mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-12-03 01:32:22 +00:00
Merge remote-tracking branch 'origin/master' into newmenus
This commit is contained in:
commit
403eafb003
20 changed files with 551 additions and 542 deletions
|
@ -2,7 +2,7 @@ cmake_minimum_required(VERSION 3.0)
|
|||
# DO NOT CHANGE THIS SRB2 STRING! Some variable names depend on this string.
|
||||
# Version change is fine.
|
||||
project(SRB2
|
||||
VERSION 2.1.24
|
||||
VERSION 2.1.25
|
||||
LANGUAGES C)
|
||||
|
||||
if(${PROJECT_SOURCE_DIR} MATCHES ${PROJECT_BINARY_DIR})
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||||
|
|
|
@ -1,4 +1,4 @@
|
|||
version: 2.1.24.{branch}-{build}
|
||||
version: 2.1.25.{branch}-{build}
|
||||
os: MinGW
|
||||
|
||||
environment:
|
||||
|
|
|
@ -24,12 +24,10 @@ SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#define APNG_H
|
||||
|
||||
#ifndef _MSC_VER
|
||||
#ifndef _WII
|
||||
#ifndef _LARGEFILE64_SOURCE
|
||||
#define _LARGEFILE64_SOURCE
|
||||
#endif
|
||||
#endif
|
||||
#endif
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||||
|
||||
#ifndef _LFS64_LARGEFILE
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||||
#define _LFS64_LARGEFILE
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|
|
|
@ -1666,7 +1666,6 @@ static boolean CV_FilterJoyAxisVars(consvar_t *v, const char *valstr)
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|||
|
||||
if (joyaxis_default)
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{
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#if !defined (_WII) && !defined (WMINPUT)
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if (!stricmp(v->name, "joyaxis_turn"))
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{
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if (joyaxis_count > 6) return false;
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@ -1676,7 +1675,6 @@ static boolean CV_FilterJoyAxisVars(consvar_t *v, const char *valstr)
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if (!stricmp(valstr, "X-Axis")) joyaxis_count++;
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else joyaxis_default = false;
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||||
}
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||||
#if !defined (PSP)
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if (!stricmp(v->name, "joyaxis_move"))
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{
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if (joyaxis_count > 6) return false;
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|
@ -1685,8 +1683,6 @@ static boolean CV_FilterJoyAxisVars(consvar_t *v, const char *valstr)
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if (!stricmp(valstr, "Y-Axis")) joyaxis_count++;
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else joyaxis_default = false;
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}
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#endif
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#if !defined (_arch_dreamcast) && !defined (_XBOX) && !defined (PSP)
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if (!stricmp(v->name, "joyaxis_side"))
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{
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if (joyaxis_count > 6) return false;
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@ -1695,8 +1691,6 @@ static boolean CV_FilterJoyAxisVars(consvar_t *v, const char *valstr)
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if (!stricmp(valstr, "Z-Axis")) joyaxis_count++;
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else joyaxis_default = false;
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}
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#endif
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#if !defined (_XBOX) && !defined (PSP)
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if (!stricmp(v->name, "joyaxis_look"))
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{
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if (joyaxis_count > 6) return false;
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@ -1705,7 +1699,6 @@ static boolean CV_FilterJoyAxisVars(consvar_t *v, const char *valstr)
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if (!stricmp(valstr, "None")) joyaxis_count++;
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else joyaxis_default = false;
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}
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#endif
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if (!stricmp(v->name, "joyaxis_fire")
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|| !stricmp(v->name, "joyaxis_firenormal"))
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{
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@ -1715,7 +1708,6 @@ static boolean CV_FilterJoyAxisVars(consvar_t *v, const char *valstr)
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if (!stricmp(valstr, "None")) joyaxis_count++;
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else joyaxis_default = false;
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}
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#endif
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// reset all axis settings to defaults
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if (joyaxis_count == 6)
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{
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@ -1732,7 +1724,6 @@ static boolean CV_FilterJoyAxisVars(consvar_t *v, const char *valstr)
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|
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if (joyaxis2_default)
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{
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#if !defined (_WII) && !defined (WMINPUT)
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if (!stricmp(v->name, "joyaxis2_turn"))
|
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{
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if (joyaxis2_count > 6) return false;
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@ -1742,7 +1733,6 @@ static boolean CV_FilterJoyAxisVars(consvar_t *v, const char *valstr)
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if (!stricmp(valstr, "X-Axis")) joyaxis2_count++;
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else joyaxis2_default = false;
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}
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||||
// #if !defined (PSP)
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if (!stricmp(v->name, "joyaxis2_move"))
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||||
{
|
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if (joyaxis2_count > 6) return false;
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|
@ -1751,8 +1741,6 @@ static boolean CV_FilterJoyAxisVars(consvar_t *v, const char *valstr)
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if (!stricmp(valstr, "Y-Axis")) joyaxis2_count++;
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else joyaxis2_default = false;
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}
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// #endif
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#if !defined (_arch_dreamcast) && !defined (_XBOX) && !defined (PSP)
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if (!stricmp(v->name, "joyaxis2_side"))
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{
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if (joyaxis2_count > 6) return false;
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|
@ -1761,8 +1749,6 @@ static boolean CV_FilterJoyAxisVars(consvar_t *v, const char *valstr)
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if (!stricmp(valstr, "Z-Axis")) joyaxis2_count++;
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else joyaxis2_default = false;
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}
|
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#endif
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#if !defined (_XBOX) // && !defined (PSP)
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if (!stricmp(v->name, "joyaxis2_look"))
|
||||
{
|
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if (joyaxis2_count > 6) return false;
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|
@ -1771,7 +1757,6 @@ static boolean CV_FilterJoyAxisVars(consvar_t *v, const char *valstr)
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|||
if (!stricmp(valstr, "None")) joyaxis2_count++;
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||||
else joyaxis2_default = false;
|
||||
}
|
||||
#endif
|
||||
if (!stricmp(v->name, "joyaxis2_fire")
|
||||
|| !stricmp(v->name, "joyaxis2_firenormal"))
|
||||
{
|
||||
|
@ -1781,7 +1766,6 @@ static boolean CV_FilterJoyAxisVars(consvar_t *v, const char *valstr)
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|||
if (!stricmp(valstr, "None")) joyaxis2_count++;
|
||||
else joyaxis2_default = false;
|
||||
}
|
||||
#endif
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|
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// reset all axis settings to defaults
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if (joyaxis2_count == 6)
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|
|
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@ -42,6 +42,7 @@
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#include "lzf.h"
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#include "lua_script.h"
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#include "lua_hook.h"
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#include "md5.h"
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|
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#ifdef CLIENT_LOADINGSCREEN
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// cl loading screen
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|
@ -110,6 +111,9 @@ static UINT8 resynch_local_inprogress = false; // WE are desynched and getting p
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static UINT8 player_joining = false;
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UINT8 hu_resynching = 0;
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|
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UINT8 adminpassmd5[16];
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boolean adminpasswordset = false;
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|
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// Client specific
|
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static ticcmd_t localcmds;
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static ticcmd_t localcmds2;
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@ -3784,6 +3788,7 @@ static void HandlePacketFromPlayer(SINT8 node)
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INT32 netconsole;
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tic_t realend, realstart;
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UINT8 *pak, *txtpak, numtxtpak;
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UINT8 finalmd5[16];/* Well, it's the cool thing to do? */
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txtpak = NULL;
|
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|
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|
@ -3981,6 +3986,32 @@ static void HandlePacketFromPlayer(SINT8 node)
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textcmd[0] += (UINT8)netbuffer->u.textcmd[0];
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}
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break;
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case PT_LOGIN:
|
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if (client)
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break;
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|
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#ifndef NOMD5
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if (doomcom->datalength < 16)/* ignore partial sends */
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break;
|
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|
||||
if (!adminpasswordset)
|
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{
|
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CONS_Printf(M_GetText("Password from %s failed (no password set).\n"), player_names[netconsole]);
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break;
|
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}
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|
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// Do the final pass to compare with the sent md5
|
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D_MD5PasswordPass(adminpassmd5, 16, va("PNUM%02d", netconsole), &finalmd5);
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|
||||
if (!memcmp(netbuffer->u.md5sum, finalmd5, 16))
|
||||
{
|
||||
CONS_Printf(M_GetText("%s passed authentication.\n"), player_names[netconsole]);
|
||||
COM_BufInsertText(va("promote %d\n", netconsole)); // do this immediately
|
||||
}
|
||||
else
|
||||
CONS_Printf(M_GetText("Password from %s failed.\n"), player_names[netconsole]);
|
||||
#endif
|
||||
break;
|
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case PT_NODETIMEOUT:
|
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case PT_CLIENTQUIT:
|
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if (client)
|
||||
|
@ -4858,3 +4889,29 @@ tic_t GetLag(INT32 node)
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|||
{
|
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return gametic - nettics[node];
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||||
}
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||||
|
||||
void D_MD5PasswordPass(const UINT8 *buffer, size_t len, const char *salt, void *dest)
|
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{
|
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#ifdef NOMD5
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(void)buffer;
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(void)len;
|
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(void)salt;
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memset(dest, 0, 16);
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#else
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char tmpbuf[256];
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const size_t sl = strlen(salt);
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if (len > 256-sl)
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len = 256-sl;
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||||
memcpy(tmpbuf, buffer, len);
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memmove(&tmpbuf[len], salt, sl);
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//strcpy(&tmpbuf[len], salt);
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len += strlen(salt);
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if (len < 256)
|
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memset(&tmpbuf[len],0,256-len);
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|
||||
// Yes, we intentionally md5 the ENTIRE buffer regardless of size...
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md5_buffer(tmpbuf, 256, dest);
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#endif
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}
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|
|
|
@ -70,6 +70,9 @@ typedef enum
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PT_NODETIMEOUT, // Packet sent to self if the connection times out.
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PT_RESYNCHING, // Packet sent to resync players.
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// Blocks game advance until synched.
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PT_LOGIN, // Login attempt from the client.
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|
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#ifdef NEWPING
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PT_PING, // Packet sent to tell clients the other client's latency to server.
|
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#endif
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|
@ -407,6 +410,7 @@ typedef struct
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UINT8 textcmd[MAXTEXTCMD+1]; // 66049 bytes (wut??? 64k??? More like 257 bytes...)
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filetx_pak filetxpak; // 139 bytes
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clientconfig_pak clientcfg; // 136 bytes
|
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UINT8 md5sum[16];
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serverinfo_pak serverinfo; // 1024 bytes
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serverrefuse_pak serverrefuse; // 65025 bytes (somehow I feel like those values are garbage...)
