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authoroy <Tom_Adams@web.de>2011-04-13 20:37:12 +0200
committeroy <Tom_Adams@web.de>2011-04-13 20:37:12 +0200
commit06115dd49dca2f8eb5f14606437e8fd20037cc4d (patch)
tree5ec4bca6158319b3f5285d7689c5f94ae8da8c93 /src/game/client/components/controls.cpp
parent63e059b8fff6498e42b765a1dca000e53005ea77 (diff)
downloadzcatch-06115dd49dca2f8eb5f14606437e8fd20037cc4d.tar.gz
zcatch-06115dd49dca2f8eb5f14606437e8fd20037cc4d.zip
added "Whitespace and line Endings cleanup" by GreYFoX
Diffstat (limited to 'src/game/client/components/controls.cpp')
-rw-r--r--src/game/client/components/controls.cpp58
1 files changed, 29 insertions, 29 deletions
diff --git a/src/game/client/components/controls.cpp b/src/game/client/components/controls.cpp
index 56b6e63b..81c4d5ae 100644
--- a/src/game/client/components/controls.cpp
+++ b/src/game/client/components/controls.cpp
@@ -28,7 +28,7 @@ void CControls::OnReset()
 	m_LastData.m_Fire &= INPUT_STATE_MASK;
 	m_LastData.m_Jump = 0;
 	m_InputData = m_LastData;
-	
+
 	m_InputDirectionLeft = 0;
 	m_InputDirectionRight = 0;
 }
@@ -86,31 +86,31 @@ void CControls::OnConsoleInit()
 	Console()->Register("+hook", "", CFGFLAG_CLIENT, ConKeyInputState, &m_InputData.m_Hook, "Hook");
 	Console()->Register("+fire", "", CFGFLAG_CLIENT, ConKeyInputCounter, &m_InputData.m_Fire, "Fire");
 
-	{ static CInputSet s_Set = {this, &m_InputData.m_WantedWeapon, 1};  Console()->Register("+weapon1", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to hammer"); }
-	{ static CInputSet s_Set = {this, &m_InputData.m_WantedWeapon, 2};  Console()->Register("+weapon2", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to gun"); }
-	{ static CInputSet s_Set = {this, &m_InputData.m_WantedWeapon, 3};  Console()->Register("+weapon3", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to shotgun"); }
-	{ static CInputSet s_Set = {this, &m_InputData.m_WantedWeapon, 4};  Console()->Register("+weapon4", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to grenade"); }
-	{ static CInputSet s_Set = {this, &m_InputData.m_WantedWeapon, 5};  Console()->Register("+weapon5", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to rifle"); }
+	{ static CInputSet s_Set = {this, &m_InputData.m_WantedWeapon, 1}; Console()->Register("+weapon1", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to hammer"); }
+	{ static CInputSet s_Set = {this, &m_InputData.m_WantedWeapon, 2}; Console()->Register("+weapon2", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to gun"); }
+	{ static CInputSet s_Set = {this, &m_InputData.m_WantedWeapon, 3}; Console()->Register("+weapon3", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to shotgun"); }
+	{ static CInputSet s_Set = {this, &m_InputData.m_WantedWeapon, 4}; Console()->Register("+weapon4", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to grenade"); }
+	{ static CInputSet s_Set = {this, &m_InputData.m_WantedWeapon, 5}; Console()->Register("+weapon5", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to rifle"); }
 
-	{ static CInputSet s_Set = {this, &m_InputData.m_NextWeapon, 0};  Console()->Register("+nextweapon", "", CFGFLAG_CLIENT, ConKeyInputNextPrevWeapon, (void *)&s_Set, "Switch to next weapon"); }
-	{ static CInputSet s_Set = {this, &m_InputData.m_PrevWeapon, 0};  Console()->Register("+prevweapon", "", CFGFLAG_CLIENT, ConKeyInputNextPrevWeapon, (void *)&s_Set, "Switch to previous weapon"); }
+	{ static CInputSet s_Set = {this, &m_InputData.m_NextWeapon, 0}; Console()->Register("+nextweapon", "", CFGFLAG_CLIENT, ConKeyInputNextPrevWeapon, (void *)&s_Set, "Switch to next weapon"); }
+	{ static CInputSet s_Set = {this, &m_InputData.m_PrevWeapon, 0}; Console()->Register("+prevweapon", "", CFGFLAG_CLIENT, ConKeyInputNextPrevWeapon, (void *)&s_Set, "Switch to previous weapon"); }
 }
 
