Re: [Warzone-dev] input.c changes and projectile.c fix

2006-11-14 Thread Dennis Schridde
Am Dienstag, 14. November 2006 15:31 schrieb zz zz: > >From: Dennis Schridde <[EMAIL PROTECTED]> > >Reply-To: Development list > >To: Development list > >Subject: Re: [Warzone-dev] input.c changes and projectile.c fix > >Date: Mon, 13 Nov 2006 20:39:40 +0100

Re: [Warzone-dev] input.c changes and projectile.c fix

2006-11-14 Thread zz zz
From: Dennis Schridde <[EMAIL PROTECTED]> Reply-To: Development list To: Development list Subject: Re: [Warzone-dev] input.c changes and projectile.c fix Date: Mon, 13 Nov 2006 20:39:40 +0100 Am Montag, 13. November 2006 19:38 schrieb zz zz: > > > no,it's just 'rese

Re: [Warzone-dev] input.c changes and projectile.c fix

2006-11-13 Thread Dennis Schridde
Am Montag, 13. November 2006 19:38 schrieb zz zz: > > > no,it's just 'reset' the hit bounding box's radius bonus to 1(no bonus) > > > >It just looked to me that wpRadius is set before entering the loop of > >neighbours and is never after set back to the old value (dependend on the > >wpn), so for o

Re: [Warzone-dev] input.c changes and projectile.c fix

2006-11-13 Thread Dennis Schridde
Am Montag, 13. November 2006 20:07 schrieb zz zz: > >I mean generally for input handling... Wouldn't it be much simpler to just > >use > >SDL and in our eventhandler redirect specific events to special functions? > >(And not have another layer above it. (and not have 1001 places where > >events > >

Re: [Warzone-dev] input.c changes and projectile.c fix

2006-11-13 Thread zz zz
I mean generally for input handling... Wouldn't it be much simpler to just use SDL and in our eventhandler redirect specific events to special functions? (And not have another layer above it. (and not have 1001 places where events are handled, OffTopic)) --Dennis you cannot use the broken 'dou

Re: [Warzone-dev] input.c changes and projectile.c fix

2006-11-13 Thread zz zz
> maybe I'll change it to psObj->type != OBJ_TARGET(camera object),there is > only 5 'types' of objects,not need to do that imo.Also,psObj is > BASE_OBJECT,adding new option/flag to that struct might break many things > including netcode... So we should have another item on the TODO? > becaus

Re: [Warzone-dev] input.c changes and projectile.c fix

2006-11-13 Thread Dennis Schridde
Am Montag, 13. November 2006 18:16 schrieb zz zz: > > if (asProjNaybors[i].psObj->player != psObj->player && > > > > > > > > (asProjNaybors[i].psObj->type == OBJ_DROID || > > asProjNaybors[i].psObj->type == OBJ_STRUCTURE || > >

Re: [Warzone-dev] input.c changes and projectile.c fix

2006-11-13 Thread Dennis Schridde
Am Montag, 13. November 2006 18:28 schrieb zz zz: > >What is this? > > > >+if (aKeyState[code] & KEY_RELEASED) > >+{ > >+aKeyState[code] &= ~KEY_RELEASED; > >+} > >+

Re: [Warzone-dev] input.c changes and projectile.c fix

2006-11-13 Thread zz zz
What is this? + if (aKeyState[code] & KEY_RELEASED) + { + aKeyState[code] &= ~KEY_RELEASED; + } + if (aKeyState[code] & KEY_RELEASED) +

Re: [Warzone-dev] input.c changes and projectile.c fix

2006-11-13 Thread zz zz
if (asProjNaybors[i].psObj->player != psObj->player && (asProjNaybors[i].psObj->type == OBJ_DROID || asProjNaybors[i].psObj->type == OBJ_STRUCTURE || asProjNaybors[i].psObj->type == OBJ_BULLET ||

Re: [Warzone-dev] input.c changes and projectile.c fix

2006-11-13 Thread Dennis Schridde
if (asProjNaybors[i].psObj->player != psObj->player && (asProjNaybors[i].psObj->type == OBJ_DROID || asProjNaybors[i].psObj->type == OBJ_STRUCTURE || asProjNaybors[i].psObj->type == OBJ_BULLET ||

Re: [Warzone-dev] input.c changes and projectile.c fix

2006-11-13 Thread zz zz
Ok, I'll do some heavy testing on mountain maps. ;) (Would it create a negative effects to use z for all? Like performance etc...) In wz,indirect projectile uses velocity XY(2d velocity) only,even though they looked like a trajectory.Using vector z when calculating predicted position for indire

Re: [Warzone-dev] input.c changes and projectile.c fix

2006-11-13 Thread Dennis Schridde
What is this? + if (aKeyState[code] & KEY_RELEASED) + { + aKeyState[code] &= ~KEY_RELEASED; + } + if (aKeyState[code] & KEY_RELEASED) +

Re: [Warzone-dev] input.c changes and projectile.c fix

2006-11-13 Thread Dennis Schridde
Am Montag, 13. November 2006 09:54 schrieb zz zz: > wzinputpatch2.patch: > > 1.Changed mouse key KEY_STATE enum from 0,1,2,3,4 ... > to 1,2,4,8,16 ... > > 2.Changed aMouseState[MAX_SCANS] from KEY_STATE to UBYTE > > 3.Changed the mouse 'key state' in inputProcessEvent to bitwise > operation,prevous

[Warzone-dev] input.c changes and projectile.c fix

2006-11-13 Thread zz zz
wzinputpatch2.patch: 1.Changed mouse key KEY_STATE enum from 0,1,2,3,4 ... to 1,2,4,8,16 ... 2.Changed aMouseState[MAX_SCANS] from KEY_STATE to UBYTE 3.Changed the mouse 'key state' in inputProcessEvent to bitwise operation,prevously each 'key state' was exclusive,that's what makes 'double cl