mirror of
https://github.com/DrBeef/Raze.git
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4403a6a411
The engine's getangle function just works fine here.
2735 lines
80 KiB
C++
2735 lines
80 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 sirlemonhead, Nuke.YKT
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This file is part of PCExhumed.
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PCExhumed is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "player.h"
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#include "aistuff.h"
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#include "exhumed.h"
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#include "names.h"
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#include "engine.h"
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#include "sequence.h"
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#include "view.h"
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#include "input.h"
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#include "status.h"
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#include "sound.h"
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#include "sound.h"
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#include "buildtiles.h"
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#include "gstrings.h"
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#include "gamestate.h"
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#include "mapinfo.h"
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#include "automap.h"
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#include "interpolate.h"
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#include <assert.h>
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#include <stdio.h>
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#include <string.h>
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BEGIN_PS_NS
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extern int nStatusSeqOffset;
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int lPlayerXVel = 0;
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int lPlayerYVel = 0;
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int obobangle = 0, bobangle = 0;
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static actionSeq PlayerSeq[] = {
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{18, 0}, {0, 0}, {9, 0}, {27, 0}, {63, 0},
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{72, 0}, {54, 0}, {45, 0}, {54, 0}, {81, 0},
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{90, 0}, {99, 0}, {108, 0}, {8, 0}, {0, 0},
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{139, 0}, {117, 1}, {119, 1}, {120, 1}, {121, 1},
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{122, 1}
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};
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static const uint8_t nHeightTemplate[] = { 0, 0, 0, 0, 0, 0, 7, 7, 7, 9, 9, 9, 9, 0, 0, 0, 0, 0, 0, 0, 0 };
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static const int16_t nActionEyeLevel[] = {
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-14080, -14080, -14080, -14080, -14080, -14080, -8320,
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-8320, -8320, -8320, -8320, -8320, -8320, -14080,
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-14080, -14080, -14080, -14080, -14080, -14080, -14080
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};
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static const uint16_t nGunLotag[] = { 52, 53, 54, 55, 56, 57 };
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static const uint16_t nGunPicnum[] = { 57, 488, 490, 491, 878, 899, 3455 };
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static const int16_t nItemText[] = {
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-1, -1, -1, -1, -1, -1, 18, 20, 19, 13, -1, 10, 1, 0, 2, -1, 3,
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-1, 4, 5, 9, 6, 7, 8, -1, 11, -1, 13, 12, 14, 15, -1, 16, 17,
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-1, -1, -1, 21, 22, -1, -1, -1, -1, -1, -1, 23, 24, 25, 26, 27,
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-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1
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};
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int nLocalPlayer = 0;
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Player PlayerList[kMaxPlayers];
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TObjPtr<DExhumedActor*> nNetStartSprite[kMaxPlayers] = { };
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int nStandHeight;
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int PlayerCount;
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int nNetStartSprites;
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int nCurStartSprite;
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size_t MarkPlayers()
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{
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for (auto& p : PlayerList)
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{
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GC::Mark(p.pActor);
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GC::Mark(p.pDoppleSprite);
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GC::Mark(p.pPlayerFloorSprite);
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GC::Mark(p.pPlayerGrenade);
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}
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GC::MarkArray(nNetStartSprite, kMaxPlayers);
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return 5 * kMaxPlayers;
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}
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void SetSavePoint(int nPlayer, int x, int y, int z, sectortype* pSector, int nAngle)
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{
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PlayerList[nPlayer].sPlayerSave.x = x;
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PlayerList[nPlayer].sPlayerSave.y = y;
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PlayerList[nPlayer].sPlayerSave.z = z;
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PlayerList[nPlayer].sPlayerSave.pSector = pSector;
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PlayerList[nPlayer].sPlayerSave.nAngle = nAngle;
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}
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void feebtag(int x, int y, int z, sectortype* pSector, DExhumedActor **nSprite, int nVal2, int nVal3)
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{
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*nSprite = nullptr;
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int startwall = pSector->wallptr;
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int nWalls = pSector->wallnum;
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int var_20 = nVal2 & 2;
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int var_14 = nVal2 & 1;
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while (1)
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{
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if (pSector != nullptr)
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{
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ExhumedSectIterator it(pSector);
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while (auto pActor = it.Next())
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{
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int nStat = pActor->spr.statnum;
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if (nStat >= 900 && !(pActor->spr.cstat & CSTAT_SPRITE_INVISIBLE))
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{
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uint32_t xDiff = abs(pActor->int_pos().X - x);
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uint32_t yDiff = abs(pActor->int_pos().Y - y);
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int zDiff = pActor->int_pos().Z - z;
