- another bunch of function separators

This commit is contained in:
Christoph Oelckers 2022-09-05 17:28:48 +02:00
parent cd4d3ee2d2
commit da8805ad69

View file

@ -2301,6 +2301,12 @@ void DoPlayerSectorUpdatePreMove(PLAYER* pp)
pp->setcursector(sect);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerSectorUpdatePostMove(PLAYER* pp)
{
auto sect = pp->cursector;
@ -2335,6 +2341,12 @@ void DoPlayerSectorUpdatePostMove(PLAYER* pp)
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void PlaySOsound(sectortype* sect, short sound_num)
{
// play idle sound - sound 1
@ -2349,6 +2361,12 @@ void PlaySOsound(sectortype* sect, short sound_num)
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void StopSOsound(sectortype* sect)
{
// play idle sound - sound 1
@ -2360,6 +2378,11 @@ void StopSOsound(sectortype* sect)
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoTankTreads(PLAYER* pp)
{
@ -2454,6 +2477,12 @@ void DoTankTreads(PLAYER* pp)
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DriveCrush(PLAYER* pp, DVector2* quad)
{
SECTOR_OBJECT* sop = pp->sop_control;
@ -2595,6 +2624,12 @@ void DriveCrush(PLAYER* pp, DVector2* quad)
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerMoveVehicle(PLAYER* pp)
{
int z;
@ -2796,6 +2831,12 @@ void DoPlayerMoveVehicle(PLAYER* pp)
DoTankTreads(pp);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerMoveTurret(PLAYER* pp)
{
if (!Prediction)
@ -2830,6 +2871,12 @@ void DoPlayerMoveTurret(PLAYER* pp)
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerBeginJump(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
@ -2860,6 +2907,12 @@ void DoPlayerBeginJump(PLAYER* pp)
NewStateGroup(pp->actor, plActor->user.ActorActionSet->Jump);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerBeginForceJump(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
@ -2881,6 +2934,12 @@ void DoPlayerBeginForceJump(PLAYER* pp)
NewStateGroup(pp->actor, plActor->user.ActorActionSet->Jump);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool PlayerCeilingHit(PLAYER* pp, double zlimit)
{
return (pp->pos.Z < zlimit);
@ -2891,6 +2950,12 @@ bool PlayerFloorHit(PLAYER* pp, double zlimit)
return (pp->pos.Z > zlimit);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerJump(PLAYER* pp)
{
short i;
@ -2975,6 +3040,12 @@ void DoPlayerJump(PLAYER* pp)
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerForceJump(PLAYER* pp)
{
short i;
@ -3014,6 +3085,12 @@ void DoPlayerForceJump(PLAYER* pp)
DoPlayerMove(pp);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerBeginFall(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
@ -3034,6 +3111,12 @@ void DoPlayerBeginFall(PLAYER* pp)
NewStateGroup(pp->actor, plActor->user.ActorActionSet->Fall);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void StackedWaterSplash(PLAYER* pp)
{
if (FAF_ConnectArea(pp->cursector))
@ -3049,6 +3132,12 @@ void StackedWaterSplash(PLAYER* pp)
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerFall(PLAYER* pp)
{
short i;
@ -3204,6 +3293,12 @@ void DoPlayerFall(PLAYER* pp)
DoPlayerMove(pp);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerBeginClimb(PLAYER* pp)
{
DSWActor* actor = pp->actor;
@ -3223,6 +3318,11 @@ void DoPlayerBeginClimb(PLAYER* pp)
NewStateGroup(pp->actor, sg_PlayerNinjaClimb);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerClimb(PLAYER* pp)
{
@ -3439,6 +3539,11 @@ void DoPlayerClimb(PLAYER* pp)
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoPlayerWadeSuperJump(PLAYER* pp)
{
@ -3474,6 +3579,12 @@ int DoPlayerWadeSuperJump(PLAYER* pp)
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool PlayerFlyKey(void)
{
if (!ToggleFlyMode)
@ -3487,6 +3598,12 @@ bool PlayerFlyKey(void)
return true;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerBeginCrawl(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
@ -3504,6 +3621,12 @@ void DoPlayerBeginCrawl(PLAYER* pp)
NewStateGroup(pp->actor, plActor->user.ActorActionSet->Crawl);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool PlayerFallTest(PLAYER* pp, double player_height)
{
// If the floor is far below you, fall hard instead of adjusting height
@ -3526,6 +3649,12 @@ bool PlayerFallTest(PLAYER* pp, double player_height)
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
const int PLAYER_STANDING_ROOM = 68;
void DoPlayerCrawl(PLAYER* pp)