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https://git.do.srb2.org/STJr/SRB2.git
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Merge branch 'playerfixes' into 'master'
Some Player fixes and enhancements Closes #216, #219, #222, and #224 See merge request STJr/SRB2Internal!334
This commit is contained in:
commit
880c2cdada
9 changed files with 289 additions and 265 deletions
50
src/g_game.c
50
src/g_game.c
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@ -2100,7 +2100,7 @@ static inline void G_PlayerFinishLevel(INT32 player)
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// G_PlayerReborn
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// Called after a player dies. Almost everything is cleared and initialized.
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//
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void G_PlayerReborn(INT32 player)
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void G_PlayerReborn(INT32 player, boolean betweenmaps)
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{
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player_t *p;
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INT32 score;
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@ -2205,7 +2205,7 @@ void G_PlayerReborn(INT32 player)
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bot = players[player].bot;
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pity = players[player].pity;
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if (!G_IsSpecialStage(gamemap))
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if (betweenmaps || !G_IsSpecialStage(gamemap))
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{
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rings = (ultimatemode ? 0 : mapheaderinfo[gamemap-1]->startrings);
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spheres = 0;
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@ -2284,6 +2284,28 @@ void G_PlayerReborn(INT32 player)
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//if ((netgame || multiplayer) && !p->spectator) -- moved into P_SpawnPlayer to account for forced changes there
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//p->powers[pw_flashing] = flashingtics-1; // Babysitting deterrent
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// Check to make sure their color didn't change somehow...
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if (G_GametypeHasTeams())
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{
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if (p->ctfteam == 1 && p->skincolor != skincolor_redteam)
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{
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if (p == &players[consoleplayer])
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CV_SetValue(&cv_playercolor, skincolor_redteam);
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else if (p == &players[secondarydisplayplayer])
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CV_SetValue(&cv_playercolor2, skincolor_redteam);
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}
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else if (p->ctfteam == 2 && p->skincolor != skincolor_blueteam)
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{
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if (p == &players[consoleplayer])
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CV_SetValue(&cv_playercolor, skincolor_blueteam);
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else if (p == &players[secondarydisplayplayer])
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CV_SetValue(&cv_playercolor2, skincolor_blueteam);
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}
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}
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if (betweenmaps)
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return;
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if (p-players == consoleplayer)
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{
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if (mapmusflags & MUSIC_RELOADRESET)
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@ -2303,9 +2325,6 @@ void G_PlayerReborn(INT32 player)
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if (gametype == GT_COOP)
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P_FindEmerald(); // scan for emeralds to hunt for
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// Reset Nights score and max link to 0 on death
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p->marescore = p->maxlink = 0;
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// If NiGHTS, find lowest mare to start with.
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p->mare = P_FindLowestMare();
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@ -2313,27 +2332,6 @@ void G_PlayerReborn(INT32 player)
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if (p->mare == 255)
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p->mare = 0;
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p->marelap = p->marebonuslap = 0;
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// Check to make sure their color didn't change somehow...
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if (G_GametypeHasTeams())
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{
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if (p->ctfteam == 1 && p->skincolor != skincolor_redteam)
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{
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if (p == &players[consoleplayer])
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CV_SetValue(&cv_playercolor, skincolor_redteam);
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else if (p == &players[secondarydisplayplayer])
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CV_SetValue(&cv_playercolor2, skincolor_redteam);
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}
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else if (p->ctfteam == 2 && p->skincolor != skincolor_blueteam)
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{
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if (p == &players[consoleplayer])
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CV_SetValue(&cv_playercolor, skincolor_blueteam);
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else if (p == &players[secondarydisplayplayer])
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CV_SetValue(&cv_playercolor2, skincolor_blueteam);
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}
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}
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}
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//
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@ -100,7 +100,7 @@ extern INT32 localaiming, localaiming2; // should be an angle_t but signed
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//
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void G_ChangePlayerReferences(mobj_t *oldmo, mobj_t *newmo);
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void G_DoReborn(INT32 playernum);
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void G_PlayerReborn(INT32 player);
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void G_PlayerReborn(INT32 player, boolean betweenmaps);
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void G_InitNew(UINT8 pultmode, const char *mapname, boolean resetplayer,
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boolean skipprecutscene, boolean FLS);
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char *G_BuildMapTitle(INT32 mapnum);
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@ -739,7 +739,7 @@ state_t states[NUMSTATES] =
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// CA_FLY/CA_SWIM
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{SPR_PLAY, SPR2_FLY , 2, {NULL}, 0, 0, S_PLAY_FLY}, // S_PLAY_FLY
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{SPR_PLAY, SPR2_SWIM, 2, {NULL}, 0, 0, S_PLAY_SWIM}, // S_PLAY_SWIM
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{SPR_PLAY, SPR2_SWIM, 4, {NULL}, 0, 0, S_PLAY_SWIM}, // S_PLAY_SWIM
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{SPR_PLAY, SPR2_TIRE, 12, {NULL}, 0, 0, S_PLAY_FLY_TIRED}, // S_PLAY_FLY_TIRED
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// CA_GLIDEANDCLIMB
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@ -118,7 +118,7 @@ const char *quitmsg[NUM_QUITMESSAGES];
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// Stuff for customizing the player select screen Tails 09-22-2003
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description_t description[MAXSKINS];