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if (zDiff < 5120 && zDiff > -25600)
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{
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uint32_t diff = xDiff * xDiff + yDiff * yDiff;
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if (diff > INT_MAX)
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{
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DPrintf(DMSG_WARNING, "%s %d: overflow\n", __func__, __LINE__);
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diff = INT_MAX;
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}
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int theSqrt = ksqrt(diff);
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if (theSqrt < nVal3 && ((nStat != 950 && nStat != 949) || !(var_14 & 1)) && ((nStat != 912 && nStat != 913) || !(var_20 & 2)))
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{
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nVal3 = theSqrt;
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*nSprite = pActor;
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}
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}
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}
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}
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}
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nWalls--;
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if (nWalls < -1)
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return;
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pSector = wall[startwall].nextSector();
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startwall++;
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}
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}
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void InitPlayer()
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{
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for (int i = 0; i < kMaxPlayers; i++) {
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PlayerList[i].pActor = nullptr;
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PlayerList[i].pPlayerPushSect = nullptr;
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PlayerList[i].pPlayerViewSect = nullptr;
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}
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}
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void InitPlayerKeys(int nPlayer)
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{
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PlayerList[nPlayer].keys = 0;
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}
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void InitPlayerInventory(int nPlayer)
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{
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memset(&PlayerList[nPlayer], 0, sizeof(Player));
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PlayerList[nPlayer].nItem = -1;
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PlayerList[nPlayer].nPlayerSwear = 4;
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ResetPlayerWeapons(nPlayer);
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PlayerList[nPlayer].nLives = kDefaultLives;
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PlayerList[nPlayer].pActor = nullptr;
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PlayerList[nPlayer].nRun = -1;
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PlayerList[nPlayer].nPistolClip = 6;
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PlayerList[nPlayer].nPlayerClip = 0;
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PlayerList[nPlayer].nCurrentWeapon = 0;
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if (nPlayer == nLocalPlayer) {
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automapMode = am_off;
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}
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PlayerList[nPlayer].nPlayerScore = 0;
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auto pixels = tilePtr(kTile3571 + nPlayer);
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PlayerList[nPlayer].nPlayerColor = pixels[tileWidth(nPlayer + kTile3571) * tileHeight(nPlayer + kTile3571) / 2];
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}
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int GetPlayerFromActor(DExhumedActor* pActor)
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{
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return RunData[pActor->spr.intowner].nObjIndex;
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}
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void RestartPlayer(int nPlayer)
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{
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auto plr = &PlayerList[nPlayer];
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auto pActor = plr->pActor;
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DExhumedActor* pDopSprite = plr->pDoppleSprite;
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DExhumedActor* floorsprt;
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if (pActor)
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{
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runlist_DoSubRunRec(pActor->spr.intowner);
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runlist_FreeRun(pActor->spr.lotag - 1);
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ChangeActorStat(pActor, 0);
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plr->pActor = nullptr;
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DExhumedActor* pFloorSprite = plr->pPlayerFloorSprite;
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if (pFloorSprite != nullptr) {
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DeleteActor(pFloorSprite);
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}
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if (pDopSprite)
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{
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runlist_DoSubRunRec(pDopSprite->spr.intowner);
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runlist_FreeRun(pDopSprite->spr.lotag - 1);
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DeleteActor(pDopSprite);
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}
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}
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pActor = GrabBody();
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ChangeActorSect(pActor, plr->sPlayerSave.pSector);
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ChangeActorStat(pActor, 100);
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auto pDActor = insertActor(pActor->sector(), 100);
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plr->pDoppleSprite = pDActor;
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if (nTotalPlayers > 1)
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{
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DExhumedActor* nNStartSprite = nNetStartSprite[nCurStartSprite];
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nCurStartSprite++;
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if (nCurStartSprite >= nNetStartSprites) {
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nCurStartSprite = 0;
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}
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pActor->spr.pos = nNStartSprite->spr.pos;
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ChangeActorSect(pActor, nNStartSprite->sector());
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plr->angle.ang = nNStartSprite->spr.angle.Normalized360();
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pActor->spr.angle = plr->angle.ang;
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floorsprt = insertActor(pActor->sector(), 0);
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floorsprt->spr.pos = pActor->spr.pos;
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floorsprt->spr.yrepeat = 64;
