[Add] More bindings ingame to avoid seg faults.

This commit is contained in:
Allanis 2013-05-15 21:19:59 +01:00
parent 4bcf431d31
commit 2e7a2b6e18

View File

@ -129,7 +129,7 @@ static void input_key(int keynum, double value, int abs) {
unsigned int t;
// Accelerating.
if(KEY("accel")) {
if(INGAME() && KEY("accel")) {
if(abs)player_acc = value;
else player_acc += value;
// Double tap accel = afterburn!
@ -145,7 +145,7 @@ static void input_key(int keynum, double value, int abs) {
if(value == KEY_PRESS) input_accelLast = t;
}
// Turning left.
else if(KEY("left")) {
else if(INGAME() && KEY("left")) {
// Set flags for facing correction.
if(value == KEY_PRESS) { player_setFlag(PLAYER_TURN_LEFT); }
else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_TURN_LEFT); }
@ -155,7 +155,7 @@ static void input_key(int keynum, double value, int abs) {
if(player_turn < -1.) { player_turn = -1.; }// Make sure value is sane.
}
// Turning right.
else if(KEY("right")) {
else if(INGAME() && KEY("right")) {
// Set flags for facing correction.
if(value == KEY_PRESS) { player_setFlag(PLAYER_TURN_RIGHT); }
else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_TURN_RIGHT); }
@ -166,7 +166,7 @@ static void input_key(int keynum, double value, int abs) {
if(player_turn < -1.) { player_turn = -1.; } // Make sure value is sane.
}
// Turn around to face vel.
else if(KEY("reverse")) {
else if(INGAME() && KEY("reverse")) {
if(value == KEY_PRESS) { player_setFlag(PLAYER_REVERSE); }
else if(value == KEY_RELEASE) {
player_rmFlag(PLAYER_REVERSE);
@ -176,15 +176,15 @@ static void input_key(int keynum, double value, int abs) {
}
}
// Shoot primary weapon. BOOM BOOM.
else if(KEY("primary")) {
else if(INGAME() && KEY("primary")) {
if(value == KEY_PRESS) { player_setFlag(PLAYER_PRIMARY); }
else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_PRIMARY); }
}
// Targetting.
else if(KEY("target") && INGAME()) {
else if(INGAME() && KEY("target")) {
if(value == KEY_PRESS) player_target = pilot_getNext(player_target);
}
else if(KEY("target_nearest") && INGAME()) {
else if(INGAME() && KEY("target_nearest")) {
if(value == KEY_PRESS) player_target = pilot_getHostile();
}
// Face the target.