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askinfo_pak askinfo; // 61 bytes
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|
@ -535,5 +539,10 @@ void D_ResetTiccmds(void);
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tic_t GetLag(INT32 node);
|
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UINT8 GetFreeXCmdSize(void);
|
||||
|
||||
void D_MD5PasswordPass(const UINT8 *buffer, size_t len, const char *salt, void *dest);
|
||||
|
||||
extern UINT8 hu_resynching;
|
||||
|
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extern UINT8 adminpassmd5[16];
|
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extern boolean adminpasswordset;
|
||||
#endif
|
||||
|
|
|
@ -34,18 +34,19 @@
|
|||
#include "p_spec.h"
|
||||
#include "m_cheat.h"
|
||||
#include "d_clisrv.h"
|
||||
#include "d_net.h"
|
||||
#include "v_video.h"
|
||||
#include "d_main.h"
|
||||
#include "m_random.h"
|
||||
#include "f_finale.h"
|
||||
#include "filesrch.h"
|
||||
#include "mserv.h"
|
||||
#include "md5.h"
|
||||
#include "z_zone.h"
|
||||
#include "lua_script.h"
|
||||
#include "lua_hook.h"
|
||||
#include "m_cond.h"
|
||||
#include "m_anigif.h"
|
||||
#include "md5.h"
|
||||
|
||||
#ifdef NETGAME_DEVMODE
|
||||
#define CV_RESTRICT CV_NETVAR
|
||||
|
@ -140,7 +141,6 @@ static void Command_Clearscores_f(void);
|
|||
// Remote Administration
|
||||
static void Command_Changepassword_f(void);
|
||||
static void Command_Login_f(void);
|
||||
static void Got_Login(UINT8 **cp, INT32 playernum);
|
||||
static void Got_Verification(UINT8 **cp, INT32 playernum);
|
||||
static void Got_Removal(UINT8 **cp, INT32 playernum);
|
||||
static void Command_Verify_f(void);
|
||||
|
@ -435,7 +435,6 @@ void D_RegisterServerCommands(void)
|
|||
|
||||
// Remote Administration
|
||||
COM_AddCommand("password", Command_Changepassword_f);
|
||||
RegisterNetXCmd(XD_LOGIN, Got_Login);
|
||||
COM_AddCommand("login", Command_Login_f); // useful in dedicated to kick off remote admin
|
||||
COM_AddCommand("promote", Command_Verify_f);
|
||||
RegisterNetXCmd(XD_VERIFIED, Got_Verification);
|
||||
|
@ -599,6 +598,11 @@ void D_RegisterClientCommands(void)
|
|||
Color_cons_t[MAXSKINCOLORS].value = 0;
|
||||
Color_cons_t[MAXSKINCOLORS].strvalue = NULL;
|
||||
|
||||
// Set default player names
|
||||
// Monster Iestyn (12/08/19): not sure where else I could have actually put this, but oh well
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
sprintf(player_names[i], "Player %d", i);
|
||||
|
||||
if (dedicated)
|
||||
return;
|
||||
|
||||
|
@ -2719,35 +2723,7 @@ static void Got_Teamchange(UINT8 **cp, INT32 playernum)
|
|||
// Attempts to make password system a little sane without
|
||||
// rewriting the entire goddamn XD_file system
|
||||
//
|
||||
#include "md5.h"
|
||||
static void D_MD5PasswordPass(const UINT8 *buffer, size_t len, const char *salt, void *dest)
|
||||
{
|
||||
#ifdef NOMD5
|
||||
(void)buffer;
|
||||
(void)len;
|
||||
(void)salt;
|
||||
memset(dest, 0, 16);
|
||||
#else
|
||||
char tmpbuf[256];
|
||||
const size_t sl = strlen(salt);
|
||||
|
||||
if (len > 256-sl)
|
||||
len = 256-sl;
|
||||
memcpy(tmpbuf, buffer, len);
|
||||
memmove(&tmpbuf[len], salt, sl);
|
||||
//strcpy(&tmpbuf[len], salt);
|
||||
len += strlen(salt);
|
||||
if (len < 256)
|
||||
memset(&tmpbuf[len],0,256-len);
|
||||
|
||||
// Yes, we intentionally md5 the ENTIRE buffer regardless of size...
|
||||
md5_buffer(tmpbuf, 256, dest);
|
||||
#endif
|
||||
}
|
||||
|
||||
#define BASESALT "basepasswordstorage"
|
||||
static UINT8 adminpassmd5[16];
|
||||
static boolean adminpasswordset = false;
|
||||
|
||||
void D_SetPassword(const char *pw)
|
||||
{
|
||||
|
@ -2785,7 +2761,6 @@ static void Command_Login_f(void)
|
|||
// If we have no MD5 support then completely disable XD_LOGIN responses for security.
|
||||
CONS_Alert(CONS_NOTICE, "Remote administration commands are not supported in this build.\n");
|
||||
#else
|
||||
UINT8 finalmd5[16];
|
||||
const char *pw;
|
||||
|
||||
if (!netgame)
|
||||
|
@ -2805,47 +2780,15 @@ static void Command_Login_f(void)
|
|||
pw = COM_Argv(1);
|
||||
|
||||
// Do the base pass to get what the server has (or should?)
|
||||
D_MD5PasswordPass((const UINT8 *)pw, strlen(pw), BASESALT, &finalmd5);
|
||||
D_MD5PasswordPass((const UINT8 *)pw, strlen(pw), BASESALT, &netbuffer->u.md5sum);
|
||||
|
||||
// Do the final pass to get the comparison the server will come up with
|
||||
D_MD5PasswordPass(finalmd5, 16, va("PNUM%02d", consoleplayer), &finalmd5);
|
||||
D_MD5PasswordPass(netbuffer->u.md5sum, 16, va("PNUM%02d", consoleplayer), &netbuffer->u.md5sum);
|
||||
|
||||
CONS_Printf(M_GetText("Sending login... (Notice only given if password is correct.)\n"));
|
||||
|
||||
SendNetXCmd(XD_LOGIN, finalmd5, 16);
|
||||
#endif
|
||||
}
|
||||
|
||||
static void Got_Login(UINT8 **cp, INT32 playernum)
|
||||
{
|
||||
#ifdef NOMD5
|
||||
// If we have no MD5 support then completely disable XD_LOGIN responses for security.
|
||||
(void)cp;
|
||||
(void)playernum;
|
||||
#else
|
||||
UINT8 sentmd5[16], finalmd5[16];
|
||||
|
||||
READMEM(*cp, sentmd5, 16);
|
||||
|
||||
if (client)
|
||||
return;
|
||||
|
||||
if (!adminpasswordset)
|
||||
{
|
||||
CONS_Printf(M_GetText("Password from %s failed (no password set).\n"), player_names[playernum]);
|
||||
return;
|
||||
}
|
||||
|
||||
// Do the final pass to compare with the sent md5
|
||||
D_MD5PasswordPass(adminpassmd5, 16, va("PNUM%02d", playernum), &finalmd5);
|
||||
|
||||
if (!memcmp(sentmd5, finalmd5, 16))
|
||||
{
|
||||
CONS_Printf(M_GetText("%s passed authentication.\n"), player_names[playernum]);
|
||||
COM_BufInsertText(va("promote %d\n", playernum)); // do this immediately
|
||||
}
|
||||
else
|
||||
CONS_Printf(M_GetText("Password from %s failed.\n"), player_names[playernum]);
|
||||
netbuffer->packettype = PT_LOGIN;
|
||||
HSendPacket(servernode, true, 0, 16);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
|
|
@ -129,8 +129,8 @@ typedef enum
|
|||
XD_ADDPLAYER, // 10
|
||||
XD_TEAMCHANGE, // 11
|
||||
XD_CLEARSCORES, // 12
|
||||
XD_LOGIN, // 13
|
||||
XD_VERIFIED, // 14
|
||||
// UNUSED 13 (Because I don't want to change these comments)
|
||||
XD_VERIFIED = 14,//14
|
||||
XD_RANDOMSEED, // 15
|
||||
XD_RUNSOC, // 16
|
||||
XD_REQADDFILE, // 17
|
||||
|
|
|
@ -210,7 +210,7 @@ typedef struct
|
|||
|
||||
extern const UINT8 Color_Index[MAXTRANSLATIONS-1][16];
|
||||
extern const char *Color_Names[MAXSKINCOLORS + NUMSUPERCOLORS];
|
||||
extern const UINT8 Color_Opposite[(MAXSKINCOLORS - 1)*2];
|
||||
extern const UINT8 Color_Opposite[MAXSKINCOLORS - 1][2];
|
||||
|
||||
#define NUMMAPS 1035
|
||||
|
||||
|
|
|
@ -206,7 +206,7 @@ extern FILE *logstream;
|
|||
// it's only for detection of the version the player is using so the MS can alert them of an update.
|
||||
// Only set it higher, not lower, obviously.
|
||||
// Note that we use this to help keep internal testing in check; this is why v2.1.0 is not version "1".
|
||||
#define MODVERSION 28
|
||||
#define MODVERSION 30
|
||||
|
||||
// To version config.cfg, MAJOREXECVERSION is set equal to MODVERSION automatically.
|
||||
// Increment MINOREXECVERSION whenever a config change is needed that does not correspond
|
||||
|
|
42
src/g_game.c
42
src/g_game.c
|
@ -416,49 +416,13 @@ consvar_t cv_spinaxis2 = {"joyaxis2_spin", "None", CV_SAVE, joyaxis_cons_t, NULL
|
|||
consvar_t cv_fireaxis2 = {"joyaxis2_fire", "Z-Axis-", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_firenaxis2 = {"joyaxis2_firenormal", "Z-Axis", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
|
||||
#if MAXPLAYERS > 32
|
||||
#error "please update player_name table using the new value for MAXPLAYERS"
|
||||
#endif
|
||||
|
||||
#ifdef SEENAMES
|
||||
player_t *seenplayer; // player we're aiming at right now
|
||||
#endif
|
||||
|
||||
char player_names[MAXPLAYERS][MAXPLAYERNAME+1] =
|
||||
{
|
||||
"Player 1",
|
||||
"Player 2",
|
||||
"Player 3",
|
||||
"Player 4",
|
||||
"Player 5",
|
||||
"Player 6",
|
||||
"Player 7",
|
||||
"Player 8",
|
||||
"Player 9",
|
||||
"Player 10",
|
||||
"Player 11",
|
||||
"Player 12",
|
||||
"Player 13",
|
||||
"Player 14",
|
||||
"Player 15",
|
||||
"Player 16",
|
||||
"Player 17",
|
||||
"Player 18",
|
||||
"Player 19",
|
||||
"Player 20",
|
||||
"Player 21",
|
||||
"Player 22",
|
||||
"Player 23",
|
||||
"Player 24",
|
||||
"Player 25",
|
||||
"Player 26",
|
||||
"Player 27",
|
||||
"Player 28",
|
||||
"Player 29",
|
||||
"Player 30",
|
||||
"Player 31",
|
||||
"Player 32"
|
||||
};
|
||||
// now automatically allocated in D_RegisterClientCommands
|
||||
// so that it doesn't have to be updated depending on the value of MAXPLAYERS
|
||||
char player_names[MAXPLAYERS][MAXPLAYERNAME+1];
|
||||
|
||||
INT16 rw_maximums[NUM_WEAPONS] =
|
||||
{
|
||||
|
|
|
@ -173,15 +173,15 @@ static int lib_all7emeralds(lua_State *L)
|
|||
return 1;
|
||||
}
|
||||
|
||||
// Whee, special Lua-exclusive function for making use of Color_Opposite[] without needing *2 or +1
|
||||
// Returns both color and frame numbers!