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floorsprt->spr.xrepeat = 64;
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floorsprt->spr.cstat = CSTAT_SPRITE_ALIGNMENT_FLOOR;
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floorsprt->spr.picnum = nPlayer + kTile3571;
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}
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else
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{
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pActor->set_int_pos({ plr->sPlayerSave.x, plr->sPlayerSave.y, plr->sPlayerSave.pSector->int_floorz() });
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plr->angle.ang = DAngle::fromBuild(plr->sPlayerSave.nAngle&kAngleMask);
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pActor->set_int_ang(plr->angle.ang.Buildang());
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floorsprt = nullptr;
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}
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plr->angle.backup();
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plr->horizon.backup();
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plr->pPlayerFloorSprite = floorsprt;
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pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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pActor->spr.shade = -12;
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pActor->spr.clipdist = 58;
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pActor->spr.pal = 0;
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pActor->spr.xrepeat = 40;
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pActor->spr.yrepeat = 40;
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pActor->spr.xoffset = 0;
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pActor->spr.yoffset = 0;
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pActor->spr.picnum = seq_GetSeqPicnum(kSeqJoe, 18, 0);
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int nHeight = GetActorHeight(pActor);
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pActor->spr.xvel = 0;
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pActor->spr.yvel = 0;
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pActor->spr.zvel = 0;
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nStandHeight = nHeight;
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pActor->spr.hitag = 0;
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pActor->spr.extra = -1;
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pActor->spr.lotag = runlist_HeadRun() + 1;
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pDActor->spr.pos = pActor->spr.pos;
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pDActor->spr.xrepeat = pActor->spr.xrepeat;
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pDActor->spr.yrepeat = pActor->spr.yrepeat;
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pDActor->spr.xoffset = 0;
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pDActor->spr.yoffset = 0;
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pDActor->spr.shade = pActor->spr.shade;
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pDActor->spr.angle = pActor->spr.angle;
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pDActor->spr.cstat = pActor->spr.cstat;
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pDActor->spr.lotag = runlist_HeadRun() + 1;
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plr->nAction = 0;
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plr->nHealth = 800; // TODO - define
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if (nNetPlayerCount) {
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plr->nHealth = 1600; // TODO - define
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}
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plr->nSeqSize = 0;
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plr->pActor = pActor;
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plr->bIsMummified = false;
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if (plr->invincibility >= 0) {
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plr->invincibility = 0;
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}
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plr->nTorch = 0;
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plr->nMaskAmount = 0;
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SetTorch(nPlayer, 0);
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plr->nInvisible = 0;
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plr->bIsFiring = 0;
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plr->nSeqSize2 = 0;
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plr->pPlayerViewSect = plr->sPlayerSave.pSector;
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plr->nState = 0;
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plr->nDouble = 0;
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plr->nSeq = kSeqJoe;
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plr->nPlayerPushSound = -1;
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plr->nNextWeapon = -1;
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if (plr->nCurrentWeapon == 7) {
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plr->nCurrentWeapon = plr->nLastWeapon;
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}
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plr->nLastWeapon = 0;
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plr->nAir = 100;
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if (!(currentLevel->gameflags & LEVEL_EX_MULTI))
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{
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RestoreMinAmmo(nPlayer);
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}
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else
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{
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ResetPlayerWeapons(nPlayer);
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plr->nMagic = 0;
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}
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plr->pPlayerGrenade = nullptr;
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plr->oeyelevel = plr->eyelevel = -14080;
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dVertPan[nPlayer] = 0;
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nTemperature[nPlayer] = 0;
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plr->nDamage.Y = 0;
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plr->nDamage.X = 0;
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plr->nDestVertPan = plr->horizon.ohoriz = plr->horizon.horiz = q16horiz(0);
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plr->nBreathTimer = 90;
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plr->nTauntTimer = RandomSize(3) + 3;
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pDActor->spr.intowner = runlist_AddRunRec(pDActor->spr.lotag - 1, nPlayer, 0xA0000);
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pActor->spr.intowner = runlist_AddRunRec(pActor->spr.lotag - 1, nPlayer, 0xA0000);
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if (plr->nRun < 0) {
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plr->nRun = runlist_AddRunRec(NewRun, nPlayer, 0xA0000);
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}
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BuildRa(nPlayer);
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if (nPlayer == nLocalPlayer)
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{
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RestoreGreenPal();
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plr->bPlayerPan = plr->bLockPan = false;
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}
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plr->ototalvel = plr->totalvel = 0;
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memset(&sPlayerInput[nPlayer], 0, sizeof(PlayerInput));