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INT16 char_on = -1, startchar = 1;
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INT16 char_on = -1, startchar = 0;
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static char *char_notes = NULL;
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static fixed_t char_scroll = 0;
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@ -2881,11 +2881,8 @@ static boolean P_ThingHeightClip(mobj_t *thing)
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thing->z = thing->ceilingz - thing->height;
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}
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if (thing->z != oldz)
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{
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if (thing->player)
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P_PlayerHitFloor(thing->player, !onfloor);
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}
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if (P_MobjFlip(thing)*(thing->z - oldz) > 0 && thing->player)
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P_PlayerHitFloor(thing->player, !onfloor);
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// debug: be sure it falls to the floor
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thing->eflags &= ~MFE_ONGROUND;
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@ -3199,7 +3196,7 @@ static boolean P_IsClimbingValid(player_t *player, angle_t angle)
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&& glidesector->sector->ceilingpic == skyflatnum)
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return false;
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if ((player->mo->z + FixedMul(16*FRACUNIT,player->mo->scale) < ceilingz)
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if ((player->mo->z + FixedMul(16*FRACUNIT,player->mo->scale) < floorz)
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|| (player->mo->z >= ceilingz))
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floorclimb = true;
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}
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42
src/p_mobj.c
42
src/p_mobj.c
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@ -2381,22 +2381,42 @@ boolean P_CheckDeathPitCollide(mobj_t *mo)
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boolean P_CheckSolidLava(mobj_t *mo, ffloor_t *rover)
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{
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fixed_t topheight;
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I_Assert(mo != NULL);
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I_Assert(!P_MobjWasRemoved(mo));
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{
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fixed_t topheight =
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#ifdef ESLOPE
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*rover->t_slope ? P_GetZAt(*rover->t_slope, mo->x, mo->y) :
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#endif
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*rover->topheight;
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// not a lava block with solid planes
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if (!(rover->flags & FF_SWIMMABLE && GETSECSPECIAL(rover->master->frontsector->special, 1) == 3
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&& !(rover->master->flags & ML_BLOCKMONSTERS)))
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return false;
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if (rover->flags & FF_SWIMMABLE && GETSECSPECIAL(rover->master->frontsector->special, 1) == 3
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&& !(rover->master->flags & ML_BLOCKMONSTERS)
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&& ((rover->master->flags & ML_EFFECT3) || mo->z-mo->momz > topheight - FixedMul(16*FRACUNIT, mo->scale)))
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// is solid from the sides
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if (rover->master->flags & ML_EFFECT3)
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return true;
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if (mo->eflags & MFE_VERTICALFLIP)
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{
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topheight =
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#ifdef ESLOPE
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*rover->b_slope ? P_GetZAt(*rover->b_slope, mo->x, mo->y) :
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#endif
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*rover->bottomheight;
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if (mo->z+mo->height-mo->momz < topheight + FixedMul(16*FRACUNIT, mo->scale))
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return true;
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return false;
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}
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topheight =
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#ifdef ESLOPE
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*rover->t_slope ? P_GetZAt(*rover->t_slope, mo->x, mo->y) :
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#endif
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*rover->topheight;
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if (mo->z-mo->momz > topheight - FixedMul(16*FRACUNIT, mo->scale))
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return true;
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return false;
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}
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@ -3981,6 +4001,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
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}
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else
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{
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#if 0 // i don't know why this is here, it's causing a few undesired state glitches, and disabling it doesn't appear to negatively affect the game, but i don't want it gone permanently just in case some obscure bug crops up
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if (!(mobj->player->powers[pw_carry] == CR_NIGHTSMODE)) // used for drilling
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mobj->player->pflags &= ~PF_STARTJUMP;
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mobj->player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE);
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@ -3990,6 +4011,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
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mobj->player->powers[pw_tailsfly] = 0;
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P_SetPlayerMobjState(mobj, S_PLAY_WALK);
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}
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#endif
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mobj->eflags &= ~MFE_JUSTHITFLOOR;
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}
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@ -10412,7 +10434,7 @@ void P_SpawnPlayer(INT32 playernum)
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mobj_t *mobj;
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if (p->playerstate == PST_REBORN)
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G_PlayerReborn(playernum);
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G_PlayerReborn(playernum, false);
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// spawn as spectator determination
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if (!G_GametypeHasSpectators())
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@ -2246,6 +2246,8 @@ static void P_LevelInitStuff(void)
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for (i = 0; i < MAXPLAYERS; i++)
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{
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G_PlayerReborn(i, true);
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if (canresetlives && (netgame || multiplayer) && playeringame[i] && (gametype == GT_COMPETITION || players[i].lives <= 0))
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{
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// In Co-Op, replenish a user's lives if they are depleted.
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@ -2253,42 +2255,18 @@ static void P_LevelInitStuff(void)
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}
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// obliteration station...