|
||||
// Whee, special Lua-exclusive function for making use of Color_Opposite[]
|
||||
// Returns both color and signpost shade numbers!
|
||||
static int lib_coloropposite(lua_State *L)
|
||||
{
|
||||
UINT8 colornum = (UINT8)luaL_checkinteger(L, 1);
|
||||
if (colornum >= MAXSKINCOLORS)
|
||||
return luaL_error(L, "skincolor %d out of range (0 - %d).", colornum, MAXSKINCOLORS-1);
|
||||
lua_pushinteger(L, Color_Opposite[colornum*2]); // push color
|
||||
lua_pushinteger(L, Color_Opposite[colornum*2+1]); // push frame
|
||||
if (!colornum || colornum >= MAXSKINCOLORS)
|
||||
return luaL_error(L, "skincolor %d out of range (1 - %d).", colornum, MAXSKINCOLORS-1);
|
||||
lua_pushinteger(L, Color_Opposite[colornum-1][0]); // push color
|
||||
lua_pushinteger(L, Color_Opposite[colornum-1][1]); // push sign shade index, 0-15
|
||||
return 2;
|
||||
}
|
||||
|
||||
|
|
|
@ -7247,8 +7247,8 @@ static void M_DrawLoadGameData(void)
|
|||
col = 134;
|
||||
else
|
||||
{
|
||||
col = (charskin->prefcolor - 1)*2;
|
||||
col = Color_Index[Color_Opposite[col]-1][Color_Opposite[col+1]];
|
||||
col = charskin->prefcolor - 1;
|
||||
col = Color_Index[Color_Opposite[col][0]-1][Color_Opposite[col][1]];
|
||||
}
|
||||
|
||||
V_DrawFill(x+6, y+64, 72, 50, col);
|
||||
|
|
|
@ -4898,12 +4898,12 @@ void A_SignPlayer(mobj_t *actor)
|
|||
of in the name. If you have a better idea, feel free
|
||||
to let me know. ~toast 2016/07/20
|
||||
*/
|
||||
actor->frame += (15 - Color_Opposite[(Color_Opposite[(skin->prefoppositecolor - 1)*2] - 1)*2 + 1]);
|
||||
actor->frame += (15 - Color_Opposite[Color_Opposite[skin->prefoppositecolor - 1][0] - 1][1]);
|
||||
}
|
||||
else if (actor->target->player->skincolor) // Set the sign to be an appropriate background color for this player's skincolor.
|
||||
{
|
||||
actor->color = Color_Opposite[(actor->target->player->skincolor - 1)*2];
|
||||
actor->frame += (15 - Color_Opposite[(actor->target->player->skincolor - 1)*2 + 1]);
|
||||
actor->color = Color_Opposite[actor->target->player->skincolor - 1][0];
|
||||
actor->frame += (15 - Color_Opposite[actor->target->player->skincolor - 1][1]);
|
||||
}
|
||||
|
||||
if (skin->sprites[SPR2_SIGN].numframes)
|
||||
|
|
|
@ -2884,7 +2884,7 @@ static boolean P_ThingHeightClip(mobj_t *thing)
|
|||
if (thing->z != oldz)
|
||||
{
|
||||
if (thing->player)
|
||||
P_PlayerHitFloor(thing->player, false);
|
||||
P_PlayerHitFloor(thing->player, !onfloor);
|
||||
}
|
||||
|
||||
// debug: be sure it falls to the floor
|
||||
|
@ -4136,7 +4136,7 @@ boolean P_CheckSector(sector_t *sector, boolean crunch)
|
|||
{
|
||||
// Monster Iestyn: do we need to check if a mobj has already been checked? ...probably not I suspect
|
||||
|
||||
if (!P_MobjTouchingPolyobj(po, mo))
|
||||
if (!P_MobjInsidePolyobj(po, mo))
|
||||
continue;
|
||||
|
||||
if (!PIT_ChangeSector(mo, false))
|
||||
|
@ -4246,7 +4246,7 @@ boolean P_CheckSector(sector_t *sector, boolean crunch)
|
|||
{
|
||||
// Monster Iestyn: do we need to check if a mobj has already been checked? ...probably not I suspect
|
||||
|
||||
if (!P_MobjTouchingPolyobj(po, mo))
|
||||
if (!P_MobjInsidePolyobj(po, mo))
|
||||
continue;
|
||||
|
||||
PIT_ChangeSector(mo, true);
|
||||
|
|
|
@ -716,9 +716,11 @@ void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope)
|
|||
vector3_t mom; // Ditto.
|
||||
|
||||
if (slope->flags & SL_NOPHYSICS) { // No physics, no need to make anything complicated.
|
||||
if (P_MobjFlip(thing)*(thing->momz) < 0) { // falling, land on slope
|
||||
//thing->momz = -P_MobjFlip(thing);
|
||||
if (P_MobjFlip(thing)*(thing->momz) < 0) // falling, land on slope
|
||||
{
|
||||
thing->standingslope = slope;
|
||||
if (!thing->player || !(thing->player->pflags & PF_BOUNCING))
|
||||
thing->momz = -P_MobjFlip(thing);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
@ -732,9 +734,9 @@ void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope)
|
|||
if (P_MobjFlip(thing)*mom.z < 0) { // falling, land on slope
|
||||
thing->momx = mom.x;
|
||||
thing->momy = mom.y;
|
||||
//thing->momz = -P_MobjFlip(thing);
|
||||
|
||||
thing->standingslope = slope;
|
||||
if (!thing->player || !(thing->player->pflags & PF_BOUNCING))
|
||||
thing->momz = -P_MobjFlip(thing);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -3096,7 +3096,7 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
|
|||
break;
|
||||
|
||||
case 432: // Enable 2D Mode (Disable if noclimb)
|
||||
if (mo->player)
|
||||
if (mo && mo->player)
|
||||
{
|
||||
if (line->flags & ML_NOCLIMB)
|
||||
mo->flags2 &= ~MF2_TWOD;
|
||||
|
@ -3122,7 +3122,7 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
|
|||
break;
|
||||
|
||||
case 434: // Custom Power
|
||||
if (mo->player)
|
||||
if (mo && mo->player)
|
||||
{
|
||||
mobj_t *dummy = P_SpawnMobj(mo->x, mo->y, mo->z, MT_NULL);
|
||||
|
||||
|
@ -3205,7 +3205,7 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
|
|||
break;
|
||||
|
||||
case 437: // Disable Player Controls
|
||||
if (mo->player)
|
||||
if (mo && mo->player)
|
||||
{
|
||||
UINT16 fractime = (UINT16)(sides[line->sidenum[0]].textureoffset>>FRACBITS);
|
||||
if (fractime < 1)
|
||||
|
|
630
src/p_user.c
630
src/p_user.c
|
@ -2198,7 +2198,7 @@ boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff)
|
|||
{
|
||||
if ((player->charability2 == CA2_SPINDASH) && !(player->pflags & PF_THOKKED) && (player->cmd.buttons & BT_USE) && (FixedHypot(player->mo->momx, player->mo->momy) > (5*player->mo->scale)))
|
||||
player->pflags |= PF_SPINNING;
|
||||
else
|
||||
else if (!(player->pflags & PF_STARTDASH))
|
||||
player->pflags &= ~PF_SPINNING;
|
||||
}
|
||||
|
||||
|
@ -2217,7 +2217,7 @@ boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff)
|
|||
player->skidtime = TICRATE;
|
||||
player->mo->tics = -1;
|
||||
}
|
||||
else
|
||||
else if (!player->skidtime)
|
||||
player->pflags &= ~PF_GLIDING;
|
||||
}
|
||||
else if (player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2)
|
||||
|
@ -2268,7 +2268,7 @@ boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff)
|
|||
}
|
||||
else if (player->charability2 == CA2_GUNSLINGER && player->panim == PA_ABILITY2)
|
||||
;
|
||||
else if (player->pflags & PF_JUMPED || player->powers[pw_tailsfly] || player->mo->state-states == S_PLAY_FLY_TIRED)
|
||||
else if (player->panim != PA_IDLE && player->panim != PA_WALK && player->panim != PA_RUN && player->panim != PA_DASH)
|
||||
{
|
||||
if (player->cmomx || player->cmomy)
|
||||
{
|
||||
|
@ -10134,6 +10134,7 @@ void P_DoPityCheck(player_t *player)
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
static sector_t *P_GetMinecartSector(fixed_t x, fixed_t y, fixed_t z, fixed_t *nz)
|
||||
{
|
||||
sector_t *sec = R_PointInSubsector(x, y)->sector;
|
||||
|
@ -10546,6 +10547,191 @@ static void P_MinecartThink(player_t *player)
|
|||
player->powers[pw_flashing]--;
|
||||
}
|
||||
|
||||
// Handle Tails' fluff
|
||||
static void P_DoTailsOverlay(player_t *player, mobj_t *tails)
|
||||
{
|
||||
// init...
|
||||
boolean smilesonground = P_IsObjectOnGround(player->mo);
|
||||
angle_t horizangle = player->drawangle;
|
||||
fixed_t zoffs = 0;
|
||||
fixed_t backwards = -1*FRACUNIT;
|
||||
boolean doroll = (player->panim == PA_ROLL || player->panim == PA_JUMP);
|
||||
angle_t rollangle;
|
||||
boolean panimchange;
|
||||
INT32 ticnum = 0;
|
||||
statenum_t chosenstate;
|
||||
|
||||
if (!tails->skin)
|
||||
{
|
||||
tails->skin = player->mo->skin;
|
||||
P_SetMobjState(tails, S_TAILSOVERLAY_STAND);
|
||||
tails->movecount = -1;
|
||||
}
|
||||
|
||||
panimchange = (tails->movecount != (INT32)player->panim);
|
||||
|
||||
// initial position...
