port: add hold crouch

This commit is contained in:
fgsfds committed 2023-11-24 22:30:52 +01:00
1 parent 3328e147eb
commit e43d29f357
6 files changed
+70 -41

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+1 -1
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@@ -160,6 +160,6 @@ PD_CONSTRUCTOR static void gameConfigInit(void)
configRegisterFloat(strFmt("Game.Player%d.MouseAimSpeedY", i), &g_PlayerExtCfg[j].mouseaimspeedy, 0.f, 10.f);
configRegisterFloat(strFmt("Game.Player%d.RadialMenuSpeed", i), &g_PlayerExtCfg[j].radialmenuspeed, 0.f, 10.f);
configRegisterFloat(strFmt("Game.Player%d.CrosshairSway", i), &g_PlayerExtCfg[j].crosshairsway, 0.f, 10.f);
configRegisterInt(strFmt("Game.Player%d.ClassicCrouch", i), &g_PlayerExtCfg[j].classiccrouch, 0, 1);
configRegisterInt(strFmt("Game.Player%d.CrouchMode", i), &g_PlayerExtCfg[j].crouchmode, 0, CROUCHMODE_TOGGLE_ANALOG);
}
}
+28 -16
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@@ -723,6 +723,31 @@ struct menudialogdef g_ExtendedVideoMenuDialog = {
NULL,
};
static MenuItemHandlerResult menuhandlerCrouchMode(s32 operation, struct menuitem *item, union handlerdata *data)
{
static const char *opts[] = {
"Hold",
"Analog",
"Toggle",
"Toggle + Analog"
};
switch (operation) {
case MENUOP_GETOPTIONCOUNT:
data->dropdown.value = ARRAYCOUNT(opts);
break;
case MENUOP_GETOPTIONTEXT:
return (intptr_t)opts[data->dropdown.value];
case MENUOP_SET:
g_PlayerExtCfg[g_ExtMenuPlayer].crouchmode = data->dropdown.value;
break;
case MENUOP_GETSELECTEDINDEX:
data->dropdown.value = g_PlayerExtCfg[g_ExtMenuPlayer].crouchmode;
}
return 0;
}
static MenuItemHandlerResult menuhandlerFieldOfView(s32 operation, struct menuitem *item, union handlerdata *data)
{
switch (operation) {
@@ -742,19 +767,6 @@ static MenuItemHandlerResult menuhandlerFieldOfView(s32 operation, struct menuit
return 0;
}
static MenuItemHandlerResult menuhandlerClassicCrouch(s32 operation, struct menuitem *item, union handlerdata *data)
{
switch (operation) {
case MENUOP_GET:
return g_PlayerExtCfg[g_ExtMenuPlayer].classiccrouch;
case MENUOP_SET:
g_PlayerExtCfg[g_ExtMenuPlayer].classiccrouch = data->checkbox.value;
break;
}
return 0;
}
static MenuItemHandlerResult menuhandlerCrosshairSway(s32 operation, struct menuitem *item, union handlerdata *data)
{
switch (operation) {
@@ -771,12 +783,12 @@ static MenuItemHandlerResult menuhandlerCrosshairSway(s32 operation, struct menu
struct menuitem g_ExtendedGameMenuItems[] = {
{
MENUITEMTYPE_CHECKBOX,
MENUITEMTYPE_DROPDOWN,
0,
MENUITEMFLAG_LITERAL_TEXT,
(uintptr_t)"Allow Classic Crouch",
(uintptr_t)"Crouch Mode",
0,
menuhandlerClassicCrouch,
menuhandlerCrouchMode,
},
{
MENUITEMTYPE_SLIDER,
+34 -22
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@@ -1565,31 +1565,43 @@ void bmoveProcessInput(bool allowc1x, bool allowc1y, bool allowc1buttons, bool i
// Handle xbla-style crouch cycling
for (i = 0; i < numsamples; i++) {
s32 crouchsample = joyGetButtonsPressedOnSample(i, contpad1, 0xffffffff) & BUTTON_CROUCH_CYCLE;
if (crouchsample) {
if (g_Vars.currentplayer->crouchpos <= 0) {
g_Vars.currentplayer->crouchpos = CROUCHPOS_STAND;
} else {
g_Vars.currentplayer->crouchpos--;
}
}
// handle 1964GEPD style crouch setting
crouchsample = joyGetButtonsPressedOnSample(i, contpad1, c1allowedbuttons) & BUTTON_HALF_CROUCH;
if (crouchsample) {