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players[i].spheres =\
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players[i].xtralife = players[i].deadtimer =\
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players[i].numboxes = players[i].totalring =\
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players[i].laps = players[i].aiming =\
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players[i].losstime = players[i].timeshit =\
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players[i].marescore = players[i].lastmarescore =\
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players[i].maxlink = players[i].startedtime =\
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players[i].finishedtime = players[i].finishedspheres =\
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players[i].finishedrings = players[i].lastmare =\
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players[i].lastmarelap = players[i].lastmarebonuslap =\
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players[i].totalmarelap = players[i].totalmarebonuslap =\
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players[i].marebegunat = players[i].textvar =\
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players[i].texttimer = players[i].linkcount =\
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players[i].linktimer = players[i].flyangle =\
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players[i].anotherflyangle = players[i].nightstime =\
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players[i].oldscale = players[i].mare = players[i].marelap =\
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players[i].marebonuslap = players[i].lapbegunat =\
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players[i].lapstartedtime = players[i].totalmarescore =\
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players[i].realtime = players[i].exiting = 0;
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players[i].numboxes = players[i].totalring =\
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players[i].laps = players[i].marescore = players[i].lastmarescore =\
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players[i].mare = players[i].exiting = 0;
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// i guess this could be part of the above but i feel mildly uncomfortable implicitly casting
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players[i].gotcontinue = false;
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// aha, the first evidence this shouldn't be a memset!
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players[i].drillmeter = 40*20;
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players[i].rings = (ultimatemode ? 0 : mapheaderinfo[gamemap-1]->startrings);
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P_ResetPlayer(&players[i]);
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// hit these too
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players[i].pflags &= ~(PF_GAMETYPEOVER|PF_TRANSFERTOCLOSEST);
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// unset ALL the pointers. P_SetTarget isn't needed here because if this
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// function is being called we're just going to clobber the data anyways
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players[i].mo = players[i].followmobj = players[i].awayviewmobj =\
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players[i].capsule = players[i].axis1 = players[i].axis2 = players[i].drone = NULL;
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players[i].pflags &= ~(PF_GAMETYPEOVER);
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}
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if (botingame)
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CV_SetValue(&cv_analog2, true);
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}
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//
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|
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347
src/p_user.c
347
src/p_user.c
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@ -1109,7 +1109,7 @@ boolean P_PlayerCanDamage(player_t *player, mobj_t *thing)
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}
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else if (P_MobjFlip(player->mo)*(topheight - (thing->z + thing->height/2)) < 0)
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{
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if (player->charability == CA_FLY && player->panim == PA_ABILITY && (P_MobjFlip(player->mo)*(player->mo->momz - thing->momz) > 0))
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if (player->charability == CA_FLY && player->panim == PA_ABILITY && !(player->mo->eflags & MFE_UNDERWATER) && (P_MobjFlip(player->mo)*(player->mo->momz - thing->momz) > 0))
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return true;
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}
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@ -2217,148 +2217,153 @@ boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff)
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player->pflags &= ~PF_SPINNING;
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}
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if (player->pflags & PF_SPINNING)
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{
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if (player->mo->state-states != S_PLAY_ROLL && !(player->pflags & PF_STARTDASH))
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{
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P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
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S_StartSound(player->mo, sfx_spin);
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}
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}
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else if (player->pflags & PF_GLIDING) // ground gliding
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{
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if (dorollstuff)
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{
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player->skidtime = TICRATE;
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player->mo->tics = -1;
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}
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else if (!player->skidtime)
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player->pflags &= ~PF_GLIDING;
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}
