components/prboom/wi_stuff.c
// ====================================================================
// WI_checkForAccelerate
// Purpose: See if the player has hit either the attack or use key
//          or mouse button.  If so we set acceleratestage to 1 and
//          all those display routines above jump right to the end.
// Args:    none
// Returns: void
//
WI_checkForAccelerate
Purpose: See if the player has hit either the attack or use key
or mouse button.  If so we set acceleratestage to 1 and
all those display routines above jump right to the end.
Args:    none
Returns: void
WI_checkForAccelerate Purpose : See if the player has hit either the attack or use key or mouse button . If so we set acceleratestage to 1 and all those display routines above jump right to the end . Args : none Returns : void
void WI_checkForAccelerate(void)
{
  int   i;
  player_t  *player;
  for (i=0, player = players ; i<MAXPLAYERS ; i++, player++)
  {
    if (playeringame[i])
    {
      if (player->cmd.buttons & BT_ATTACK)
      {
        if (!player->attackdown)
          acceleratestage = 1;
        player->attackdown = true;
      }
      else
        player->attackdown = false;
      if (player->cmd.buttons & BT_USE)
      {
        if (!player->usedown)
          acceleratestage = 1;
        player->usedown = true;
      }
      else
        player->usedown = false;
    }
  }
}
void WI_checkForAccelerate ( void ) { int i ; player_t * player ; for ( i = 0 , player = players ; i < MAXPLAYERS ; i ++ , player ++ ) { if ( playeringame [ i ] ) { if ( player -> cmd . buttons & BT_ATTACK ) { if ( ! player -> attackdown ) acceleratestage = 1 ; player -> attackdown = true ; } else player -> attackdown = false ; if ( player -> cmd . buttons & BT_USE ) { if ( ! player -> usedown ) acceleratestage = 1 ; player -> usedown = true ; } else player -> usedown = false ; } } }
WI_checkForAccelerate
Purpose: See if the player has hit either the attack or use key
or mouse button.
WI_checkForAccelerate Purpose : See if the player has hit either the attack or use key or mouse button .
// check for button presses to skip delays