by Arctangent » Sun Dec 30, 2018 4:58 pm
Weapon selection stuff doesn't actually exist as inputs to the actual playsim - weapons are actually selected entirely by "using" them as items, and both these keys and the weapon slot system are just user-friendly abstractions that're handled and translated before the playsim even gets your input.
If that's a bit confusing, keep in mind that singleplayer, netplay, and demos are all basically the same to the playsim, and the latter two require sending inputs over a network and saving them as permanent data, respectively. So, the input system is separate from the playsim so that the more complicated inputs can be processed ( in the sense of being capped, translated, etc. rather than, say, giving the player the appropriate amount of velocity - that's something the playsim has to handle no matter what ) before being sent, rather than after - since that means only the initial machine has to do that processing, rather than every machine in the netgame or that's playing the demo.
Weapon selection stuff doesn't actually exist as inputs to the actual playsim - weapons are actually selected entirely by "using" them as items, and both these keys and the weapon slot system are just user-friendly abstractions that're handled and translated before the playsim even gets your input.
If that's a bit confusing, keep in mind that singleplayer, netplay, and demos are all basically the same to the playsim, and the latter two require sending inputs over a network and saving them as permanent data, respectively. So, the input system is separate from the playsim so that the more complicated inputs can be processed ( in the sense of being capped, translated, etc. rather than, say, giving the player the appropriate amount of velocity - that's something the playsim has to handle no matter what ) [i]before[/i] being sent, rather than after - since that means only the [i]initial[/i] machine has to do that processing, rather than every machine in the netgame or that's playing the demo.