Kill SEENAMES

This commit is contained in:
James R 2020-12-12 02:11:23 -08:00
parent e7883f3f8e
commit e55d842d7f
16 changed files with 5 additions and 48 deletions

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@ -214,11 +214,9 @@ consvar_t cv_respawntime = CVAR_INIT ("respawndelay", "3", CV_SAVE|CV_NETVAR|CV_
consvar_t cv_competitionboxes = CVAR_INIT ("competitionboxes", "Mystery", CV_SAVE|CV_NETVAR|CV_CHEAT, competitionboxes_cons_t, NULL);
#ifdef SEENAMES
static CV_PossibleValue_t seenames_cons_t[] = {{0, "Off"}, {1, "Colorless"}, {2, "Team"}, {3, "Ally/Foe"}, {0, NULL}};
consvar_t cv_seenames = CVAR_INIT ("seenames", "Ally/Foe", CV_SAVE, seenames_cons_t, 0);
consvar_t cv_allowseenames = CVAR_INIT ("allowseenames", "Yes", CV_SAVE|CV_NETVAR, CV_YesNo, NULL);
#endif
// names
consvar_t cv_playername = CVAR_INIT ("name", "Sonic", CV_SAVE|CV_CALL|CV_NOINIT, NULL, Name_OnChange);
@ -597,9 +595,7 @@ void D_RegisterServerCommands(void)
CV_RegisterVar(&cv_pingtimeout);
CV_RegisterVar(&cv_showping);
#ifdef SEENAMES
CV_RegisterVar(&cv_allowseenames);
#endif
CV_RegisterVar(&cv_allowseenames);
CV_RegisterVar(&cv_dummyconsvar);
}
@ -690,9 +686,7 @@ void D_RegisterClientCommands(void)
CV_RegisterVar(&cv_defaultplayercolor2);
CV_RegisterVar(&cv_defaultskin2);
#ifdef SEENAMES
CV_RegisterVar(&cv_seenames);
#endif
CV_RegisterVar(&cv_rollingdemos);
CV_RegisterVar(&cv_netstat);
CV_RegisterVar(&cv_netticbuffer);

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@ -31,9 +31,7 @@ extern consvar_t cv_defaultskin;
extern consvar_t cv_defaultplayercolor2;
extern consvar_t cv_defaultskin2;
#ifdef SEENAMES
extern consvar_t cv_seenames, cv_allowseenames;
#endif
extern consvar_t cv_usemouse;
extern consvar_t cv_usejoystick;
extern consvar_t cv_usejoystick2;

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@ -3478,9 +3478,7 @@ const char *const STATE_LIST[] = { // array length left dynamic for sanity testi
"S_BLUEBRICKDEBRIS",
"S_YELLOWBRICKDEBRIS",
#ifdef SEENAMES
"S_NAMECHECK",
#endif
};
// RegEx to generate this from info.h: ^\tMT_([^,]+), --> \t"MT_\1",
@ -4260,9 +4258,7 @@ const char *const MOBJTYPE_LIST[] = { // array length left dynamic for sanity t
"MT_BLUEBRICKDEBRIS",
"MT_YELLOWBRICKDEBRIS",
#ifdef SEENAMES
"MT_NAMECHECK",
#endif
};
const char *const MOBJFLAG_LIST[] = {

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@ -582,9 +582,6 @@ extern const char *compdate, *comptime, *comprevision, *compbranch;
/// Dumps the contents of a network save game upon consistency failure for debugging.
//#define DUMPCONSISTENCY
/// See name of player in your crosshair
#define SEENAMES
/// Who put weights on my recycler? ... Inuyasha did.
/// \note XMOD port.
//#define WEIGHTEDRECYCLER

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@ -444,9 +444,7 @@ consvar_t cv_firenaxis2 = CVAR_INIT ("joyaxis2_firenormal", "Z-Axis", CV_SAVE, j
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);
#ifdef SEENAMES
player_t *seenplayer; // player we're aiming at right now
#endif
// now automatically allocated in D_RegisterClientCommands
// so that it doesn't have to be updated depending on the value of MAXPLAYERS

