d_netcmd cleanup
Clang-formatted GotNameAndColor, clang-formatted the voice command function, removed leftover (commented out) definitions
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416885a7c7
commit
daf9d3aaea
1 changed files with 73 additions and 66 deletions
139
src/d_netcmd.c
139
src/d_netcmd.c
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@ -148,13 +148,6 @@ static void Followercolor2_OnChange(void);
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static void Followercolor3_OnChange(void);
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static void Followercolor4_OnChange(void);
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/*
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static void Voice_OnChange(void);
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static void Voice2_OnChange(void);
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static void Voice3_OnChange(void);
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static void Voice4_OnChange(void);
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*/
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static void Color_OnChange(void);
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static void Color2_OnChange(void);
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static void Color3_OnChange(void);
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@ -2084,19 +2077,19 @@ static void setVoiceDataByName(UINT8 n, const char * vox_name)
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static void SendNameAndColor(UINT8 n)
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{
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const INT32 playernum = g_localplayers[n];
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player_t *player = &players[playernum];
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kartvoice_t *voice;
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kartvoice_t *valuevoice;
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player_t* player = &players[playernum];
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kartvoice_t* voice;
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kartvoice_t* valuevoice;
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INT32 prevskin;
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kartvoicenum_t prefvox = MAXSKINVOICES;
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char buf[MAXPLAYERNAME+12];
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char *p;
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char buf[MAXPLAYERNAME + 12];
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char* p;
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UINT16 i = 0;
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if (splitscreen < n)
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return; // can happen if skin4/color4/name4 changed
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return; // can happen if skin4/color4/name4 changed
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if (playernum == -1)
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return;
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@ -2108,23 +2101,29 @@ static void SendNameAndColor(UINT8 n)
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{
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if (player->skincolor && skincolors[player->skincolor].accessible)
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CV_StealthSetValue(&cv_playercolor[n], player->skincolor);
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else if (skins[player->skin].prefcolor && skincolors[skins[player->skin].prefcolor].accessible)
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else if (skins[player->skin].prefcolor &&
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skincolors[skins[player->skin].prefcolor].accessible)
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CV_StealthSetValue(&cv_playercolor[n], skins[player->skin].prefcolor);
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else if (skincolors[atoi(cv_playercolor[n].defaultvalue)].accessible)
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CV_StealthSet(&cv_playercolor[n], cv_playercolor[n].defaultvalue);
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else
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{
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while (i<numskincolors && !skincolors[i].accessible)
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while (i < numskincolors && !skincolors[i].accessible)
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i++;
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CV_StealthSetValue(&cv_playercolor[n], (i != numskincolors) ? i : SKINCOLOR_BLUE);
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CV_StealthSetValue(&cv_playercolor[n],
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(i != numskincolors) ? i : SKINCOLOR_BLUE);
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}
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}
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// ditto for follower colour:
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if (!cv_followercolor[n].value)
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CV_StealthSet(&cv_followercolor[n], "Default"); // set it to "Default". I don't care about your stupidity!
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CV_StealthSet(
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&cv_followercolor[n],
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"Default"); // set it to "Default". I don't care about your stupidity!
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// so like, this is sent before we even use anything like cvars or w/e so it's possible that follower is set to a pretty yikes value, so let's fix that before we send garbage that could crash the game:
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// so like, this is sent before we even use anything like cvars or w/e so it's possible that
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// follower is set to a pretty yikes value, so let's fix that before we send garbage that
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// could crash the game:
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if (cv_follower[n].value >= numfollowers || cv_follower[n].value < -1)
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CV_StealthSet(&cv_follower[n], "-1");
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@ -2137,12 +2136,12 @@ static void SendNameAndColor(UINT8 n)
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voice = &skins[player->skin].voices[0];
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}
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if (fastcmp(cv_playername[n].string, player_names[playernum])
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&& cv_playercolor[n].value == player->skincolor
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&& fastcmp(cv_skin[n].string, skins[player->skin].name)
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&& cv_follower[n].value == player->followerskin
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&& cv_followercolor[n].value == player->followercolor
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&& fasticmp(localvoicedata[n].name, voice->name))
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if (fastcmp(cv_playername[n].string, player_names[playernum]) &&
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cv_playercolor[n].value == player->skincolor &&
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fastcmp(cv_skin[n].string, skins[player->skin].name) &&
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cv_follower[n].value == player->followerskin &&
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cv_followercolor[n].value == player->followercolor &&
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fasticmp(localvoicedata[n].name, voice->name))
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return;
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// We'll handle it later if we're not playing.
