firing_count += Weapon_info[Secondary_weapon_to_weapon_info[Secondary_weapon]].fire_count; if (Global_missile_firing_count) { do_missile_firing(0); Global_missile_firing_count--; } if (Controls.cycle_primary_count > 0) { for (i=0;i<Controls.cycle_primary_count;i++) CyclePrimary (); Controls.cycle_primary_count = 0; } if (Controls.cycle_secondary_count > 0) { for (i=0;i<Controls.cycle_secondary_count;i++) CycleSecondary (); Controls.cycle_secondary_count = 0; } if (Controls.select_weapon_count > 0) { Controls.select_weapon_count--; do_weapon_select(Controls.select_weapon_count>4?Controls.select_weapon_count-5:Controls.select_weapon_count,Controls.select_weapon_count>4?1:0); Controls.select_weapon_count = 0; } if (Controls.headlight_count > 0) { for (i=0;i<Controls.headlight_count;i++) toggle_headlight_active (); Controls.headlight_count = 0; } if (Global_missile_firing_count < 0) Global_missile_firing_count = 0; //Turkey Begin //should we allow turkey to poop? } //Turkey End // Drop proximity bombs. while (Controls.drop_bomb_count > 0) { do_missile_firing(1); Controls.drop_bomb_count--; } if (Controls.toggle_bomb_count > 0) { int bomb = Secondary_last_was_super[PROXIMITY_INDEX]?PROXIMITY_INDEX:SMART_MINE_INDEX; if (!Players[Player_num].secondary_ammo[PROXIMITY_INDEX] && !Players[Player_num].secondary_ammo[SMART_MINE_INDEX]) { digi_play_sample_once( SOUND_BAD_SELECTION, F1_0 ); HUD_init_message_literal(HM_DEFAULT, "No bombs available!"); } else { if (Players[Player_num].secondary_ammo[bomb]==0) { digi_play_sample_once( SOUND_BAD_SELECTION, F1_0 ); HUD_init_message(HM_DEFAULT, "No %s available!",(bomb==SMART_MINE_INDEX)?"Smart mines":"Proximity bombs"); } else { Secondary_last_was_super[PROXIMITY_INDEX]=!Secondary_last_was_super[PROXIMITY_INDEX]; digi_play_sample_once( SOUND_GOOD_SELECTION_SECONDARY, F1_0 ); } } Controls.toggle_bomb_count = 0; } //Turkey Begin //or maybe we shouldnt allow turkey to poop //} //Turkey End if (Controls.energy_to_shield_state && (Players[Player_num].flags & PLAYER_FLAGS_CONVERTER)) transfer_energy_to_shield(); }
int HandleGameKey(int key) { switch (key) { case KEY_1 + KEY_SHIFTED: case KEY_2 + KEY_SHIFTED: case KEY_3 + KEY_SHIFTED: case KEY_4 + KEY_SHIFTED: case KEY_5 + KEY_SHIFTED: case KEY_6 + KEY_SHIFTED: case KEY_7 + KEY_SHIFTED: case KEY_8 + KEY_SHIFTED: case KEY_9 + KEY_SHIFTED: case KEY_0 + KEY_SHIFTED: if (PlayerCfg.EscortHotKeys) { if (!(Game_mode & GM_MULTI)) set_escort_special_goal(key); else HUD_init_message_literal(HM_DEFAULT, "No Guide-Bot in Multiplayer!"); game_flush_inputs(); return 1; } else return 0; case KEY_ALTED+KEY_F7: KEY_MAC(case KEY_COMMAND+KEY_ALTED+KEY_7:) PlayerCfg.HudMode=(PlayerCfg.HudMode+1)%GAUGE_HUD_NUMMODES; write_player_file(); switch (PlayerCfg.HudMode) { case 0: HUD_init_message_literal(HM_DEFAULT, "Standard HUD"); break; case 1: HUD_init_message_literal(HM_DEFAULT, "Alternative HUD #1"); break; case 2: HUD_init_message_literal(HM_DEFAULT, "Alternative HUD #2"); break; case 3: HUD_init_message_literal(HM_DEFAULT, "No HUD"); break; } return 1; #ifdef NETWORK KEY_MAC(case KEY_COMMAND+KEY_6:) case KEY_F6: if (Netgame.RefusePlayers && WaitForRefuseAnswer && !(Game_mode & GM_TEAM)) { RefuseThisPlayer=1; HUD_init_message_literal(HM_MULTI, "Player accepted!"); } else { Show_network_stats = ! Show_network_stats; } return 1; case KEY_ALTED + KEY_1: if (Netgame.RefusePlayers && WaitForRefuseAnswer && (Game_mode & GM_TEAM)) { RefuseThisPlayer=1; HUD_init_message_literal(HM_MULTI, "Player accepted!"); RefuseTeam=1; game_flush_inputs(); } return 1; case KEY_ALTED + KEY_2: if (Netgame.RefusePlayers && WaitForRefuseAnswer && (Game_mode & GM_TEAM)) { RefuseThisPlayer=1; HUD_init_message_literal(HM_MULTI, "Player accepted!"); RefuseTeam=2; game_flush_inputs(); } return 1; #endif default: break; } //switch (key) if (!Player_is_dead) switch (key) { #if 0 // weapon selection handled in kconfig_read_controls, d1x-style // MWA changed the weapon select cases to have each case call // do_weapon_select the macintosh keycodes aren't consecutive from 1 // -- 0 on the keyboard -- boy is that STUPID!!!! // Select primary or secondary weapon. case KEY_1: do_weapon_select(0 , 0); break; case KEY_2: do_weapon_select(1 , 0); break; case KEY_3: do_weapon_select(2 , 0); break; case KEY_4: do_weapon_select(3 , 0); break; case KEY_5: do_weapon_select(4 , 0); break; case KEY_6: do_weapon_select(0 , 1); break; case KEY_7: do_weapon_select(1 , 1); break; case KEY_8: do_weapon_select(2 , 1); break; case KEY_9: do_weapon_select(3 , 1); break; case KEY_0: do_weapon_select(4 , 1); break; #endif KEY_MAC(case KEY_COMMAND+KEY_SHIFTED+KEY_5:) case KEY_F5 + KEY_SHIFTED: DropCurrentWeapon(); break; KEY_MAC(case KEY_COMMAND+KEY_SHIFTED+KEY_6:) case KEY_F6 + KEY_SHIFTED: DropSecondaryWeapon(); break; #ifdef NETWORK case KEY_0 + KEY_ALTED: DropFlag (); game_flush_inputs(); break; #endif KEY_MAC(case KEY_COMMAND+KEY_4:) case KEY_F4: if (!DefiningMarkerMessage) InitMarkerInput(); break; default: return 0; } else return 0;