From a6a5767335af87e0cabf968f8d73e3c87ebcf16d Mon Sep 17 00:00:00 2001 From: Lactozilla Date: Wed, 22 Jan 2025 20:53:37 -0300 Subject: [PATCH] Revert "Merge branch 'shield-button-touchups' into 'next'" This reverts commit 89620dbd9e9df00930f5f1f07904e92c74cdfa46, reversing changes made to 55a7afde5282bed7807cfdcd7ca87fa475e1aba1. --- src/deh_lua.c | 15 ++---- src/deh_tables.c | 1 - src/g_demo.c | 6 +-- src/g_game.c | 55 +++++++++----------- src/g_game.h | 5 +- src/g_input.c | 1 + src/lua_baselib.c | 12 ----- src/m_menu.c | 38 ++++++-------- src/netcode/d_netcmd.c | 2 - src/p_local.h | 1 - src/p_user.c | 114 ++++++++++++++++++++--------------------- src/st_stuff.c | 6 +-- 12 files changed, 105 insertions(+), 151 deletions(-) diff --git a/src/deh_lua.c b/src/deh_lua.c index e5b3b03de..3513f5b3d 100644 --- a/src/deh_lua.c +++ b/src/deh_lua.c @@ -11,7 +11,6 @@ /// \brief Lua SOC library #include "deh_lua.h" -#include "g_input.h" // freeslot takes a name (string only!) // and allocates it to the appropriate free slot. @@ -600,20 +599,12 @@ static int ScanConstants(lua_State *L, boolean mathlib, const char *word) return luaL_error(L, "translation '%s' could not be found.\n", word); } - // TODO: 2.3: Delete these aliases - else if (fastcmp(word, "BT_USE")) + // TODO: 2.3: Delete this alias + if (fastcmp(word, "BT_USE")) { CacheAndPushConstant(L, word, (lua_Integer)BT_SPIN); return 1; - } - else if (fastcmp(word, "GC_WEPSLOT8") || fastcmp(word, "GC_WEPSLOT9") || fastcmp(word, "GC_WEPSLOT10")) - { - // Using GC_WEPSLOT7 isn't accurate, but ensures that "if x >= GC_WEPSLOT1 and x <= GC_WEPSLOT10" keeps the intended effect - CacheAndPushConstant(L, word, (lua_Integer)GC_WEPSLOT7); - if (!mathlib) - LUA_Deprecated(L, "GC_WEPSLOT8\"-\"GC_WEPSLOT10", "GC_WEPSLOT1\"-\"GC_WEPSLOT7"); - return 1; - } + } for (i = 0; INT_CONST[i].n; i++) if (fastcmp(word,INT_CONST[i].n)) { diff --git a/src/deh_tables.c b/src/deh_tables.c index 61ae27b45..41c29a16b 100644 --- a/src/deh_tables.c +++ b/src/deh_tables.c @@ -5767,7 +5767,6 @@ struct int_const_s const INT_CONST[] = { {"JA_DIGITAL",JA_DIGITAL}, {"JA_JUMP",JA_JUMP}, {"JA_SPIN",JA_SPIN}, - {"JA_SHIELD",JA_SHIELD}, {"JA_FIRE",JA_FIRE}, {"JA_FIRENORMAL",JA_FIRENORMAL}, {"JOYAXISRANGE",JOYAXISRANGE}, diff --git a/src/g_demo.c b/src/g_demo.c index 8315e716b..479020905 100644 --- a/src/g_demo.c +++ b/src/g_demo.c @@ -100,7 +100,7 @@ demoghost *ghosts = NULL; // DEMO RECORDING // -#define DEMOVERSION 0x0012 +#define DEMOVERSION 0x0011 #define DEMOHEADER "\xF0" "SRB2Replay" "\x0F" #define DF_GHOST 0x01 // This demo contains ghost data too! @@ -185,11 +185,7 @@ void G_ReadDemoTiccmd(ticcmd_t *cmd, INT32 playernum) if (ziptic & ZT_ANGLE) oldcmd.angleturn = READINT16(demo_p); if (ziptic & ZT_BUTTONS) - { oldcmd.buttons = (oldcmd.buttons & (BT_CAMLEFT|BT_CAMRIGHT)) | (READUINT16(demo_p) & ~(BT_CAMLEFT|BT_CAMRIGHT)); - if (demoversion < 0x0012 && oldcmd.buttons & BT_SPIN) - oldcmd.buttons |= BT_SHIELD; // Copy BT_SPIN