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else if (player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2)
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{
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if (player->mo->state-states != S_PLAY_MELEE_LANDING)
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{
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mobjtype_t type = player->revitem;
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P_SetPlayerMobjState(player->mo, S_PLAY_MELEE_LANDING);
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player->mo->tics = (player->mo->movefactor == FRACUNIT) ? TICRATE/2 : (FixedDiv(35<<(FRACBITS-1), FixedSqrt(player->mo->movefactor)))>>FRACBITS;
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S_StartSound(player->mo, sfx_s3k8b);
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player->pflags |= PF_FULLSTASIS;
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|
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// hearticles
|
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if (type)
|
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{
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UINT8 i = 0;
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angle_t throwang = -(2*ANG30);
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fixed_t xo = P_ReturnThrustX(player->mo, player->drawangle, 16*player->mo->scale);
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fixed_t yo = P_ReturnThrustY(player->mo, player->drawangle, 16*player->mo->scale);
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fixed_t zo = 6*player->mo->scale;
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fixed_t mu = FixedMul(player->maxdash, player->mo->scale);
|
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fixed_t mu2 = FixedHypot(player->mo->momx, player->mo->momy);
|
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fixed_t ev;
|
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mobj_t *missile = NULL;
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if (mu2 < mu)
|
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mu2 = mu;
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ev = (50*FRACUNIT - (mu/25))/50;
|
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while (i < 5)
|
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{
|
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missile = P_SpawnMobjFromMobj(player->mo, xo, yo, zo, type);
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P_SetTarget(&missile->target, player->mo);
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missile->angle = throwang + player->drawangle;
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P_Thrust(missile, player->drawangle + ANGLE_90,
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P_ReturnThrustY(missile, throwang, mu)); // side to side component
|
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P_Thrust(missile, player->drawangle, mu2); // forward component
|
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P_SetObjectMomZ(missile, (4 + ((i&1)<<1))*FRACUNIT, true);
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missile->momz += player->mo->pmomz;
|
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missile->fuse = TICRATE/2;
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missile->extravalue2 = ev;
|
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|
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i++;
|
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throwang += ANG30;
|
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}
|
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if (mobjinfo[type].seesound && missile)
|
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S_StartSound(missile, missile->info->seesound);
|
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}
|
||||
}
|
||||
}
|
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else if (player->charability2 == CA2_GUNSLINGER && player->panim == PA_ABILITY2)
|
||||
;
|
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else if (player->panim != PA_IDLE && player->panim != PA_WALK && player->panim != PA_RUN && player->panim != PA_DASH)
|
||||
{
|
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if (player->cmomx || player->cmomy)
|
||||
{
|
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if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim != PA_DASH)
|
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P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
|
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else if (player->speed >= FixedMul(player->runspeed, player->mo->scale)
|
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&& (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN))
|
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P_SetPlayerMobjState(player->mo, S_PLAY_RUN);
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else if ((player->rmomx || player->rmomy)
|
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&& (player->panim != PA_WALK || player->mo->state-states == S_PLAY_FLOAT))
|
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P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
|
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else if (!player->rmomx && !player->rmomy && player->panim != PA_IDLE)
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P_SetPlayerMobjState(player->mo, S_PLAY_STND);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim != PA_DASH)
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
|
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else if (player->speed >= FixedMul(player->runspeed, player->mo->scale)
|
||||
&& (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN))
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_RUN);
|
||||
else if ((player->mo->momx || player->mo->momy)
|
||||
&& (player->panim != PA_WALK || player->mo->state-states == S_PLAY_FLOAT))
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
|
||||
else if (!player->mo->momx && !player->mo->momy && player->panim != PA_IDLE)
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
|
||||
}
|
||||
}
|
||||
|
||||
if (!(player->pflags & PF_GLIDING))
|
||||
player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE);
|
||||
player->pflags &= ~(PF_STARTJUMP|PF_THOKKED|PF_CANCARRY/*|PF_GLIDING*/);
|
||||
player->secondjump = 0;
|
||||
player->glidetime = 0;
|
||||
player->climbing = 0;
|
||||
player->powers[pw_tailsfly] = 0;
|
||||
|
||||
if (player->pflags & PF_SHIELDABILITY)
|
||||
{
|
||||
