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530 lines
16 KiB
C
530 lines
16 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2018 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file d_player.h
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/// \brief player data structures
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#ifndef __D_PLAYER__
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#define __D_PLAYER__
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// The player data structure depends on a number
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// of other structs: items (internal inventory),
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// animation states (closely tied to the sprites
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// used to represent them, unfortunately).
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#include "p_pspr.h"
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// In addition, the player is just a special
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// case of the generic moving object/actor.
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#include "p_mobj.h"
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// Finally, for odd reasons, the player input
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// is buffered within the player data struct,
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// as commands per game tick.
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#include "d_ticcmd.h"
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// Extra abilities/settings for skins (combinable stuff)
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typedef enum
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{
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SF_HIRES = 1, // Draw the sprite 2x as small?
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} skinflags_t;
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//
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// Player states.
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//
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typedef enum
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{
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// Playing or camping.
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PST_LIVE,
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// Dead on the ground, view follows killer.
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PST_DEAD,
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// Ready to restart/respawn???
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PST_REBORN
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} playerstate_t;
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//
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// Player internal flags
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//
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typedef enum
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{
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// Flip camera angle with gravity flip prefrence.
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PF_FLIPCAM = 1,
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// Cheats
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PF_GODMODE = 1<<1,
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PF_NOCLIP = 1<<2,
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PF_INVIS = 1<<3,
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// True if button down last tic.
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PF_ATTACKDOWN = 1<<4,
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PF_USEDOWN = 1<<5,
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PF_JUMPDOWN = 1<<6,
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PF_WPNDOWN = 1<<7,
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// Unmoving states
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PF_STASIS = 1<<8, // Player is not allowed to move
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PF_JUMPSTASIS = 1<<9, // and that includes jumping.
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PF_FULLSTASIS = PF_STASIS|PF_JUMPSTASIS,
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// Did you get a time-over?
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PF_TIMEOVER = 1<<10,
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// SRB2Kart: Spectator that wants to join
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PF_WANTSTOJOIN = 1<<11,
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// Character action status
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PF_JUMPED = 1<<12,
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PF_SPINNING = 1<<13,
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PF_STARTDASH = 1<<14,
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PF_THOKKED = 1<<15,
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// Are you gliding?
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PF_GLIDING = 1<<16,
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// Tails pickup!
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PF_CARRIED = 1<<17,
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// Sliding (usually in water) like Labyrinth/Oil Ocean
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PF_SLIDING = 1<<18,
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// Hanging on a rope
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PF_ROPEHANG = 1<<19,
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// Hanging on an item of some kind - zipline, chain, etc. (->tracer)
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PF_ITEMHANG = 1<<20,
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// On the mace chain spinning around (->tracer)
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PF_MACESPIN = 1<<21,
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/*** NIGHTS STUFF ***/
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// Is the player in NiGHTS mode?
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PF_NIGHTSMODE = 1<<22,
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PF_TRANSFERTOCLOSEST = 1<<23,
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// Spill rings after falling
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PF_NIGHTSFALL = 1<<24,
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PF_DRILLING = 1<<25,
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PF_SKIDDOWN = 1<<26,
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/*** TAG STUFF ***/
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PF_TAGGED = 1<<27, // Player has been tagged and awaits the next round in hide and seek.
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PF_TAGIT = 1<<28, // The player is it! For Tag Mode
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/*** misc ***/
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PF_FORCESTRAFE = 1<<29, // Turning inputs are translated into strafing inputs
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PF_ANALOGMODE = 1<<30, // Analog mode?
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// free: 1<<30 and 1<<31
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} pflags_t;
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typedef enum
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{
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// Are animation frames playing?