to BT_SHIELD for pre-Shield-button demos - } if (ziptic & ZT_AIMING) oldcmd.aiming = READINT16(demo_p); if (ziptic & ZT_LATENCY) diff --git a/src/g_game.c b/src/g_game.c index 894063585..2a83c085f 100644 --- a/src/g_game.c +++ b/src/g_game.c @@ -401,29 +401,27 @@ consvar_t cv_cam_lockonboss[2] = { CVAR_INIT ("cam2_lockaimassist", "Full", CV_SAVE|CV_ALLOWLUA, lockedassist_cons_t, NULL), }; -consvar_t cv_moveaxis = CVAR_INIT ("joyaxis_move", "Y-Axis", CV_SAVE, joyaxis_cons_t, NULL); -consvar_t cv_sideaxis = CVAR_INIT ("joyaxis_side", "X-Axis", CV_SAVE, joyaxis_cons_t, NULL); -consvar_t cv_lookaxis = CVAR_INIT ("joyaxis_look", "X-Rudder-", CV_SAVE, joyaxis_cons_t, NULL); -consvar_t cv_turnaxis = CVAR_INIT ("joyaxis_turn", "Z-Axis", CV_SAVE, joyaxis_cons_t, NULL); -consvar_t cv_jumpaxis = CVAR_INIT ("joyaxis_jump", "None", CV_SAVE, joyaxis_cons_t, NULL); -consvar_t cv_spinaxis = CVAR_INIT ("joyaxis_spin", "None", CV_SAVE, joyaxis_cons_t, NULL); -consvar_t cv_shieldaxis = CVAR_INIT ("joyaxis_shield", "None", CV_SAVE, joyaxis_cons_t, NULL); -consvar_t cv_fireaxis = CVAR_INIT ("joyaxis_fire", "Z-Rudder", CV_SAVE, joyaxis_cons_t, NULL); -consvar_t cv_firenaxis = CVAR_INIT ("joyaxis_firenormal", "Z-Axis", CV_SAVE, joyaxis_cons_t, NULL); -consvar_t cv_deadzone = CVAR_INIT ("joy_deadzone", "0.125", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL); -consvar_t cv_digitaldeadzone = CVAR_INIT ("joy_digdeadzone", "0.25", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL); +consvar_t cv_moveaxis = CVAR_INIT ("joyaxis_move", "Y-Axis", CV_SAVE, joyaxis_cons_t, NULL); +consvar_t cv_sideaxis = CVAR_INIT ("joyaxis_side", "X-Axis", CV_SAVE, joyaxis_cons_t, NULL); +consvar_t cv_lookaxis = CVAR_INIT ("joyaxis_look", "X-Rudder-", CV_SAVE, joyaxis_cons_t, NULL); +consvar_t cv_turnaxis = CVAR_INIT ("joyaxis_turn", "Z-Axis", CV_SAVE, joyaxis_cons_t, NULL); +consvar_t cv_jumpaxis = CVAR_INIT ("joyaxis_jump", "None", CV_SAVE, joyaxis_cons_t, NULL); +consvar_t cv_spinaxis = CVAR_INIT ("joyaxis_spin", "None", CV_SAVE, joyaxis_cons_t, NULL); +consvar_t cv_fireaxis = CVAR_INIT ("joyaxis_fire", "Z-Rudder", CV_SAVE, joyaxis_cons_t, NULL); +consvar_t cv_firenaxis = CVAR_INIT ("joyaxis_firenormal", "Z-Axis", CV_SAVE, joyaxis_cons_t, NULL); +consvar_t cv_deadzone = CVAR_INIT ("joy_deadzone", "0.125", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL); +consvar_t cv_digitaldeadzone = CVAR_INIT ("joy_digdeadzone", "0.25", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL); -consvar_t cv_moveaxis2 = CVAR_INIT ("joyaxis2_move", "Y-Axis", CV_SAVE, joyaxis_cons_t, NULL); -consvar_t cv_sideaxis2 = CVAR_INIT ("joyaxis2_side", "X-Axis", CV_SAVE, joyaxis_cons_t, NULL); -consvar_t cv_lookaxis2 = CVAR_INIT ("joyaxis2_look", "X-Rudder-", CV_SAVE, joyaxis_cons_t, NULL); -consvar_t cv_turnaxis2 = CVAR_INIT ("joyaxis2_turn", "Z-Axis", CV_SAVE, joyaxis_cons_t, NULL); -consvar_t cv_jumpaxis2 = CVAR_INIT ("joyaxis2_jump", "None", CV_SAVE, joyaxis_cons_t, NULL); -consvar_t