diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index 3cfe33f47..a3ca5e6ae 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -4294,6 +4294,12 @@ void DoPlayerWarpToUnderwater(PLAYER* pp) return; } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void DoPlayerWarpToSurface(PLAYER* pp) { DSWActor* plActor = pp->actor; @@ -4364,6 +4370,12 @@ void DoPlayerWarpToSurface(PLAYER* pp) } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void DoPlayerDivePalette(PLAYER* pp) { if (pp != Player + screenpeek) return; @@ -4384,6 +4396,12 @@ void DoPlayerDivePalette(PLAYER* pp) } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void DoPlayerBeginDive(PLAYER* pp) { DSWActor* plActor = pp->actor; @@ -4431,6 +4449,12 @@ void DoPlayerBeginDive(PLAYER* pp) DoPlayerDive(pp); } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void DoPlayerBeginDiveNoWarp(PLAYER* pp) { DSWActor* plActor = pp->actor; @@ -4477,6 +4501,12 @@ void DoPlayerBeginDiveNoWarp(PLAYER* pp) DoPlayerDive(pp); } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void DoPlayerStopDiveNoWarp(PLAYER* pp) { if (Prediction) @@ -4502,6 +4532,12 @@ void DoPlayerStopDiveNoWarp(PLAYER* pp) DoPlayerZrange(pp); } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void DoPlayerStopDive(PLAYER* pp) { DSWActor* actor = pp->actor; @@ -4529,6 +4565,12 @@ void DoPlayerStopDive(PLAYER* pp) } } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void DoPlayerDiveMeter(PLAYER* pp) { short color=0,metertics,meterunit; @@ -4574,6 +4616,12 @@ void DoPlayerDiveMeter(PLAYER* pp) DTA_CenterOffsetRel, 2, DTA_TranslationIndex, TRANSLATION(Translation_Remap, color), TAG_DONE); } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void DoPlayerDive(PLAYER* pp) { DSWActor* plActor = pp->actor; @@ -4749,6 +4797,12 @@ void DoPlayerDive(PLAYER* pp) } } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + int DoPlayerTestPlaxDeath(PLAYER* pp) { DSWActor* plActor = pp->actor; @@ -4764,6 +4818,12 @@ int DoPlayerTestPlaxDeath(PLAYER* pp) return false; } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void DoPlayerCurrent(PLAYER* pp) { int xvect, yvect; @@ -4813,6 +4873,12 @@ void DoPlayerCurrent(PLAYER* pp) } } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void DoPlayerFireOutWater(PLAYER* pp) { DSWActor* plActor = pp->actor; @@ -4829,6 +4895,12 @@ void DoPlayerFireOutWater(PLAYER* pp) } } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void DoPlayerFireOutDeath(PLAYER* pp) { DSWActor* plActor = pp->actor; @@ -4843,6 +4915,12 @@ void DoPlayerFireOutDeath(PLAYER* pp) plActor->user.Flags2 |= SPR2_FLAMEDIE; } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void DoPlayerBeginWade(PLAYER* pp) { DSWActor* plActor = pp->actor; @@ -4875,6 +4953,12 @@ void DoPlayerBeginWade(PLAYER* pp) } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void DoPlayerWade(PLAYER* pp) { DSWActor* plActor = pp->actor; @@ -5014,6 +5098,12 @@ void DoPlayerWade(PLAYER* pp) } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void DoPlayerBeginOperateVehicle(PLAYER* pp) { DSWActor* plActor = pp->actor; @@ -5033,6 +5123,12 @@ void DoPlayerBeginOperateVehicle(PLAYER* pp) NewStateGroup(pp->actor, plActor->user.ActorActionSet->Stand); } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void DoPlayerBeginOperateTurret(PLAYER* pp) { DSWActor* plActor = pp->actor; @@ -5052,6 +5148,12 @@ void DoPlayerBeginOperateTurret(PLAYER* pp) NewStateGroup(pp->actor, plActor->user.ActorActionSet->Stand); } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void FindMainSector(SECTOR_OBJECT* sop) { // find the main sector - only do this once for each sector object @@ -5070,6 +5172,12 @@ void FindMainSector(SECTOR_OBJECT* sop) } } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void DoPlayerOperateMatch(PLAYER* pp, bool starting) { if (!pp->sop) @@ -5095,6 +5203,12 @@ void DoPlayerOperateMatch(PLAYER* pp, bool starting) } } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void DoPlayerBeginOperate(PLAYER* pp) { SECTOR_OBJECT* sop; @@ -5193,6 +5307,12 @@ void DoPlayerBeginOperate(PLAYER* pp) } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void DoPlayerBeginRemoteOperate(PLAYER* pp, SECTOR_OBJECT* sop) { double cz, fz; @@ -5271,6 +5391,12 @@ void DoPlayerBeginRemoteOperate(PLAYER* pp, SECTOR_OBJECT* sop) PlayerRemoteReset(pp, save_sect); } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void PlayerToRemote(PLAYER* pp) { pp->remote.cursectp = pp->cursector; @@ -5318,6 +5444,12 @@ void PlayerRemoteInit(PLAYER* pp) pp->remote.slide_vect.Zero(); } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void DoPlayerStopOperate(PLAYER* pp) { pp->Flags &= ~(PF_WEAPON_DOWN); @@ -5346,6 +5478,12 @@ void DoPlayerStopOperate(PLAYER* pp) DoPlayerBeginRun(pp); } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void DoPlayerOperateTurret(PLAYER* pp) { if (pp->input.actions & SB_OPEN) @@ -5384,6 +5522,12 @@ void DoPlayerOperateTurret(PLAYER* pp) +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void DoPlayerOperateVehicle(PLAYER* pp) { if (pp->input.actions & SB_OPEN) @@ -5420,6 +5564,12 @@ void DoPlayerOperateVehicle(PLAYER* pp) } } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void