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sPlayerInput[nPlayer].nItem = -1;
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plr->nDeathType = 0;
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nQuake[nPlayer] = 0;
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}
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int GrabPlayer()
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{
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if (PlayerCount >= kMaxPlayers) {
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return -1;
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}
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return PlayerCount++;
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}
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void StartDeathSeq(int nPlayer, int nVal)
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{
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FreeRa(nPlayer);
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auto pActor = PlayerList[nPlayer].pActor;
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PlayerList[nPlayer].nHealth = 0;
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int nLotag = pActor->sector()->lotag;
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if (nLotag > 0) {
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runlist_SignalRun(nLotag - 1, nPlayer, &ExhumedAI::EnterSector);
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}
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if (PlayerList[nPlayer].pPlayerGrenade)
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{
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ThrowGrenade(nPlayer, 0, 0, 0, -10000);
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}
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else
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{
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if (nNetPlayerCount)
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{
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int nWeapon = PlayerList[nPlayer].nCurrentWeapon;
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if (nWeapon > kWeaponSword && nWeapon <= kWeaponRing)
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{
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auto pSector = pActor->sector();
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if (pSector->pBelow != nullptr) {
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pSector = pSector->pBelow;
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}
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auto pGunActor = GrabBodyGunSprite();
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ChangeActorSect(pGunActor, pSector);
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pGunActor->spr.pos = { pActor->spr.pos.X, pActor->spr.pos.Y, pSector->floorz - 2 };
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ChangeActorStat(pGunActor, nGunLotag[nWeapon] + 900);
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pGunActor->spr.picnum = nGunPicnum[nWeapon];
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BuildItemAnim(pGunActor);
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}
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}
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}
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StopFiringWeapon(nPlayer);
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PlayerList[nPlayer].horizon.ohoriz = PlayerList[nPlayer].horizon.horiz = q16horiz(0);
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PlayerList[nPlayer].oeyelevel = PlayerList[nPlayer].eyelevel = -14080;
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PlayerList[nPlayer].nInvisible = 0;
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dVertPan[nPlayer] = 15;
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pActor->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE;
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SetNewWeaponImmediate(nPlayer, -2);
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if (pActor->sector()->Damage <= 0)
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{
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PlayerList[nPlayer].nDeathType = nVal;
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}
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else
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{
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PlayerList[nPlayer].nDeathType = 2;
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}
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nVal *= 2;
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if (nVal || !(pActor->sector()->Flag & kSectUnderwater))
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{
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PlayerList[nPlayer].nAction = nVal + 17;
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}
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else {
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PlayerList[nPlayer].nAction = 16;
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}
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PlayerList[nPlayer].nSeqSize = 0;
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pActor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
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if (nTotalPlayers == 1)
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{
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if (!(currentLevel->gameflags & LEVEL_EX_TRAINING)) { // if not on the training level
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PlayerList[nPlayer].nLives--;
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}
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if (PlayerList[nPlayer].nLives < 0) {
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PlayerList[nPlayer].nLives = 0;
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}
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}
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PlayerList[nPlayer].ototalvel = PlayerList[nPlayer].totalvel = 0;
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}
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int AddAmmo(int nPlayer, int nWeapon, int nAmmoAmount)
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{
|
|
if (!nAmmoAmount) {
|
|
nAmmoAmount = 1;
|
|
}
|
|
|
|
int nCurAmmo = PlayerList[nPlayer].nAmmo[nWeapon];
|
|
|
|
if (nCurAmmo >= 300 && nAmmoAmount > 0) {
|
|
return 0;
|
|
}
|
|
|
|
nAmmoAmount = nCurAmmo + nAmmoAmount;
|
|
if (nAmmoAmount > 300) {
|
|
nAmmoAmount = 300;
|
|
}
|
|
|
|
PlayerList[nPlayer].nAmmo[nWeapon] = nAmmoAmount;
|
|
|
|
if (nWeapon == 1)
|
|
{
|
|
if (!PlayerList[nPlayer].nPistolClip) {
|
|
PlayerList[nPlayer].nPistolClip = 6;
|
|
}
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
void SetPlayerMummified(int nPlayer, int bIsMummified)
|
|
{
|
|
DExhumedActor* pActor = PlayerList[nPlayer].pActor;
|
|
|
|
pActor->spr.yvel = 0;
|
|
pActor->spr.xvel = 0;
|
|
|
|
PlayerList[nPlayer].bIsMummified = bIsMummified;
|
|
|
|
if (bIsMummified)
|
|
{
|
|
PlayerList[nPlayer].nAction = 13;
|
|
PlayerList[nPlayer].nSeq = kSeqMummy;
|
|
}
|
|
else
|
|
{
|
|
PlayerList[nPlayer].nAction = 0;
|
|
PlayerList[nPlayer].nSeq = kSeqJoe;
|
|
}
|
|
|
|
PlayerList[nPlayer].nSeqSize = 0;
|
|
}
|
|
|
|
void ShootStaff(int nPlayer)
|
|
{
|
|
PlayerList[nPlayer].nAction = 15;
|
|
PlayerList[nPlayer].nSeqSize = 0;
|
|
PlayerList[nPlayer].nSeq = kSeqJoe;
|
|
}
|
|
|
|
void PlayAlert(const char *str)
|
|
{
|
|
StatusMessage(300, str);
|
|
PlayLocalSound(StaticSound[kSound63], 0);
|
|
}
|
|
|
|
|
|
static void pickupMessage(int no)
|
|
{
|
|
no = nItemText[no];
|
|
if (no != -1)
|
|
{
|
|
FStringf label("TXT_EX_PICKUP%d", no + 1);
|
|
auto str = GStrings[label];
|
|
if (str) Printf(PRINT_NOTIFY, "%s\n", str);
|
|
}
|
|
}
|
|
|
|
void UpdatePlayerSpriteAngle(Player* pPlayer)
|
|
{
|
|
inita = pPlayer->angle.ang.Buildang();
|
|
if (pPlayer->pActor) pPlayer->pActor->set_int_ang(inita);
|
|
