diff --git a/src/game/client/components/controls.cpp b/src/game/client/components/controls.cpp
index ab7e6ae1a..136e7496a 100644
--- a/src/game/client/components/controls.cpp
+++ b/src/game/client/components/controls.cpp
@@ -2,6 +2,7 @@
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#include
+#include
#include
#include
@@ -65,8 +66,7 @@ void CControls::OnPlayerDeath()
struct CInputState
{
CControls *m_pControls;
- int *m_pVariable1;
- int *m_pVariable2;
+ int *m_apVariables[NUM_DUMMIES];
};
static void ConKeyInputState(IConsole::IResult *pResult, void *pUserData)
@@ -76,10 +76,7 @@ static void ConKeyInputState(IConsole::IResult *pResult, void *pUserData)
if(pState->m_pControls->GameClient()->m_GameInfo.m_BugDDRaceInput && pState->m_pControls->GameClient()->m_Snap.m_SpecInfo.m_Active)
return;
- if(g_Config.m_ClDummy)
- *pState->m_pVariable2 = pResult->GetInteger(0);
- else
- *pState->m_pVariable1 = pResult->GetInteger(0);
+ *pState->m_apVariables[g_Config.m_ClDummy] = pResult->GetInteger(0);
}
static void ConKeyInputCounter(IConsole::IResult *pResult, void *pUserData)
@@ -89,22 +86,16 @@ static void ConKeyInputCounter(IConsole::IResult *pResult, void *pUserData)
if(pState->m_pControls->GameClient()->m_GameInfo.m_BugDDRaceInput && pState->m_pControls->GameClient()->m_Snap.m_SpecInfo.m_Active)
return;
- int *v;
- if(g_Config.m_ClDummy)
- v = pState->m_pVariable2;
- else
- v = pState->m_pVariable1;
-
- if(((*v) & 1) != pResult->GetInteger(0))
- (*v)++;
- *v &= INPUT_STATE_MASK;
+ int *pVariable = pState->m_apVariables[g_Config.m_ClDummy];
+ if(((*pVariable) & 1) != pResult->GetInteger(0))
+ (*pVariable)++;
+ *pVariable &= INPUT_STATE_MASK;
}
struct CInputSet
{
CControls *m_pControls;
- int *m_pVariable1;
- int *m_pVariable2;
+ int *m_apVariables[NUM_DUMMIES];
int m_Value;
};
@@ -113,10 +104,7 @@ static void ConKeyInputSet(IConsole::IResult *pResult, void *pUserData)
CInputSet *pSet = (CInputSet *)pUserData;
if(pResult->GetInteger(0))
{
- if(g_Config.m_ClDummy)
- *pSet->m_pVariable2 = pSet->m_Value;
- else
- *pSet->m_pVariable1 = pSet->m_Value;
+ *pSet->m_apVariables[g_Config.m_ClDummy] = pSet->m_Value;
}
}
@@ -131,58 +119,58 @@ void CControls::OnConsoleInit()
{
// game commands
{
- static CInputState s_State = {this, &m_aInputDirectionLeft[0], &m_aInputDirectionLeft[1]};
- Console()->Register("+left", "", CFGFLAG_CLIENT, ConKeyInputState, (void *)&s_State, "Move left");
+ static CInputState s_State = {this, {&m_aInputDirectionLeft[0], &m_aInputDirectionLeft[1]}};
+ Console()->Register("+left", "", CFGFLAG_CLIENT, ConKeyInputState, &s_State, "Move left");
}
{
- static CInputState s_State = {this, &m_aInputDirectionRight[0], &m_aInputDirectionRight[1]};
- Console()->Register("+right", "", CFGFLAG_CLIENT, ConKeyInputState, (void *)&s_State, "Move right");
+ static CInputState s_State = {this, {&m_aInputDirectionRight[0], &m_aInputDirectionRight[1]}};
+ Console()->Register("+right", "", CFGFLAG_CLIENT, ConKeyInputState, &s_State, "Move right");
}
{
- static CInputState s_State = {this, &m_aInputData[0].m_Jump, &m_aInputData[1].m_Jump};
- Console()->Register("+jump", "", CFGFLAG_CLIENT, ConKeyInputState, (void *)&s_State, "Jump");
+ static CInputState s_State = {this, {&m_aInputData[0].m_Jump, &m_aInputData[1].m_Jump}};
+ Console()->Register("+jump", "", CFGFLAG_CLIENT, ConKeyInputState, &s_State, "Jump");
}
{
- static CInputState s_State = {this, &m_aInputData[0].m_Hook, &m_aInputData[1].m_Hook};
- Console()->Register("+hook", "", CFGFLAG_CLIENT, ConKeyInputState, (void *)&s_State, "Hook");
+ static CInputState s_State = {this, {&m_aInputData[0].m_Hook, &m_aInputData[1].m_Hook}};
+ Console()->Register("+hook", "", CFGFLAG_CLIENT, ConKeyInputState, &s_State, "Hook");
}