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PA_ETC=0,
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PA_IDLE,
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PA_WALK,
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PA_RUN,
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PA_ROLL,
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PA_FALL,
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PA_ABILITY
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} panim_t;
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typedef enum
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{
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SH_NONE = 0,
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// Standard shields
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SH_JUMP,
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SH_ATTRACT,
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SH_ELEMENTAL,
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SH_BOMB,
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// Stupid useless unimplimented Sonic 3 shields
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SH_BUBBLEWRAP,
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SH_THUNDERCOIN,
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SH_FLAMEAURA,
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// Pity shield: the world's most basic shield ever, given to players who suck at Match
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SH_PITY,
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// The fireflower is special, it combines with other shields.
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SH_FIREFLOWER = 0x100,
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// The force shield uses the lower 8 bits to count how many hits are left.
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SH_FORCE = 0x200,
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SH_STACK = SH_FIREFLOWER,
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SH_NOSTACK = ~SH_STACK
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} shieldtype_t;
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// Player powers. (don't edit this comment)
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typedef enum
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{
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pw_invulnerability,
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pw_sneakers,
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pw_flashing,
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pw_shield,
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pw_tailsfly, // tails flying
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pw_underwater, // underwater timer
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pw_spacetime, // In space, no one can hear you spin!
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pw_extralife, // Extra Life timer
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pw_super, // Are you super?
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pw_gravityboots, // gravity boots
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// Weapon ammunition
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pw_infinityring,
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pw_automaticring,
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pw_bouncering,
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pw_scatterring,
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pw_grenadering,
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pw_explosionring,
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pw_railring,
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// Power Stones
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pw_emeralds, // stored like global 'emeralds' variable
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// NiGHTS powerups
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pw_nights_superloop,
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pw_nights_helper,
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pw_nights_linkfreeze,
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//for linedef exec 427
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pw_nocontrol,
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pw_ingoop, // In goop
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NUMPOWERS
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} powertype_t;
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typedef enum
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{
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KITEM_SAD = -1,
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KITEM_NONE = 0,
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KITEM_SNEAKER,
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KITEM_ROCKETSNEAKER,
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KITEM_INVINCIBILITY,
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KITEM_BANANA,
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KITEM_EGGMAN,
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KITEM_ORBINAUT,
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KITEM_JAWZ,
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KITEM_MINE,
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KITEM_BALLHOG,
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KITEM_SPB,
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KITEM_GROW,
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KITEM_SHRINK,
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KITEM_THUNDERSHIELD,
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KITEM_HYUDORO,
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KITEM_POGOSPRING,
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KITEM_KITCHENSINK,
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NUMKARTITEMS,
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// Additional roulette numbers, only used for K_KartGetItemResult
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KRITEM_TRIPLESNEAKER = NUMKARTITEMS,
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KRITEM_TRIPLEBANANA,
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KRITEM_TENFOLDBANANA,
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KRITEM_TRIPLEORBINAUT,
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KRITEM_QUADORBINAUT,
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KRITEM_DUALJAWZ,
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NUMKARTRESULTS
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} kartitems_t;
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//{ SRB2kart - kartstuff
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typedef enum
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{
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// Basic gameplay things
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k_position, // Used for Kart positions, mostly for deterministic stuff
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k_oldposition, // Used for taunting when you pass someone
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k_positiondelay, // Used for position number, so it can grow when passing/being passed
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k_prevcheck, // Previous checkpoint distance; for p_user.c (was "pw_pcd")
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k_nextcheck, // Next checkpoint distance; for p_user.c (was "pw_ncd")
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k_waypoint, // Waypoints.
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k_starpostwp, // Temporarily stores player waypoint for... some reason. Used when respawning and finishing.
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k_starpostflip, // the last starpost we hit requires flipping?
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k_respawn, // Timer for the DEZ laser respawn effect
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k_dropdash, // Charge up for respawn Drop Dash
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k_throwdir, // Held dir of controls; 1 = forward, 0 = none, -1 = backward (was "player->heldDir")
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k_lapanimation, // Used to show the lap start wing logo animation
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k_laphand, // Lap hand gfx to use; 0 = none, 1 = :ok_hand:, 2 = :thumbs_up:, 3 = :thumps_down:
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k_cardanimation, // Used to determine the position of some full-screen Battle Mode graphics
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k_voices, // Used to stop the player saying more voices than it should
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k_tauntvoices, // Used to specifically stop taunt voice spam
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k_instashield, // Instashield no-damage animation timer
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k_enginesnd, // Engine sound number you're on.