DoPlayerDeathJump(PLAYER* pp) { short i; @@ -5461,6 +5611,12 @@ void DoPlayerDeathJump(PLAYER* pp) } } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void DoPlayerDeathFall(PLAYER* pp) { double loz; @@ -5496,6 +5652,12 @@ void DoPlayerDeathFall(PLAYER* pp) } } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + #define MAX_SUICIDE 11 const char *SuicideNote[MAX_SUICIDE] = { @@ -5579,6 +5741,12 @@ char *KilledPlayerMessage(PLAYER* pp, PLAYER* killer) return nullptr; }; +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void DoPlayerDeathMessage(PLAYER* pp, PLAYER* killer) { int pnum; @@ -5612,6 +5780,12 @@ void DoPlayerDeathMessage(PLAYER* pp, PLAYER* killer) } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + enum { PLAYER_DEATH_HORIZ_UP_VALUE = 65, @@ -5825,6 +5999,12 @@ void DoPlayerBeginDie(PLAYER* pp) pp->Flags &= ~(PF_HEAD_CONTROL); } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void DoPlayerDeathHoriz(PLAYER* pp, short target, short speed) { if ((pp->horizon.horiz.asbuild() - target) > 1) @@ -5838,6 +6018,12 @@ void DoPlayerDeathHoriz(PLAYER* pp, short target, short speed) } } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void DoPlayerDeathZrange(PLAYER* pp) { DSWActor* plActor = pp->actor; @@ -5851,6 +6037,12 @@ void DoPlayerDeathZrange(PLAYER* pp) pp->lo_sectp = plActor->user.lo_sectp; } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void DoPlayerDeathHurl(PLAYER* pp) { if (numplayers > 1) @@ -5879,6 +6071,12 @@ void DoPlayerDeathHurl(PLAYER* pp) } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void DoPlayerDeathFollowKiller(PLAYER* pp) { // if it didn't make it to this angle because of a low ceiling or something @@ -5909,6 +6107,12 @@ void DoPlayerDeathFollowKiller(PLAYER* pp) } } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void DoPlayerDeathCheckKeys(PLAYER* pp) { DSWActor* plActor = pp->actor; @@ -5987,6 +6191,12 @@ void DoPlayerDeathCheckKeys(PLAYER* pp) } } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void DoPlayerHeadDebris(PLAYER* pp) { sectortype* sectp = pp->cursector; @@ -6001,6 +6211,12 @@ void DoPlayerHeadDebris(PLAYER* pp) } } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void DoPlayerDeathCheckKick(PLAYER* pp) { DSWActor* plActor = pp->actor; @@ -6055,6 +6271,12 @@ void DoPlayerDeathCheckKick(PLAYER* pp) } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void DoPlayerDeathMoveHead(PLAYER* pp) { DSWActor* plActor = pp->actor; @@ -6112,6 +6334,12 @@ void DoPlayerDeathMoveHead(PLAYER* pp) } } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void DoPlayerDeathFlip(PLAYER* pp) { if (Prediction) @@ -6147,6 +6375,12 @@ void DoPlayerDeathFlip(PLAYER* pp) +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void DoPlayerDeathDrown(PLAYER* pp) { DSWActor* actor = pp->actor; @@ -6186,6 +6420,12 @@ void DoPlayerDeathDrown(PLAYER* pp) } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void DoPlayerDeathBounce(PLAYER* pp) { DSWActor* plActor = pp->actor; @@ -6212,8 +6452,11 @@ void DoPlayerDeathBounce(PLAYER* pp) SpawnShrap(pp->actor, nullptr); } - - +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- void DoPlayerDeathCrumble(PLAYER* pp) { @@ -6267,6 +6510,12 @@ void DoPlayerDeathCrumble(PLAYER* pp) DoPlayerHeadDebris(pp); } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void DoPlayerDeathExplode(PLAYER* pp) { DSWActor* plActor = pp->actor; @@ -6320,6 +6569,12 @@ void DoPlayerDeathExplode(PLAYER* pp) DoPlayerHeadDebris(pp); } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void DoPlayerBeginRun(PLAYER* pp) { DSWActor* plActor = pp->actor; @@ -6354,6 +6609,12 @@ void DoPlayerBeginRun(PLAYER* pp) NewStateGroup(pp->actor, plActor->user.ActorActionSet->Stand); } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void DoPlayerRun(PLAYER* pp) { DSWActor* plActor = pp->actor; @@ -6493,6 +6754,12 @@ void DoPlayerRun(PLAYER* pp) } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void PlayerStateControl(DSWActor* actor) { if (actor == nullptr || !actor->hasU()) return; @@ -6542,6 +6809,12 @@ void PlayerStateControl(DSWActor* actor) return; } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void MoveSkipSavePos(void) { int i; @@ -6606,6 +6879,12 @@ void MoveSkipSavePos(void) } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void PlayerTimers(PLAYER* pp) { InventoryTimer(pp); @@ -6657,6 +6936,12 @@ void ChopsCheck(PLAYER* pp) } } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void PlayerGlobal(PLAYER* pp) { // This is the place for things that effect the player no matter what hes @@ -6706,6 +6991,12 @@ void PlayerGlobal(PLAYER* pp) } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void MultiPlayLimits(void) { short pnum; @@ -6749,6 +7040,12 @@ void PauseMultiPlay(void) { } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void domovethings(void) { short i, pnum; @@ -6871,6 +7168,12 @@ void domovethings(void) } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void InitAllPlayers(void) { PLAYER* pp; @@ -6929,6 +7232,12 @@ void InitAllPlayers(void) } } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + int SearchSpawnPosition(PLAYER* pp) { PLAYER* opp; // other player