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@ -2219,7 +2218,8 @@ static void SendNameAndColor(UINT8 n)
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if (player->jointime > 1)
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{
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// We're officially in the game; assume any skin/voice change is 100% on purpose
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// We're officially in the game; assume any skin/voice
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// change is 100% on purpose
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setVoiceDataByName(n, valuevoice->name);
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}
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}
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@ -2247,10 +2247,11 @@ static void SendNameAndColor(UINT8 n)
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// Skin's changing, let's try their preference
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// Give the player a heads-up
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CONS_Alert(CONS_NOTICE,
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M_GetText("Using preferred voice "
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"\"%s\" for this skin.\n"),
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skins[player->skin].voices[prefvox].name);
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CONS_Alert(
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CONS_NOTICE,
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M_GetText("Using preferred voice "
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"\"%s\" for this skin.\n"),
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skins[player->skin].voices[prefvox].name);
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valuevoice = &skins[player->skin].voices[prefvox];
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// Preferences get to set local data for free!
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@ -2270,7 +2271,8 @@ static void SendNameAndColor(UINT8 n)
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if (player->jointime > 1)
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{
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// We're officially in the game; assume any skin/voice change is 100% on purpose
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// We're officially in the game; assume any skin/voice
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// change is 100% on purpose
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setVoiceDataByName(n, valuevoice->name);
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}
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}
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@ -2307,7 +2309,8 @@ static void SendNameAndColor(UINT8 n)
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}
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}
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if (cv_autovoxpref[n].value && player->voice_id != 0) // Please please PLEASE not for defaults...
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if (cv_autovoxpref[n].value &&
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player->voice_id != 0) // Please please PLEASE not for defaults...
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{
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// Auto-assign a preference based on our final voice.
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// This overwrites anything currently present
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@ -2328,7 +2331,7 @@ static void SendNameAndColor(UINT8 n)
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}
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else if (cv_mute.value && !(server || IsPlayerAdmin(playernum)))
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CV_StealthSet(&cv_playername[n], player_names[playernum]);
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else // Cleanup name if changing it
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else // Cleanup name if changing it
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CleanupPlayerName(playernum, cv_playername[n].zstring);
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// Don't change skin if the server doesn't want you to.
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@ -2339,7 +2342,7 @@ static void SendNameAndColor(UINT8 n)
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if (R_FindIDForVoice(&skins[player->skin], localvoicedata[n].name) == MAXSKINVOICES)
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{
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// Our voice is no longer valid.
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// Check if we have a preference
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prefvox = R_GetLocalPreferredVoiceForSkin(n, skins[player->skin].name);
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@ -2386,7 +2389,9 @@ static void SendNameAndColor(UINT8 n)
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setVoiceDataByName(n, skins[cv_skin[n].value].voices[prefvox].name);
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// Give the player a heads-up
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CONS_Alert(CONS_NOTICE, M_GetText("Using preferred voice \"%s\" for this skin.\n"), skins[cv_skin[n].value].voices[prefvox].name);
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CONS_Alert(CONS_NOTICE,
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M_GetText("Using preferred voice \"%s\" for this skin.\n"),
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skins[cv_skin[n].value].voices[prefvox].name);
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}
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else if (player->jointime >= 1)
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{
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@ -2447,8 +2452,9 @@ static void SendNameAndColor(UINT8 n)
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if (cv_autovoxpref[n].value && localvoicedata[n].value != 0)
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{
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// Auto-assign a preference based on our final voice, if it isn't the default. Defaults should be manually set.
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// This overwrites anything currently present (again, given it's not the default voice).
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// Auto-assign a preference based on our final voice, if it isn't the default.