|
||||
if (doroll)
|
||||
{
|
||||
fixed_t testval, zdist;
|
||||
if (player->speed < FRACUNIT)
|
||||
testval = FRACUNIT;
|
||||
else
|
||||
{
|
||||
testval = (FixedMul(player->speed, FINECOSINE((horizangle - R_PointToAngle2(0, 0, player->rmomx, player->rmomy)) >> ANGLETOFINESHIFT)));
|
||||
if (testval < FRACUNIT)
|
||||
testval = FRACUNIT;
|
||||
}
|
||||
if (smilesonground && !player->mo->reactiontime)
|
||||
zdist = (player->mo->z - tails->threshold);
|
||||
else
|
||||
zdist = player->mo->momz;
|
||||
rollangle = R_PointToAngle2(0, 0, testval, -P_MobjFlip(player->mo)*zdist);
|
||||
zoffs = 3*FRACUNIT + 12*FINESINE(rollangle >> ANGLETOFINESHIFT);
|
||||
backwards = -12*FINECOSINE(rollangle >> ANGLETOFINESHIFT);
|
||||
}
|
||||
else if (player->panim == PA_RUN)
|
||||
backwards = -5*FRACUNIT;
|
||||
else if (player->panim == PA_SPRING)
|
||||
{
|
||||
zoffs += 4*FRACUNIT;
|
||||
backwards /= 2;
|
||||
}
|
||||
else if (player->panim == PA_PAIN)
|
||||
backwards /= 16;
|
||||
else if (player->mo->state-states == S_PLAY_GASP)
|
||||
{
|
||||
backwards /= 16;
|
||||
zoffs += 12*FRACUNIT;
|
||||
}
|
||||
else if (player->mo->state-states == S_PLAY_EDGE)
|
||||
{
|
||||
backwards /= 16;
|
||||
zoffs = 3*FRACUNIT;
|
||||
}
|
||||
else if (player->panim == PA_ABILITY2)
|
||||
{
|
||||
zoffs = -7*FRACUNIT;
|
||||
backwards = -9*FRACUNIT;
|
||||
}
|
||||
else if (player->mo->sprite2 == SPR2_FLY || player->mo->sprite2 == SPR2_TIRE)
|
||||
backwards = -5*FRACUNIT;
|
||||
|
||||
// sprite...
|
||||
if (doroll)
|
||||
{
|
||||
statenum_t add = ((rollangle > ANGLE_180) ? 2 : 0);
|
||||
if (add)
|
||||
rollangle = InvAngle(rollangle);
|
||||
rollangle += ANG15; // modify the thresholds to be nice clean numbers
|
||||
if (rollangle > ANG60)
|
||||
chosenstate = S_TAILSOVERLAY_PLUS60DEGREES + add;
|
||||
else if (rollangle > ANG30)
|
||||
chosenstate = S_TAILSOVERLAY_PLUS30DEGREES + add;
|
||||
else
|
||||
chosenstate = S_TAILSOVERLAY_0DEGREES;
|
||||
}
|
||||
else if (player->panim == PA_SPRING)
|
||||
chosenstate = S_TAILSOVERLAY_MINUS60DEGREES;
|
||||
else if (player->panim == PA_FALL || player->mo->state-states == S_PLAY_RIDE)
|
||||
chosenstate = S_TAILSOVERLAY_PLUS60DEGREES;
|
||||
else if (player->panim == PA_PAIN)
|
||||
chosenstate = S_TAILSOVERLAY_PAIN;
|
||||
else if (player->mo->state-states == S_PLAY_GASP)
|
||||
chosenstate = S_TAILSOVERLAY_GASP;
|
||||
else if (player->mo->state-states == S_PLAY_EDGE)
|
||||
chosenstate = S_TAILSOVERLAY_EDGE;
|
||||
else if (player->panim == PA_RUN)
|
||||
chosenstate = S_TAILSOVERLAY_RUN;
|
||||
else if (player->panim == PA_WALK)
|
||||
{
|
||||
if (!smilesonground || player->mo->state-states == S_PLAY_SKID)
|
||||
chosenstate = S_TAILSOVERLAY_PLUS30DEGREES;
|
||||
else if (player->speed >= FixedMul(player->runspeed/2, player->mo->scale))
|
||||
chosenstate = S_TAILSOVERLAY_0DEGREES;
|
||||
else
|
||||
chosenstate = S_TAILSOVERLAY_MINUS30DEGREES;
|
||||
}
|
||||
else if (player->mo->sprite2 == SPR2_FLY)
|
||||
chosenstate = S_TAILSOVERLAY_FLY;
|
||||
else if (player->mo->sprite2 == SPR2_TIRE)
|
||||
chosenstate = S_TAILSOVERLAY_TIRE;
|
||||
else if (player->panim == PA_ABILITY2)
|
||||
chosenstate = S_TAILSOVERLAY_PLUS30DEGREES;
|
||||
else if (player->panim == PA_IDLE)
|
||||
chosenstate = S_TAILSOVERLAY_STAND;
|
||||
else
|
||||
chosenstate = S_INVISIBLE;
|
||||
|
||||
// state...
|
||||
if (panimchange)
|
||||
{
|
||||
tails->sprite2 = -1;
|
||||
P_SetMobjState(tails, chosenstate);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (tails->state != states+chosenstate)
|
||||
{
|
||||
if (states[chosenstate].sprite == SPR_PLAY)
|
||||
tails->sprite2 = P_GetSkinSprite2(((skin_t *)tails->skin), (states[chosenstate].frame & FF_FRAMEMASK), player);
|
||||
P_SetMobjState(tails, chosenstate);
|
||||
}
|
||||
}
|
||||
|
||||
if (player->fly1 != 0 && player->powers[pw_tailsfly] != 0 && !smilesonground)
|
||||
P_SetMobjState(tails, chosenstate);
|
||||
|
||||
// animation...
|
||||
if (player->panim == PA_SPRING || player->panim == PA_FALL || player->mo->state-states == S_PLAY_RIDE)
|
||||
{
|
||||
if (FixedDiv(abs(player->mo->momz), player->mo->scale) < 20<<FRACBITS)
|
||||
ticnum = 2;
|
||||
else
|
||||
ticnum = 1;
|
||||
}
|
||||
else if (player->panim == PA_PAIN)
|
||||
ticnum = 2;
|
||||
else if (player->mo->state-states == S_PLAY_GASP)
|
||||
tails->tics = -1;
|
||||
else if (player->mo->sprite2 == SPR2_TIRE)
|
||||
ticnum = 4;
|
||||
else if (player->panim != PA_IDLE)
|
||||
ticnum = player->mo->tics;
|
||||
|
||||
if (ticnum && tails->tics > ticnum)
|
||||
tails->tics = ticnum;
|
||||
|
||||
// final handling...
|
||||
tails->color = player->mo->color;
|
||||
tails->threshold = player->mo->z;
|
||||
tails->movecount = player->panim;
|
||||
tails->angle = horizangle;
|
||||
P_SetScale(tails, player->mo->scale);
|
||||
tails->destscale = player->mo->destscale;
|
||||
tails->radius = player->mo->radius;
|
||||
tails->height = player->mo->height;
|
||||
zoffs = FixedMul(zoffs, tails->scale);
|
||||
|
||||
if (player->mo->eflags & MFE_VERTICALFLIP)
|
||||
{
|
||||
tails->eflags |= MFE_VERTICALFLIP;
|
||||
tails->flags2 |= MF2_OBJECTFLIP;
|
||||
zoffs = player->mo->height - tails->height - zoffs;
|
||||
}
|
||||
else
|
||||
{
|
||||
tails->eflags &= ~MFE_VERTICALFLIP;
|
||||
tails->flags2 &= ~MF2_OBJECTFLIP;
|
||||
}
|
||||
|
||||
P_UnsetThingPosition(tails);
|
||||
tails->x = player->mo->x + P_ReturnThrustX(tails, tails->angle, FixedMul(backwards, tails->scale));
|
||||
tails->y = player->mo->y + P_ReturnThrustY(tails, tails->angle, FixedMul(backwards, tails->scale));
|
||||
tails->z = player->mo->z + zoffs;
|
||||
P_SetThingPosition(tails);
|
||||
}
|
||||
|
||||
//
|
||||
// P_PlayerThink
|
||||
//
|
||||
|
@ -10688,6 +10874,9 @@ void P_PlayerThink(player_t *player)
|
|||
if (player->exiting && countdown2)
|
||||
player->exiting = 5;
|
||||
|
||||
// The following code is disabled for now as this causes the game to freeze sometimes
|
||||
// Monster Iestyn -- 16/08/19
|
||||
#if 0
|
||||
// Same check as below, just at 1 second before
|
||||
// so we can fade music
|
||||
if (!exitfadestarted &&
|
||||
|
@ -10725,6 +10914,7 @@ void P_PlayerThink(player_t *player)
|
|||
S_FadeOutStopMusic(1*MUSICRATE);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
if (player->exiting == 2 || countdown2 == 2)
|
||||
{
|
||||
|
@ -11500,130 +11690,149 @@ void P_PlayerAfterThink(player_t *player)
|
|||
/* if (player->powers[pw_carry] == CR_NONE && player->mo->tracer && !player->homing)
|
||||
P_SetTarget(&player->mo->tracer, NULL);
|
||||
else */
|
||||
if (player->powers[pw_carry] == CR_PLAYER && player->mo->tracer)
|
||||
if (player->mo->tracer)
|
||||
{
|
||||
player->mo->height = FixedDiv(P_GetPlayerHeight(player), FixedDiv(14*FRACUNIT,10*FRACUNIT));
|
||||
|
||||
if (player->mo->tracer->player && !(player->mo->tracer->player->pflags & PF_CANCARRY))
|
||||
player->powers[pw_carry] = CR_NONE;
|
||||
|
||||
if (player->mo->eflags & MFE_VERTICALFLIP)
|
||||
switch (player->powers[pw_carry])
|
||||
{
|
||||
if ((player->mo->tracer->z + player->mo->tracer->height + player->mo->height + FixedMul(FRACUNIT, player->mo->scale)) <= player->mo->tracer->ceilingz
|
||||
&& (player->mo->tracer->eflags & MFE_VERTICALFLIP)) // Reverse gravity check for the carrier - Flame
|
||||
player->mo->z = player->mo->tracer->z + player->mo->tracer->height + FixedMul(FRACUNIT, player->mo->scale);
|
||||
else
|
||||
player->powers[pw_carry] = CR_NONE;
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((player->mo->tracer->z - player->mo->height - FixedMul(FRACUNIT, player->mo->scale)) >= player->mo->tracer->floorz
|
||||
&& !(player->mo->tracer->eflags & MFE_VERTICALFLIP)) // Correct gravity check for the carrier - Flame
|
||||
player->mo->z = player->mo->tracer->z - player->mo->height - FixedMul(FRACUNIT, player->mo->scale);
|
||||
else
|
||||
player->powers[pw_carry] = CR_NONE;
|
||||
}
|
||||
|
||||
if (player->mo->tracer->health <= 0)
|
||||
player->powers[pw_carry] = CR_NONE;
|
||||
else
|
||||
{
|
||||
P_TryMove(player->mo, player->mo->tracer->x, player->mo->tracer->y, true);
|
||||
player->mo->momx = player->mo->tracer->momx;
|
||||