if (g_Vars.currentplayer->crouchpos == CROUCHPOS_DUCK) {
g_Vars.currentplayer->crouchpos = CROUCHPOS_STAND;
} else {
g_Vars.currentplayer->crouchpos = CROUCHPOS_DUCK;
s32 crouchsample;
if (PLAYER_EXTCFG().crouchmode & CROUCHMODE_TOGGLE) {
// press to toggle crouch position
crouchsample = joyGetButtonsPressedOnSample(i, contpad1, 0xffffffff) & BUTTON_CROUCH_CYCLE;
if (crouchsample) {
if (g_Vars.currentplayer->crouchpos <= 0) {
g_Vars.currentplayer->crouchpos = CROUCHPOS_STAND;
} else {
g_Vars.currentplayer->crouchpos--;
}
}
}
crouchsample = joyGetButtonsPressedOnSample(i, contpad1, c1allowedbuttons) & BUTTON_FULL_CROUCH;
if (crouchsample) {
if (g_Vars.currentplayer->crouchpos == CROUCHPOS_SQUAT) {
crouchsample = joyGetButtonsPressedOnSample(i, contpad1, c1allowedbuttons) & BUTTON_HALF_CROUCH;
if (crouchsample) {
if (g_Vars.currentplayer->crouchpos == CROUCHPOS_DUCK) {
g_Vars.currentplayer->crouchpos = CROUCHPOS_STAND;
} else {
g_Vars.currentplayer->crouchpos = CROUCHPOS_DUCK;
}
}
crouchsample = joyGetButtonsPressedOnSample(i, contpad1, c1allowedbuttons) & BUTTON_FULL_CROUCH;
if (crouchsample) {
if (g_Vars.currentplayer->crouchpos == CROUCHPOS_SQUAT) {
g_Vars.currentplayer->crouchpos = CROUCHPOS_STAND;
} else {
g_Vars.currentplayer->crouchpos = CROUCHPOS_SQUAT;
}
}
} else if (PLAYER_EXTCFG().crouchmode == CROUCHMODE_HOLD) {
// hold to crouch
crouchsample = joyGetButtonsOnSample(i, contpad1, c1allowedbuttons) & (BUTTON_FULL_CROUCH | BUTTON_HALF_CROUCH);
if (!crouchsample) {
g_Vars.currentplayer->crouchpos = CROUCHPOS_STAND;
} else {
} else if (crouchsample & BUTTON_FULL_CROUCH) {
g_Vars.currentplayer->crouchpos = CROUCHPOS_SQUAT;
} else if (crouchsample & BUTTON_HALF_CROUCH) {
g_Vars.currentplayer->crouchpos = CROUCHPOS_DUCK;
}
}
}
@@ -1657,7 +1669,7 @@ void bmoveProcessInput(bool allowc1x, bool allowc1y, bool allowc1buttons, bool i
#endif
// Handle C-button and analog crouch and uncrouch, if enabled
if (PLAYER_EXTCFG().classiccrouch && allowc1buttons) {
if ((PLAYER_EXTCFG().crouchmode & CROUCHMODE_ANALOG) && allowc1buttons) {
for (i = 0; i < numsamples; i++) {
if (!canmanualzoom && aimonhist[i]) {
bool goUp = joyGetButtonsPressedOnSample(i, contpad1, c1allowedbuttons & (U_CBUTTONS));
+1 -1
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@@ -120,7 +120,7 @@ struct mpweapon g_MpWeapons[NUM_MPWEAPONS] = {
.mouseaimspeedy = 0.7f, \
.radialmenuspeed = 4.f, \
.crosshairsway = 1.f, \
.classiccrouch = true, \
.crouchmode = CROUCHMODE_TOGGLE_ANALOG, \
}
struct extplayerconfig g_PlayerExtCfg[MAX_PLAYERS] = {
+5
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@@ -4701,6 +4701,11 @@ enum weaponnum {
#define MOUSEAIM_CLASSIC 0 // crosshair moves around the screen in aim mode
#define MOUSEAIM_LOCKED 1 // crosshair locked to the center of the screen in aim mode
#define CROUCHMODE_HOLD 0 // hold the crouch buttons to keep crouching
#define CROUCHMODE_ANALOG 1 // analog crouch like on n64
#define CROUCHMODE_TOGGLE 2 // press the crouch buttons to toggle stance
#define CROUCHMODE_TOGGLE_ANALOG (CROUCHMODE_ANALOG | CROUCHMODE_TOGGLE)
#endif
#endif
+1 -1
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@@ -6132,7 +6132,7 @@ struct extplayerconfig {
s32 mouseaimmode;
f32 mouseaimspeedx;
f32 mouseaimspeedy;
s32 classiccrouch;
s32 crouchmode;
f32 radialmenuspeed;
f32 crosshairsway;
};