mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-15 08:52:00 +00:00
Fix a couple of stupid typos and remove some dead code from Mapster32
git-svn-id: https://svn.eduke32.com/eduke32@1656 1a8010ca-5511-0410-912e-c29ae57300e0
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parent
ad0284b00c
commit
d76817a361
4 changed files with 26 additions and 105 deletions
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@ -526,6 +526,10 @@ CANCEL:
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ExtPreCheckKeys();
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nextpage();
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synctics = totalclock-lockclock;
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lockclock += synctics;
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drawrooms(pos.x,pos.y,pos.z,ang,horiz,cursectnum);
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#ifdef SUPERBUILD
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ExtAnalyzeSprites();
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@ -546,9 +550,6 @@ CANCEL:
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#endif
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ExtCheckKeys();
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nextpage();
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synctics = totalclock-lockclock;
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lockclock += synctics;
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if (keystatus[1])
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{
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@ -845,22 +846,23 @@ void editinput(void)
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if (keystatus[0x43]) // F9
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{
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mhk=1;
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loadmhk();
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keystatus[0x43] = 0;
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}
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if (keystatus[0x44]) // F10
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if (mhk)
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{
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Bmemset(spriteext, 0, sizeof(spriteext_t) * MAXSPRITES);
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Bmemset(spritesmooth, 0, sizeof(spritesmooth_t) *(MAXSPRITES+MAXUNIQHUDID));
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mhk = 0;
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initprintf("Maphacks disabled\n");
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keystatus[0x44] = 0;
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}
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else
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{
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loadmhk();
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mhk = 1;
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}
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keystatus[0x43] = 0;
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}
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begindrawing(); //{{{
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if (mhk)
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printext256(0,16,whitecol,0,(mhk==1)?"Maphacks ON":"Maphacks ON (not found)",0);
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enddrawing(); //}}}
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if (angvel != 0) //ang += angvel * constant
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@ -7669,7 +7669,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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mylight.horiz = SH;
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mylight.minshade = sprite[i].xoffset;
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mylight.maxshade = sprite[i].yoffset;
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mylight.tilenum = actor[i].picnum;
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mylight.tilenum = sprite[i].owner;
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if (CS & 2)
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{
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@ -9059,90 +9059,6 @@ void ExtAnalyzeSprites(void)
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spritetype *tspr;
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int32_t frames=0, l;
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#ifdef POLYMER
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gamelightcount = 0;
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for (i=numsprites-1; i>=0; i--)
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{
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if (sprite[i].picnum == SECTOREFFECTOR && sprite[i].lotag == 49)
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{
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].sector = SECT;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].x = SX;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].y = SY;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].z = SZ;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].range = SHT;
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if ((sprite[i].xvel | sprite[i].yvel | sprite[i].zvel) != 0)
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{
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[0] = sprite[i].xvel;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[1] = sprite[i].yvel;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[2] = sprite[i].zvel;
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}
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else
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{
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[0] = hictinting[PL].r;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[1] = hictinting[PL].g;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[2] = hictinting[PL].b;
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}
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].radius = 0;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].angle = SA;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].horiz = SH;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].minshade = sprite[i].xoffset;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].maxshade = sprite[i].yoffset;
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// gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = SS;
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if (CS & 2)
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{
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if (CS & 512)
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = PR_LIGHT_PRIO_LOW;
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else
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = PR_LIGHT_PRIO_HIGH;
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}
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else
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = PR_LIGHT_PRIO_MAX;
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gamelightcount++;
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}
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if (sprite[i].picnum == SECTOREFFECTOR && sprite[i].lotag == 50)
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{
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].sector = SECT;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].x = SX;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].y = SY;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].z = SZ;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].range = SHT;
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if ((sprite[i].xvel | sprite[i].yvel | sprite[i].zvel) != 0)
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{
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[0] = sprite[i].xvel;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[1] = sprite[i].yvel;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[2] = sprite[i].zvel;
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}
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else
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{
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[0] = hictinting[PL].r;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[1] = hictinting[PL].g;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[2] = hictinting[PL].b;
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}
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].radius = (256-(SS+128))<<1;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].faderadius = (int16_t)(gamelights[gamelightcount&(PR_MAXLIGHTS-1)].radius * 0.75f);
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].angle = SA;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].horiz = SH;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].minshade = sprite[i].xoffset;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].maxshade = sprite[i].yoffset;
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if (CS & 2)
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{
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if (CS & 512)
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = PR_LIGHT_PRIO_LOW;
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else
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = PR_LIGHT_PRIO_HIGH;
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}
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else
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = PR_LIGHT_PRIO_MAX;
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gamelightcount++;
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}
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}
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#endif
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for (i=0,tspr=&tsprite[0]; i<spritesortcnt; i++,tspr++)
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{
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frames=0;
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@ -2714,7 +2714,8 @@ CHECKINV1:
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p->wantweaponfire = j;
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p->kickback_pic = 0;
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}
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if ((int32_t)j != -1 && p->last_pissed_time <= (GAMETICSPERSEC*218) && p->show_empty_weapon == 0 /*&& p->kickback_pic == 0*/ && p->quick_kick == 0 && sprite[p->i].xrepeat > 32 && p->access_incs == 0 && p->knee_incs == 0)
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if ((int32_t)j != -1 && p->last_pissed_time <= (GAMETICSPERSEC*218) && p->show_empty_weapon == 0 /*&& p->kickback_pic == 0*/ &&
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p->quick_kick == 0 && sprite[p->i].xrepeat > 32 && p->access_incs == 0 && p->knee_incs == 0)
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{
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// if( ( p->weapon_pos == 0 || ( p->holster_weapon && p->weapon_pos == -9 ) ))
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{
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@ -2743,7 +2744,7 @@ CHECKINV1:
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if (k == -1) k = 9;
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else if (k == 10) k = 0;
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if ((p->gotweapon && (1<<k)) && p->ammo_amount[k] > 0)
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if ((p->gotweapon & (1<<k)) && p->ammo_amount[k] > 0)
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{
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if (PLUTOPAK) // JBF 20040116: so we don't select grower with v1.3d
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if (k == SHRINKER_WEAPON && (p->subweapon&(1<<GROW_WEAPON)))
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@ -2768,10 +2769,9 @@ CHECKINV1:
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break;
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}
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i++; // absolutely no weapons, so use foot
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if (i == 10)
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if (++i == 10) // absolutely no weapons, so use foot
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{
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P_AddWeapon(p, KNEE_WEAPON);
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j = KNEE_WEAPON;
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break;
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}
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}
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@ -2779,9 +2779,12 @@ CHECKINV1:
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Gv_SetVar(g_iWorksLikeVarID,aplWeaponWorksLike[p->curr_weapon][snum],p->i,snum);
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Gv_SetVar(g_iWeaponVarID,j, p->i, snum);
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aGameVars[g_iReturnVarID].val.lValue = j;
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VM_OnEvent(EVENT_SELECTWEAPON,p->i,snum, -1);
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j = aGameVars[g_iReturnVarID].val.lValue;
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if ((int32_t)j != -1 && j <= MAX_WEAPONS)
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{
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if (j == HANDBOMB_WEAPON && p->ammo_amount[HANDBOMB_WEAPON] == 0)
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