player->pflags &= ~PF_SHIELDABILITY;
|
||||
|
||||
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) // Elemental shield's stomp attack.
|
||||
{
|
||||
if (player->mo->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER)) // play a blunt sound
|
||||
S_StartSound(player->mo, sfx_s3k4c);
|
||||
else // create a fire pattern on the ground
|
||||
{
|
||||
S_StartSound(player->mo, sfx_s3k47);
|
||||
P_ElementalFire(player, true);
|
||||
}
|
||||
P_SetObjectMomZ(player->mo,
|
||||
(player->mo->eflags & MFE_UNDERWATER)
|
||||
? 6*FRACUNIT/5
|
||||
: 5*FRACUNIT/2,
|
||||
false);
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
|
||||
player->mo->momx = player->mo->momy = 0;
|
||||
clipmomz = false;
|
||||
}
|
||||
else if ((player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) // Bubble shield's bounce attack.
|
||||
{
|
||||
P_DoBubbleBounce(player);
|
||||
clipmomz = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (player->pflags & PF_BOUNCING)
|
||||
{
|
||||
P_MobjCheckWater(player->mo);
|
||||
player->mo->momz *= -1;
|
||||
P_DoAbilityBounce(player, true);
|
||||
if (player->scoreadd)
|
||||
player->scoreadd--;
|
||||
if (dorollstuff && player->mo->state-states != S_PLAY_BOUNCE_LANDING)
|
||||
{
|
||||
P_MobjCheckWater(player->mo);
|
||||
player->mo->momz *= -1;
|
||||
P_DoAbilityBounce(player, true);
|
||||
if (player->scoreadd)
|
||||
player->scoreadd--;
|
||||
}
|
||||
clipmomz = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (player->pflags & PF_SPINNING)
|
||||
{
|
||||
if (player->mo->state-states != S_PLAY_ROLL && !(player->pflags & PF_STARTDASH))
|
||||
{
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
|
||||
S_StartSound(player->mo, sfx_spin);
|
||||
}
|
||||
}
|
||||
else if (player->pflags & PF_GLIDING) // ground gliding
|
||||
{
|
||||
if (dorollstuff)
|
||||
{
|
||||
player->skidtime = TICRATE;
|
||||
player->mo->tics = -1;
|
||||
}
|
||||
else if (!player->skidtime)
|
||||
player->pflags &= ~PF_GLIDING;
|
||||
}
|
||||
else if (player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2)
|
||||
{
|
||||
if (player->mo->state-states != S_PLAY_MELEE_LANDING)
|
||||
{
|
||||
mobjtype_t type = player->revitem;
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_MELEE_LANDING);
|
||||
player->mo->tics = (player->mo->movefactor == FRACUNIT) ? TICRATE/2 : (FixedDiv(35<<(FRACBITS-1), FixedSqrt(player->mo->movefactor)))>>FRACBITS;
|
||||
S_StartSound(player->mo, sfx_s3k8b);
|
||||
player->pflags |= PF_FULLSTASIS;
|
||||
|
||||
// hearticles
|
||||
if (type)
|
||||
{
|
||||
UINT8 i = 0;
|
||||
angle_t throwang = -(2*ANG30);
|
||||
fixed_t xo = P_ReturnThrustX(player->mo, player->drawangle, 16*player->mo->scale);
|
||||
fixed_t yo = P_ReturnThrustY(player->mo, player->drawangle, 16*player->mo->scale);
|
||||
fixed_t zo = 6*player->mo->scale;
|
||||
fixed_t mu = FixedMul(player->maxdash, player->mo->scale);
|
||||
fixed_t mu2 = FixedHypot(player->mo->momx, player->mo->momy);
|
||||
fixed_t ev;
|
||||
mobj_t *missile = NULL;
|
||||
if (mu2 < mu)
|
||||
mu2 = mu;
|
||||
ev = (50*FRACUNIT - (mu/25))/50;
|
||||
while (i < 5)
|
||||
{
|
||||
missile = P_SpawnMobjFromMobj(player->mo, xo, yo, zo, type);
|
||||
P_SetTarget(&missile->target, player->mo);
|
||||
missile->angle = throwang + player->drawangle;
|
||||
P_Thrust(missile, player->drawangle + ANGLE_90,
|
||||
P_ReturnThrustY(missile, throwang, mu)); // side to side component
|
||||
P_Thrust(missile, player->drawangle, mu2); // forward component
|
||||
P_SetObjectMomZ(missile, (4 + ((i&1)<<1))*FRACUNIT, true);
|
||||
missile->momz += player->mo->pmomz;
|
||||
missile->fuse = TICRATE/2;
|
||||
missile->extravalue2 = ev;
|
||||
|
||||
i++;
|
||||
throwang += ANG30;
|
||||
}
|
||||
if (mobjinfo[type].seesound && missile)
|
||||
S_StartSound(missile, missile->info->seesound);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (player->charability2 == CA2_GUNSLINGER && player->panim == PA_ABILITY2)
|
||||
;
|
||||
else if (player->panim != PA_IDLE && player->panim != PA_WALK && player->panim != PA_RUN && player->panim != PA_DASH)
|
||||
{
|
||||
if (player->cmomx || player->cmomy)
|
||||
{
|
||||
if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim != PA_DASH)
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
|
||||
else if (player->speed >= FixedMul(player->runspeed, player->mo->scale)
|
||||
&& (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN))
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_RUN);
|
||||
else if ((player->rmomx || player->rmomy)
|
||||
&& (player->panim != PA_WALK || player->mo->state-states == S_PLAY_FLOAT))
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
|
||||
else if (!player->rmomx && !player->rmomy && player->panim != PA_IDLE)
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim != PA_DASH)
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
|
||||
else if (player->speed >= FixedMul(player->runspeed, player->mo->scale)
|
||||
&& (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN))
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_RUN);
|
||||
else if ((player->mo->momx || player->mo->momy)
|
||||
&& (player->panim != PA_WALK || player->mo->state-states == S_PLAY_FLOAT))
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
|
||||
else if (!player->mo->momx && !player->mo->momy && player->panim != PA_IDLE)
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
|
||||
}
|
||||
}
|
||||
|
||||
if (!(player->pflags & PF_GLIDING))
|
||||
player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE);
|
||||
player->pflags &= ~(PF_STARTJUMP|PF_THOKKED|PF_CANCARRY/*|PF_GLIDING*/);
|
||||
player->secondjump = 0;
|
||||
player->glidetime = 0;
|
||||
player->climbing = 0;
|
||||
player->powers[pw_tailsfly] = 0;
|
||||
|
||||
if (player->pflags & PF_SHIELDABILITY)
|
||||
{
|
||||
player->pflags &= ~PF_SHIELDABILITY;
|
||||
|
||||
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) // Elemental shield's stomp attack.
|
||||
{
|
||||
if (player->mo->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER)) // play a blunt sound
|
||||
S_StartSound(player->mo, sfx_s3k4c);
|
||||
else // create a fire pattern on the ground
|
||||
{
|
||||
S_StartSound(player->mo, sfx_s3k47);
|
||||
P_ElementalFire(player, true);
|
||||
}
|
||||
P_SetObjectMomZ(player->mo,
|
||||
(player->mo->eflags & MFE_UNDERWATER)
|
||||
? 6*FRACUNIT/5
|
||||
: 5*FRACUNIT/2,
|
||||
false);
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
|
||||
player->mo->momx = player->mo->momy = 0;
|
||||
clipmomz = false;
|
||||
}
|
||||
else if ((player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) // Bubble shield's bounce attack.