player->mo->momy = player->mo->tracer->momy;
|
||||
player->mo->momz = player->mo->tracer->momz;
|
||||
}
|
||||
|
||||
if (gametype == GT_COOP)
|
||||
{
|
||||
player->mo->angle = player->mo->tracer->angle;
|
||||
|
||||
if (!demoplayback || P_AnalogMove(player))
|
||||
case CR_PLAYER: // being carried by a flying character (such as Tails)
|
||||
{
|
||||
if (player == &players[consoleplayer])
|
||||
localangle = player->mo->angle;
|
||||
else if (player == &players[secondarydisplayplayer])
|
||||
localangle2 = player->mo->angle;
|
||||
}
|
||||
}
|
||||
mobj_t *tails = player->mo->tracer;
|
||||
player->mo->height = FixedDiv(P_GetPlayerHeight(player), FixedDiv(14*FRACUNIT,10*FRACUNIT));
|
||||
|
||||
if (P_AproxDistance(player->mo->x - player->mo->tracer->x, player->mo->y - player->mo->tracer->y) > player->mo->radius)
|
||||
player->powers[pw_carry] = CR_NONE;
|
||||
if (tails->player && !(tails->player->pflags & PF_CANCARRY))
|
||||
player->powers[pw_carry] = CR_NONE;
|
||||
|
||||
if (player->powers[pw_carry] != CR_NONE)
|
||||
{
|
||||
if (player->mo->state-states != S_PLAY_RIDE)
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_RIDE);
|
||||
}
|
||||
else
|
||||
P_SetTarget(&player->mo->tracer, NULL);
|
||||
|
||||
if (player-players == consoleplayer && botingame)
|
||||
CV_SetValue(&cv_analog2, (player->powers[pw_carry] != CR_PLAYER));
|
||||
}
|
||||
else if (player->powers[pw_carry] == CR_GENERIC && player->mo->tracer)
|
||||
{
|
||||
// tracer is what you're hanging onto
|
||||
P_UnsetThingPosition(player->mo);
|
||||
player->mo->x = player->mo->tracer->x;
|
||||
player->mo->y = player->mo->tracer->y;
|
||||
if (player->mo->eflags & MFE_VERTICALFLIP)
|
||||
player->mo->z = player->mo->tracer->z + player->mo->tracer->height - FixedDiv(player->mo->height, 3*FRACUNIT);
|
||||
else
|
||||
player->mo->z = player->mo->tracer->z - FixedDiv(player->mo->height, 3*FRACUNIT/2);
|
||||
player->mo->momx = player->mo->momy = player->mo->momz = 0;
|
||||
P_SetThingPosition(player->mo);
|
||||
if (player->mo->state-states != S_PLAY_RIDE)
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_RIDE);
|
||||
|
||||
// Controllable missile
|
||||
if (player->mo->tracer->type == MT_BLACKEGGMAN_MISSILE)
|
||||
{
|
||||
if (cmd->forwardmove > 0)
|
||||
player->mo->tracer->momz += FixedMul(FRACUNIT/4, player->mo->tracer->scale);
|
||||
else if (cmd->forwardmove < 0)
|
||||
player->mo->tracer->momz -= FixedMul(FRACUNIT/4, player->mo->tracer->scale);
|
||||
|
||||
player->mo->tracer->angle = player->mo->angle;
|
||||
P_InstaThrust(player->mo->tracer, player->mo->tracer->angle, FixedMul(player->mo->tracer->info->speed, player->mo->tracer->scale));
|
||||
|
||||
if (player->mo->z <= player->mo->floorz
|
||||
|| player->mo->tracer->health <= 0)
|
||||
{
|
||||
player->powers[pw_carry] = CR_NONE;
|
||||
P_SetTarget(&player->mo->tracer, NULL);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (player->powers[pw_carry] == CR_MACESPIN && player->mo->tracer && player->mo->tracer->tracer)
|
||||
{
|
||||
player->mo->height = P_GetPlayerSpinHeight(player);
|
||||
// tracer is what you're hanging onto....
|
||||
player->mo->momx = (player->mo->tracer->x - player->mo->x)*2;
|
||||
player->mo->momy = (player->mo->tracer->y - player->mo->y)*2;
|
||||
player->mo->momz = (player->mo->tracer->z - (player->mo->height-player->mo->tracer->height/2) - player->mo->z)*2;
|
||||
P_TeleportMove(player->mo, player->mo->tracer->x, player->mo->tracer->y, player->mo->tracer->z - (player->mo->height-player->mo->tracer->height/2));
|
||||
if (!player->powers[pw_flashing]) // handle getting hurt
|
||||
{
|
||||
player->pflags |= PF_JUMPED;
|
||||
player->pflags &= ~PF_NOJUMPDAMAGE;
|
||||
player->secondjump = 0;
|
||||
player->pflags &= ~PF_THOKKED;
|
||||
|
||||
if ((player->mo->tracer->tracer->flags & MF_SLIDEME) // Noclimb on chain parameters gives this
|
||||
&& !(twodlevel || player->mo->flags2 & MF2_TWOD)) // why on earth would you want to turn them in 2D mode?
|
||||
{
|
||||
player->mo->tracer->tracer->angle += cmd->sidemove<<ANGLETOFINESHIFT;
|
||||
player->mo->angle += cmd->sidemove<<ANGLETOFINESHIFT; // 2048 --> ANGLE_MAX
|
||||
|
||||
if (!demoplayback || P_AnalogMove(player))
|
||||
if (player->mo->eflags & MFE_VERTICALFLIP)
|
||||
{
|
||||
if (player == &players[consoleplayer])
|
||||
localangle = player->mo->angle; // Adjust the local control angle.
|
||||
else if (player == &players[secondarydisplayplayer])
|
||||
localangle2 = player->mo->angle;
|
||||
if ((tails->z + tails->height + player->mo->height + FixedMul(FRACUNIT, player->mo->scale)) <= tails->ceilingz
|
||||
&& (tails->eflags & MFE_VERTICALFLIP)) // Reverse gravity check for the carrier - Flame
|
||||
player->mo->z = tails->z + tails->height + FixedMul(FRACUNIT, player->mo->scale);
|
||||
else
|
||||
player->powers[pw_carry] = CR_NONE;
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((tails->z - player->mo->height - FixedMul(FRACUNIT, player->mo->scale)) >= tails->floorz
|
||||
&& !(tails->eflags & MFE_VERTICALFLIP)) // Correct gravity check for the carrier - Flame
|
||||
player->mo->z = tails->z - player->mo->height - FixedMul(FRACUNIT, player->mo->scale);
|
||||
else
|
||||
player->powers[pw_carry] = CR_NONE;
|
||||
}
|
||||
|
||||
if (tails->health <= 0)
|
||||
player->powers[pw_carry] = CR_NONE;
|
||||
else
|
||||
{
|
||||
P_TryMove(player->mo, tails->x, tails->y, true);
|
||||
player->mo->momx = tails->momx;
|
||||
player->mo->momy = tails->momy;
|
||||
player->mo->momz = tails->momz;
|
||||
}
|
||||
|
||||
if (gametype == GT_COOP)
|
||||
{
|
||||
player->mo->angle = tails->angle;
|
||||
|
||||
if (!demoplayback || P_AnalogMove(player))
|
||||
{
|
||||
if (player == &players[consoleplayer])
|
||||
localangle = player->mo->angle;
|
||||
else if (player == &players[secondarydisplayplayer])
|
||||
localangle2 = player->mo->angle;
|
||||
}
|
||||
}
|
||||
|
||||
if (P_AproxDistance(player->mo->x - tails->x, player->mo->y - tails->y) > player->mo->radius)
|
||||
player->powers[pw_carry] = CR_NONE;
|
||||
|
||||
if (player->powers[pw_carry] != CR_NONE)
|
||||
{
|
||||
if (player->mo->state-states != S_PLAY_RIDE)
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_RIDE);
|
||||
}
|
||||
else
|
||||
P_SetTarget(&player->mo->tracer, NULL);
|
||||
|
||||
if (player-players == consoleplayer && botingame)
|
||||
CV_SetValue(&cv_analog2, (player->powers[pw_carry] != CR_PLAYER));
|
||||
break;
|
||||
}
|
||||
case CR_GENERIC: // being carried by some generic item
|
||||
{
|
||||
mobj_t *item = player->mo->tracer;
|
||||
// tracer is what you're hanging onto
|
||||
P_UnsetThingPosition(player->mo);
|
||||
player->mo->x = item->x;
|
||||
player->mo->y = item->y;
|
||||
if (player->mo->eflags & MFE_VERTICALFLIP)
|
||||
player->mo->z = item->z + item->height - FixedDiv(player->mo->height, 3*FRACUNIT);
|
||||
else
|
||||
player->mo->z = item->z - FixedDiv(player->mo->height, 3*FRACUNIT/2);
|
||||
player->mo->momx = player->mo->momy = player->mo->momz = 0;
|
||||
P_SetThingPosition(player->mo);
|
||||
if (player->mo->state-states != S_PLAY_RIDE)
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_RIDE);
|
||||
|
||||
// Controllable missile
|
||||
if (item->type == MT_BLACKEGGMAN_MISSILE)
|
||||
{
|
||||
if (cmd->forwardmove > 0)
|
||||
item->momz += FixedMul(FRACUNIT/4, item->scale);
|
||||
else if (cmd->forwardmove < 0)
|
||||
item->momz -= FixedMul(FRACUNIT/4, item->scale);
|
||||
|
||||
item->angle = player->mo->angle;
|
||||
P_InstaThrust(item, item->angle, FixedMul(item->info->speed, item->scale));
|
||||
|
||||
if (player->mo->z <= player->mo->floorz || item->health <= 0)
|
||||
{
|
||||
player->powers[pw_carry] = CR_NONE;
|
||||
P_SetTarget(&player->mo->tracer, NULL);
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
case CR_MACESPIN: // being carried by a spinning chain
|
||||
{
|
||||
mobj_t *chain;
|
||||
mobj_t *macecenter;
|
||||
if (!player->mo->tracer->tracer) // can't spin around a point if... there is no point in doing so
|
||||
break;
|
||||
chain = player->mo->tracer;
|
||||
macecenter = player->mo->tracer->tracer;
|
||||
|
||||
player->mo->height = P_GetPlayerSpinHeight(player);
|
||||
// tracer is what you're hanging onto....