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@ -25,9 +25,7 @@ extern char timeattackfolder[64];
extern char customversionstring[32];
#define GAMEDATASIZE (4*8192)
#ifdef SEENAMES
extern player_t *seenplayer;
#endif
extern char player_names[MAXPLAYERS][MAXPLAYERNAME+1];
extern INT32 player_name_changes[MAXPLAYERS];

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@ -3924,9 +3924,7 @@ state_t states[NUMSTATES] =
{SPR_BRIB, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 31, 1, S_NULL}, // S_BLUEBRICKDEBRIS
{SPR_BRIY, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 31, 1, S_NULL}, // S_YELLOWBRICKDEBRIS
#ifdef SEENAMES
{SPR_NULL, 0, 1, {NULL}, 0, 0, S_NULL}, // S_NAMECHECK
#endif
};
mobjinfo_t mobjinfo[NUMMOBJTYPES] =
@ -21653,7 +21651,6 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate
},
#ifdef SEENAMES
{ // MT_NAMECHECK
-1, // doomednum
S_NAMECHECK, // spawnstate
@ -21680,7 +21677,6 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY|MF_NOSECTOR, // flags
S_NULL // raisestate
},
#endif
};
skincolor_t skincolors[MAXSKINCOLORS] = {

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@ -4280,9 +4280,7 @@ typedef enum state
S_BLUEBRICKDEBRIS, // for CEZ3
S_YELLOWBRICKDEBRIS, // for CEZ3
#ifdef SEENAMES
S_NAMECHECK,
#endif
S_FIRSTFREESLOT,
S_LASTFREESLOT = S_FIRSTFREESLOT + NUMSTATEFREESLOTS - 1,
@ -5082,9 +5080,7 @@ typedef enum mobj_type
MT_BLUEBRICKDEBRIS, // for CEZ3
MT_YELLOWBRICKDEBRIS, // for CEZ3
#ifdef SEENAMES
MT_NAMECHECK,
#endif
MT_FIRSTFREESLOT,
MT_LASTFREESLOT = MT_FIRSTFREESLOT + NUMMOBJFREESLOTS - 1,

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@ -112,9 +112,7 @@ void LUAh_PlayerQuit(player_t *plr, kickreason_t reason); // Hook for player qui
void LUAh_IntermissionThinker(void); // Hook for Y_Ticker
boolean LUAh_TeamSwitch(player_t *player, int newteam, boolean fromspectators, boolean tryingautobalance, boolean tryingscramble); // Hook for team switching in... uh....
UINT8 LUAh_ViewpointSwitch(player_t *player, player_t *newdisplayplayer, boolean forced); // Hook for spy mode
#ifdef SEENAMES
boolean LUAh_SeenPlayer(player_t *player, player_t *seenfriend); // Hook for MT_NAMECHECK
#endif
#define LUAh_PlayerThink(player) LUAh_PlayerHook(player, hook_PlayerThink) // Hook for P_PlayerThink
boolean LUAh_ShouldJingleContinue(player_t *player, const char *musname); // Hook for whether a jingle of the given music should continue playing
void LUAh_GameQuit(void); // Hook for game quitting

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@ -1754,7 +1754,6 @@ UINT8 LUAh_ViewpointSwitch(player_t *player, player_t *newdisplayplayer, boolean
}
// Hook for MT_NAMECHECK
#ifdef SEENAMES
boolean LUAh_SeenPlayer(player_t *player, player_t *seenfriend)
{
hook_p hookp;
@ -1798,7 +1797,6 @@ boolean LUAh_SeenPlayer(player_t *player, player_t *seenfriend)
return hasSeenPlayer;
}
#endif // SEENAMES
boolean LUAh_ShouldJingleContinue(player_t *player, const char *musname)
{

