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https://git.do.srb2.org/STJr/SRB2.git
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Objectplace improvements:
- movement speeds are scaled with player scale - spawned objects are scaled with player scale - command accepts argument for thing num to set
This commit is contained in:
parent
4959aa5614
commit
d7ab41a90b
3 changed files with 75 additions and 59 deletions
130
src/m_cheat.c
130
src/m_cheat.c
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@ -1023,8 +1023,8 @@ static void OP_CycleThings(INT32 amt)
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states[S_OBJPLACE_DUMMY].frame = states[mobjinfo[op_currentthing].spawnstate].frame;
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states[S_OBJPLACE_DUMMY].frame = states[mobjinfo[op_currentthing].spawnstate].frame;
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}
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}
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if (players[0].mo->eflags & MFE_VERTICALFLIP) // correct z when flipped
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if (players[0].mo->eflags & MFE_VERTICALFLIP) // correct z when flipped
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players[0].mo->z += players[0].mo->height - mobjinfo[op_currentthing].height;
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players[0].mo->z += players[0].mo->height - FixedMul(mobjinfo[op_currentthing].height, players[0].mo->scale);
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players[0].mo->height = mobjinfo[op_currentthing].height;
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players[0].mo->height = FixedMul(mobjinfo[op_currentthing].height, players[0].mo->scale);
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P_SetPlayerMobjState(players[0].mo, S_OBJPLACE_DUMMY);
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P_SetPlayerMobjState(players[0].mo, S_OBJPLACE_DUMMY);
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op_currentdoomednum = mobjinfo[op_currentthing].doomednum;
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op_currentdoomednum = mobjinfo[op_currentthing].doomednum;
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@ -1107,6 +1107,7 @@ static mapthing_t *OP_CreateNewMapThing(player_t *player, UINT16 type, boolean c
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mt->angle = (INT16)(FixedInt(AngleFixed(player->mo->angle)));
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mt->angle = (INT16)(FixedInt(AngleFixed(player->mo->angle)));
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mt->options = (mt->z << ZSHIFT) | (UINT16)cv_opflags.value;
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mt->options = (mt->z << ZSHIFT) | (UINT16)cv_opflags.value;
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mt->scale = player->mo->scale;
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return mt;
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return mt;
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}
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}
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@ -1305,19 +1306,19 @@ void OP_ObjectplaceMovement(player_t *player)
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ticmiss++;
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ticmiss++;
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if (cmd->buttons & BT_JUMP)
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if (cmd->buttons & BT_JUMP)
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player->mo->z += FRACUNIT*cv_speed.value;
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player->mo->z += player->mo->scale*cv_speed.value;
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else if (cmd->buttons & BT_SPIN)
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else if (cmd->buttons & BT_SPIN)
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player->mo->z -= FRACUNIT*cv_speed.value;
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player->mo->z -= player->mo->scale*cv_speed.value;
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if (cmd->forwardmove != 0)
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if (cmd->forwardmove != 0)
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{
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{
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P_Thrust(player->mo, player->mo->angle, (cmd->forwardmove*FRACUNIT/MAXPLMOVE)*cv_speed.value);
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P_Thrust(player->mo, player->mo->angle, (cmd->forwardmove*player->mo->scale/MAXPLMOVE)*cv_speed.value);
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P_TeleportMove(player->mo, player->mo->x+player->mo->momx, player->mo->y+player->mo->momy, player->mo->z);
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P_TeleportMove(player->mo, player->mo->x+player->mo->momx, player->mo->y+player->mo->momy, player->mo->z);
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player->mo->momx = player->mo->momy = 0;
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player->mo->momx = player->mo->momy = 0;
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}
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}
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if (cmd->sidemove != 0)
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if (cmd->sidemove != 0)
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{
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{
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P_Thrust(player->mo, player->mo->angle-ANGLE_90, (cmd->sidemove*FRACUNIT/MAXPLMOVE)*cv_speed.value);
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P_Thrust(player->mo, player->mo->angle-ANGLE_90, (cmd->sidemove*player->mo->scale/MAXPLMOVE)*cv_speed.value);
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P_TeleportMove(player->mo, player->mo->x+player->mo->momx, player->mo->y+player->mo->momy, player->mo->z);
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P_TeleportMove(player->mo, player->mo->x+player->mo->momx, player->mo->y+player->mo->momy, player->mo->z);
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player->mo->momx = player->mo->momy = 0;
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player->mo->momx = player->mo->momy = 0;
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}
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}
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@ -1443,62 +1444,75 @@ void Command_ObjectPlace_f(void)
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G_SetGameModified(multiplayer);
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G_SetGameModified(multiplayer);
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// Entering objectplace?