|
||||
{
|
||||
P_DoBubbleBounce(player);
|
||||
clipmomz = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return clipmomz;
|
||||
|
@ -2964,22 +2969,19 @@ static void P_DoBubbleBreath(player_t *player)
|
|||
P_SetScale(bubble, bubble->destscale);
|
||||
}
|
||||
|
||||
if (player->powers[pw_carry] == CR_NIGHTSMODE) // NiGHTS Super doesn't spawn flight bubbles
|
||||
return;
|
||||
|
||||
// Tails stirs up the water while flying in it
|
||||
if (player->powers[pw_tailsfly] && (leveltime & 1) && player->charability != CA_SWIM)
|
||||
{
|
||||
fixed_t radius = (3*player->mo->radius)>>1;
|
||||
fixed_t radius = player->mo->radius;
|
||||
angle_t fa = ((leveltime%45)*FINEANGLES/8) & FINEMASK;
|
||||
fixed_t stirwaterx = FixedMul(FINECOSINE(fa),radius);
|
||||
fixed_t stirwatery = FixedMul(FINESINE(fa),radius);
|
||||
fixed_t stirwaterz;
|
||||
|
||||
if (player->mo->eflags & MFE_VERTICALFLIP)
|
||||
stirwaterz = player->mo->z + player->mo->height - FixedDiv(player->mo->height,3*FRACUNIT/2);
|
||||
stirwaterz = player->mo->z + player->mo->height - (4<<FRACBITS);
|
||||
else
|
||||
stirwaterz = player->mo->z + FixedDiv(player->mo->height,3*FRACUNIT/2);
|
||||
stirwaterz = player->mo->z + (4<<FRACBITS);
|
||||
|
||||
bubble = P_SpawnMobj(
|
||||
player->mo->x + stirwaterx,
|
||||
|
@ -8083,7 +8085,7 @@ static void P_MovePlayer(player_t *player)
|
|||
}
|
||||
else if (player->pflags & PF_BOUNCING)
|
||||
{
|
||||
if (!(player->pflags & PF_JUMPDOWN) || (onground && P_MobjFlip(player->mo)*player->mo->momz <= 0)) // If not holding the jump button OR on flat ground
|
||||
if (!(player->pflags & PF_JUMPDOWN)) // If not holding the jump button
|
||||
{
|
||||
P_ResetPlayer(player); // down, stop bouncing.
|
||||
player->pflags |= PF_THOKKED;
|
||||
|
@ -8183,12 +8185,18 @@ static void P_MovePlayer(player_t *player)
|
|||
if (P_MobjFlip(player->mo)*player->mo->momz < FixedMul(5*actionspd, player->mo->scale))
|
||||
P_SetObjectMomZ(player->mo, actionspd/2, true);
|
||||
|
||||
P_SetPlayerMobjState(player->mo, player->mo->state->nextstate);
|
||||
|
||||
player->fly1--;
|
||||
}
|
||||
}
|
||||
|
||||
// Tails Put-Put noise
|
||||
if (player->charability == CA_FLY && player->bot != 1 && leveltime % 10 == 0 && !player->spectator)
|
||||
if (player->charability == CA_FLY
|
||||
&& player->bot != 1
|
||||
&& !(player->mo->eflags & MFE_UNDERWATER)
|
||||
&& leveltime % 10 == 0
|
||||
&& !player->spectator)
|
||||
S_StartSound(player->mo, sfx_putput);
|
||||
|
||||
// Descend
|
||||
|
@ -8200,11 +8208,12 @@ static void P_MovePlayer(player_t *player)
|
|||
else
|
||||
{
|
||||
// Tails-gets-tired Stuff
|
||||
if (player->panim == PA_ABILITY)
|
||||
if (player->panim == PA_ABILITY && player->mo->state-states != S_PLAY_FLY_TIRED)
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_FLY_TIRED);
|
||||
|
||||
if (player->charability == CA_FLY && (leveltime % 10 == 0)
|
||||
&& player->mo->state-states == S_PLAY_FLY_TIRED
|
||||
&& !(player->mo->eflags & MFE_UNDERWATER)
|
||||
&& !player->spectator)
|
||||
S_StartSound(player->mo, sfx_pudpud);
|
||||
}
|
||||
|
@ -10604,7 +10613,8 @@ static void P_DoTailsOverlay(player_t *player, mobj_t *tails)
|
|||
angle_t horizangle = player->drawangle;
|
||||
fixed_t zoffs = 0;
|
||||
fixed_t backwards = -1*FRACUNIT;
|
||||
boolean doroll = (player->panim == PA_ROLL || player->panim == PA_JUMP);
|
||||
boolean doswim = (player->panim == PA_ABILITY && (player->mo->eflags & MFE_UNDERWATER));
|
||||
boolean doroll = (player->panim == PA_ROLL || (player->panim == PA_JUMP && !(player->charflags & SF_NOJUMPSPIN)) || doswim);
|
||||
angle_t rollangle;
|
||||
boolean panimchange;
|
||||
INT32 ticnum = 0;
|
||||
|
@ -10631,17 +10641,25 @@ static void P_DoTailsOverlay(player_t *player, mobj_t *tails)
|
|||
if (testval < FRACUNIT)
|
||||
testval = FRACUNIT;
|
||||
}
|
||||
if (smilesonground && !player->mo->reactiontime)
|
||||
|
||||
if (doswim)
|
||||
zdist = player->mo->momz<<1;
|
||||
else 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);
|
||||
|
||||
if (!doswim)
|
||||
{
|
||||
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)
|
||||
else if (player->panim == PA_SPRING || player->panim == PA_JUMP)
|
||||
{
|
||||
zoffs += 4*FRACUNIT;
|
||||
backwards /= 2;
|
||||
|
@ -10663,7 +10681,7 @@ static void P_DoTailsOverlay(player_t *player, mobj_t *tails)
|
|||
zoffs = -7*FRACUNIT;
|
||||
backwards = -9*FRACUNIT;
|
||||
}
|
||||
else if (player->mo->sprite2 == SPR2_FLY || player->mo->sprite2 == SPR2_TIRE)
|
||||
else if (player->panim == PA_ABILITY)
|
||||
backwards = -5*FRACUNIT;
|
||||
|
||||
// sprite...