cv_spinaxis2 = CVAR_INIT ("joyaxis2_spin", "None", CV_SAVE, joyaxis_cons_t, NULL); -consvar_t cv_shieldaxis2 = CVAR_INIT ("joyaxis2_shield", "None", CV_SAVE, joyaxis_cons_t, NULL); -consvar_t cv_fireaxis2 = CVAR_INIT ("joyaxis2_fire", "Z-Rudder", CV_SAVE, joyaxis_cons_t, NULL); -consvar_t cv_firenaxis2 = CVAR_INIT ("joyaxis2_firenormal", "Z-Axis", CV_SAVE, joyaxis_cons_t, NULL); -consvar_t cv_deadzone2 = CVAR_INIT ("joy_deadzone2", "0.125", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL); -consvar_t cv_digitaldeadzone2 = CVAR_INIT ("joy_digdeadzone2", "0.25", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL); +consvar_t cv_moveaxis2 = CVAR_INIT ("joyaxis2_move", "Y-Axis", CV_SAVE, joyaxis_cons_t, NULL); +consvar_t cv_sideaxis2 = CVAR_INIT ("joyaxis2_side", "X-Axis", CV_SAVE, joyaxis_cons_t, NULL); +consvar_t cv_lookaxis2 = CVAR_INIT ("joyaxis2_look", "X-Rudder-", CV_SAVE, joyaxis_cons_t, NULL); +consvar_t cv_turnaxis2 = CVAR_INIT ("joyaxis2_turn", "Z-Axis", CV_SAVE, joyaxis_cons_t, NULL); +consvar_t cv_jumpaxis2 = CVAR_INIT ("joyaxis2_jump", "None", CV_SAVE, joyaxis_cons_t, NULL); +consvar_t cv_spinaxis2 = CVAR_INIT ("joyaxis2_spin", "None", CV_SAVE, joyaxis_cons_t, NULL); +consvar_t cv_fireaxis2 = CVAR_INIT ("joyaxis2_fire", "Z-Rudder", CV_SAVE, joyaxis_cons_t, NULL); +consvar_t cv_firenaxis2 = CVAR_INIT ("joyaxis2_firenormal", "Z-Axis", CV_SAVE, joyaxis_cons_t, NULL); +consvar_t cv_deadzone2 = CVAR_INIT ("joy_deadzone2", "0.125", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL); +consvar_t cv_digitaldeadzone2 = CVAR_INIT ("joy_digdeadzone2", "0.25", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL); player_t *seenplayer; // player we're aiming at right now @@ -894,9 +892,6 @@ INT32 JoyAxis(joyaxis_e axissel) case JA_SPIN: axisval = cv_spinaxis.value; break; - case JA_SHIELD: - axisval = cv_shieldaxis.value; - break; case JA_FIRE: axisval = cv_fireaxis.value; break; @@ -970,9 +965,6 @@ INT32 Joy2Axis(joyaxis_e axissel) case JA_SPIN: axisval = cv_spinaxis2.value; break; - case JA_SHIELD: - axisval = cv_shieldaxis2.value; - break; case JA_FIRE: axisval = cv_fireaxis2.value; break; @@ -1340,8 +1332,8 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer) if (PLAYERINPUTDOWN(ssplayer, GC_WEAPONPREV)) cmd->buttons |= BT_WEAPONPREV; // Previous Weapon -#if NUM_WEAPONS > 7 -"Add extra inputs to g_input.h/gamecontrols_e, and fix conflicts in d_ticcmd.h/ticcmd_t/buttons" +#if NUM_WEAPONS > 10 +"Add extra inputs to g_input.h/gamecontrols_e" #endif //use the three avaliable bits to determine the weapon. cmd->buttons &= ~BT_WEAPONMASK; @@ -1367,8 +1359,7 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer) cmd->buttons |= BT_TOSSFLAG; // Shield button - axis = PlayerJoyAxis(ssplayer, JA_SHIELD); - if (PLAYERINPUTDOWN(ssplayer, GC_SHIELD) || (usejoystick && axis > 0)) + if (PLAYERINPUTDOWN(ssplayer, GC_SHIELD)) cmd->buttons |= BT_SHIELD; // Lua scriptable buttons diff --git a/src/g_game.h b/src/g_game.h