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// Entering objectplace?
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if (!objectplacing)
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if (!objectplacing || COM_Argc() > 1)
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{
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{
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objectplacing = true;
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if (!objectplacing)
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if (players[0].powers[pw_carry] == CR_NIGHTSMODE)
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return;
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if (!COM_CheckParm("-silent"))
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{
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{
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HU_SetCEchoFlags(V_RETURN8|V_MONOSPACE|V_AUTOFADEOUT);
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objectplacing = true;
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HU_SetCEchoDuration(10);
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HU_DoCEcho(va(M_GetText(
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if (players[0].powers[pw_carry] == CR_NIGHTSMODE)
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"\\\\\\\\\\\\\\\\\\\\\\\\\x82"
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return;
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" Objectplace Controls: \x80\\\\"
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"Weapon Next/Prev: Cycle mapthings\\"
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if (!COM_CheckParm("-silent"))
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" Jump: Float up \\"
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{
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" Spin: Float down \\"
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HU_SetCEchoFlags(V_RETURN8|V_MONOSPACE|V_AUTOFADEOUT);
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" Fire Ring: Place object \\")));
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HU_SetCEchoDuration(10);
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HU_DoCEcho(va(M_GetText(
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"\\\\\\\\\\\\\\\\\\\\\\\\\x82"
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" Objectplace Controls: \x80\\\\"
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"Weapon Next/Prev: Cycle mapthings\\"
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" Jump: Float up \\"
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" Spin: Float down \\"
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" Fire Ring: Place object \\")));
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}
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// Save all the player's data.
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op_oldflags1 = players[0].mo->flags;
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op_oldflags2 = players[0].mo->flags2;
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op_oldeflags = players[0].mo->eflags;
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op_oldpflags = players[0].pflags;
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op_oldmomx = players[0].mo->momx;
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op_oldmomy = players[0].mo->momy;
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op_oldmomz = players[0].mo->momz;
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op_oldheight = players[0].mo->height;
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op_oldstate = S_PLAY_STND;
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op_oldcolor = players[0].mo->color; // save color too in case of super/fireflower
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// Remove ALL flags and motion.
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P_UnsetThingPosition(players[0].mo);
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players[0].pflags = 0;
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players[0].mo->flags2 = 0;
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players[0].mo->eflags = 0;
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players[0].mo->flags = (MF_NOCLIP|MF_NOGRAVITY|MF_NOBLOCKMAP);
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players[0].mo->momx = players[0].mo->momy = players[0].mo->momz = 0;
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P_SetThingPosition(players[0].mo);
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// Take away color so things display properly
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players[0].mo->color = 0;
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// Like the classics, recover from death by entering objectplace
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if (players[0].mo->health <= 0)
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{
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players[0].mo->health = 1;
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players[0].deadtimer = 0;
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op_oldflags1 = mobjinfo[MT_PLAYER].flags;
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++players[0].lives;
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players[0].playerstate = PST_LIVE;
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P_RestoreMusic(&players[0]);
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}
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else
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op_oldstate = (statenum_t)(players[0].mo->state-states);
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}
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}
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// Save all the player's data.