|
||||
|
@ -10680,7 +10698,7 @@ static void P_DoTailsOverlay(player_t *player, mobj_t *tails)
|
|||
else
|
||||
chosenstate = S_TAILSOVERLAY_0DEGREES;
|
||||
}
|
||||
else if (player->panim == PA_SPRING)
|
||||
else if (player->panim == PA_SPRING || player->panim == PA_JUMP)
|
||||
chosenstate = S_TAILSOVERLAY_MINUS60DEGREES;
|
||||
else if (player->panim == PA_FALL || player->mo->state-states == S_PLAY_RIDE)
|
||||
chosenstate = S_TAILSOVERLAY_PLUS60DEGREES;
|
||||
|
@ -10703,6 +10721,8 @@ static void P_DoTailsOverlay(player_t *player, mobj_t *tails)
|
|||
}
|
||||
else if (player->mo->sprite2 == SPR2_FLY)
|
||||
chosenstate = S_TAILSOVERLAY_FLY;
|
||||
else if (player->mo->sprite2 == SPR2_SWIM)
|
||||
chosenstate = S_TAILSOVERLAY_FLY;
|
||||
else if (player->mo->sprite2 == SPR2_TIRE)
|
||||
chosenstate = S_TAILSOVERLAY_TIRE;
|
||||
else if (player->panim == PA_ABILITY2)
|
||||
|
@ -10728,8 +10748,10 @@ static void P_DoTailsOverlay(player_t *player, mobj_t *tails)
|
|||
}
|
||||
}
|
||||
|
||||
#if 0
|
||||
if (player->fly1 != 0 && player->powers[pw_tailsfly] != 0 && !smilesonground)
|
||||
P_SetMobjState(tails, chosenstate);
|
||||
#endif
|
||||
|
||||
// animation...
|
||||
if (player->panim == PA_SPRING || player->panim == PA_FALL || player->mo->state-states == S_PLAY_RIDE)
|
||||
|
@ -10744,7 +10766,7 @@ static void P_DoTailsOverlay(player_t *player, mobj_t *tails)
|
|||
else if (player->mo->state-states == S_PLAY_GASP)
|
||||
tails->tics = -1;
|
||||
else if (player->mo->sprite2 == SPR2_TIRE)
|
||||
ticnum = 4;
|
||||
ticnum = (doswim ? 2 : 4);
|
||||
else if (player->panim != PA_IDLE)
|
||||
ticnum = player->mo->tics;
|
||||
|
||||
|
@ -10967,7 +10989,8 @@ void P_PlayerThink(player_t *player)
|
|||
|
||||
if (player->exiting == 2 || countdown2 == 2)
|
||||
{
|
||||
if (cv_playersforexit.value) // Count to be sure everyone's exited
|
||||
UINT8 numneeded = (G_IsSpecialStage(gamemap) ? 4 : cv_playersforexit.value);
|
||||
if (numneeded) // Count to be sure everyone's exited
|
||||
{
|
||||
INT32 i, total = 0, exiting = 0;
|
||||
|
||||
|
@ -10983,7 +11006,7 @@ void P_PlayerThink(player_t *player)
|
|||
exiting++;
|
||||
}
|
||||
|
||||
if (!total || ((4*exiting)/total) >= cv_playersforexit.value)
|
||||
if (!total || ((4*exiting)/total) >= numneeded)
|
||||
{
|
||||
if (server)
|
||||
SendNetXCmd(XD_EXITLEVEL, NULL, 0);
|
||||
|
@ -11269,8 +11292,8 @@ void P_PlayerThink(player_t *player)
|
|||
{
|
||||
boolean currentlyonground = P_IsObjectOnGround(player->mo);
|
||||
|
||||
if (!player->powers[pw_carry]
|
||||
&& ((player->pflags & (PF_AUTOBRAKE|PF_APPLYAUTOBRAKE)) == (PF_AUTOBRAKE|PF_APPLYAUTOBRAKE))
|
||||
if (!player->powers[pw_carry] && !player->powers[pw_nocontrol]
|
||||
&& ((player->pflags & (PF_AUTOBRAKE|PF_APPLYAUTOBRAKE|PF_STASIS)) == (PF_AUTOBRAKE|PF_APPLYAUTOBRAKE))
|
||||
&& !(cmd->forwardmove || cmd->sidemove)
|
||||
&& (player->rmomx || player->rmomy)
|
||||
&& (!player->capsule || (player->capsule->reactiontime != (player-players)+1)))
|
||||
|
@ -11281,7 +11304,7 @@ void P_PlayerThink(player_t *player)
|
|||
if (!currentlyonground)
|
||||
acceleration /= 2;
|
||||
// fake skidding! see P_SkidStuff for reference on conditionals
|
||||
