Merge conflict

This commit is contained in:
Linda Andersson 2014-02-27 11:38:16 +01:00
commit 87dc036cc5
9 changed files with 208 additions and 101 deletions

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@ -78,7 +78,7 @@ namespace DanBias
//if(! data.window->CreateWin(WindowShell::WINDOW_INIT_DESC(L"Window", cPOINT(1600, 900), cPOINT()))) //if(! data.window->CreateWin(WindowShell::WINDOW_INIT_DESC(L"Window", cPOINT(1600, 900), cPOINT())))
WindowShell::WINDOW_INIT_DESC winDesc; WindowShell::WINDOW_INIT_DESC winDesc;
winDesc.windowSize.x = 1080; winDesc.windowSize.x = 1280;
winDesc.windowSize.y = 720; winDesc.windowSize.y = 720;
winDesc.windowProcCallback = WindowCallBack; winDesc.windowProcCallback = WindowCallBack;
@ -153,7 +153,7 @@ namespace DanBias
Oyster::Graphics::API::Option p; Oyster::Graphics::API::Option p;
p.modelPath = L"..\\Content\\Models\\"; p.modelPath = L"..\\Content\\Models\\";
p.texturePath = L"..\\Content\\Textures\\"; p.texturePath = L"..\\Content\\Textures\\";
p.Resolution = Oyster::Math::Float2( 1080.0f, 720.0f ); p.Resolution = Oyster::Math::Float2( 1280.0f, 720.0f );
//! @todo fix proper amb value //! @todo fix proper amb value
p.AmbientValue = 1.3f; p.AmbientValue = 1.3f;

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@ -121,50 +121,50 @@ void GamingUI::ReadKeyInput()
this->key_Jump = false; this->key_Jump = false;
// shoot // shoot
if( this->sharedData->mouseDevice->IsBtnDown(::Input::Enum::SAMI_MouseLeftBtn) ) //if( this->sharedData->mouseDevice->IsBtnDown(::Input::Enum::SAMI_MouseLeftBtn) )
{ //{
if( !this->key_Shoot ) // if( !this->key_Shoot )
{ // {
Protocol_PlayerShot playerShot; // Protocol_PlayerShot playerShot;
playerShot.primaryPressed = true; // playerShot.primaryPressed = true;
playerShot.secondaryPressed = false; // playerShot.secondaryPressed = false;
playerShot.utilityPressed = false; // playerShot.utilityPressed = false;
this->sharedData->network->Send( playerShot ); // this->sharedData->network->Send( playerShot );
this->key_Shoot = true; // this->key_Shoot = true;
} // }
} //}
else //else
this->key_Shoot = false; // this->key_Shoot = false;
//
if( this->sharedData->mouseDevice->IsBtnDown(::Input::Enum::SAMI_MouseRightBtn) ) //if( this->sharedData->mouseDevice->IsBtnDown(::Input::Enum::SAMI_MouseRightBtn) )
{ //{
if( !this->key_Shoot ) // if( !this->key_Shoot )
{ // {
Protocol_PlayerShot playerShot; // Protocol_PlayerShot playerShot;
playerShot.primaryPressed = false; // playerShot.primaryPressed = false;
playerShot.secondaryPressed = true; // playerShot.secondaryPressed = true;
playerShot.utilityPressed = false; // playerShot.utilityPressed = false;
this->sharedData->network->Send( playerShot ); // this->sharedData->network->Send( playerShot );
this->key_Shoot = true; // this->key_Shoot = true;
} // }
} //}
else //else
this->key_Shoot = false; // this->key_Shoot = false;
//
if( this->sharedData->mouseDevice->IsBtnDown(::Input::Enum::SAMI_MouseMiddleBtn) ) //if( this->sharedData->mouseDevice->IsBtnDown(::Input::Enum::SAMI_MouseMiddleBtn) )
{ //{
if( !this->key_Shoot ) // if( !this->key_Shoot )
{ // {
Protocol_PlayerShot playerShot; // Protocol_PlayerShot playerShot;
playerShot.primaryPressed = false; // playerShot.primaryPressed = false;
playerShot.secondaryPressed = false; // playerShot.secondaryPressed = false;
playerShot.utilityPressed = true; // playerShot.utilityPressed = true;
this->sharedData->network->Send( playerShot ); // this->sharedData->network->Send( playerShot );
this->key_Shoot = true; // this->key_Shoot = true;
} // }
} //}
else //else
this->key_Shoot = false; // this->key_Shoot = false;
if( this->sharedData->keyboardDevice->IsKeyDown(::Input::Enum::SAKI_Escape) ) if( this->sharedData->keyboardDevice->IsKeyDown(::Input::Enum::SAKI_Escape) )
{ {
@ -176,7 +176,36 @@ void GamingUI::ReadKeyInput()
} }
} }