}
|
|
|
|
void AIPlayer::Draw(RunListEvent* ev)
|
|
{
|
|
int nPlayer = RunData[ev->nRun].nObjIndex;
|
|
assert(nPlayer >= 0 && nPlayer < kMaxPlayers);
|
|
int nAction = PlayerList[nPlayer].nAction;
|
|
|
|
seq_PlotSequence(ev->nParam, SeqOffsets[PlayerList[nPlayer].nSeq] + PlayerSeq[nAction].a, PlayerList[nPlayer].nSeqSize, PlayerSeq[nAction].b);
|
|
}
|
|
|
|
void AIPlayer::RadialDamage(RunListEvent* ev)
|
|
{
|
|
int nPlayer = RunData[ev->nRun].nObjIndex;
|
|
assert(nPlayer >= 0 && nPlayer < kMaxPlayers);
|
|
|
|
auto pPlayerActor = PlayerList[nPlayer].pActor;
|
|
|
|
if (PlayerList[nPlayer].nHealth <= 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
ev->nDamage = runlist_CheckRadialDamage(pPlayerActor);
|
|
Damage(ev);
|
|
}
|
|
|
|
void AIPlayer::Damage(RunListEvent* ev)
|
|
{
|
|
int nDamage = ev->nDamage;
|
|
int nPlayer = RunData[ev->nRun].nObjIndex;
|
|
auto pPlayerActor = PlayerList[nPlayer].pActor;
|
|
int nAction = PlayerList[nPlayer].nAction;
|
|
DExhumedActor* pDopple = PlayerList[nPlayer].pDoppleSprite;
|
|
|
|
if (!nDamage) {
|
|
return;
|
|
}
|
|
|
|
DExhumedActor* pActor2 = (!ev->isRadialEvent()) ? ev->pOtherActor : ev->pRadialActor->pTarget.Get();
|
|
|
|
// ok continue case 0x80000 as normal, loc_1C57C
|
|
if (!PlayerList[nPlayer].nHealth) {
|
|
return;
|
|
}
|
|
|
|
if (!PlayerList[nPlayer].invincibility)
|
|
{
|
|
PlayerList[nPlayer].nHealth -= nDamage;
|
|
if (nPlayer == nLocalPlayer)
|
|
{
|
|
TintPalette(nDamage, 0, 0);
|
|
}
|
|
}
|
|
|
|
if (PlayerList[nPlayer].nHealth > 0)
|
|
{
|
|
if (nDamage > 40 || (totalmoves & 0xF) < 2)
|
|
{
|
|
if (PlayerList[nPlayer].invincibility) {
|
|
return;
|
|
}
|
|
|
|
if (pPlayerActor->sector()->Flag & kSectUnderwater)
|
|
{
|
|
if (nAction != 12)
|
|
{
|
|
PlayerList[nPlayer].nSeqSize = 0;
|
|
PlayerList[nPlayer].nAction = 12;
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (nAction != 4)
|
|
{
|
|
PlayerList[nPlayer].nSeqSize = 0;
|
|
PlayerList[nPlayer].nAction = 4;
|
|
|
|
if (pActor2)
|
|
{
|
|
PlayerList[nPlayer].nPlayerSwear--;
|
|
if (PlayerList[nPlayer].nPlayerSwear <= 0)
|
|
{
|
|
D3PlayFX(StaticSound[kSound52], pDopple);
|
|
PlayerList[nPlayer].nPlayerSwear = RandomSize(3) + 4;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
// player has died
|
|
if (pActor2 && pActor2->spr.statnum == 100)
|
|
{
|
|
int nPlayer2 = GetPlayerFromActor(pActor2);
|
|
|
|
if (nPlayer2 == nPlayer) // player caused their own death
|
|
{
|
|
PlayerList[nPlayer].nPlayerScore--;
|
|
}
|
|
else
|
|
{
|
|
PlayerList[nPlayer].nPlayerScore++;
|
|
}
|
|
}
|
|
else if (pActor2 == nullptr)
|
|
{
|
|
PlayerList[nPlayer].nPlayerScore--;
|
|
}
|
|
|
|
if (ev->isRadialEvent())
|
|
{
|
|
for (int i = 122; i <= 131; i++)
|
|
{
|
|
BuildCreatureChunk(pPlayerActor, seq_GetSeqPicnum(kSeqJoe, i, 0));
|
|
}
|
|
|
|
StartDeathSeq(nPlayer, 1);
|
|
}
|
|
else
|
|
{
|
|
StartDeathSeq(nPlayer, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void AIPlayer::Tick(RunListEvent* ev)
|
|
{
|
|
int var_48 = 0;
|
|
int var_40;
|
|
bool mplevel = (currentLevel->gameflags & LEVEL_EX_MULTI);
|
|
|
|
int nPlayer = RunData[ev->nRun].nObjIndex;
|
|
assert(nPlayer >= 0 && nPlayer < kMaxPlayers);
|
|
|
|
auto pPlayerActor = PlayerList[nPlayer].pActor;
|
|
|
|
DExhumedActor* pDopple = PlayerList[nPlayer].pDoppleSprite;
|
|
|
|
int nAction = PlayerList[nPlayer].nAction;
|
|
int nActionB = PlayerList[nPlayer].nAction;
|
|
|
|
PlayerList[nPlayer].angle.backup();
|
|
PlayerList[nPlayer].horizon.backup();
|
|
PlayerList[nPlayer].angle.resetadjustment();
|
|
PlayerList[nPlayer].horizon.resetadjustment();
|
|
PlayerList[nPlayer].oeyelevel = PlayerList[nPlayer].eyelevel;
|
|
|
|
pPlayerActor->spr.xvel = sPlayerInput[nPlayer].xVel >> 14;
|
|
pPlayerActor->spr.yvel = sPlayerInput[nPlayer].yVel >> 14;
|
|
|
|
if (sPlayerInput[nPlayer].nItem > -1)
|
|
{
|
|
UseItem(nPlayer, sPlayerInput[nPlayer].nItem);
|
|
sPlayerInput[nPlayer].nItem = -1;
|
|
}
|
|
|
|
pPlayerActor->spr.picnum = seq_GetSeqPicnum(PlayerList[nPlayer].nSeq, PlayerSeq[nHeightTemplate[nAction]].a, PlayerList[nPlayer].nSeqSize);
|
|
pDopple->spr.picnum = pPlayerActor->spr.picnum;
|
|
|
|
if (PlayerList[nPlayer].nTorch > 0)
|
|
{
|
|
PlayerList[nPlayer].nTorch--;
|
|
if (PlayerList[nPlayer].nTorch == 0)
|
|
{
|
|
SetTorch(nPlayer, 0);
|
|
}
|
|
else
|
|
{
|
|
if (nPlayer != nLocalPlayer)
|
|
{
|
|
nFlashDepth = 5;
|
|
AddFlash(pPlayerActor->sector(), pPlayerActor->spr.pos, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (PlayerList[nPlayer].nDouble > 0)
|
|
{
|
|
PlayerList[nPlayer].nDouble--;
|
|
if (PlayerList[nPlayer].nDouble == 150 && nPlayer == nLocalPlayer) {
|
|
PlayAlert(GStrings("TXT_EX_WEAPONEX"));
|
|
}
|
|
}
|
|
|
|
if (PlayerList[nPlayer].nInvisible > 0)
|
|
{
|
|
PlayerList[nPlayer].nInvisible--;
|
|
if (PlayerList[nPlayer].nInvisible == 0)
|
|
{
|
|
pPlayerActor->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE; // set visible
|
|
DExhumedActor* pFloorSprite = PlayerList[nPlayer].pPlayerFloorSprite;
|
|
|
|
if (pFloorSprite != nullptr) {
|
|
pFloorSprite->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE; // set visible
|
|
}
|
|
}
|
|
else if (PlayerList[nPlayer].nInvisible == 150 && nPlayer == nLocalPlayer)
|
|
{
|
|
PlayAlert(GStrings("TXT_EX_INVISEX"));
|
|
}
|
|
}
|
|
|
|
if (PlayerList[nPlayer].invincibility > 0)
|
|
{
|
|
PlayerList[nPlayer].invincibility--;
|
|
if (PlayerList[nPlayer].invincibility == 150 && nPlayer == nLocalPlayer) {
|
|
PlayAlert(GStrings("TXT_EX_INVINCEX"));
|
|
}
|
|
}
|
|
|
|
if (nQuake[nPlayer] != 0)
|
|
{
|
|
nQuake[nPlayer] = -nQuake[nPlayer];
|
|
if (nQuake[nPlayer] > 0)
|
|
{
|
|
nQuake[nPlayer] -= 512;
|
|
if (nQuake[nPlayer] < 0)
|
|
nQuake[nPlayer] = 0;
|
|
}
|
|
}
|
|
|
|
// loc_1A494:
|
|
if (SyncInput())
|
|
{
|
|
Player* pPlayer = &PlayerList[nPlayer];
|
|
pPlayer->angle.applyinput(sPlayerInput[nPlayer].nAngle, &sPlayerInput[nLocalPlayer].actions);
|
|
UpdatePlayerSpriteAngle(pPlayer);
|
|
}
|
|
|
|
// pPlayerActor->spr.zvel is modified within Gravity()
|
|
int zVel = pPlayerActor->spr.zvel;
|
|
|
|
Gravity(pPlayerActor);
|
|
|
|
if (pPlayerActor->spr.zvel >= 6500 && zVel < 6500)
|
|
{
|
|
D3PlayFX(StaticSound[kSound17], pPlayerActor);
|
|
}
|
|
|
|
// loc_1A4E6
|
|
auto pSector = pPlayerActor->sector();
|
|
int nSectFlag = PlayerList[nPlayer].pPlayerViewSect->Flag;
|
|
|
|
int playerX = pPlayerActor->int_pos().X;
|
|
int playerY = pPlayerActor->int_pos().Y;
|
|
|
|
int x = (sPlayerInput[nPlayer].xVel * 4) >> 2;
|
|
int y = (sPlayerInput[nPlayer].yVel * 4) >> 2;
|
|
int z = (pPlayerActor->spr.zvel * 4) >> 2;
|
|
|
|
if (pPlayerActor->spr.zvel > 8192)
|
|
pPlayerActor->spr.zvel = 8192;
|
|
|
|
if (PlayerList[nPlayer].bIsMummified)
|
|
{
|
|
x /= 2;
|
|
y /= 2;
|
|
}
|
|
|
|
auto spr_pos = pPlayerActor->spr.pos;
|
|
auto spr_sect = pPlayerActor->sector();
|
|
|
|
// TODO
|
|
// nSectFlag & kSectUnderwater;
|
|
|
|
zVel = pPlayerActor->spr.zvel;
|
|
|
|
Collision nMove;
|
|
nMove.setNone();
|
|
if (bSlipMode)
|
|
{
|
|
pPlayerActor->add_int_pos({ (x >> 14), (y >> 14), 0 });
|
|
|
|
vec3_t pos = pPlayerActor->int_pos();
|
|
SetActor(pPlayerActor, &pos);
|
|
|
|
pPlayerActor->spr.pos.Z = pPlayerActor->sector()->floorz;
|
|
}
|
|
else
|
|
{
|
|
nMove = movesprite(pPlayerActor, x, y, z, 5120, -5120, CLIPMASK0);
|
|
|
|
auto pPlayerSect = pPlayerActor->sector();
|
|
|
|
pushmove(pPlayerActor, &pPlayerSect, pPlayerActor->spr.clipdist << 2, 5120, -5120, CLIPMASK0);
|
|
if (pPlayerSect != pPlayerActor->sector()) {
|
|
ChangeActorSect(pPlayerActor, pPlayerSect);
|
|
}
|
|
}
|
|
|
|
// loc_1A6E4
|
|
if (inside(pPlayerActor->int_pos().X, pPlayerActor->int_pos().Y, pPlayerActor->sector()) != 1)
|
|
{
|
|
ChangeActorSect(pPlayerActor, spr_sect);
|
|
|
|
pPlayerActor->spr.pos.XY() = spr_pos.XY();
|
|
|
|
if (zVel < pPlayerActor->spr.zvel) {
|
|
pPlayerActor->spr.zvel = zVel;
|
|
}
|
|
}
|
|
|
|
// int _bTouchFloor = bTouchFloor;
|
|
int bUnderwater = pPlayerActor->sector()->Flag & kSectUnderwater;
|
|
|
|
if (bUnderwater)
|
|
{
|
|
PlayerList[nPlayer].nDamage.X /= 2;
|
|
PlayerList[nPlayer].nDamage.Y /= 2;
|
|
}
|
|
|
|
// Trigger Ramses?
