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@ -385,9 +385,15 @@ void CGameScene::think(int _frames)
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m_pauseMenu->select();
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}
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// Conversation think ( with pad debounce stuff.. )
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if(CConversation::isActive())m_player->ignoreNewlyPressedButtonsOnPadThisThink();
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CConversation::think(_frames);
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// Pause menu think ( with pad debounce stuff.. )
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if(m_pauseMenu->isActive())m_player->ignoreNewlyPressedButtonsOnPadThisThink();
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m_pauseMenu->think(_frames);
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if(!CConversation::isActive()&& !m_pauseMenu->isActive())
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if(!CConversation::isActive()&&!m_pauseMenu->isActive())
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{
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DVECTOR camPos;
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CJellyfishGenerator::think( _frames, &Level );
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@ -1120,6 +1120,8 @@ if(PadGetDown(0)&PAD_TRIANGLE)
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if(m_cameraPos.vy<m_cameraPosLimitBox.y1) m_cameraPos.vy=m_cameraPosLimitBox.y1;
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else if(m_cameraPos.vy>m_cameraPosLimitBox.y2) m_cameraPos.vy=m_cameraPosLimitBox.y2;
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m_ignoreNewlyPressedButtonsOnPadThisThink=false;
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CPlayerThing::think(_frames);
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}
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@ -1701,6 +1703,8 @@ void CPlayer::respawn()
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updateCollisionArea();
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m_lives--;
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m_ignoreNewlyPressedButtonsOnPadThisThink=true;
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}
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/*----------------------------------------------------------------------
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@ -1826,6 +1830,17 @@ int CPlayer::canDoLookAround()
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CPlayer::ignoreNewlyPressedButtonsOnPadThisThink()
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{
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m_ignoreNewlyPressedButtonsOnPadThisThink=true;
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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@ -2026,7 +2041,14 @@ void CPlayer::updatePadInput()
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{
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m_lastPadInput=m_padInput;
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m_padInput=readPadInput();
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if(!m_ignoreNewlyPressedButtonsOnPadThisThink)
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{
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m_padInputDown=(PLAYERINPUT)(m_padInput&(m_lastPadInput^-1));
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}
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else
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{
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m_padInputDown=PI_NONE;
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}
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}
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@ -2036,47 +2058,41 @@ void CPlayer::updatePadInput()
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Params:
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Returns:
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---------------------------------------------------------------------- */
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typedef struct
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{
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CPadConfig::PAD_CFG m_input;
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PLAYERINPUT m_output;
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} PAD_CONVERSION;
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static const PAD_CONVERSION s_padConversionTable[]=
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{
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{ CPadConfig::PAD_CFG_UP, PI_UP },
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{ CPadConfig::PAD_CFG_DOWN, PI_DOWN },
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{ CPadConfig::PAD_CFG_LEFT, PI_LEFT },
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{ CPadConfig::PAD_CFG_RIGHT, PI_RIGHT },
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{ CPadConfig::PAD_CFG_JUMP, PI_JUMP },
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{ CPadConfig::PAD_CFG_FIRE, PI_FIRE },
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{ CPadConfig::PAD_CFG_CATCH, PI_CATCH },
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{ CPadConfig::PAD_CFG_WEAPONCHANGE, PI_WEAPONCHANGE },
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};
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static const int s_padConversionTableSize=sizeof(s_padConversionTable)/sizeof(PAD_CONVERSION);
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PLAYERINPUT CPlayer::readPadInput()
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{
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PLAYERINPUT input;
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int pad;
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const PAD_CONVERSION *table;
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int i;
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input=PI_NONE;
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pad=PadGetHeld(0);
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if(pad&CPadConfig::getButton(CPadConfig::PAD_CFG_UP))
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table=s_padConversionTable;
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for(i=0;i<s_padConversionTableSize;i++)
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{
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input=(PLAYERINPUT)(input|PI_UP);
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}
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if(pad&CPadConfig::getButton(CPadConfig::PAD_CFG_DOWN))
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if(pad&CPadConfig::getButton(table->m_input))
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{
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input=(PLAYERINPUT)(input|PI_DOWN);
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input=(PLAYERINPUT)(input|table->m_output);
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}
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if(pad&CPadConfig::getButton(CPadConfig::PAD_CFG_LEFT))
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{
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input=(PLAYERINPUT)(input|PI_LEFT);
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table++;
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}
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if(pad&CPadConfig::getButton(CPadConfig::PAD_CFG_RIGHT))
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{
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input=(PLAYERINPUT)(input|PI_RIGHT);
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}
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if(pad&CPadConfig::getButton(CPadConfig::PAD_CFG_JUMP))
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{
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input=(PLAYERINPUT)(input|PI_JUMP);
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}
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if(pad&CPadConfig::getButton(CPadConfig::PAD_CFG_FIRE))
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{
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input=(PLAYERINPUT)(input|PI_FIRE);
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}
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if(pad&CPadConfig::getButton(CPadConfig::PAD_CFG_CATCH))
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{
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input=(PLAYERINPUT)(input|PI_CATCH);
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}
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if(pad&CPadConfig::getButton(CPadConfig::PAD_CFG_WEAPONCHANGE))
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{
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input=(PLAYERINPUT)(input|PI_WEAPONCHANGE);
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}
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#ifdef _RECORD_DEMO_MODE_
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CDemoPlayer::demoPlayerControl *crnt;
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@ -265,6 +265,7 @@ private:
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public:
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DVECTOR getPlayerPos() {return Pos;}
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void setPlayerPos(DVECTOR *_pos) {Pos=*_pos;}
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void ignoreNewlyPressedButtonsOnPadThisThink();
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PLAYERINPUT getPadInputHeld() {return m_padInput;}
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PLAYERINPUT getPadInputDown() {return m_padInputDown;}
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int tryingToManuallyPickupWeapon() {return m_tryingToManuallyPickupWeapon;}
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@ -349,6 +350,7 @@ private:
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PLAYERINPUT m_padInput; // Controls that are being held down
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PLAYERINPUT m_lastPadInput; // Last frames controls
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PLAYERINPUT m_padInputDown; // Controls that were pressed this frame
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int m_ignoreNewlyPressedButtonsOnPadThisThink;
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int m_tryingToManuallyPickupWeapon;
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int m_tryingToAutomaticallyPickupWeapon;
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