|
||||
player->mo->momx = (chain->x - player->mo->x)*2;
|
||||
player->mo->momy = (chain->y - player->mo->y)*2;
|
||||
player->mo->momz = (chain->z - (player->mo->height-chain->height/2) - player->mo->z)*2;
|
||||
P_TeleportMove(player->mo, chain->x, chain->y, chain->z - (player->mo->height-chain->height/2));
|
||||
if (!player->powers[pw_flashing]) // handle getting hurt
|
||||
{
|
||||
player->pflags |= PF_JUMPED;
|
||||
player->pflags &= ~PF_NOJUMPDAMAGE;
|
||||
player->secondjump = 0;
|
||||
player->pflags &= ~PF_THOKKED;
|
||||
|
||||
if ((macecenter->flags & MF_SLIDEME) // Noclimb on chain parameters gives this
|
||||
&& !(twodlevel || player->mo->flags2 & MF2_TWOD)) // why on earth would you want to turn them in 2D mode?
|
||||
{
|
||||
macecenter->angle += cmd->sidemove<<ANGLETOFINESHIFT;
|
||||
player->mo->angle += cmd->sidemove<<ANGLETOFINESHIFT; // 2048 --> ANGLE_MAX
|
||||
|
||||
if (!demoplayback || P_AnalogMove(player))
|
||||
{
|
||||
if (player == &players[consoleplayer])
|
||||
localangle = player->mo->angle; // Adjust the local control angle.
|
||||
else if (player == &players[secondarydisplayplayer])
|
||||
localangle2 = player->mo->angle;
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -11684,188 +11893,7 @@ void P_PlayerAfterThink(player_t *player)
|
|||
switch (player->followmobj->type)
|
||||
{
|
||||
case MT_TAILSOVERLAY: // c:
|
||||
{
|
||||
// init...
|
||||
boolean smilesonground = P_IsObjectOnGround(player->mo);
|
||||
angle_t horizangle = player->drawangle;
|
||||
fixed_t zoffs = 0;
|
||||
fixed_t backwards = -1*FRACUNIT;
|
||||
boolean doroll = (player->panim == PA_ROLL || player->panim == PA_JUMP);
|
||||
angle_t rollangle;
|
||||
boolean panimchange;
|
||||
INT32 ticnum = 0;
|
||||
statenum_t chosenstate;
|
||||
|
||||
if (!player->followmobj->skin)
|
||||
{
|
||||
player->followmobj->skin = player->mo->skin;
|
||||
P_SetMobjState(player->followmobj, S_TAILSOVERLAY_STAND);
|
||||
player->followmobj->movecount = -1;
|
||||
}
|
||||
|
||||
panimchange = (player->followmobj->movecount != (INT32)player->panim);
|
||||
|
||||
// initial position...
|
||||
if (doroll)
|
||||
{
|
||||
fixed_t testval, zdist;
|
||||
if (player->speed < FRACUNIT)
|
||||
testval = FRACUNIT;
|
||||
else
|
||||
{
|
||||
testval = (FixedMul(player->speed, FINECOSINE((horizangle - R_PointToAngle2(0, 0, player->rmomx, player->rmomy)) >> ANGLETOFINESHIFT)));
|
||||
if (testval < FRACUNIT)
|
||||
testval = FRACUNIT;
|
||||
}
|
||||
if (smilesonground && !player->mo->reactiontime)
|
||||
zdist = (player->mo->z - player->followmobj->threshold);
|
||||
else
|
||||
zdist = player->mo->momz;
|
||||
rollangle = R_PointToAngle2(0, 0, testval, -P_MobjFlip(player->mo)*zdist);
|
||||
zoffs = 3*FRACUNIT + 12*FINESINE(rollangle >> ANGLETOFINESHIFT);
|
||||
backwards = -12*FINECOSINE(rollangle >> ANGLETOFINESHIFT);
|
||||
}
|
||||
else if (player->panim == PA_RUN)
|
||||
backwards = -5*FRACUNIT;
|
||||
else if (player->panim == PA_SPRING)
|
||||
{
|
||||
zoffs += 4*FRACUNIT;
|
||||
backwards /= 2;
|
||||
}
|
||||
else if (player->panim == PA_PAIN)
|
||||
backwards /= 16;
|
||||
else if (player->mo->state-states == S_PLAY_GASP)
|
||||
{
|
||||
backwards /= 16;
|
||||
zoffs += 12*FRACUNIT;
|
||||
}
|
||||
else if (player->mo->state-states == S_PLAY_EDGE)
|
||||
{
|
||||
backwards /= 16;
|
||||
zoffs = 3*FRACUNIT;
|
||||
}
|
||||
else if (player->panim == PA_ABILITY2)
|
||||
{
|
||||
zoffs = -7*FRACUNIT;
|
||||
backwards = -9*FRACUNIT;
|
||||
}
|
||||
else if (player->mo->sprite2 == SPR2_FLY || player->mo->sprite2 == SPR2_TIRE)
|
||||
backwards = -5*FRACUNIT;
|
||||
|
||||
// sprite...
|
||||
if (doroll)
|
||||
{
|
||||
statenum_t add = ((rollangle > ANGLE_180) ? 2 : 0);
|
||||
if (add)
|
||||
rollangle = InvAngle(rollangle);
|
||||
rollangle += ANG15; // modify the thresholds to be nice clean numbers
|
||||
if (rollangle > ANG60)
|
||||
chosenstate = S_TAILSOVERLAY_PLUS60DEGREES + add;
|
||||
else if (rollangle > ANG30)
|
||||
chosenstate = S_TAILSOVERLAY_PLUS30DEGREES + add;
|
||||
else
|
||||
chosenstate = S_TAILSOVERLAY_0DEGREES;
|
||||
}
|
||||
else if (player->panim == PA_SPRING)
|
||||
chosenstate = S_TAILSOVERLAY_MINUS60DEGREES;
|
||||
else if (player->panim == PA_FALL || player->mo->state-states == S_PLAY_RIDE)
|
||||
chosenstate = S_TAILSOVERLAY_PLUS60DEGREES;
|
||||
else if (player->panim == PA_PAIN)
|
||||
chosenstate = S_TAILSOVERLAY_PAIN;
|
||||
else if (player->mo->state-states == S_PLAY_GASP)
|
||||
chosenstate = S_TAILSOVERLAY_GASP;
|
||||
else if (player->mo->state-states == S_PLAY_EDGE)
|
||||
chosenstate = S_TAILSOVERLAY_EDGE;
|
||||
else if (player->panim == PA_RUN)
|
||||
chosenstate = S_TAILSOVERLAY_RUN;
|
||||
else if (player->panim == PA_WALK)
|
||||
{
|
||||
if (!smilesonground || player->mo->state-states == S_PLAY_SKID)
|
||||
chosenstate = S_TAILSOVERLAY_PLUS30DEGREES;
|
||||
else if (player->speed >= FixedMul(player->runspeed/2, player->mo->scale))
|
||||
chosenstate = S_TAILSOVERLAY_0DEGREES;
|
||||
else
|
||||
chosenstate = S_TAILSOVERLAY_MINUS30DEGREES;
|
||||
}
|
||||
else if (player->mo->sprite2 == SPR2_FLY)
|
||||
chosenstate = S_TAILSOVERLAY_FLY;
|
||||
else if (player->mo->sprite2 == SPR2_TIRE)
|
||||
chosenstate = S_TAILSOVERLAY_TIRE;
|
||||
else if (player->panim == PA_ABILITY2)
|
||||
chosenstate = S_TAILSOVERLAY_PLUS30DEGREES;
|
||||
else if (player->panim == PA_IDLE)
|
||||
chosenstate = S_TAILSOVERLAY_STAND;
|
||||
else
|
||||
chosenstate = S_INVISIBLE;
|
||||
|
||||
// state...
|
||||
if (panimchange)
|
||||
{
|
||||
player->followmobj->sprite2 = -1;
|
||||
P_SetMobjState(player->followmobj, chosenstate);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (player->followmobj->state != states+chosenstate)
|
||||
{
|
||||
if (states[chosenstate].sprite == SPR_PLAY)
|
||||
player->followmobj->sprite2 = P_GetSkinSprite2(((skin_t *)player->followmobj->skin), (states[chosenstate].frame & FF_FRAMEMASK), player);
|
||||
P_SetMobjState(player->followmobj, chosenstate);
|
||||
}
|
||||
}
|
||||
|
||||
if (player->fly1 != 0 && player->powers[pw_tailsfly] != 0 && !smilesonground)
|
||||
P_SetMobjState(player->followmobj, chosenstate);
|
||||
|
||||
// animation...
|
||||
if (player->panim == PA_SPRING || player->panim == PA_FALL || player->mo->state-states == S_PLAY_RIDE)
|
||||
{
|
||||
if (FixedDiv(abs(player->mo->momz), player->mo->scale) < 20<<FRACBITS)
|
||||
ticnum = 2;
|
||||
else
|
||||
ticnum = 1;
|
||||
}
|
||||
else if (player->panim == PA_PAIN)
|
||||
ticnum = 2;
|
||||
else if (player->mo->state-states == S_PLAY_GASP)
|
||||
player->followmobj->tics = -1;
|
||||
else if (player->mo->sprite2 == SPR2_TIRE)
|
||||
ticnum = 4;
|
||||
else if (player->panim != PA_IDLE)
|
||||
ticnum = player->mo->tics;
|
||||
|
||||
if (ticnum && player->followmobj->tics > ticnum)
|
||||
player->followmobj->tics = ticnum;
|
||||
|
||||
// final handling...
