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better get dummyinput directly from CControls
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50c80a1cfb
commit
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@ -210,6 +210,7 @@ public:
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virtual int OnSnapInput(int *pData) = 0;
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virtual void SendDummyInfo(bool Start) = 0;
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virtual void ResetDummyInput() = 0;
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virtual const CNetObj_PlayerInput &getPlayerInput(int dummy) = 0;
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virtual const char *GetItemName(int Type) = 0;
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virtual const char *Version() = 0;
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@ -510,7 +510,7 @@ void CClient::SendInput()
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if(m_LastDummy != (bool)g_Config.m_ClDummy)
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{
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mem_copy(&m_DummyInput, &m_aInputs[!g_Config.m_ClDummy][(m_CurrentInput[!g_Config.m_ClDummy]+200-1)%200], sizeof(m_DummyInput));
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m_DummyInput = GameClient()->getPlayerInput(!g_Config.m_ClDummy);
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m_LastDummy = g_Config.m_ClDummy;
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if (g_Config.m_ClDummyResetOnSwitch)
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@ -110,6 +110,11 @@ const char *CGameClient::Version() { return GAME_VERSION; }
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const char *CGameClient::NetVersion() { return GAME_NETVERSION; }
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const char *CGameClient::GetItemName(int Type) { return m_NetObjHandler.GetObjName(Type); }
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const CNetObj_PlayerInput &CGameClient::getPlayerInput(int dummy)
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{
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return m_pControls->m_InputData[dummy];
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}
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void CGameClient::ResetDummyInput()
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{
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m_pControls->ResetInput(!g_Config.m_ClDummy);
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@ -314,6 +314,8 @@ public:
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virtual const char *Version();
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virtual const char *NetVersion();
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virtual const CNetObj_PlayerInput &getPlayerInput(int dummy);
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// actions
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// TODO: move these
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