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// Defaults should be manually set. This overwrites anything currently present
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// (again, given it's not the default voice).
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R_SetLocalPreferredVoiceForSkin(
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n, skins[cv_skin[n].value].name, localvoicedata[n].name);
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}
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@ -8503,19 +8509,35 @@ static void __voice_cmd_func(INT32 pid, UINT8 pnum)
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if (vo_id == MAXSKINVOICES)
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{
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// Found nothing. Make sure we're not playing as this skin, or at least not playing yet!
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if (!ingame || !fasticmp(skins[skin_id].name, skins[players[pid].skin].name))
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// Found nothing. Make sure we're not playing as this skin, or at
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// least not playing yet!
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if (!ingame ||
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!fasticmp(skins[skin_id].name, skins[players[pid].skin].name))
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{
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// Okay, good, we're not, Set a preference.
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CONS_Printf("Set local player %d's preferred voice for skin \"%s\" to %s.\n", pnum + 1, skins[skin_id].name, COM_Argv(2));
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CONS_Printf(
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"Set local player %d's preferred voice for skin \"%s\" "
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"to %s.\n",
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pnum + 1,
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skins[skin_id].name,
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COM_Argv(2));
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}
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else
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{
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// SHIT, we are. Break the bad news.
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CONS_Alert(CONS_NOTICE, M_GetText("No voice exists for skin %s with the name %s. A preference has been set instead.\n(TIP: Type \"listvoices %s\" in the console to see this skin's voices!)\n"), skins[skin_id].name, COM_Argv(2), skins[skin_id].name);
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CONS_Alert(
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CONS_NOTICE,
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M_GetText("No voice exists for skin %s with the name "
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"%s. A preference has been set "
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"instead.\n(TIP: Type \"listvoices %s\" in "
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"the console to see this skin's voices!)\n"),
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skins[skin_id].name,
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COM_Argv(2),
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skins[skin_id].name);
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}
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R_SetLocalPreferredVoiceForSkin(pnum, skins[skin_id].name, va("%s", COM_Argv(2)));
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R_SetLocalPreferredVoiceForSkin(
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pnum, skins[skin_id].name, va("%s", COM_Argv(2)));
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return;
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}
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}
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@ -8589,13 +8611,20 @@ static void __voice_cmd_func(INT32 pid, UINT8 pnum)
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}
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else if (fasticmp(COM_Argv(1), "--help"))
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{
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char command_name[7] = "voice";
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char command_name[7] = "voice_";
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command_name[5] = (pid > 0) ? (49 + pid) : 0;
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command_name[5] = (pid > 0) ? ('1' + pid) : 0;
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command_name[6] = 0;
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// Anyone who names their skin "--help" can suck it.
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CONS_Printf("Usage: \"%s <skin_name> <voice_name>\" to set a preference, regardless of if the voice is actually set or not\nAlternatively: \"%s\" alone to see the current voice, or \"%s <voice_name>\" to set a voice for the current skin without setting a preference.\n", command_name, command_name, command_name);
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CONS_Printf(
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"Usage: \"%s <skin_name> <voice_name>\" to set a preference, "
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"regardless of if the voice is actually set or not\nAlternatively: "
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"\"%s\" alone to see the current voice, or \"%s <voice_name>\" to set "
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"a voice for the current skin without setting a preference.\n",
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command_name,
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command_name,
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command_name);
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return;
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}
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else
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@ -9152,28 +9181,6 @@ static void Color4_OnChange(void)
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lastgoodcolor[3] = cv_playercolor[3].value;
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}
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/*
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static void Voice_OnChange(void)
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{
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__voice_cvar_func(consoleplayer, 0);
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}
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static void Voice2_OnChange(void)
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{
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__voice_cvar_func(g_localplayers[1], 1);
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}
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static void Voice3_OnChange(void)
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{
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__voice_cvar_func(g_localplayers[2], 2);
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}
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static void Voice4_OnChange(void)
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{
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__voice_cvar_func(g_localplayers[3], 3);
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}
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*/
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/** Displays the result of the chat being muted or unmuted.
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* The server or remote admin should already know and be able to talk
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* regardless, so this is only displayed to clients.
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