|
||||
player->followmobj->color = player->mo->color;
|
||||
player->followmobj->threshold = player->mo->z;
|
||||
player->followmobj->movecount = player->panim;
|
||||
player->followmobj->angle = horizangle;
|
||||
P_SetScale(player->followmobj, player->mo->scale);
|
||||
player->followmobj->destscale = player->mo->destscale;
|
||||
player->followmobj->radius = player->mo->radius;
|
||||
player->followmobj->height = player->mo->height;
|
||||
zoffs = FixedMul(zoffs, player->followmobj->scale);
|
||||
|
||||
if (player->mo->eflags & MFE_VERTICALFLIP)
|
||||
{
|
||||
player->followmobj->eflags |= MFE_VERTICALFLIP;
|
||||
player->followmobj->flags2 |= MF2_OBJECTFLIP;
|
||||
zoffs = player->mo->height - player->followmobj->height - zoffs;
|
||||
}
|
||||
else
|
||||
{
|
||||
player->followmobj->eflags &= ~MFE_VERTICALFLIP;
|
||||
player->followmobj->flags2 &= ~MF2_OBJECTFLIP;
|
||||
}
|
||||
|
||||
P_UnsetThingPosition(player->followmobj);
|
||||
player->followmobj->x = player->mo->x + P_ReturnThrustX(player->followmobj, player->followmobj->angle, FixedMul(backwards, player->followmobj->scale));
|
||||
player->followmobj->y = player->mo->y + P_ReturnThrustY(player->followmobj, player->followmobj->angle, FixedMul(backwards, player->followmobj->scale));
|
||||
player->followmobj->z = player->mo->z + zoffs;
|
||||
P_SetThingPosition(player->followmobj);
|
||||
}
|
||||
P_DoTailsOverlay(player, player->followmobj);
|
||||
break;
|
||||
default:
|
||||
var1 = 1;
|
||||
|
|
198
src/r_draw.c
198
src/r_draw.c
|
@ -352,77 +352,79 @@ const char *Color_Names[MAXSKINCOLORS + NUMSUPERCOLORS] =
|
|||
A word of warning: If the following array is non-symmetrical,
|
||||
A_SignPlayer's prefoppositecolor behaviour will break.
|
||||
*/
|
||||
const UINT8 Color_Opposite[(MAXSKINCOLORS - 1)*2] =
|
||||
// [0] = opposite skin color,
|
||||
// [1] = shade index used by signpost, 0-15 (actual sprite frame is 15 minus this value)
|
||||
const UINT8 Color_Opposite[MAXSKINCOLORS - 1][2] =
|
||||
{
|
||||
// SKINCOLOR_NONE,8, // SKINCOLOR_NONE
|
||||
// {SKINCOLOR_NONE, 8}, // SKINCOLOR_NONE
|
||||
|
||||
// Greyscale ranges
|
||||
SKINCOLOR_BLACK,5, // SKINCOLOR_WHITE,
|
||||
SKINCOLOR_JET,7, // SKINCOLOR_BONE,
|
||||
SKINCOLOR_CARBON,7, // SKINCOLOR_CLOUDY,
|
||||
SKINCOLOR_AETHER,12, // SKINCOLOR_GREY,
|
||||
SKINCOLOR_SLATE,12, // SKINCOLOR_SILVER,
|
||||
SKINCOLOR_CLOUDY,7, // SKINCOLOR_CARBON,
|
||||
SKINCOLOR_BONE,7, // SKINCOLOR_JET,
|
||||
SKINCOLOR_WHITE,7, // SKINCOLOR_BLACK,
|
||||
{SKINCOLOR_BLACK, 5}, // SKINCOLOR_WHITE,
|
||||
{SKINCOLOR_JET, 7}, // SKINCOLOR_BONE,
|
||||
{SKINCOLOR_CARBON, 7}, // SKINCOLOR_CLOUDY,
|
||||
{SKINCOLOR_AETHER, 12}, // SKINCOLOR_GREY,
|
||||
{SKINCOLOR_SLATE, 12}, // SKINCOLOR_SILVER,
|
||||
{SKINCOLOR_CLOUDY, 7}, // SKINCOLOR_CARBON,
|
||||
{SKINCOLOR_BONE, 7}, // SKINCOLOR_JET,
|
||||
{SKINCOLOR_WHITE, 7}, // SKINCOLOR_BLACK,
|
||||
|
||||
// Desaturated
|
||||
SKINCOLOR_GREY,15, // SKINCOLOR_AETHER,
|
||||
SKINCOLOR_SILVER,12, // SKINCOLOR_SLATE,
|
||||
SKINCOLOR_AZURE,9, // SKINCOLOR_PINK,
|
||||
SKINCOLOR_RUST,7, // SKINCOLOR_YOGURT,
|
||||
SKINCOLOR_TAN,2, // SKINCOLOR_BROWN,
|
||||
SKINCOLOR_BROWN,12, // SKINCOLOR_TAN,
|
||||
SKINCOLOR_MOSS,5, // SKINCOLOR_BEIGE,
|
||||
SKINCOLOR_BEIGE,13, // SKINCOLOR_MOSS,
|
||||
SKINCOLOR_PINK,5, // SKINCOLOR_AZURE,
|
||||
SKINCOLOR_GOLD,4, // SKINCOLOR_LAVENDER,
|
||||
{SKINCOLOR_GREY, 15}, // SKINCOLOR_AETHER,
|
||||
{SKINCOLOR_SILVER, 12}, // SKINCOLOR_SLATE,
|
||||
{SKINCOLOR_AZURE, 9}, // SKINCOLOR_PINK,
|
||||
{SKINCOLOR_RUST, 7}, // SKINCOLOR_YOGURT,
|
||||
{SKINCOLOR_TAN, 2}, // SKINCOLOR_BROWN,
|
||||
{SKINCOLOR_BROWN, 12}, // SKINCOLOR_TAN,
|
||||
{SKINCOLOR_MOSS, 5}, // SKINCOLOR_BEIGE,
|
||||
{SKINCOLOR_BEIGE, 13}, // SKINCOLOR_MOSS,
|
||||
{SKINCOLOR_PINK, 5}, // SKINCOLOR_AZURE,
|
||||
{SKINCOLOR_GOLD, 4}, // SKINCOLOR_LAVENDER,
|
||||
|
||||
// Viv's vivid colours (toast 21/07/17)
|
||||
SKINCOLOR_EMERALD,10, // SKINCOLOR_RUBY,
|
||||
SKINCOLOR_FOREST,6, // SKINCOLOR_SALMON,
|
||||
SKINCOLOR_GREEN,10, // SKINCOLOR_RED,
|
||||
SKINCOLOR_ICY,10, // SKINCOLOR_CRIMSON,
|
||||
SKINCOLOR_PURPLE,8, // SKINCOLOR_FLAME,
|
||||
SKINCOLOR_TEAL,7, // SKINCOLOR_PEACHY,
|
||||
SKINCOLOR_WAVE,5, // SKINCOLOR_QUAIL,
|
||||
SKINCOLOR_SAPPHIRE,5, // SKINCOLOR_SUNSET,
|
||||
SKINCOLOR_CYAN,4, // SKINCOLOR_APRICOT,
|
||||
SKINCOLOR_BLUE,4, // SKINCOLOR_ORANGE,
|
||||
SKINCOLOR_YOGURT,8, // SKINCOLOR_RUST,
|
||||
SKINCOLOR_LAVENDER,10, // SKINCOLOR_GOLD,
|
||||
SKINCOLOR_SKY,8, // SKINCOLOR_SANDY,
|
||||
SKINCOLOR_CORNFLOWER,8, // SKINCOLOR_YELLOW,
|
||||
SKINCOLOR_DUSK,3, // SKINCOLOR_OLIVE,
|
||||
SKINCOLOR_MAGENTA,9, // SKINCOLOR_LIME,
|
||||
SKINCOLOR_COBALT,2, // SKINCOLOR_PERIDOT,
|
||||
SKINCOLOR_RED,6, // SKINCOLOR_GREEN,
|
||||
SKINCOLOR_SALMON,9, // SKINCOLOR_FOREST,
|
||||
SKINCOLOR_RUBY,4, // SKINCOLOR_EMERALD,
|
||||
SKINCOLOR_VIOLET,5, // SKINCOLOR_MINT,
|
||||
SKINCOLOR_PLUM,6, // SKINCOLOR_SEAFOAM,
|
||||
SKINCOLOR_ROSY,7, // SKINCOLOR_AQUA,
|
||||
SKINCOLOR_PEACHY,7, // SKINCOLOR_TEAL,
|
||||
SKINCOLOR_QUAIL,5, // SKINCOLOR_WAVE,
|
||||
SKINCOLOR_APRICOT,6, // SKINCOLOR_CYAN,
|
||||
SKINCOLOR_SANDY,1, // SKINCOLOR_SKY,
|
||||
SKINCOLOR_NEON,4, // SKINCOLOR_CERULEAN,
|
||||
SKINCOLOR_CRIMSON,0, // SKINCOLOR_ICY,
|
||||
SKINCOLOR_SUNSET,5, // SKINCOLOR_SAPPHIRE,
|
||||
SKINCOLOR_YELLOW,4, // SKINCOLOR_CORNFLOWER,
|
||||
SKINCOLOR_ORANGE,5, // SKINCOLOR_BLUE,
|
||||
SKINCOLOR_PERIDOT,5, // SKINCOLOR_COBALT,
|
||||
SKINCOLOR_LILAC,4, // SKINCOLOR_VAPOR,
|
||||
SKINCOLOR_OLIVE,0, // SKINCOLOR_DUSK,
|
||||
SKINCOLOR_BUBBLEGUM,9, // SKINCOLOR_PASTEL,
|
||||
SKINCOLOR_FLAME,7, // SKINCOLOR_PURPLE,
|
||||
SKINCOLOR_PASTEL,8, // SKINCOLOR_BUBBLEGUM,
|
||||
SKINCOLOR_LIME,6, // SKINCOLOR_MAGENTA,
|
||||
SKINCOLOR_CERULEAN,2, // SKINCOLOR_NEON,
|
||||
SKINCOLOR_MINT,6, // SKINCOLOR_VIOLET,
|
||||
SKINCOLOR_VAPOR,4, // SKINCOLOR_LILAC,
|
||||
SKINCOLOR_MINT,7, // SKINCOLOR_PLUM,
|
||||
SKINCOLOR_AQUA,1 // SKINCOLOR_ROSY,
|
||||
{SKINCOLOR_EMERALD, 10}, // SKINCOLOR_RUBY,
|
||||
{SKINCOLOR_FOREST, 6}, // SKINCOLOR_SALMON,
|
||||
{SKINCOLOR_GREEN, 10}, // SKINCOLOR_RED,
|
||||
{SKINCOLOR_ICY, 10}, // SKINCOLOR_CRIMSON,
|
||||
{SKINCOLOR_PURPLE, 8}, // SKINCOLOR_FLAME,
|
||||
{SKINCOLOR_TEAL, 7}, // SKINCOLOR_PEACHY,
|
||||
{SKINCOLOR_WAVE, 5}, // SKINCOLOR_QUAIL,
|
||||
{SKINCOLOR_SAPPHIRE, 5}, // SKINCOLOR_SUNSET,
|
||||
{SKINCOLOR_CYAN, 4}, // SKINCOLOR_APRICOT,
|
||||
{SKINCOLOR_BLUE, 4}, // SKINCOLOR_ORANGE,
|
||||
{SKINCOLOR_YOGURT, 8}, // SKINCOLOR_RUST,
|
||||
{SKINCOLOR_LAVENDER, 10}, // SKINCOLOR_GOLD,