void GamingUI::OnMousePress ( Input::Enum::SAMI key, Input::Mouse* sender )
{
switch ( key )
{
case ::Input::Enum::SAMI_MouseLeftBtn: // shoot
this->sharedData->network->Send( Protocol_PlayerShot(Protocol_PlayerShot::ShootValue_PrimaryPress) );
break;
case ::Input::Enum::SAMI_MouseRightBtn:
this->sharedData->network->Send( Protocol_PlayerShot(Protocol_PlayerShot::ShootValue_SecondaryPress) );
break;
case ::Input::Enum::SAMI_MouseMiddleBtn:
this->sharedData->network->Send( Protocol_PlayerShot(Protocol_PlayerShot::ShootValue_UtilityPress) );
break;
}
}
void GamingUI::OnMouseRelease ( Input::Enum::SAMI key, Input::Mouse* sender )
{
switch ( key )
{
case ::Input::Enum::SAMI_MouseLeftBtn: // shoot
this->sharedData->network->Send( Protocol_PlayerShot(Protocol_PlayerShot::ShootValue_PrimaryRelease) );
break;
case ::Input::Enum::SAMI_MouseRightBtn:
this->sharedData->network->Send( Protocol_PlayerShot(Protocol_PlayerShot::ShootValue_SecondaryRelease) );
break;
case ::Input::Enum::SAMI_MouseMiddleBtn:
this->sharedData->network->Send( Protocol_PlayerShot(Protocol_PlayerShot::ShootValue_UtilityRelease) );
break;
}
}
void GamingUI::OnMouseMoveVelocity ( Input::Struct::SAIPointInt2D coordinate, Input::Mouse* sender ) void GamingUI::OnMouseMoveVelocity ( Input::Struct::SAIPointInt2D coordinate, Input::Mouse* sender )
{ {
//send delta mouse movement //send delta mouse movement

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@ -28,9 +28,9 @@ namespace DanBias { namespace Client
private: /* Overidden mouse methods */ private: /* Overidden mouse methods */
void OnMouse ( const Input::Struct::MouseEventData& eventData ) override { } void OnMouse ( const Input::Struct::MouseEventData& eventData ) override { }
void OnMousePress ( Input::Enum::SAMI key, Input::Mouse* sender ) override { } void OnMousePress ( Input::Enum::SAMI key, Input::Mouse* sender ) override;
void OnMouseDown ( Input::Enum::SAMI key, Input::Mouse* sender ) override { } void OnMouseDown ( Input::Enum::SAMI key, Input::Mouse* sender ) override { }
void OnMouseRelease ( Input::Enum::SAMI key, Input::Mouse* sender ) override { } void OnMouseRelease ( Input::Enum::SAMI key, Input::Mouse* sender ) override;
void OnMouseMovePixelPos ( Input::Struct::SAIPointInt2D coordinate, Input::Mouse* sender ) override { } void OnMouseMovePixelPos ( Input::Struct::SAIPointInt2D coordinate, Input::Mouse* sender ) override { }
void OnMouseMoveVelocity ( Input::Struct::SAIPointInt2D coordinate, Input::Mouse* sender ) override; void OnMouseMoveVelocity ( Input::Struct::SAIPointInt2D coordinate, Input::Mouse* sender ) override;
void OnMouseScroll ( int delta, Input::Mouse* sender ) override { } void OnMouseScroll ( int delta, Input::Mouse* sender ) override { }

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@ -44,9 +44,9 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage,
switch (usage) switch (usage)
{ {
case WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS: case WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS:
if(currentEnergy >= 90.0f) if(currentEnergy >= 9.0f)
{ {
currentEnergy -= 90.0f; currentEnergy -= 9.0f;
ForcePush(usage,dt); ForcePush(usage,dt);
// add CD // add CD
((Game*)&Game::Instance())->onActionEventFnc(this->owner, WeaponAction::WeaponAction_PrimaryShoot); ((Game*)&Game::Instance())->onActionEventFnc(this->owner, WeaponAction::WeaponAction_PrimaryShoot);
@ -54,13 +54,39 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage,
break; break;
case WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS: case WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS:
if(currentEnergy >= 1.0f) if(this->hasObject)
{
((DynamicObject*)(this->heldObject->GetCustomTag()))->RemoveManipulation();
this->hasObject = false;
this->heldObject = NULL;
}
else if( currentEnergy >= 1.0f )
{ {
currentEnergy -= 1.0f; currentEnergy -= 1.0f;
if(!this->hasObject)
{
