Refactor gclists
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@ -48,31 +48,45 @@ INT32 gamecontrolbis[num_gamecontrols][2]; // secondary splitscreen player
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INT32 gamecontroldefault[num_gamecontrolschemes][num_gamecontrols][2]; // default control storage, use 0 (gcs_custom) for memory retention
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INT32 gamecontroldefault[num_gamecontrolschemes][num_gamecontrols][2]; // default control storage, use 0 (gcs_custom) for memory retention
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// lists of GC codes for selective operation
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// lists of GC codes for selective operation
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const INT32 gclist_tutorial[num_gclist_tutorial] = {
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const INT32 gcl_tutorial_check[num_gcl_tutorial_check] = {
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gc_forward, gc_backward, gc_strafeleft, gc_straferight,
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gc_turnleft, gc_turnright
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};
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const INT32 gcl_tutorial_used[num_gcl_tutorial_used] = {
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gc_forward, gc_backward, gc_strafeleft, gc_straferight,
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gc_turnleft, gc_turnright,
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gc_jump, gc_use
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};
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const INT32 gcl_tutorial_full[num_gcl_tutorial_full] = {
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gc_forward, gc_backward, gc_strafeleft, gc_straferight,
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gc_forward, gc_backward, gc_strafeleft, gc_straferight,
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gc_lookup, gc_lookdown, gc_turnleft, gc_turnright, gc_centerview,
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gc_lookup, gc_lookdown, gc_turnleft, gc_turnright, gc_centerview,
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gc_jump, gc_use,
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gc_jump, gc_use,
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gc_fire, gc_firenormal
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gc_fire, gc_firenormal
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};
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};
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const INT32 gclist_tutorial_check[num_gclist_tutorial_check] = {
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const INT32 gcl_movement[num_gcl_movement] = {
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gc_forward, gc_backward, gc_strafeleft, gc_straferight
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};
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const INT32 gcl_camera[num_gcl_camera] = {
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gc_turnleft, gc_turnright
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};
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const INT32 gcl_movement_camera[num_gcl_movement_camera] = {
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gc_forward, gc_backward, gc_strafeleft, gc_straferight,
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gc_forward, gc_backward, gc_strafeleft, gc_straferight,
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gc_turnleft, gc_turnright
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gc_turnleft, gc_turnright
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};
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};
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const INT32 gclist_movement[num_gclist_movement] = {
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const INT32 gcl_jump[num_gcl_jump] = { gc_jump };
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gc_forward, gc_backward, gc_strafeleft, gc_straferight
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const INT32 gcl_use[num_gcl_use] = { gc_use };
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const INT32 gcl_jump_use[num_gcl_jump_use] = {
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gc_jump, gc_use
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};
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};
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const INT32 gclist_camera[num_gclist_camera] = {
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gc_turnleft, gc_turnright
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//gc_lookup, gc_lookdown, gc_turnleft, gc_turnright
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};
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const INT32 gclist_jump[num_gclist_jump] = { gc_jump };
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const INT32 gclist_use[num_gclist_use] = { gc_use };
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typedef struct
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typedef struct
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{
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{
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UINT8 time;
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UINT8 time;
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@ -128,19 +128,25 @@ extern INT32 gamecontroldefault[num_gamecontrolschemes][num_gamecontrols][2]; //
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#define PLAYER1INPUTDOWN(gc) (gamekeydown[gamecontrol[gc][0]] || gamekeydown[gamecontrol[gc][1]])
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#define PLAYER1INPUTDOWN(gc) (gamekeydown[gamecontrol[gc][0]] || gamekeydown[gamecontrol[gc][1]])
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#define PLAYER2INPUTDOWN(gc) (gamekeydown[gamecontrolbis[gc][0]] || gamekeydown[gamecontrolbis[gc][1]])
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#define PLAYER2INPUTDOWN(gc) (gamekeydown[gamecontrolbis[gc][0]] || gamekeydown[gamecontrolbis[gc][1]])
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#define num_gclist_tutorial 13
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#define num_gcl_tutorial_check 6
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#define num_gclist_tutorial_check 6
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#define num_gcl_tutorial_used 8
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#define num_gclist_movement 4
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#define num_gcl_tutorial_full 13
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#define num_gclist_camera 2
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#define num_gcl_movement 4
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#define num_gclist_jump 1
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#define num_gcl_camera 2
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#define num_gclist_use 1
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#define num_gcl_movement_camera 6
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#define num_gcl_jump 1
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#define num_gcl_use 1
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#define num_gcl_jump_use 2
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extern const INT32 gclist_tutorial[num_gclist_tutorial];
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extern const INT32 gcl_tutorial_check[num_gcl_tutorial_check];
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extern const INT32 gclist_tutorial_check[num_gclist_tutorial_check];
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extern const INT32 gcl_tutorial_used[num_gcl_tutorial_used];
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extern const INT32 gclist_movement[num_gclist_movement];
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extern const INT32 gcl_tutorial_full[num_gcl_tutorial_full];
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extern const INT32 gclist_camera[num_gclist_camera];
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extern const INT32 gcl_movement[num_gcl_movement];
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extern const INT32 gclist_jump[num_gclist_jump];
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extern const INT32 gcl_camera[num_gcl_camera];
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extern const INT32 gclist_use[num_gclist_use];
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extern const INT32 gcl_movement_camera[num_gcl_movement_camera];
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extern const INT32 gcl_jump[num_gcl_jump];
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extern const INT32 gcl_use[num_gcl_use];
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extern const INT32 gcl_jump_use[num_gcl_jump_use];
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// peace to my little coder fingers!
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// peace to my little coder fingers!
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// check a gamecontrol being active or not
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// check a gamecontrol being active or not
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