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a69dc599a9
Fix pointer and pointer array variable naming Huge renaming to match our rules Used regex: (?!(return|delete)\b)\b\w+ (m_|ms_|g_|gs_|s_)[^a]\w+\[ (?!(return|delete)\b)\b\w+ (?!(m_|ms_|g_|gs_|s_))[^a]\w+\[ Further format static variables Format almost all pointer names accordingly Used regex: (?!(return)\b)\b\w+ \*(?!(m_p|p|s_p|m_ap|s_ap|g_p|g_ap|ap|gs_ap|ms_ap|gs_p|ms_p))\w+\b[^:\(p] clang-format Fix CI fail Fix misnamed non pointer as pointer and non array as array Used regex: (?!(return|delete)\b)\b\w+ (m_|ms_|g_|gs_|s_)p\w+\b (?!return\b)\b\w+ (ms_|m_|g_|gs_|s_)a\w+\b[^\[] clang-format Revert to SCREAMING_SNAKE_CASE and reinstate dead code
49 lines
1.3 KiB
C++
49 lines
1.3 KiB
C++
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef GAME_CLIENT_COMPONENTS_CONTROLS_H
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#define GAME_CLIENT_COMPONENTS_CONTROLS_H
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#include <base/vmath.h>
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#include <engine/client.h>
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#include <game/client/component.h>
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#include <game/generated/protocol.h>
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class CControls : public CComponent
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{
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float GetMaxMouseDistance() const;
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public:
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vec2 m_aMousePos[NUM_DUMMIES];
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vec2 m_aTargetPos[NUM_DUMMIES];
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float m_OldMouseX;
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float m_OldMouseY;
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int m_aAmmoCount[NUM_WEAPONS];
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CNetObj_PlayerInput m_aInputData[NUM_DUMMIES];
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CNetObj_PlayerInput m_aLastData[NUM_DUMMIES];
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int m_aInputDirectionLeft[NUM_DUMMIES];
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int m_aInputDirectionRight[NUM_DUMMIES];
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int m_aShowHookColl[NUM_DUMMIES];
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int m_LastDummy;
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int m_OtherFire;
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CControls();
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virtual int Sizeof() const override { return sizeof(*this); }
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virtual void OnReset() override;
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virtual void OnRelease() override;
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virtual void OnRender() override;
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virtual void OnMessage(int MsgType, void *pRawMsg) override;
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virtual bool OnCursorMove(float x, float y, IInput::ECursorType CursorType) override;
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virtual void OnConsoleInit() override;
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virtual void OnPlayerDeath();
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int SnapInput(int *pData);
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void ClampMousePos();
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void ResetInput(int Dummy);
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};
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#endif
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