else if (!player->skidtime && !(player->mo->eflags & MFE_GOOWATER) && !(player->pflags & (PF_JUMPED|PF_SPINNING|PF_SLIDING)) && !(player->charflags & SF_NOSKID) && P_AproxDistance(player->mo->momx, player->mo->momy) >= FixedMul(player->runspeed/2, player->mo->scale))
|
||||
else if (!player->skidtime && !(player->mo->eflags & MFE_GOOWATER) && !(player->pflags & (PF_JUMPED|PF_SPINNING|PF_SLIDING)) && !(player->charflags & SF_NOSKID) && P_AproxDistance(player->mo->momx, player->mo->momy) >= FixedMul(player->runspeed, player->mo->scale)) // modified from player->runspeed/2 'cuz the skid was just TOO frequent ngl
|
||||
{
|
||||
if (player->mo->state-states != S_PLAY_SKID)
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_SKID);
|
||||
|
@ -11812,6 +11835,8 @@ void P_PlayerAfterThink(player_t *player)
|
|||
{
|
||||
if (player->mo->state-states != S_PLAY_RIDE)
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_RIDE);
|
||||
if ((tails->skin && ((skin_t *)(tails->skin))->sprites[SPR2_SWIM].numframes) && (tails->eflags & MFE_UNDERWATER))
|
||||
tails->player->powers[pw_tailsfly] = 0;
|
||||
}
|
||||
else
|
||||
P_SetTarget(&player->mo->tracer, NULL);
|
||||
|
|
|
@ -2100,39 +2100,43 @@ static void ST_drawTextHUD(void)
|
|||
textHUDdraw(M_GetText("\x82""FIRE:""\x80 Enter game"))
|
||||
}
|
||||
|
||||
if (gametype == GT_COOP && (!stplyr->spectator || (!(maptol & TOL_NIGHTS) && G_IsSpecialStage(gamemap))) && stplyr->exiting && cv_playersforexit.value)
|
||||
if (gametype == GT_COOP && (!stplyr->spectator || (!(maptol & TOL_NIGHTS) && G_IsSpecialStage(gamemap))) && stplyr->exiting)
|
||||
{
|
||||
INT32 i, total = 0, exiting = 0;
|
||||
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
UINT8 numneeded = (G_IsSpecialStage(gamemap) ? 4 : cv_playersforexit.value);
|
||||
if (numneeded)
|
||||
{
|
||||
if (!playeringame[i] || players[i].spectator)
|
||||
continue;
|
||||
if (players[i].lives <= 0)
|
||||
continue;
|
||||
INT32 i, total = 0, exiting = 0;
|
||||
|
||||
total++;
|
||||
if (players[i].exiting)
|
||||
exiting++;
|
||||
}
|
||||
|
||||
if (cv_playersforexit.value != 4)
|
||||
{
|
||||
total *= cv_playersforexit.value;
|
||||
if (total & 3)
|
||||
total += 4; // round up
|
||||
total /= 4;
|
||||
}
|
||||
|
||||
if (exiting < total)
|
||||
{
|
||||
if (!splitscreen && !donef12)
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
textHUDdraw(M_GetText("\x82""VIEWPOINT:""\x80 Switch view"))
|
||||
donef12 = true;
|
||||
if (!playeringame[i] || players[i].spectator)
|
||||
continue;
|
||||
if (players[i].lives <= 0)
|
||||
continue;
|
||||
|
||||
total++;
|
||||
if (players[i].exiting)
|
||||
exiting++;
|
||||
}
|
||||
|
||||
if (numneeded != 4)
|
||||
{
|
||||
total *= cv_playersforexit.value;
|
||||
if (total & 3)
|
||||
total += 4; // round up
|
||||
total /= 4;
|
||||
}
|
||||
|
||||
if (exiting < total)
|
||||
{
|
||||
if (!splitscreen && !donef12)
|
||||
{
|
||||
textHUDdraw(M_GetText("\x82""VIEWPOINT:""\x80 Switch view"))
|
||||
donef12 = true;
|
||||
}
|
||||
total -= exiting;
|
||||
textHUDdraw(va(M_GetText("%d player%s remaining"), total, ((total == 1) ? "" : "s")))
|
||||
}
|
||||
total -= exiting;
|
||||
textHUDdraw(va(M_GetText("%d player%s remaining"), total, ((total == 1) ? "" : "s")))
|
||||
}
|
||||
}
|
||||
else if ((gametype == GT_TAG || gametype == GT_HIDEANDSEEK) && (!stplyr->spectator))
|
||||
|
|
Loading…
Reference in a new issue