{
- static CInputState s_State = {this, &m_aInputData[0].m_Fire, &m_aInputData[1].m_Fire};
- Console()->Register("+fire", "", CFGFLAG_CLIENT, ConKeyInputCounter, (void *)&s_State, "Fire");
+ static CInputState s_State = {this, {&m_aInputData[0].m_Fire, &m_aInputData[1].m_Fire}};
+ Console()->Register("+fire", "", CFGFLAG_CLIENT, ConKeyInputCounter, &s_State, "Fire");
}
{
- static CInputState s_State = {this, &m_aShowHookColl[0], &m_aShowHookColl[1]};
- Console()->Register("+showhookcoll", "", CFGFLAG_CLIENT, ConKeyInputState, (void *)&s_State, "Show Hook Collision");
+ static CInputState s_State = {this, {&m_aShowHookColl[0], &m_aShowHookColl[1]}};
+ Console()->Register("+showhookcoll", "", CFGFLAG_CLIENT, ConKeyInputState, &s_State, "Show Hook Collision");
}
{
- static CInputSet s_Set = {this, &m_aInputData[0].m_WantedWeapon, &m_aInputData[1].m_WantedWeapon, 1};
- Console()->Register("+weapon1", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to hammer");
+ static CInputSet s_Set = {this, {&m_aInputData[0].m_WantedWeapon, &m_aInputData[1].m_WantedWeapon}, 1};
+ Console()->Register("+weapon1", "", CFGFLAG_CLIENT, ConKeyInputSet, &s_Set, "Switch to hammer");
}
{
- static CInputSet s_Set = {this, &m_aInputData[0].m_WantedWeapon, &m_aInputData[1].m_WantedWeapon, 2};
- Console()->Register("+weapon2", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to gun");
+ static CInputSet s_Set = {this, {&m_aInputData[0].m_WantedWeapon, &m_aInputData[1].m_WantedWeapon}, 2};
+ Console()->Register("+weapon2", "", CFGFLAG_CLIENT, ConKeyInputSet, &s_Set, "Switch to gun");
}
{
- static CInputSet s_Set = {this, &m_aInputData[0].m_WantedWeapon, &m_aInputData[1].m_WantedWeapon, 3};
- Console()->Register("+weapon3", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to shotgun");
+ static CInputSet s_Set = {this, {&m_aInputData[0].m_WantedWeapon, &m_aInputData[1].m_WantedWeapon}, 3};
+ Console()->Register("+weapon3", "", CFGFLAG_CLIENT, ConKeyInputSet, &s_Set, "Switch to shotgun");
}
{
- static CInputSet s_Set = {this, &m_aInputData[0].m_WantedWeapon, &m_aInputData[1].m_WantedWeapon, 4};
- Console()->Register("+weapon4", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to grenade");
+ static CInputSet s_Set = {this, {&m_aInputData[0].m_WantedWeapon, &m_aInputData[1].m_WantedWeapon}, 4};
+ Console()->Register("+weapon4", "", CFGFLAG_CLIENT, ConKeyInputSet, &s_Set, "Switch to grenade");
}
{
- static CInputSet s_Set = {this, &m_aInputData[0].m_WantedWeapon, &m_aInputData[1].m_WantedWeapon, 5};
- Console()->Register("+weapon5", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to laser");
+ static CInputSet s_Set = {this, {&m_aInputData[0].m_WantedWeapon, &m_aInputData[1].m_WantedWeapon}, 5};
+ Console()->Register("+weapon5", "", CFGFLAG_CLIENT, ConKeyInputSet, &s_Set, "Switch to laser");
}
{
- static CInputSet s_Set = {this, &m_aInputData[0].m_NextWeapon, &m_aInputData[1].m_NextWeapon, 0};
- Console()->Register("+nextweapon", "", CFGFLAG_CLIENT, ConKeyInputNextPrevWeapon, (void *)&s_Set, "Switch to next weapon");
+ static CInputSet s_Set = {this, {&m_aInputData[0].m_NextWeapon, &m_aInputData[1].m_NextWeapon}, 0};
+ Console()->Register("+nextweapon", "", CFGFLAG_CLIENT, ConKeyInputNextPrevWeapon, &s_Set, "Switch to next weapon");
}
{
- static CInputSet s_Set = {this, &m_aInputData[0].m_PrevWeapon, &m_aInputData[1].m_PrevWeapon, 0};
- Console()->Register("+prevweapon", "", CFGFLAG_CLIENT, ConKeyInputNextPrevWeapon, (void *)&s_Set, "Switch to previous weapon");
+ static CInputSet s_Set = {this, {&m_aInputData[0].m_PrevWeapon, &m_aInputData[1].m_PrevWeapon}, 0};
+ Console()->Register("+prevweapon", "", CFGFLAG_CLIENT, ConKeyInputNextPrevWeapon, &s_Set, "Switch to previous weapon");
}
}