|
||||
{SKINCOLOR_SKY, 8}, // SKINCOLOR_SANDY,
|
||||
{SKINCOLOR_CORNFLOWER, 8}, // SKINCOLOR_YELLOW,
|
||||
{SKINCOLOR_DUSK, 3}, // SKINCOLOR_OLIVE,
|
||||
{SKINCOLOR_MAGENTA, 9}, // SKINCOLOR_LIME,
|
||||
{SKINCOLOR_COBALT, 2}, // SKINCOLOR_PERIDOT,
|
||||
{SKINCOLOR_RED, 6}, // SKINCOLOR_GREEN,
|
||||
{SKINCOLOR_SALMON, 9}, // SKINCOLOR_FOREST,
|
||||
{SKINCOLOR_RUBY, 4}, // SKINCOLOR_EMERALD,
|
||||
{SKINCOLOR_VIOLET, 5}, // SKINCOLOR_MINT,
|
||||
{SKINCOLOR_PLUM, 6}, // SKINCOLOR_SEAFOAM,
|
||||
{SKINCOLOR_ROSY, 7}, // SKINCOLOR_AQUA,
|
||||
{SKINCOLOR_PEACHY, 7}, // SKINCOLOR_TEAL,
|
||||
{SKINCOLOR_QUAIL, 5}, // SKINCOLOR_WAVE,
|
||||
{SKINCOLOR_APRICOT, 6}, // SKINCOLOR_CYAN,
|
||||
{SKINCOLOR_SANDY, 1}, // SKINCOLOR_SKY,
|
||||
{SKINCOLOR_NEON, 4}, // SKINCOLOR_CERULEAN,
|
||||
{SKINCOLOR_CRIMSON, 0}, // SKINCOLOR_ICY,
|
||||
{SKINCOLOR_SUNSET, 5}, // SKINCOLOR_SAPPHIRE,
|
||||
{SKINCOLOR_YELLOW, 4}, // SKINCOLOR_CORNFLOWER,
|
||||
{SKINCOLOR_ORANGE, 5}, // SKINCOLOR_BLUE,
|
||||
{SKINCOLOR_PERIDOT, 5}, // SKINCOLOR_COBALT,
|
||||
{SKINCOLOR_LILAC, 4}, // SKINCOLOR_VAPOR,
|
||||
{SKINCOLOR_OLIVE, 0}, // SKINCOLOR_DUSK,
|
||||
{SKINCOLOR_BUBBLEGUM, 9}, // SKINCOLOR_PASTEL,
|
||||
{SKINCOLOR_FLAME, 7}, // SKINCOLOR_PURPLE,
|
||||
{SKINCOLOR_PASTEL, 8}, // SKINCOLOR_BUBBLEGUM,
|
||||
{SKINCOLOR_LIME, 6}, // SKINCOLOR_MAGENTA,
|
||||
{SKINCOLOR_CERULEAN, 2}, // SKINCOLOR_NEON,
|
||||
{SKINCOLOR_MINT, 6}, // SKINCOLOR_VIOLET,
|
||||
{SKINCOLOR_VAPOR, 4}, // SKINCOLOR_LILAC,
|
||||
{SKINCOLOR_MINT, 7}, // SKINCOLOR_PLUM,
|
||||
{SKINCOLOR_AQUA, 1} // SKINCOLOR_ROSY,
|
||||
};
|
||||
|
||||
CV_PossibleValue_t Color_cons_t[MAXSKINCOLORS+1];
|
||||
|
@ -521,33 +523,49 @@ static void R_GenerateTranslationColormap(UINT8 *dest_colormap, INT32 skinnum, U
|
|||
INT32 i, starttranscolor, skinramplength;
|
||||
|
||||
// Handle a couple of simple special cases
|
||||
if (skinnum == TC_BOSS
|
||||
|| skinnum == TC_ALLWHITE
|
||||
|| skinnum == TC_METALSONIC
|
||||
|| skinnum == TC_BLINK
|
||||
|| color == SKINCOLOR_NONE)
|
||||
if (skinnum < TC_DEFAULT)
|
||||
{
|
||||
if (skinnum == TC_ALLWHITE)
|
||||
memset(dest_colormap, 0, NUM_PALETTE_ENTRIES * sizeof(UINT8));
|
||||
else if (skinnum == TC_BLINK && color != SKINCOLOR_NONE)
|
||||
memset(dest_colormap, Color_Index[color-1][3], NUM_PALETTE_ENTRIES * sizeof(UINT8));
|
||||
else
|
||||
switch (skinnum)
|
||||
{
|
||||
for (i = 0; i < NUM_PALETTE_ENTRIES; i++)
|
||||
dest_colormap[i] = (UINT8)i;
|
||||
case TC_ALLWHITE:
|
||||
memset(dest_colormap, 0, NUM_PALETTE_ENTRIES * sizeof(UINT8));
|
||||
return;
|
||||
case TC_RAINBOW:
|
||||
if (color >= MAXTRANSLATIONS)
|
||||
I_Error("Invalid skin color #%hu.", (UINT16)color);
|
||||
if (color != SKINCOLOR_NONE)
|
||||
{
|
||||
R_RainbowColormap(dest_colormap, color);
|
||||
return;
|
||||
}
|
||||
break;
|
||||
case TC_BLINK:
|
||||
if (color >= MAXTRANSLATIONS)
|
||||
I_Error("Invalid skin color #%hu.", (UINT16)color);
|
||||
if (color != SKINCOLOR_NONE)
|
||||
{
|
||||
memset(dest_colormap, Color_Index[color-1][3], NUM_PALETTE_ENTRIES * sizeof(UINT8));
|
||||
return;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
for (i = 0; i < NUM_PALETTE_ENTRIES; i++)
|
||||
dest_colormap[i] = (UINT8)i;
|
||||
|
||||
// White!
|
||||
if (skinnum == TC_BOSS)
|
||||
dest_colormap[31] = 0;
|
||||
else if (skinnum == TC_METALSONIC)
|
||||
dest_colormap[159] = 0;
|
||||
|
||||
return;
|
||||
}
|
||||
else if (skinnum == TC_RAINBOW)
|
||||
else if (color == SKINCOLOR_NONE)
|
||||
{
|
||||
R_RainbowColormap(dest_colormap, color);
|
||||
for (i = 0; i < NUM_PALETTE_ENTRIES; i++)
|
||||
dest_colormap[i] = (UINT8)i;
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -556,6 +574,9 @@ static void R_GenerateTranslationColormap(UINT8 *dest_colormap, INT32 skinnum, U
|
|||
|
||||
starttranscolor = (skinnum != TC_DEFAULT) ? skins[skinnum].starttranscolor : DEFAULT_STARTTRANSCOLOR;
|
||||
|
||||
if (starttranscolor >= NUM_PALETTE_ENTRIES)
|
||||
I_Error("Invalid startcolor #%d.", starttranscolor);
|
||||
|
||||
// Fill in the entries of the palette that are fixed
|
||||
for (i = 0; i < starttranscolor; i++)
|
||||
dest_colormap[i] = (UINT8)i;
|
||||
|
@ -568,7 +589,7 @@ static void R_GenerateTranslationColormap(UINT8 *dest_colormap, INT32 skinnum, U
|
|||
skinramplength = 16;
|
||||
}
|
||||
else
|
||||
skinramplength = i - NUM_PALETTE_ENTRIES;
|
||||
skinramplength = i - NUM_PALETTE_ENTRIES; // shouldn't this be NUM_PALETTE_ENTRIES - starttranscolor?
|
||||
|
||||
// Build the translated ramp
|
||||
for (i = 0; i < skinramplength; i++)
|
||||
|
@ -590,13 +611,16 @@ UINT8* R_GetTranslationColormap(INT32 skinnum, skincolors_t color, UINT8 flags)
|
|||
INT32 skintableindex;
|
||||
|
||||
// Adjust if we want the default colormap
|
||||
if (skinnum == TC_DEFAULT) skintableindex = DEFAULT_TT_CACHE_INDEX;
|
||||
else if (skinnum == TC_BOSS) skintableindex = BOSS_TT_CACHE_INDEX;
|
||||
else if (skinnum == TC_METALSONIC) skintableindex = METALSONIC_TT_CACHE_INDEX;
|
||||
else if (skinnum == TC_ALLWHITE) skintableindex = ALLWHITE_TT_CACHE_INDEX;
|
||||
else if (skinnum == TC_RAINBOW) skintableindex = RAINBOW_TT_CACHE_INDEX;
|
||||
else if (skinnum == TC_BLINK) skintableindex = BLINK_TT_CACHE_INDEX;
|
||||
else skintableindex = skinnum;
|
||||
switch (skinnum)
|
||||
{
|
||||
case TC_DEFAULT: skintableindex = DEFAULT_TT_CACHE_INDEX; break;
|
||||
case TC_BOSS: skintableindex = BOSS_TT_CACHE_INDEX; break;
|
||||
case TC_METALSONIC: skintableindex = METALSONIC_TT_CACHE_INDEX; break;
|
||||
case TC_ALLWHITE: skintableindex = ALLWHITE_TT_CACHE_INDEX; break;
|
||||
case TC_RAINBOW: skintableindex = RAINBOW_TT_CACHE_INDEX; break;
|
||||
case TC_BLINK: skintableindex = BLINK_TT_CACHE_INDEX; break;
|
||||
default: skintableindex = skinnum; break;
|
||||
}
|
||||
|
||||
if (flags & GTC_CACHE)
|
||||
{
|
||||
|
|
|
@ -1219,7 +1219,7 @@
|
|||
C01FCF4B08A954540054247B /* Debug */ = {
|
||||
isa = XCBuildConfiguration;
|
||||
buildSettings = {
|
||||
CURRENT_PROJECT_VERSION = 2.1.24;
|
||||
CURRENT_PROJECT_VERSION = 2.1.25;
|
||||
GCC_PREPROCESSOR_DEFINITIONS = (
|
||||
"$(inherited)",
|
||||
NORMALSRB2,
|
||||
|
@ -1231,7 +1231,7 @@
|
|||
C01FCF4C08A954540054247B /* Release */ = {
|
||||
isa = XCBuildConfiguration;
|
||||
buildSettings = {
|
||||
CURRENT_PROJECT_VERSION = 2.1.24;
|
||||
CURRENT_PROJECT_VERSION = 2.1.25;
|
||||
GCC_ENABLE_FIX_AND_CONTINUE = NO;
|
||||
GCC_GENERATE_DEBUGGING_SYMBOLS = NO;
|
||||
GCC_PREPROCESSOR_DEFINITIONS = (
|
||||
|
|
Loading…
Reference in a new issue