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if (COM_Argc() > 1)
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op_oldflags1 = players[0].mo->flags;
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op_oldflags2 = players[0].mo->flags2;
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op_oldeflags = players[0].mo->eflags;
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op_oldpflags = players[0].pflags;
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op_oldmomx = players[0].mo->momx;
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op_oldmomy = players[0].mo->momy;
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op_oldmomz = players[0].mo->momz;
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op_oldheight = players[0].mo->height;
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op_oldstate = S_PLAY_STND;
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op_oldcolor = players[0].mo->color; // save color too in case of super/fireflower
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// Remove ALL flags and motion.
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P_UnsetThingPosition(players[0].mo);
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players[0].pflags = 0;
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players[0].mo->flags2 = 0;
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players[0].mo->eflags = 0;
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players[0].mo->flags = (MF_NOCLIP|MF_NOGRAVITY|MF_NOBLOCKMAP);
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players[0].mo->momx = players[0].mo->momy = players[0].mo->momz = 0;
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P_SetThingPosition(players[0].mo);
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// Take away color so things display properly
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players[0].mo->color = 0;
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// Like the classics, recover from death by entering objectplace
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if (players[0].mo->health <= 0)
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{
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{
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players[0].mo->health = 1;
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UINT16 mapthingnum = atoi(COM_Argv(1));
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players[0].deadtimer = 0;
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mobjtype_t type = P_GetMobjtype(mapthingnum);
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op_oldflags1 = mobjinfo[MT_PLAYER].flags;
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if (type == MT_UNKNOWN)
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++players[0].lives;
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CONS_Printf(M_GetText("No mobj type delegated to thing type %d.\n"), mapthingnum);
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players[0].playerstate = PST_LIVE;
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else
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P_RestoreMusic(&players[0]);
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op_currentthing = type;
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}
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}
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else
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op_oldstate = (statenum_t)(players[0].mo->state-states);
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// If no thing set, then cycle a little
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// If no thing set, then cycle a little
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if (!op_currentthing)
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if (!op_currentthing)
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@ -1506,8 +1520,8 @@ void Command_ObjectPlace_f(void)
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op_currentthing = 1;
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op_currentthing = 1;
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OP_CycleThings(1);
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OP_CycleThings(1);
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}
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}
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else // Cycle things sets this for the former.
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else
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players[0].mo->height = mobjinfo[op_currentthing].height;
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OP_CycleThings(0); // sets all necessary height values without cycling op_currentthing
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P_SetPlayerMobjState(players[0].mo, S_OBJPLACE_DUMMY);
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P_SetPlayerMobjState(players[0].mo, S_OBJPLACE_DUMMY);
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}
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}
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@ -274,6 +274,8 @@ extern tic_t itemrespawntime[ITEMQUESIZE];
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extern size_t iquehead, iquetail;
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extern size_t iquehead, iquetail;
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extern consvar_t cv_gravity, cv_movebob;
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extern consvar_t cv_gravity, cv_movebob;
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mobjtype_t P_GetMobjtype(UINT16 mthingtype);
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void P_RespawnSpecials(void);
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void P_RespawnSpecials(void);
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mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type);
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mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type);
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@ -11249,7 +11249,7 @@ void P_PrecipitationEffects(void)
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* \param mthingtype Mapthing number in question.
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* \param mthingtype Mapthing number in question.
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* \return Mobj type; MT_UNKNOWN if nothing found.
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* \return Mobj type; MT_UNKNOWN if nothing found.
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*/
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*/
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static mobjtype_t P_GetMobjtype(UINT16 mthingtype)
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mobjtype_t P_GetMobjtype(UINT16 mthingtype)
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{
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{
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mobjtype_t i;
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mobjtype_t i;
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for (i = 0; i < NUMMOBJTYPES; i++)
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for (i = 0; i < NUMMOBJTYPES; i++)
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