ForcePull(usage,dt); ForcePull(usage,dt);
// add CD // add CD
((Game*)&Game::Instance())->onActionEventFnc(this->owner, WeaponAction::WeaponAction_SecondaryShoot); ((Game*)&Game::Instance())->onActionEventFnc(this->owner, WeaponAction::WeaponAction_SecondaryShoot);
} }
}
else //Energy drained, release object
{
((DynamicObject*)(this->heldObject->GetCustomTag()))->RemoveManipulation();
this->hasObject = false;
this->heldObject = NULL;
}
break;
case WEAPON_USE_SECONDARY_RELEASE:
{
if (this->hasObject) //Dummy check
{
//((DynamicObject*)(this->heldObject->GetCustomTag()))->RemoveManipulation();
//this->hasObject = false;
//this->heldObject = NULL;
}
}
break; break;
case WEAPON_FIRE::WEAPON_USE_UTILLITY_PRESS: case WEAPON_FIRE::WEAPON_USE_UTILLITY_PRESS:
@ -79,6 +105,7 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage,
void AttatchmentMassDriver::Update(float dt) void AttatchmentMassDriver::Update(float dt)
{ {
//update position of heldObject if there is an object being held //update position of heldObject if there is an object being held
if(hasObject) if(hasObject)
{ {
@ -90,12 +117,26 @@ void AttatchmentMassDriver::Update(float dt)
heldObject->SetPosition(pos); heldObject->SetPosition(pos);
heldObject->SetLinearVelocity(Oyster::Math::Float3::null); heldObject->SetLinearVelocity(Oyster::Math::Float3::null);
if(currentEnergy < maxEnergy)
{
currentEnergy += rechargeRate * 0.5f; //rechargeRate is halfed if you are holding an object currentEnergy += rechargeRate * 0.5f; //rechargeRate is halfed if you are holding an object
} }
}
else else
{
if(currentEnergy < maxEnergy)
{ {
currentEnergy += rechargeRate; currentEnergy += rechargeRate;
if(currentEnergy == maxEnergy)
{
int trap = 0;
} }
}
}
if(currentEnergy > maxEnergy) currentEnergy = maxEnergy;
} }
@ -112,10 +153,10 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float
if(hasObject) if(hasObject)
{ {
pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (this->force); pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (this->force);
heldObject->ApplyImpulse((Oyster::Math::Float3)pushForce); this->heldObject->ApplyImpulse((Oyster::Math::Float3)pushForce);
((DynamicObject*)(heldObject->GetCustomTag()))->RemoveManipulation(); ((DynamicObject*)(this->heldObject->GetCustomTag()))->RemoveManipulation();
hasObject = false; this->hasObject = false;
heldObject = NULL; this->heldObject = NULL;
return ; return ;
} }
@ -165,22 +206,27 @@ void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage, float dt)
Oyster::Math::Float4 pullForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (this->force * 0.2); Oyster::Math::Float4 pullForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (this->force * 0.2);
Oyster::Collision3D::Cone *hitCone = new Oyster::Collision3D::Cone(lenght,pos,(Oyster::Math::Float4)owner->GetRigidBody()->GetState().quaternion,radius); Oyster::Collision3D::Cone hitCone(lenght,pos,(Oyster::Math::Float4)owner->GetRigidBody()->GetState().quaternion,radius);
forcePushData args; forcePushData args;
args.pushForce = -pullForce; args.pushForce = -pullForce;
args.p = this->owner; args.p = this->owner;
Oyster::Physics::API::Instance().ApplyEffect(hitCone,&args,ForcePushAction); Oyster::Physics::API::Instance().ApplyEffect(&hitCone,&args,ForcePushAction);
if(hitCone) delete hitCone;
} }
void AttatchmentMassDriver::PickUpObject(const WEAPON_FIRE &usage, float dt) void AttatchmentMassDriver::PickUpObject(const WEAPON_FIRE &usage, float dt)
{ {
//DEBUG:
MessageBeep(MB_ICONINFORMATION);
Oyster::Math::Float3 pos = owner->GetPosition() + owner->GetLookDir().GetNormalized() * 2; Oyster::Math::Float3 pos = owner->GetPosition() + owner->GetLookDir().GetNormalized() * 2;
Oyster::Collision3D::Sphere *hitSphere = new Oyster::Collision3D::Sphere(pos,10);
Oyster::Physics::API::Instance().ApplyEffect(hitSphere,this,AttemptPickUp); //Do ray test first!
