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