index 2680fa973..f72ea6b41 100644 --- a/src/g_game.h +++ b/src/g_game.h @@ -71,8 +71,8 @@ typedef enum { #define P_ControlStyle(player) ((((player)->pflags & PF_ANALOGMODE) ? CS_LMAOGALOG : 0) | (((player)->pflags & PF_DIRECTIONCHAR) ? CS_STANDARD : 0)) extern consvar_t cv_autobrake, cv_autobrake2; -extern consvar_t cv_sideaxis, cv_turnaxis, cv_moveaxis, cv_lookaxis, cv_jumpaxis, cv_spinaxis, cv_shieldaxis, cv_fireaxis, cv_firenaxis, cv_deadzone, cv_digitaldeadzone; -extern consvar_t cv_sideaxis2,cv_turnaxis2,cv_moveaxis2,cv_lookaxis2,cv_jumpaxis2,cv_spinaxis2,cv_shieldaxis2,cv_fireaxis2,cv_firenaxis2,cv_deadzone2,cv_digitaldeadzone2; +extern consvar_t cv_sideaxis,cv_turnaxis,cv_moveaxis,cv_lookaxis,cv_jumpaxis,cv_spinaxis,cv_fireaxis,cv_firenaxis,cv_deadzone,cv_digitaldeadzone; +extern consvar_t cv_sideaxis2,cv_turnaxis2,cv_moveaxis2,cv_lookaxis2,cv_jumpaxis2,cv_spinaxis2,cv_fireaxis2,cv_firenaxis2,cv_deadzone2,cv_digitaldeadzone2; extern consvar_t cv_ghost_bestscore, cv_ghost_besttime, cv_ghost_bestrings, cv_ghost_last, cv_ghost_guest; // hi here's some new controls @@ -100,7 +100,6 @@ typedef enum JA_JUMP = JA_DIGITAL, JA_SPIN, - JA_SHIELD, JA_FIRE, JA_FIRENORMAL, } joyaxis_e; diff --git a/src/g_input.c b/src/g_input.c index 3ba709978..8092ffc84 100644 --- a/src/g_input.c +++ b/src/g_input.c @@ -1001,6 +1001,7 @@ static void setcontrol(INT32 (*gc)[2]) // TODO: 2.3: Delete the "use" alias namectrl = (stricmp(COM_Argv(1), "use")) ? COM_Argv(1) : "spin"; + for (numctrl = 0; numctrl < NUM_GAMECONTROLS && stricmp(namectrl, gamecontrolname[numctrl]); numctrl++) diff --git a/src/lua_baselib.c b/src/lua_baselib.c index ecd1ee55e..085a9b23e 100644 --- a/src/lua_baselib.c +++ b/src/lua_baselib.c @@ -2513,17 +2513,6 @@ static int lib_pDoSuperTransformation(lua_State *L) return 0; } -static int lib_pDoSuperDetransformation(lua_State *L) -{ - player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); - NOHUD - INLEVEL - if (!player) - return LUA_ErrInvalid(L, "player_t"); - P_DoSuperDetransformation(player); - return 0; -} - static int lib_pExplodeMissile(lua_State *L) { mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); @@ -4532,7 +4521,6 @@ static luaL_Reg lib[] = { {"P_VectorInstaThrust",lib_pVectorInstaThrust}, {"P_SetMobjStateNF",lib_pSetMobjStateNF}, {"P_DoSuperTransformation",lib_pDoSuperTransformation}, - {"P_DoSuperDetransformation",lib_pDoSuperDetransformation}, {"P_ExplodeMissile",lib_pExplodeMissile}, {"P_MobjTouchingSectorSpecial",lib_pMobjTouchingSectorSpecial}, {"P_ThingOnSpecial3DFloor",lib_pThingOnSpecial3DFloor}, diff --git a/src/m_menu.c b/src/m_menu.c index c38459fe0..de1ac2ea5 100644 --- a/src/m_menu.c +++ b/src/m_menu.c @@ -1071,9 +1071,9 @@ static menuitem_t OP_ChangeControlsMenu[] = {IT_CALL | IT_STRING2, NULL, "Move Backward", M_ChangeControl, GC_BACKWARD }, {IT_CALL | IT_STRING2, NULL, "Move Left", M_ChangeControl, GC_STRAFELEFT }, {IT_CALL | IT_STRING2, NULL, "Move Right", M_ChangeControl, GC_STRAFERIGHT }, - {IT_CALL | IT_STRING2, NULL, "Jump", M_ChangeControl, GC_JUMP }, - {IT_CALL | IT_STRING2, NULL, "Spin", M_ChangeControl, GC_SPIN }, - {IT_CALL | IT_STRING2, NULL, "Shield Ability", M_ChangeControl, GC_SHIELD }, + {IT_CALL | IT_STRING2, NULL, "Jump", M_ChangeControl, GC_JUMP }, + {IT_CALL | IT_STRING2, NULL, "Spin", M_ChangeControl, GC_SPIN }, + {IT_CALL | IT_STRING2, NULL, "Shield", M_ChangeControl, GC_SHIELD }, {IT_HEADER, NULL, "Camera", NULL, 0}, {IT_SPACE, NULL, NULL, NULL, 0}, // padding {IT_CALL | IT_STRING2, NULL, "Look Up", M_ChangeControl, GC_LOOKUP }, @@ -1122,15 +1122,13 @@ static menuitem_t OP_ChangeControlsMenu[] = static menuitem_t OP_Joystick1Menu[] = { - {IT_STRING | IT_CALL, NULL, "Select Gamepad...", M_Setup1PJoystickMenu, 0}, - - {IT_STRING | IT_CVAR, NULL, "Move \x17 Axis" , &cv_moveaxis , 20}, - {IT_STRING | IT_CVAR, NULL, "Move \x18 Axis" , &cv_sideaxis , 30}, - {IT_STRING | IT_CVAR, NULL, "Camera \x17 Axis" , &cv_lookaxis , 40}, - {IT_STRING | IT_CVAR, NULL, "Camera \x18 Axis" , &cv_turnaxis , 50}, - {IT_STRING | IT_CVAR, NULL, "Jump Axis" , &cv_jumpaxis , 60}, - {IT_STRING | IT_CVAR, NULL, "Spin Axis" , &cv_spinaxis , 70}, - {IT_STRING | IT_CVAR, NULL, "Shield Axis" , &cv_shieldaxis , 80}, + {IT_STRING | IT_CALL, NULL, "Select Gamepad...", M_Setup1PJoystickMenu, 10}, + {IT_STRING | IT_CVAR, NULL, "Move \x17 Axis" , &cv_moveaxis , 30}, + {IT_STRING | IT_CVAR, NULL, "Move \x18 Axis" , &cv_sideaxis , 40}, + {IT_STRING | IT_CVAR, NULL, "Camera \x17 Axis" , &cv_lookaxis , 50}, + {IT_STRING | IT_CVAR, NULL, "Camera \x18 Axis" , &cv_turnaxis , 60}, + {IT_STRING | IT_CVAR, NULL, "Jump Axis" , &cv_jumpaxis , 70}, + {IT_STRING | IT_CVAR, NULL, "Spin Axis" , &cv_spinaxis , 80}, {IT_STRING | IT_CVAR, NULL, "Fire Axis" , &cv_fireaxis , 90}, {IT_STRING | IT_CVAR, NULL, "Fire Normal Axis" , &cv_firenaxis ,100}, @@ -1142,15 +1140,13 @@ static menuitem_t OP_Joystick1Menu[] = static menuitem_t OP_Joystick2Menu[] = { - {IT_STRING | IT_CALL, NULL, "Select Gamepad...", M_Setup2PJoystickMenu, 0}, - - {IT_STRING | IT_CVAR, NULL, "Move \x17 Axis" , &cv_moveaxis2 , 20}, - {IT_STRING | IT_CVAR, NULL, "Move \x18 Axis" , &cv_sideaxis2 , 30}, - {IT_STRING | IT_CVAR, NULL, "Camera \x17 Axis" , &cv_lookaxis2 , 40}, - {IT_STRING | IT_CVAR, NULL, "Camera \x18 Axis" , &cv_turnaxis2 , 50}, - {IT_STRING | IT_CVAR, NULL, "Jump Axis" , &cv_jumpaxis2 , 60}, - {IT_STRING | IT_CVAR, NULL, "Spin Axis" , &cv_spinaxis2 , 70}, - {IT_STRING | IT_CVAR, NULL, "Shield Axis" , &cv_shieldaxis2 , 80}, + {IT_STRING | IT_CALL, NULL, "Select Gamepad...", M_Setup2PJoystickMenu, 10}, + {IT_STRING | IT_CVAR, NULL, "Move \x17 Axis" , &cv_moveaxis2 , 30}, + {IT_STRING | IT_CVAR, NULL, "Move \x18 Axis" , &cv_sideaxis2 , 40}, + {IT_STRING | IT_CVAR, NULL, "Camera \x17 Axis" , &cv_lookaxis2 , 50}, + {IT_STRING | IT_CVAR, NULL, "Camera \x18 Axis" , &cv_turnaxis2 , 60}, + {IT_STRING | IT_CVAR, NULL, "Jump Axis" , &cv_jumpaxis2 , 70}, + {IT_STRING | IT_CVAR, NULL, "Spin