[Fix] Changed some input things to hopefully prevent blocking.

This commit is contained in:
Allanis 2013-06-09 16:39:48 +01:00
parent 0c4e672f05
commit 44dbdaaf91

View File

@ -142,7 +142,7 @@ static void input_key(int keynum, double value, int abs) {
unsigned int t; unsigned int t;
// Accelerating. // Accelerating.
if(INGAME() && KEY("accel")) { if(KEY("accel")) {
if(abs)player_accel(value); if(abs)player_accel(value);
else { else {
// Prevent it from getting stuck. // Prevent it from getting stuck.
@ -160,7 +160,7 @@ static void input_key(int keynum, double value, int abs) {
if(value == KEY_PRESS) input_accelLast = t; if(value == KEY_PRESS) input_accelLast = t;
} }
// Turning left. // Turning left.
else if(INGAME() && KEY("left")) { else if(KEY("left")) {
// Set flags for facing correction. // Set flags for facing correction.
if(value == KEY_PRESS) { player_setFlag(PLAYER_TURN_LEFT); } if(value == KEY_PRESS) { player_setFlag(PLAYER_TURN_LEFT); }
else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_TURN_LEFT); } else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_TURN_LEFT); }
@ -170,7 +170,7 @@ static void input_key(int keynum, double value, int abs) {
if(player_turn < -1.) { player_turn = -1.; }// Make sure value is sane. if(player_turn < -1.) { player_turn = -1.; }// Make sure value is sane.
} }
// Turning right. // Turning right.
else if(INGAME() && KEY("right")) { else if(KEY("right")) {
// Set flags for facing correction. // Set flags for facing correction.
if(value == KEY_PRESS) { player_setFlag(PLAYER_TURN_RIGHT); } if(value == KEY_PRESS) { player_setFlag(PLAYER_TURN_RIGHT); }
else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_TURN_RIGHT); } else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_TURN_RIGHT); }
@ -181,7 +181,7 @@ static void input_key(int keynum, double value, int abs) {
if(player_turn < -1.) { player_turn = -1.; } // Make sure value is sane. if(player_turn < -1.) { player_turn = -1.; } // Make sure value is sane.
} }
// Turn around to face vel. // Turn around to face vel.
else if(INGAME() && KEY("reverse")) { else if(KEY("reverse")) {
if(value == KEY_PRESS) { player_setFlag(PLAYER_REVERSE); } if(value == KEY_PRESS) { player_setFlag(PLAYER_REVERSE); }
else if(value == KEY_RELEASE) { else if(value == KEY_RELEASE) {
player_rmFlag(PLAYER_REVERSE); player_rmFlag(PLAYER_REVERSE);
@ -191,7 +191,7 @@ static void input_key(int keynum, double value, int abs) {
} }
} }
// Shoot primary weapon. BOOM BOOM. // Shoot primary weapon. BOOM BOOM.
else if(INGAME() && KEY("primary")) { else if(KEY("primary")) {
if(value == KEY_PRESS) { player_setFlag(PLAYER_PRIMARY); } if(value == KEY_PRESS) { player_setFlag(PLAYER_PRIMARY); }
else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_PRIMARY); } else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_PRIMARY); }
} }
@ -219,7 +219,7 @@ static void input_key(int keynum, double value, int abs) {
if(value == KEY_PRESS) player_board(); if(value == KEY_PRESS) player_board();
} }
// Shooting secondary weapon. // Shooting secondary weapon.
else if(KEY("secondary") && INGAME() && NOHYP()) { else if(KEY("secondary") && NOHYP()) {
if(value == KEY_PRESS) { player_setFlag(PLAYER_SECONDARY); } if(value == KEY_PRESS) { player_setFlag(PLAYER_SECONDARY); }
else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_SECONDARY); } else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_SECONDARY); }
} }