//Oyster::Collision3D::Ray r(pos, owner->GetLookDir());
//Oyster::Physics::API::Instance().ApplyEffect(&r, this, AttemptPickUp);
if(hitSphere) delete hitSphere; if(this->hasObject) return;
Oyster::Collision3D::Sphere hitSphere = Oyster::Collision3D::Sphere(pos , 1);
Oyster::Physics::API::Instance().ApplyEffect(&hitSphere,this,AttemptPickUp);
return;
} }

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@ -167,9 +167,6 @@ using namespace GameLogic;
{ {
Player *hitPlayer = (Player*)realObj; Player *hitPlayer = (Player*)realObj;
hitPlayer->DamageLife(ExplosionSource->extraDamageOnCollision); hitPlayer->DamageLife(ExplosionSource->extraDamageOnCollision);
//hitPlayer->GetRigidBody()->ApplyImpulse(force);
//hitPlayer->DamageLife(ExplosionSource->getExtraDamageOnCollision());
realObj->GetRigidBody()->ApplyImpulse(force * 5); realObj->GetRigidBody()->ApplyImpulse(force * 5);
//do shredding damage //do shredding damage
} }
@ -192,11 +189,11 @@ using namespace GameLogic;
Oyster::Math::Float angularFactor = deltaPos.GetNormalized().Dot( (objPrevVel - playerPrevVel).GetNormalized()); Oyster::Math::Float angularFactor = deltaPos.GetNormalized().Dot( (objPrevVel - playerPrevVel).GetNormalized());
Oyster::Math::Float impactPower = deltaSpeed * angularFactor; Oyster::Math::Float impactPower = deltaSpeed * angularFactor;
Oyster::Math::Float damageFactor = 0.01f; Oyster::Math::Float damageFactor = 0.1f;
int damageDone = 0; Oyster::Math::Float damageDone = 0.0f;
int forceThreashHold = 30; //FIX: balance this Oyster::Math::Float forceThreashHold = 30.0f; //FIX: balance this
if(impactPower > forceThreashHold) //should only take damage if the force is high enough if(impactPower > forceThreashHold) //should only take damage if the force is high enough
{ {
@ -326,6 +323,7 @@ using namespace GameLogic;
void AttatchmentMassDriver::AttemptPickUp(Oyster::Physics::ICustomBody *obj, void* args) void AttatchmentMassDriver::AttemptPickUp(Oyster::Physics::ICustomBody *obj, void* args)
{ {
if(obj->GetState().mass == 0) return; if(obj->GetState().mass == 0) return;
if(!args) return;
AttatchmentMassDriver *weapon = ((AttatchmentMassDriver*)args); AttatchmentMassDriver *weapon = ((AttatchmentMassDriver*)args);
@ -339,7 +337,6 @@ using namespace GameLogic;
//check so that it is an object that you can pickup //check so that it is an object that you can pickup
DynamicObject *dynamicObj = dynamic_cast<DynamicObject*>(realObj); DynamicObject *dynamicObj = dynamic_cast<DynamicObject*>(realObj);
if(!dynamicObj) return; if(!dynamicObj) return;
if(dynamicObj->getManipulatingPlayer() != NULL) if(dynamicObj->getManipulatingPlayer() != NULL)

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@ -68,8 +68,8 @@ Object* Level::CreateGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
break; break;
case ObjectSpecialType_RedExplosiveBox: case ObjectSpecialType_RedExplosiveBox:
{ {
Oyster::Math::Float dmg = 120; Oyster::Math::Float dmg = 50;
Oyster::Math::Float force = 500; Oyster::Math::Float force = 800;
Oyster::Math::Float radie = 3; Oyster::Math::Float radie = 3;
gameObj = new ExplosiveCrate(rigidBody, (ObjectSpecialType)obj->specialTypeID, objIDCounter, dmg, force, radie); gameObj = new ExplosiveCrate(rigidBody, (ObjectSpecialType)obj->specialTypeID, objIDCounter, dmg, force, radie);
} }