Axis" , &cv_spinaxis2 , 80}, {IT_STRING | IT_CVAR, NULL, "Fire Axis" , &cv_fireaxis2 , 90}, {IT_STRING | IT_CVAR, NULL, "Fire Normal Axis" , &cv_firenaxis2 ,100}, diff --git a/src/netcode/d_netcmd.c b/src/netcode/d_netcmd.c index 7bdf229fd..94170fa0d 100644 --- a/src/netcode/d_netcmd.c +++ b/src/netcode/d_netcmd.c @@ -824,8 +824,6 @@ void D_RegisterClientCommands(void) CV_RegisterVar(&cv_jumpaxis2); CV_RegisterVar(&cv_spinaxis); CV_RegisterVar(&cv_spinaxis2); - CV_RegisterVar(&cv_shieldaxis); - CV_RegisterVar(&cv_shieldaxis2); CV_RegisterVar(&cv_fireaxis); CV_RegisterVar(&cv_fireaxis2); CV_RegisterVar(&cv_firenaxis); diff --git a/src/p_local.h b/src/p_local.h index de519b211..8a4ec5943 100644 --- a/src/p_local.h +++ b/src/p_local.h @@ -544,7 +544,6 @@ void P_ThrustEvenIn2D(mobj_t *mo, angle_t angle, fixed_t move); void P_VectorInstaThrust(fixed_t xa, fixed_t xb, fixed_t xc, fixed_t ya, fixed_t yb, fixed_t yc, fixed_t za, fixed_t zb, fixed_t zc, fixed_t momentum, mobj_t *mo); void P_DoSuperTransformation(player_t *player, boolean giverings); -void P_DoSuperDetransformation(player_t *player); void P_ExplodeMissile(mobj_t *mo); void P_CheckGravity(mobj_t *mo, boolean affect); void P_SetPitchRollFromSlope(mobj_t *mo, pslope_t *slope); diff --git a/src/p_user.c b/src/p_user.c index a093ecb95..2c8f3d2db 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -1395,7 +1395,7 @@ void P_DoSuperTransformation(player_t *player, boolean giverings) // P_DoSuperDetransformation // // Detransform into regular Sonic! -void P_DoSuperDetransformation(player_t *player) +static void P_DoSuperDetransformation(player_t *player) { player->powers[pw_emeralds] = 0; // lost the power stones P_SpawnGhostMobj(player->mo); @@ -4199,6 +4199,16 @@ static void P_DoFiring(player_t *player, ticcmd_t *cmd) I_Assert(player != NULL); I_Assert(!P_MobjWasRemoved(player->mo)); + + // Toss a flag + if (cmd->buttons & BT_TOSSFLAG && G_GametypeHasTeams() + && !(player->powers[pw_super]) && !(player->tossdelay)) + { + if (!(player->gotflag & (GF_REDFLAG|GF_BLUEFLAG))) + P_PlayerEmeraldBurst(player, true); // Toss emeralds + else + P_PlayerFlagBurst(player, true); + } if (!(cmd->buttons & (BT_ATTACK|BT_FIRENORMAL))) { @@ -4208,7 +4218,7 @@ static void P_DoFiring(player_t *player, ticcmd_t *cmd) return; } - if (player->pflags & PF_ATTACKDOWN || player->climbing || (G_TagGametype() && !(player->pflags & PF_TAGIT))) + if (player->pflags & PF_ATTACKDOWN || player->climbing) return; // Fire a fireball if we have the Fire Flower powerup! @@ -4224,7 +4234,7 @@ static void P_DoFiring(player_t *player, ticcmd_t *cmd) } // No ringslinging outside of ringslinger! - if (!G_RingSlingerGametype() || player->weapondelay) + if (!G_RingSlingerGametype() || player->weapondelay || (G_TagGametype() && !