SERIOUS Objectplace improvement.

* Object number up/down is now assigned to ringslinger weapon next/prev. SO much nicer to use, especially since most people have that stuff bound to the scroll wheel.
This commit is contained in:
toasterbabe 2016-09-30 16:45:50 +01:00
parent 20555c8887
commit cad54ee4a9
1 changed files with 4 additions and 10 deletions

View File

@ -1165,23 +1165,17 @@ void OP_ObjectplaceMovement(player_t *player)
if (player->pflags & PF_ATTACKDOWN)
{
// Are ANY objectplace buttons pressed? If no, remove flag.
if (!(cmd->buttons & (BT_ATTACK|BT_TOSSFLAG|BT_CAMRIGHT|BT_CAMLEFT)))
if (!(cmd->buttons & (BT_ATTACK|BT_TOSSFLAG)))
player->pflags &= ~PF_ATTACKDOWN;
// Do nothing.
return;
}
if (cmd->buttons & BT_CAMLEFT)
{
if (cmd->buttons & BT_WEAPONPREV)
OP_CycleThings(-1);
player->pflags |= PF_ATTACKDOWN;
}
else if (cmd->buttons & BT_CAMRIGHT)
{
else if (cmd->buttons & BT_WEAPONNEXT)
OP_CycleThings(1);
player->pflags |= PF_ATTACKDOWN;
}
// Place an object and add it to the maplist
if (cmd->buttons & BT_ATTACK)
@ -1264,7 +1258,7 @@ void Command_ObjectPlace_f(void)
HU_DoCEcho(va(M_GetText(
"\\\\\\\\\\\\\\\\\\\\\\\\\x82"
" Objectplace Controls: \x80\\\\"
"Camera L/R: Cycle mapthings\\"
"Weapon L/R: Cycle mapthings\\"
" Jump: Float up \\"
" Spin: Float down \\"
" Fire Ring: Place object \\")));