|
|
if ((pPlayerActor->sector()->Flag & 0x8000) && bTouchFloor)
|
|
{
|
|
if (nTotalPlayers <= 1)
|
|
{
|
|
auto ang = GetAngleToSprite(pPlayerActor, pSpiritSprite) & kAngleMask;
|
|
PlayerList[nPlayer].angle.settarget(DAngle::fromBuild(ang), true);
|
|
pPlayerActor->set_int_ang(ang);
|
|
|
|
PlayerList[nPlayer].horizon.settarget(buildhoriz(0), true);
|
|
|
|
lPlayerXVel = 0;
|
|
lPlayerYVel = 0;
|
|
|
|
pPlayerActor->spr.xvel = 0;
|
|
pPlayerActor->spr.yvel = 0;
|
|
pPlayerActor->spr.zvel = 0;
|
|
|
|
if (nFreeze < 1)
|
|
{
|
|
nFreeze = 1;
|
|
StopAllSounds();
|
|
StopLocalSound();
|
|
InitSpiritHead();
|
|
|
|
PlayerList[nPlayer].nDestVertPan = q16horiz(0);
|
|
PlayerList[nPlayer].horizon.settarget(buildhoriz(currentLevel->ex_ramses_horiz));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
LevelFinished();
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if (nMove.type || nMove.exbits)
|
|
{
|
|
if (bTouchFloor)
|
|
{
|
|
// Damage stuff..
|
|
PlayerList[nPlayer].nDamage.X /= 2;
|
|
PlayerList[nPlayer].nDamage.Y /= 2;
|
|
|
|
if (nPlayer == nLocalPlayer)
|
|
{
|
|
int zVelB = zVel;
|
|
|
|
if (zVelB < 0) {
|
|
zVelB = -zVelB;
|
|
}
|
|
|
|
if (zVelB > 512 && !PlayerList[nPlayer].horizon.horiz.asq16() && cl_slopetilting) {
|
|
PlayerList[nPlayer].nDestVertPan = q16horiz(0);
|
|
}
|
|
}
|
|
|
|
if (zVel >= 6500)
|
|
{
|
|
pPlayerActor->spr.xvel >>= 2;
|
|
pPlayerActor->spr.yvel >>= 2;
|
|
|
|
runlist_DamageEnemy(pPlayerActor, nullptr, ((zVel - 6500) >> 7) + 10);
|
|
|
|
if (PlayerList[nPlayer].nHealth <= 0)
|
|
{
|
|
pPlayerActor->spr.xvel = 0;
|
|
pPlayerActor->spr.yvel = 0;
|
|
|
|
StopActorSound(pPlayerActor);
|
|
PlayFXAtXYZ(StaticSound[kSoundJonFDie], pPlayerActor->int_pos().X, pPlayerActor->int_pos().Y, pPlayerActor->int_pos().Z, CHANF_NONE, 1); // CHECKME
|
|
}
|
|
else
|
|
{
|
|
D3PlayFX(StaticSound[kSound27] | 0x2000, pPlayerActor);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (nMove.type == kHitSector || nMove.type == kHitWall)
|
|
{
|
|
sectortype* sect;
|
|
int nNormal = 0;
|
|
|
|
if (nMove.type == kHitSector)
|
|
{
|
|
sect = nMove.hitSector;
|
|
// Hm... Normal calculation here was broken.
|
|
}
|
|
else //if (nMove.type == kHitWall)
|
|
{
|
|
sect = nMove.hitWall->nextSector();
|
|
nNormal = GetWallNormal(nMove.hitWall);
|
|
}
|
|
|
|
if (sect != nullptr)
|
|
{
|
|
if ((sect->hitag == 45) && bTouchFloor)
|
|
{
|
|
int nDiff = AngleDiff(DAngle::fromBuild(nNormal), DAngle::fromBuild((pPlayerActor->int_ang() + 1024) & kAngleMask));
|
|
|
|
if (nDiff < 0) {
|
|
nDiff = -nDiff;
|
|
}
|
|
|
|
if (nDiff <= 256)
|
|
{
|
|
PlayerList[nPlayer].pPlayerPushSect = sect;
|
|
|
|
int xvel = sPlayerInput[nPlayer].xVel;
|
|
int yvel = sPlayerInput[nPlayer].yVel;
|
|
int nMyAngle = getangle(xvel, yvel);
|
|
|
|
setsectinterpolate(sect);
|
|
MoveSector(sect, nMyAngle, &xvel, &yvel);
|
|
|
|
if (PlayerList[nPlayer].nPlayerPushSound <= -1)
|
|
{
|
|
PlayerList[nPlayer].nPlayerPushSound = 1;
|
|
int nBlock = PlayerList[nPlayer].pPlayerPushSect->extra;
|
|
DExhumedActor* pBlockActor = sBlockInfo[nBlock].pActor;
|
|
|
|
D3PlayFX(StaticSound[kSound23], pBlockActor, 0x4000);
|
|
}
|
|
else
|
|
{
|
|
pPlayerActor->spr.pos = spr_pos;
|
|
ChangeActorSect(pPlayerActor, spr_sect);
|
|
}
|
|
|
|
movesprite(pPlayerActor, xvel, yvel, z, 5120, -5120, CLIPMASK0);
|
|
goto sectdone;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// loc_1AB46:
|
|
if (PlayerList[nPlayer].nPlayerPushSound > -1)
|
|
{
|
|
if (PlayerList[nPlayer].pPlayerPushSect != nullptr)
|
|
{
|
|
StopActorSound(sBlockInfo[PlayerList[nPlayer].pPlayerPushSect->extra].pActor);
|
|
}
|
|
|
|
PlayerList[nPlayer].nPlayerPushSound = -1;
|
|
}
|
|
|
|
sectdone:
|
|
if (!PlayerList[nPlayer].bPlayerPan && !PlayerList[nPlayer].bLockPan)
|
|
{
|
|