(player->pflags & PF_TAGIT))) return; player->pflags |= PF_ATTACKDOWN; @@ -5277,7 +5287,7 @@ static boolean P_PlayerShieldThink(player_t *player, ticcmd_t *cmd, mobj_t *lock // // Handles player jumping // -static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd, boolean spinshieldhack) +static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd) { mobj_t *lockonthok = NULL, *visual = NULL; @@ -5310,52 +5320,45 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd, boolean spinshieldhac ; else if (P_PlayerShieldThink(player, cmd, lockonthok, visual)) ; - else if (cmd->buttons & BT_SPIN) + else if ((cmd->buttons & BT_SPIN) && !LUA_HookPlayer(player, HOOK(JumpSpinSpecial))) { if (spinshieldhack && !(player->pflags & PF_SPINDOWN) && P_SuperReady(player)) { - // If you're using two-button play, can turn Super and aren't already, - // and you don't have a shield, then turn Super! - P_DoSuperTransformation(player, false); - } - else if (!LUA_HookPlayer(player, HOOK(JumpSpinSpecial))) - switch (player->charability) - { - case CA_THOK: - if (player->powers[pw_super]) // Super Sonic float + case CA_THOK: + if (player->powers[pw_super]) // Super Sonic float + { + if ((player->speed > 5*player->mo->scale) // FixedMul(5<mo->scale), but scale is FRACUNIT-based + && (P_MobjFlip(player->mo)*player->mo->momz <= 0)) { - if ((player->speed > 5*player->mo->scale) // FixedMul(5<mo->scale), but scale is FRACUNIT-based - && (P_MobjFlip(player->mo)*player->mo->momz <= 0)) + if (player->panim != PA_RUN && player->panim != PA_WALK) { - if (player->panim != PA_RUN && player->panim != PA_WALK) - { - if (player->speed >= FixedMul(player->runspeed, player->mo->scale)) - P_SetMobjState(player->mo, S_PLAY_FLOAT_RUN); - else - P_SetMobjState(player->mo, S_PLAY_FLOAT); - } - - player->mo->momz = 0; - player->pflags &= ~(PF_STARTJUMP|PF_SPINNING); - player->secondjump = 1; + if (player->speed >= FixedMul(player->runspeed, player->mo->scale)) + P_SetMobjState(player->mo, S_PLAY_FLOAT_RUN); + else + P_SetMobjState(player->mo, S_PLAY_FLOAT); } + + player->mo->momz = 0; + player->pflags &= ~(PF_STARTJUMP|PF_SPINNING); + player->secondjump = 1; } - break; - case CA_TELEKINESIS: - if (!(player->pflags & (PF_THOKKED|PF_SPINDOWN)) || (player->charflags & SF_MULTIABILITY)) - { - P_Telekinesis(player, - -FixedMul(player->actionspd, player->mo->scale), // -ve thrust (pulling towards player) - FixedMul(384*FRACUNIT, player->mo->scale)); - } - break; - case CA_TWINSPIN: - if ((player->charability2 == CA2_MELEE) && (!(player->pflags & (PF_THOKKED|PF_SPINDOWN)) || player->charflags & SF_MULTIABILITY)) - P_DoTwinSpin(player); - break; - default: - break; - } + } + break; + case CA_TELEKINESIS: + if (!(player->pflags & (PF_THOKKED|PF_SPINDOWN)) || (player->charflags & SF_MULTIABILITY)) + { + P_Telekinesis(player, + -FixedMul(player->actionspd, player->mo->scale), // -ve thrust (pulling towards player) + FixedMul(384*FRACUNIT, player->mo->scale)); + } + break; + case CA_TWINSPIN: + if ((player->charability2 == CA2_MELEE) && (!