@ -90,8 +90,7 @@ Object* Level::CreateGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
break; break;
case ObjectSpecialType_CrystalFormation: case ObjectSpecialType_CrystalFormation:
{ {
int dmg = 50; int dmg = 30;
//gameObj = new Crystal(rigidBody);
gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objIDCounter); gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objIDCounter);
} }
break; break;
@ -102,7 +101,7 @@ Object* Level::CreateGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
break; break;
case ObjectSpecialType_JumpPad: case ObjectSpecialType_JumpPad:
{ {
float power = 500; //((JumpPadAttributes*)obj)->power; float power = ((JumpPadAttributes*)obj)->power;
Oyster::Math::Float3 dir = ((JumpPadAttributes*)obj)->direction; Oyster::Math::Float3 dir = ((JumpPadAttributes*)obj)->direction;
Oyster::Math::Float3 pushForce = dir * power; Oyster::Math::Float3 pushForce = dir * power;
gameObj = new JumpPad(rigidBody, (ObjectSpecialType)obj->specialTypeID, objIDCounter , pushForce); gameObj = new JumpPad(rigidBody, (ObjectSpecialType)obj->specialTypeID, objIDCounter , pushForce);

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@ -157,37 +157,59 @@ namespace GameLogic
struct Protocol_PlayerShot :public Oyster::Network::CustomProtocolObject struct Protocol_PlayerShot :public Oyster::Network::CustomProtocolObject
{ {
bool primaryPressed; enum ShootValue
bool secondaryPressed; {
bool utilityPressed; ShootValue_PrimaryPress,
ShootValue_PrimaryRelease,
ShootValue_SecondaryPress,
ShootValue_SecondaryRelease,
ShootValue_UtilityPress,
ShootValue_UtilityRelease,
} value;
//bool primaryPressed;
//bool secondaryPressed;
//bool utilityPressed;
Protocol_PlayerShot() Protocol_PlayerShot()
{ {
this->protocol[0].value = protocol_Gameplay_PlayerShot; this->protocol[0].value = protocol_Gameplay_PlayerShot;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short; this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Bool; this->protocol[1].type = Oyster::Network::NetAttributeType_Char;
this->protocol[2].type = Oyster::Network::NetAttributeType_Bool;
this->protocol[3].type = Oyster::Network::NetAttributeType_Bool; //this->protocol[1].type = Oyster::Network::NetAttributeType_Bool;
//this->protocol[2].type = Oyster::Network::NetAttributeType_Bool;
//this->protocol[3].type = Oyster::Network::NetAttributeType_Bool;
}
Protocol_PlayerShot(ShootValue val)
{
this->protocol[0].value = protocol_Gameplay_PlayerShot;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Char;
this->value = val;
} }
Protocol_PlayerShot(Oyster::Network::CustomNetProtocol& p) Protocol_PlayerShot(Oyster::Network::CustomNetProtocol& p)
{ {
primaryPressed = p[1].value.netBool; value = (ShootValue)p[1].value.netChar;
secondaryPressed = p[2].value.netBool; //primaryPressed = p[1].value.netBool;
utilityPressed = p[3].value.netBool; //secondaryPressed = p[2].value.netBool;
//utilityPressed = p[3].value.netBool;
} }
const Protocol_PlayerShot& operator=(Oyster::Network::CustomNetProtocol& val) const Protocol_PlayerShot& operator=(Oyster::Network::CustomNetProtocol& val)
{ {
primaryPressed = val[1].value.netBool; value = (ShootValue)val[1].value.netChar;
secondaryPressed = val[2].value.netBool; //primaryPressed = val[1].value.netBool;
utilityPressed = val[3].value.netBool; //secondaryPressed = val[2].value.netBool;
