[Add] More bindings ingame to avoid seg faults.
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4bcf431d31
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2e7a2b6e18
14
src/input.c
14
src/input.c
@ -129,7 +129,7 @@ static void input_key(int keynum, double value, int abs) {
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unsigned int t;
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// Accelerating.
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if(KEY("accel")) {
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if(INGAME() && KEY("accel")) {
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if(abs)player_acc = value;
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else player_acc += value;
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// Double tap accel = afterburn!
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@ -145,7 +145,7 @@ static void input_key(int keynum, double value, int abs) {
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if(value == KEY_PRESS) input_accelLast = t;
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}
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// Turning left.
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else if(KEY("left")) {
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else if(INGAME() && KEY("left")) {
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// Set flags for facing correction.
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if(value == KEY_PRESS) { player_setFlag(PLAYER_TURN_LEFT); }
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else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_TURN_LEFT); }
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@ -155,7 +155,7 @@ static void input_key(int keynum, double value, int abs) {
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if(player_turn < -1.) { player_turn = -1.; }// Make sure value is sane.
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}
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// Turning right.
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else if(KEY("right")) {
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else if(INGAME() && KEY("right")) {
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// Set flags for facing correction.
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if(value == KEY_PRESS) { player_setFlag(PLAYER_TURN_RIGHT); }
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else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_TURN_RIGHT); }
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@ -166,7 +166,7 @@ static void input_key(int keynum, double value, int abs) {
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if(player_turn < -1.) { player_turn = -1.; } // Make sure value is sane.
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}
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// Turn around to face vel.
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else if(KEY("reverse")) {
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else if(INGAME() && KEY("reverse")) {
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if(value == KEY_PRESS) { player_setFlag(PLAYER_REVERSE); }
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else if(value == KEY_RELEASE) {
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player_rmFlag(PLAYER_REVERSE);
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@ -176,15 +176,15 @@ static void input_key(int keynum, double value, int abs) {
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}
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}
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// Shoot primary weapon. BOOM BOOM.
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else if(KEY("primary")) {
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else if(INGAME() && KEY("primary")) {
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if(value == KEY_PRESS) { player_setFlag(PLAYER_PRIMARY); }
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else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_PRIMARY); }
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}
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// Targetting.
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else if(KEY("target") && INGAME()) {
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else if(INGAME() && KEY("target")) {
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if(value == KEY_PRESS) player_target = pilot_getNext(player_target);
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}
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else if(KEY("target_nearest") && INGAME()) {
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else if(INGAME() && KEY("target_nearest")) {
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if(value == KEY_PRESS) player_target = pilot_getHostile();
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}
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// Face the target.
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