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This repository was archived by the owner on Jan 5, 2024. It is now read-only.
voidUInputMan::SetNetworkInputElementState(int player, int element, InputState whichState, bool newState) {
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if (element >= InputElements::INPUT_L_UP && element < InputElements::INPUT_COUNT && player >= Players::PlayerOne && player < Players::MaxPlayerCount) {
// Store pressed and released events to be picked by NetworkClient during its update. These will be cleared after update so we don't care about false but we store the result regardless.
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for (int inputState = InputState::Pressed; inputState < InputState::InputStateCount; inputState++) {
Copy file name to clipboardExpand all lines: Managers/UInputMan.h
+3-11Lines changed: 3 additions & 11 deletions
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@@ -625,7 +625,7 @@ namespace RTE {
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/// </summary>
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/// <param name="player">The player to set for.</param>
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/// <param name="state">The new state of the mouse wheel.</param>
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voidSetNetworkMouseWheelState(int player, int state) { if (player >= Players::PlayerOne && player < Players::MaxPlayerCount) { m_NetworkMouseWheelState[player] = state; } }
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voidSetNetworkMouseWheelState(int player, int state) { if (player >= Players::PlayerOne && player < Players::MaxPlayerCount) { m_NetworkMouseWheelState[player] += state; } }
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/// <summary>
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/// Gets whether the specified input element is pressed during network multiplayer.
@@ -783,11 +783,7 @@ namespace RTE {
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/// <param name="element">Which element to set. See InputElements enumeration.</param>
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/// <param name="whichState">Which input state to set. See InputState enumeration.</param>
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/// <param name="newState">The new state of the specified InputState. True or false.</param>
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voidSetNetworkInputElementState(int player, int element, InputState whichState, bool newState) {
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if (element >= InputElements::INPUT_L_UP && element < InputElements::INPUT_COUNT && player >= Players::PlayerOne && player < Players::MaxPlayerCount) {
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