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k_floorboost, // Prevents Sneaker sounds for a breif duration when triggered by a floor panel
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k_spinouttype, // Determines whether to thrust forward or not while spinning out; 0 = move forwards, 1 = stay still
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k_drift, // Drifting Left or Right, plus a bigger counter = sharper turn
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k_driftend, // Drift has ended, used to adjust character angle after drift
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k_driftcharge, // Charge your drift so you can release a burst of speed
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k_driftboost, // Boost you get from drifting
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k_boostcharge, // Charge-up for boosting at the start of the race
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k_startboost, // Boost you get from start of race or respawn drop dash
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k_jmp, // In Mario Kart, letting go of the jump button stops the drift
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k_offroad, // In Super Mario Kart, going offroad has lee-way of about 1 second before you start losing speed
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k_pogospring, // Pogo spring bounce effect
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k_brakestop, // Wait until you've made a complete stop for a few tics before letting brake go in reverse.
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k_waterskip, // Water skipping counter
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k_dashpadcooldown, // Separate the vanilla SA-style dash pads from using pw_flashing
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k_boostpower, // Base boost value, for offroad
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k_speedboost, // Boost value smoothing for max speed
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k_accelboost, // Boost value smoothing for acceleration
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k_boostangle, // angle set when not spun out OR boosted to determine what direction you should keep going at if you're spun out and boosted.
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k_boostcam, // Camera push forward on boost
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k_destboostcam, // Ditto
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k_timeovercam, // Camera timer for leaving behind or not
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k_aizdriftstrat, // Let go of your drift while boosting? Helper for the SICK STRATZ you have just unlocked
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k_brakedrift, // Helper for brake-drift spark spawning
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k_itemroulette, // Used for the roulette when deciding what item to give you (was "pw_kartitem")
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k_roulettetype, // Used for the roulette, for deciding type (currently only used for Battle, to give you better items from Karma items)
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// Item held stuff
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k_itemtype, // KITEM_ constant for item number
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k_itemamount, // Amount of said item
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k_itemheld, // Are you holding an item?
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// Some items use timers for their duration or effects
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//k_thunderanim, // Duration of Thunder Shield's use animation
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k_curshield, // 0 = no shield, 1 = thunder shield
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k_hyudorotimer, // Duration of the Hyudoro offroad effect itself
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k_stealingtimer, // You are stealing an item, this is your timer
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k_stolentimer, // You are being stolen from, this is your timer
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k_sneakertimer, // Duration of the Sneaker Boost itself
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k_growshrinktimer, // > 0 = Big, < 0 = small
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k_squishedtimer, // Squished frame timer
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k_rocketsneakertimer, // Rocket Sneaker duration timer
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k_invincibilitytimer, // Invincibility timer
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k_eggmanheld, // Eggman monitor held, separate from k_itemheld so it doesn't stop you from getting items
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k_eggmanexplode, // Fake item recieved, explode in a few seconds
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k_eggmanblame, // Fake item recieved, who set this fake
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k_lastjawztarget, // Last person you target with jawz, for playing the target switch sfx
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k_bananadrag, // After a second of holding a banana behind you, you start to slow down
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k_spinouttimer, // Spin-out from a banana peel or oil slick (was "pw_bananacam")
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k_wipeoutslow, // Timer before you slowdown when getting wiped out
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k_justbumped, // Prevent players from endlessly bumping into each other
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k_comebacktimer, // Battle mode, how long before you become a bomb after death
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k_sadtimer, // How long you've been sad
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// Battle Mode vars
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k_bumper, // Number of bumpers left
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k_comebackpoints, // Number of times you've bombed or gave an item to someone; once it's 3 it gets set back to 0 and you're given a bumper
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k_comebackmode, // 0 = bomb, 1 = item
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k_wanted, // Timer for determining WANTED status, lowers when hitting people, prevents the game turning into Camp Lazlo
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k_yougotem, // "You Got Em" gfx when hitting someone as a karma player via a method that gets you back in the game instantly
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// v1.0.2+ vars
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k_itemblink, // Item flashing after roulette, prevents Hyudoro stealing AND serves as a mashing indicator
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k_itemblinkmode, // Type of flashing: 0 = white (normal), 1 = red (mashing), 2 = rainbow (enhanced items)