(player->pflags & (PF_THOKKED|PF_SPINDOWN)) || player->charflags & SF_MULTIABILITY)) + P_DoTwinSpin(player); + break; + default: + break; + } } } @@ -8070,7 +8073,6 @@ void P_MovePlayer(player_t *player) { ticcmd_t *cmd; INT32 i; - boolean spinshieldhack = false; // Hack: Is Spin and Shield bound to the same button (pressed on the same tic)? fixed_t runspd; @@ -8692,13 +8694,10 @@ void P_MovePlayer(player_t *player) && !(player->mo->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER))) P_ElementalFire(player, false); - if ((cmd->buttons & (BT_SPIN|BT_SHIELD)) == (BT_SPIN|BT_SHIELD) && !(player->pflags & (PF_SPINDOWN|PF_SHIELDDOWN))) - spinshieldhack = true; // Spin and Shield is bound to the same button (pressed on the same tic), so enable two-button play (Jump and Spin+Shield) - P_DoSpinAbility(player, cmd); // jumping - P_DoJumpStuff(player, cmd, spinshieldhack); + P_DoJumpStuff(player, cmd); // If you're not spinning, you'd better not be spindashing! if (!(player->pflags & PF_SPINNING) && player->powers[pw_carry] != CR_NIGHTSMODE) @@ -8787,13 +8786,18 @@ void P_MovePlayer(player_t *player) } // Check for fire and shield buttons - if (!player->exiting) + if (!player->exiting && !(player->pflags & PF_STASIS)) { + // Check for fire buttons P_DoFiring(player, cmd); - + + // Release the shield button + if (!(cmd->buttons & BT_SHIELD)) + player->pflags &= ~PF_SHIELDDOWN; + // Shield button behavior // Check P_PlayerShieldThink for actual shields! - if ((cmd->buttons & BT_SHIELD) && !(player->pflags & PF_SHIELDDOWN) && !spinshieldhack) + else if (!(player->pflags & PF_SHIELDDOWN)) { // Transform into super if we can! if (P_SuperReady(player)) @@ -12059,7 +12063,7 @@ void P_PlayerThink(player_t *player) ticmiss++; P_DoRopeHang(player); - P_DoJumpStuff(player, &player->cmd, false); // P_DoRopeHang would set PF_SPINDOWN, so no spinshieldhack here + P_DoJumpStuff(player, &player->cmd); } else //if (player->powers[pw_carry] == CR_ZOOMTUBE) { @@ -12333,12 +12337,6 @@ void P_PlayerThink(player_t *player) player->pflags &= ~PF_SPINDOWN; } - // Check for Shield button - if (cmd->buttons & BT_SHIELD) - player->pflags |= PF_SHIELDDOWN; - else - player->pflags &= ~PF_SHIELDDOWN; - // IF PLAYER NOT HERE THEN FLASH END IF if (player->quittime && player->powers[pw_flashing] < flashingtics - 1 && !(G_TagGametype() && !(player->pflags & PF_TAGIT)) && !player->gotflag) diff --git a/src/st_stuff.c b/src/st_stuff.c index 23f2f3b29..4fdacd51a 100644 --- a/src/st_stuff.c +++ b/src/st_stuff.c @@ -1176,10 +1176,8 @@ static void ST_drawInput(void) V_DrawFill(x+16+(xoffs), y+(yoffs)-offs, 10, 10, col);\ V_DrawCharacter(x+16+1+(xoffs), y+1+(yoffs)-offs, hudinfo[HUD_INPUT].f|symb, false) - drawbutt( 4,-3, BT_JUMP, 'J' ); - drawbutt(15,-3, BT_SPIN, 'S' ); - drawbutt(26,-3, BT_SHIELD, '\0'); // Instead of a wide 'J' or 'S', we'll draw a thin "SH" for Shield - V_DrawThinString(x+16+26, y+2+(-3)-offs, hudinfo[HUD_LIVES].f, "SH"); + drawbutt( 4,-3, BT_JUMP, 'J'); + drawbutt(15,-3, BT_SPIN, 'S'); V_DrawFill(x+16+4, y+8, 21, 10, hudinfo[HUD_INPUT].f|20); // sundial backing if (stplyr->mo)