//utilityPressed = val[3].value.netBool;
return *this; return *this;
} }
Oyster::Network::CustomNetProtocol GetProtocol() override Oyster::Network::CustomNetProtocol GetProtocol() override
{ {
this->protocol[1].value = primaryPressed; this->protocol[1].value = value;
this->protocol[2].value = secondaryPressed; //this->protocol[1].value = primaryPressed;
this->protocol[3].value = utilityPressed; //this->protocol[2].value = secondaryPressed;
//this->protocol[3].value = utilityPressed;
return protocol; return protocol;
} }

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@ -257,9 +257,21 @@ using namespace DanBias;
} }
void GameSession::Gameplay_PlayerShot ( Protocol_PlayerShot& p, DanBias::GameClient* c ) void GameSession::Gameplay_PlayerShot ( Protocol_PlayerShot& p, DanBias::GameClient* c )
{ {
if(p.secondaryPressed) c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_SECONDARY_PRESS); switch (p.value)
if(p.primaryPressed) c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_PRIMARY_PRESS); {
if(p.utilityPressed) c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_UTILLITY_PRESS); case Protocol_PlayerShot::ShootValue_PrimaryPress: c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_PRIMARY_PRESS);
break;
case Protocol_PlayerShot::ShootValue_PrimaryRelease: c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_PRIMARY_RELEASE);
break;
case Protocol_PlayerShot::ShootValue_SecondaryPress: c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_SECONDARY_PRESS);
break;
case Protocol_PlayerShot::ShootValue_SecondaryRelease: c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_SECONDARY_RELEASE);
break;
case Protocol_PlayerShot::ShootValue_UtilityPress: c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_UTILLITY_PRESS);
break;
case Protocol_PlayerShot::ShootValue_UtilityRelease: c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_UTILLITY_RELEASE);
break;
}
} }
void GameSession::Gameplay_ObjectPickup ( Protocol_ObjectPickup& p, DanBias::GameClient* c ) void GameSession::Gameplay_ObjectPickup ( Protocol_ObjectPickup& p, DanBias::GameClient* c )
{ {

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@ -200,12 +200,12 @@ void Win32Mouse::ProccessMouseData (RAWMOUSE mouse)
if(btn == SAMI_Unknown) return; if(btn == SAMI_Unknown) return;
this->buttons[btn].isDown = !isUp;
this->buttons[btn].makeCode = makeCode; this->buttons[btn].makeCode = makeCode;
//The btn is released. //The btn is released.
if(isUp) if(isUp)
{ {
this->buttons[btn].isDown = false;
InternalOnBtnRelease(btn); InternalOnBtnRelease(btn);
GetNormalizedPosition( mouseEventData.normalizedPos ); GetNormalizedPosition( mouseEventData.normalizedPos );
@ -222,6 +222,7 @@ void Win32Mouse::ProccessMouseData (RAWMOUSE mouse)
//The btn is down since last frame //The btn is down since last frame
if(this->buttons[btn].isDown) if(this->buttons[btn].isDown)
{ {
this->buttons[btn].isDown = true;
InternalOnBtnDown(btn); InternalOnBtnDown(btn);
GetNormalizedPosition( mouseEventData.normalizedPos ); GetNormalizedPosition( mouseEventData.normalizedPos );
@ -234,6 +235,7 @@ void Win32Mouse::ProccessMouseData (RAWMOUSE mouse)
} }
else else
{ {
this->buttons[btn].isDown = true;
InternalOnBtnPress(btn); InternalOnBtnPress(btn);
GetNormalizedPosition( mouseEventData.normalizedPos ); GetNormalizedPosition( mouseEventData.normalizedPos );