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k_getsparks, // Disable drift sparks at low speed, JUST enough to give acceleration the actual headstart above speed
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k_jawztargetdelay, // Delay for Jawz target switching, to make it less twitchy
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k_spectatewait, // How long have you been waiting as a spectator
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k_growcancel, // Hold the item button down to cancel Grow
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NUMKARTSTUFF
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} kartstufftype_t;
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//}
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#define WEP_AUTO 1
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#define WEP_BOUNCE 2
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#define WEP_SCATTER 3
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#define WEP_GRENADE 4
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#define WEP_EXPLODE 5
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#define WEP_RAIL 6
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#define NUM_WEAPONS 7
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typedef enum
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{
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RW_AUTO = 1,
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RW_BOUNCE = 2,
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RW_SCATTER = 4,
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RW_GRENADE = 8,
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RW_EXPLODE = 16,
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RW_RAIL = 32
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} ringweapons_t;
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// ========================================================================
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// PLAYER STRUCTURE
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// ========================================================================
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typedef struct player_s
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{
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mobj_t *mo;
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// Caveat: ticcmd_t is ATTRPACK! Be careful what precedes it.
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ticcmd_t cmd;
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playerstate_t playerstate;
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// Determine POV, including viewpoint bobbing during movement.
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// Focal origin above r.z
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fixed_t viewz;
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// Base height above floor for viewz.
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fixed_t viewheight;
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// Bob/squat speed.
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//fixed_t deltaviewheight;
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// bounded/scaled total momentum.
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//fixed_t bob;
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// Mouse aiming, where the guy is looking at!
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// It is updated with cmd->aiming.
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angle_t aiming;
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// This is only used between levels,
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// mo->health is used during levels.
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/// \todo Remove this. We don't need a second health definition for players.
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INT32 health;
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SINT8 pity; // i pity the fool.
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INT32 currentweapon; // current weapon selected.
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INT32 ringweapons; // weapons currently obtained.
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// Power ups. invinc and invis are tic counters.
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UINT16 powers[NUMPOWERS];
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// SRB2kart stuff
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INT32 kartstuff[NUMKARTSTUFF];
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angle_t frameangle; // for the player add the ability to have the sprite only face other angles
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INT16 lturn_max[MAXPREDICTTICS]; // What's the expected turn value for full-left for a number of frames back (to account for netgame latency)?
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INT16 rturn_max[MAXPREDICTTICS]; // Ditto but for full-right
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// Bit flags.
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// See pflags_t, above.
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pflags_t pflags;
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// playing animation.
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panim_t panim;
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// For screen flashing (bright).
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UINT16 flashcount;
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UINT16 flashpal;
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// Player skin colorshift, 0-15 for which color to draw player.
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UINT8 skincolor;
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INT32 skin;
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UINT32 score; // player score
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fixed_t dashspeed; // dashing speed
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INT32 dashtime; // tics dashing, used for rev sound
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// SRB2kart
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UINT8 kartspeed; // Kart speed stat between 1 and 9
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UINT8 kartweight; // Kart weight stat between 1 and 9
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//
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UINT32 charflags; // Extra abilities/settings for skins (combinable stuff)
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// See SF_ flags
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SINT8 lives;
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SINT8 continues; // continues that player has acquired
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SINT8 xtralife; // Ring Extra Life counter
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UINT8 gotcontinue; // Got continue from this stage?