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@ -1356,9 +1356,7 @@ static menuitem_t OP_VideoOptionsMenu[] =
{IT_STRING | IT_CVAR, NULL, "Score/Time/Rings", &cv_timetic, 71},
{IT_STRING | IT_CVAR, NULL, "Show Powerups", &cv_powerupdisplay, 76},
{IT_STRING | IT_CVAR, NULL, "Local ping display", &cv_showping, 81}, // shows ping next to framerate if we want to.
#ifdef SEENAMES
{IT_STRING | IT_CVAR, NULL, "Show player names", &cv_seenames, 86},
#endif
{IT_HEADER, NULL, "Console", NULL, 95},
{IT_STRING | IT_CVAR, NULL, "Background color", &cons_backcolor, 101},

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@ -1064,9 +1064,7 @@ static mobj_t *SearchMarioNode(msecnode_t *node)
case MT_HOOP:
case MT_HOOPCOLLIDE:
case MT_NIGHTSCORE:
#ifdef SEENAMES
case MT_NAMECHECK: // DEFINITELY not this, because it is client-side.
#endif
continue;
default:
break;

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@ -326,9 +326,7 @@ mobj_t *P_SpawnPointMissile(mobj_t *source, fixed_t xa, fixed_t ya, fixed_t za,
mobj_t *P_SpawnAlteredDirectionMissile(mobj_t *source, mobjtype_t type, fixed_t x, fixed_t y, fixed_t z, INT32 shiftingAngle);
mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle, UINT8 aimtype, UINT32 flags2);
#define P_SpawnPlayerMissile(s,t,f) P_SPMAngle(s,t,s->angle,true,f)
#ifdef SEENAMES
#define P_SpawnNameFinder(s,t) P_SPMAngle(s,t,s->angle,true,0)
#endif
void P_ColorTeamMissile(mobj_t *missile, player_t *source);
SINT8 P_MobjFlip(mobj_t *mobj);
fixed_t P_GetMobjGravity(mobj_t *mo);

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@ -727,9 +727,8 @@ static boolean PIT_CheckThing(mobj_t *thing)
|| (thing->player && thing->player->spectator))
return true;
#ifdef SEENAMES
// Do name checks all the way up here
// So that NOTHING ELSE can see MT_NAMECHECK because it is client-side.
// Do name checks all the way up here
// So that NOTHING ELSE can see MT_NAMECHECK because it is client-side.
if (tmthing->type == MT_NAMECHECK)
{
// Ignore things that aren't players, ignore spectators, ignore yourself.
@ -753,7 +752,6 @@ static boolean PIT_CheckThing(mobj_t *thing)
seenplayer = thing->player;
return false;
}
#endif
// Metal Sonic destroys tiny baby objects.
if (tmthing->type == MT_METALSONIC_RACE

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@ -11482,7 +11482,6 @@ void P_PlayerThink(player_t *player)
}
}
#ifdef SEENAMES
if (netgame && player == &players[displayplayer] && !(leveltime % (TICRATE/5)))
{
seenplayer = NULL;
@ -11507,7 +11506,6 @@ void P_PlayerThink(player_t *player)
}
}
}
#endif
if (player->awayviewmobj && P_MobjWasRemoved(player->awayviewmobj))
{

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@ -2751,7 +2751,6 @@ static void ST_overlayDrawer(void)
void ST_Drawer(void)
{
#ifdef SEENAMES
if (cv_seenames.value && cv_allowseenames.value && displayplayer == consoleplayer && seenplayer && seenplayer->mo)
{
INT32 c = 0;
@ -2775,7 +2774,6 @@ void ST_Drawer(void)
V_DrawCenteredString(BASEVIDWIDTH/2, BASEVIDHEIGHT/2 + 15, V_HUDTRANSHALF|c, player_names[seenplayer-players]);
}
#endif
// Doom's status bar only updated if necessary.
// However, ours updates every frame regardless, so the "refresh" param was removed