PlayerList[nPlayer].nDestVertPan = q16horiz(clamp((int(spr_pos.Z * zworldtoint) - pPlayerActor->int_pos().Z) << 9, gi->playerHorizMin(), gi->playerHorizMax()));
|
|
}
|
|
|
|
playerX -= pPlayerActor->int_pos().X;
|
|
playerY -= pPlayerActor->int_pos().Y;
|
|
|
|
uint32_t sqrtNum = playerX * playerX + playerY * playerY;
|
|
|
|
if (sqrtNum > INT_MAX)
|
|
{
|
|
DPrintf(DMSG_WARNING, "%s %d: overflow\n", __func__, __LINE__);
|
|
sqrtNum = INT_MAX;
|
|
}
|
|
|
|
PlayerList[nPlayer].ototalvel = PlayerList[nPlayer].totalvel;
|
|
PlayerList[nPlayer].totalvel = ksqrt(sqrtNum);
|
|
|
|
auto pViewSect = pPlayerActor->sector();
|
|
|
|
int EyeZ = PlayerList[nPlayer].eyelevel + pPlayerActor->int_pos().Z + nQuake[nPlayer];
|
|
|
|
while (1)
|
|
{
|
|
int nCeilZ = pViewSect->int_ceilingz();
|
|
|
|
if (EyeZ >= nCeilZ)
|
|
break;
|
|
|
|
if (pViewSect->pAbove == nullptr)
|
|
break;
|
|
|
|
pViewSect = pViewSect->pAbove;
|
|
}
|
|
|
|
// Do underwater sector check
|
|
if (bUnderwater)
|
|
{
|
|
if (pViewSect != pPlayerActor->sector())
|
|
{
|
|
if (nMove.type == kHitWall)
|
|
{
|
|
auto pos = pPlayerActor->spr.pos;
|
|
|
|
ChangeActorSect(pPlayerActor, pViewSect);
|
|
|
|
|
|
double fz = pViewSect->floorz - 20;
|
|
pPlayerActor->spr.pos = DVector3(spr_pos.XY(), fz);
|
|
|
|
auto coll = movesprite(pPlayerActor, x, y, 0, 5120, 0, CLIPMASK0);
|
|
if (coll.type == kHitWall)
|
|
{
|
|
ChangeActorSect(pPlayerActor, pPlayerActor->sector());
|
|
pPlayerActor->spr.pos = pos;
|
|
}
|
|
else
|
|
{
|
|
pPlayerActor->spr.pos.Z = fz-1;
|
|
D3PlayFX(StaticSound[kSound42], pPlayerActor);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// loc_1ADAF
|
|
PlayerList[nPlayer].pPlayerViewSect = pViewSect;
|
|
|
|
PlayerList[nPlayer].nPlayerD.X = int((pPlayerActor->spr.pos.X - spr_pos.X) * worldtoint);
|
|
PlayerList[nPlayer].nPlayerD.Y = int((pPlayerActor->spr.pos.Y - spr_pos.Y) * worldtoint);
|
|
|
|
int var_5C = pViewSect->Flag & kSectUnderwater;
|
|
|
|
auto actions = sPlayerInput[nPlayer].actions;
|
|
|
|
// loc_1AEF5:
|
|
if (PlayerList[nPlayer].nHealth > 0)
|
|
{
|
|
if (PlayerList[nPlayer].nMaskAmount > 0)
|
|
{
|
|
PlayerList[nPlayer].nMaskAmount--;
|
|
if (PlayerList[nPlayer].nMaskAmount == 150 && nPlayer == nLocalPlayer) {
|
|
PlayAlert(GStrings("TXT_EX_MASKEX"));
|
|
}
|
|
}
|
|
|
|
if (!PlayerList[nPlayer].invincibility)
|
|
{
|
|
// Handle air
|
|
PlayerList[nPlayer].nBreathTimer--;
|
|
|
|
if (PlayerList[nPlayer].nBreathTimer <= 0)
|
|
{
|
|
PlayerList[nPlayer].nBreathTimer = 90;
|
|
|
|
// if underwater
|
|
if (var_5C)
|
|
{
|
|
if (PlayerList[nPlayer].nMaskAmount > 0)
|
|
{
|
|
D3PlayFX(StaticSound[kSound30], pPlayerActor);
|
|
|
|
PlayerList[nPlayer].nAir = 100;
|
|
}
|
|
else
|
|
{
|
|
PlayerList[nPlayer].nAir -= 25;
|
|
if (PlayerList[nPlayer].nAir > 0)
|
|
{
|
|
D3PlayFX(StaticSound[kSound25], pPlayerActor);
|
|
}
|
|
else
|
|
{
|
|
PlayerList[nPlayer].nHealth += (PlayerList[nPlayer].nAir << 2);
|
|
if (PlayerList[nPlayer].nHealth <= 0)
|
|
{
|
|
PlayerList[nPlayer].nHealth = 0;
|
|
StartDeathSeq(nPlayer, 0);
|
|
}
|
|
|
|
PlayerList[nPlayer].nAir = 0;
|
|
|
|
if (PlayerList[nPlayer].nHealth < 300)
|
|
{
|
|
D3PlayFX(StaticSound[kSound79], pPlayerActor);
|
|
}
|
|
else
|
|
{
|
|
D3PlayFX(StaticSound[kSound19], pPlayerActor);
|
|
}
|
|
}
|
|
}
|
|
|
|
DoBubbles(nPlayer);
|
|
}
|
|
}
|
|
}
|
|
|
|
// loc_1B0B9
|
|
if (var_5C) // if underwater
|
|
{
|
|
if (PlayerList[nPlayer].nTorch > 0)
|
|
{
|
|
PlayerList[nPlayer].nTorch = 0;
|
|
SetTorch(nPlayer, 0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
auto pTmpSect = pPlayerActor->sector();
|
|
|
|
if (PlayerList[nPlayer].totalvel > 25 && pPlayerActor->int_pos().Z > pTmpSect->int_floorz())
|
|
{
|
|
if (pTmpSect->Depth && !pTmpSect->Speed && !pTmpSect->Damage)
|
|
{
|
|
D3PlayFX(StaticSound[kSound42], pPlayerActor);
|
|
}
|
|
}
|
|
|
|
// CHECKME - wrong place?