 void CControls::OnMessage(int Msg, void *pRawMsg)
 {
-    if(Msg == NETMSGTYPE_SV_WEAPONPICKUP)
-    {
-    	CNetMsg_Sv_WeaponPickup *pMsg = (CNetMsg_Sv_WeaponPickup *)pRawMsg;
-        if(g_Config.m_ClAutoswitchWeapons)
-        	m_InputData.m_WantedWeapon = pMsg->m_Weapon+1;
-    }
+	if(Msg == NETMSGTYPE_SV_WEAPONPICKUP)
+	{
+		CNetMsg_Sv_WeaponPickup *pMsg = (CNetMsg_Sv_WeaponPickup *)pRawMsg;
+		if(g_Config.m_ClAutoswitchWeapons)
+			m_InputData.m_WantedWeapon = pMsg->m_Weapon+1;
+	}
 }
 
 int CControls::SnapInput(int *pData)
 {
 	static int64 LastSendTime = 0;
 	bool Send = false;
-	
+
 	// update player state
 	if(m_pClient->m_pChat->IsActive())
 		m_InputData.m_PlayerFlags = PLAYERFLAG_CHATTING;
@@ -118,20 +118,20 @@ int CControls::SnapInput(int *pData)
 		m_InputData.m_PlayerFlags = PLAYERFLAG_IN_MENU;
 	else
 		m_InputData.m_PlayerFlags = PLAYERFLAG_PLAYING;
-	
+
 	if(m_pClient->m_pScoreboard->Active())
 		m_InputData.m_PlayerFlags |= PLAYERFLAG_SCOREBOARD;
 
 	if(m_LastData.m_PlayerFlags != m_InputData.m_PlayerFlags)
 		Send = true;
-		
+
 	m_LastData.m_PlayerFlags = m_InputData.m_PlayerFlags;
-	
+
 	// we freeze the input if chat or menu is activated
 	if(!(m_InputData.m_PlayerFlags&PLAYERFLAG_PLAYING))
 	{
 		OnReset();
-			
+
 		mem_copy(pData, &m_InputData, sizeof(m_InputData));
 
 		// send once a second just to be sure
@@ -140,7 +140,7 @@ int CControls::SnapInput(int *pData)
 	}
 	else
 	{
-		
+
 		m_InputData.m_TargetX = (int)m_MousePos.x;
 		m_InputData.m_TargetY = (int)m_MousePos.y;
 		if(!m_InputData.m_TargetX && !m_InputData.m_TargetY)
@@ -148,7 +148,7 @@ int CControls::SnapInput(int *pData)
 			m_InputData.m_TargetX = 1;
 			m_MousePos.x = 1;
 		}
-			
+
 		// set direction
 		m_InputData.m_Direction = 0;
 		if(m_InputDirectionLeft && !m_InputDirectionRight)
@@ -184,16 +184,16 @@ int CControls::SnapInput(int *pData)
 		if(time_get() > LastSendTime + time_freq()/25)
 			Send = true;
 	}
-	
-	// copy and return size	
+
+	// copy and return size
 	m_LastData = m_InputData;
-	
+
 	if(!Send)
 		return 0;
-		
+
 	LastSendTime = time_get();
 	mem_copy(pData, &m_InputData, sizeof(m_InputData));
-	return sizeof(m_InputData);	
+	return sizeof(m_InputData);
 }
 
 void CControls::OnRender()
@@ -211,7 +211,7 @@ bool CControls::OnMouseMove(float x, float y)
 {
 	if(m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED)
 		return false;
-	
+
 	m_MousePos += vec2(x, y); // TODO: ugly
 	ClampMousePos();
 
@@ -224,14 +224,14 @@ void CControls::ClampMousePos()
 	{
 		m_MousePos.x = clamp(m_MousePos.x, 200.0f, Collision()->GetWidth()*32-200.0f);
 		m_MousePos.y = clamp(m_MousePos.y, 200.0f, Collision()->GetHeight()*32-200.0f);
-		
+
 	}
 	else
 	{
 		float CameraMaxDistance = 200.0f;
 		float FollowFactor = g_Config.m_ClMouseFollowfactor/100.0f;
 		float MouseMax = min(CameraMaxDistance/FollowFactor + g_Config.m_ClMouseDeadzone, (float)g_Config.m_ClMouseMaxDistance);
-		
+
 		if(length(m_MousePos) > MouseMax)
 			m_MousePos = normalize(m_MousePos)*MouseMax;
 	}