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fixed_t speed; // Player's speed (distance formula of MOMX and MOMY values)
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UINT8 jumping; // Jump counter
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UINT8 secondjump;
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UINT8 fly1; // Tails flying
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UINT8 scoreadd; // Used for multiple enemy attack bonus
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tic_t glidetime; // Glide counter for thrust
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UINT8 climbing; // Climbing on the wall
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INT32 deadtimer; // End game if game over lasts too long
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tic_t exiting; // Exitlevel timer
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UINT8 homing; // Are you homing?
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tic_t skidtime; // Skid timer
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////////////////////////////
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// Conveyor Belt Movement //
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////////////////////////////
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fixed_t cmomx; // Conveyor momx
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fixed_t cmomy; // Conveyor momy
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fixed_t rmomx; // "Real" momx (momx - cmomx)
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fixed_t rmomy; // "Real" momy (momy - cmomy)
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/////////////////////
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// Race Mode Stuff //
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/////////////////////
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INT16 numboxes; // Number of item boxes obtained for Race Mode
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INT16 totalring; // Total number of rings obtained for Race Mode
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tic_t realtime; // integer replacement for leveltime
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UINT8 laps; // Number of laps (optional)
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////////////////////
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// CTF Mode Stuff //
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////////////////////
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INT32 ctfteam; // 0 == Spectator, 1 == Red, 2 == Blue
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UINT16 gotflag; // 1 == Red, 2 == Blue Do you have the flag?
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INT32 weapondelay; // Delay (if any) to fire the weapon again
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INT32 tossdelay; // Delay (if any) to toss a flag/emeralds again
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// Starpost information
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INT16 starpostx;
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INT16 starposty;
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INT16 starpostz;
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INT32 starpostnum; // The number of the last starpost you hit
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tic_t starposttime; // Your time when you hit the starpost
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angle_t starpostangle; // Angle that the starpost is facing - you respawn facing this way
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/////////////////
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// NiGHTS Stuff//
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/////////////////
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angle_t angle_pos;
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angle_t old_angle_pos;
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mobj_t *axis1;
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mobj_t *axis2;
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tic_t bumpertime; // Currently being bounced by MT_NIGHTSBUMPER
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INT32 flyangle;
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tic_t drilltimer;
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INT32 linkcount;
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tic_t linktimer;
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INT32 anotherflyangle;
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tic_t nightstime; // How long you can fly as NiGHTS.
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INT32 drillmeter;
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UINT8 drilldelay;
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boolean bonustime; // Capsule destroyed, now it's bonus time!
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mobj_t *capsule; // Go inside the capsule
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UINT8 mare; // Current mare
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// Statistical purposes.
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tic_t marebegunat; // Leveltime when mare begun
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tic_t startedtime; // Time which you started this mare with.
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|
tic_t finishedtime; // Time it took you to finish the mare (used for display)
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|
INT16 finishedrings; // The rings you had left upon finishing the mare
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|
UINT32 marescore; // SRB2Kart: Battle score
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UINT32 lastmarescore; // score for the last mare
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|
UINT8 lastmare; // previous mare
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|
INT32 maxlink; // maximum link obtained
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|
UINT8 texttimer; // nights_texttime should not be local
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UINT8 textvar; // which line of NiGHTS text to show -- let's not use cheap hacks
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|
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INT16 lastsidehit, lastlinehit;
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|
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tic_t losstime;
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|
UINT8 timeshit; // That's TIMES HIT, not TIME SHIT, you doofus!
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INT32 onconveyor; // You are on a conveyor belt if nonzero
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|
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mobj_t *awayviewmobj;
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|
INT32 awayviewtics;
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|
angle_t awayviewaiming; // Used for cut-away view
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|
|
|
boolean spectator;
|
|
UINT8 bot;
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|
|
|
tic_t jointime; // Timer when player joins game to change skin/color
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|
|
|
UINT8 splitscreenindex;
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|
#ifdef HWRENDER
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fixed_t fovadd; // adjust FOV for hw rendering
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#endif
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} player_t;
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#endif
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