|
|
if (nSectFlag & kSectUnderwater)
|
|
{
|
|
if (PlayerList[nPlayer].nAir < 50)
|
|
{
|
|
D3PlayFX(StaticSound[kSound14], pPlayerActor);
|
|
}
|
|
|
|
PlayerList[nPlayer].nBreathTimer = 1;
|
|
}
|
|
|
|
PlayerList[nPlayer].nBreathTimer--;
|
|
if (PlayerList[nPlayer].nBreathTimer <= 0)
|
|
{
|
|
PlayerList[nPlayer].nBreathTimer = 90;
|
|
}
|
|
|
|
if (PlayerList[nPlayer].nAir < 100)
|
|
{
|
|
PlayerList[nPlayer].nAir = 100;
|
|
}
|
|
}
|
|
|
|
// loc_1B1EB
|
|
DExhumedActor* pFloorActor = PlayerList[nPlayer].pPlayerFloorSprite;
|
|
if (nTotalPlayers > 1 && pFloorActor)
|
|
{
|
|
pFloorActor->copyXY(pPlayerActor);
|
|
|
|
if (pFloorActor->sector() != pPlayerActor->sector())
|
|
{
|
|
ChangeActorSect(pFloorActor, pPlayerActor->sector());
|
|
}
|
|
|
|
pFloorActor->spr.pos.Z = pPlayerActor->sector()->floorz;
|
|
}
|
|
|
|
int var_30 = 0;
|
|
|
|
if (PlayerList[nPlayer].nHealth >= 800)
|
|
{
|
|
var_30 = 2;
|
|
}
|
|
|
|
if (PlayerList[nPlayer].nMagic >= 1000)
|
|
{
|
|
var_30 |= 1;
|
|
}
|
|
|
|
// code to handle item pickup?
|
|
HitInfo near;
|
|
|
|
// neartag finds the nearest sector, wall, and sprite which has its hitag and/or lotag set to a value.
|
|
neartag(pPlayerActor->int_pos(), pPlayerActor->sector(), pPlayerActor->int_ang(), near, 1024, 2);
|
|
|
|
DExhumedActor* pActorB;
|
|
feebtag(pPlayerActor->int_pos().X, pPlayerActor->int_pos().Y, pPlayerActor->int_pos().Z, pPlayerActor->sector(), &pActorB, var_30, 768);
|
|
|
|
// Item pickup code
|
|
if (pActorB != nullptr && pActorB->spr.statnum >= 900)
|
|
{
|
|
int var_8C = 16;
|
|
int var_88 = 9;
|
|
|
|
int var_70 = pActorB->spr.statnum - 900;
|
|
int var_44 = 0;
|
|
|
|
// item lotags start at 6 (1-5 reserved?) so 0-offset them
|
|
int itemtype = var_70 - 6;
|
|
|
|
if (itemtype <= 54)
|
|
{
|
|
switch (itemtype)
|
|
{
|
|
do_default:
|
|
default:
|
|
{
|
|
// loc_1B3C7
|
|
|
|
// CHECKME - is order of evaluation correct?
|
|
if (!mplevel || (var_70 >= 25 && (var_70 <= 25 || var_70 == 50)))
|
|
{
|
|
// If this is an anim we need to properly destroy it so we need to do some proper detection and not wild guesses.
|
|
if (pActorB->nRun == pActorB->nDamage && pActorB->nRun != 0 && pActorB->nPhase == ITEM_MAGIC)
|
|
DestroyAnim(pActorB);
|
|
else
|
|
DeleteActor(pActorB);
|
|
}
|
|
else
|
|
{
|
|
StartRegenerate(pActorB);
|
|
}
|
|
do_default_b:
|
|
// loc_1BA74
|
|
if (nPlayer == nLocalPlayer)
|
|
{
|
|
if (nItemText[var_70] > -1 && nTotalPlayers == 1)
|
|
{
|
|
pickupMessage(var_70);
|
|
}
|
|
|
|
TintPalette(var_44 * 4, var_8C * 4, 0);
|
|
|
|
if (var_88 > -1)
|
|
{
|
|
PlayLocalSound(var_88, 0);
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
case 0: // Speed Loader
|
|
{
|
|
if (AddAmmo(nPlayer, 1, pActorB->spr.hitag))
|
|
{
|
|
var_88 = StaticSound[kSoundAmmoPickup];
|
|
goto do_default;
|
|
}
|
|
|
|
break;
|
|
}
|
|
case 1: // Fuel Canister
|
|
{
|
|
if (AddAmmo(nPlayer, 3, pActorB->spr.hitag))
|
|
{
|
|
var_88 = StaticSound[kSoundAmmoPickup];
|
|
goto do_default;
|
|
}
|
|
break;
|
|
}
|
|
case 2: // M - 60 Ammo Belt
|
|
{
|
|
if (AddAmmo(nPlayer, 2, pActorB->spr.hitag))
|
|
{
|
|
var_88 = StaticSound[kSoundAmmoPickup];
|
|
CheckClip(nPlayer);
|
|
goto do_default;
|
|
}
|
|
break;
|
|
}
|
|
case 3: // Grenade
|
|
case 21:
|
|
case 49:
|
|
{
|
|
if (AddAmmo(nPlayer, 4, 1))
|
|
{
|
|
var_88 = StaticSound[kSoundAmmoPickup];
|
|
if (!(PlayerList[nPlayer].nPlayerWeapons & 0x10))
|
|
{
|
|
PlayerList[nPlayer].nPlayerWeapons |= 0x10;
|
|
SetNewWeaponIfBetter(nPlayer, 4);
|
|
}
|
|
|
|
if (var_70 == 55)
|
|
{
|
|
pActorB->spr.cstat = CSTAT_SPRITE_INVISIBLE;
|
|
DestroyItemAnim(pActorB);
|
|
|
|
// loc_1BA74: - repeated block, see in default case
|
|
if (nPlayer == nLocalPlayer)
|
|
{
|
|
if (nItemText[var_70] > -1 && nTotalPlayers == 1)
|
|
{
|
|
pickupMessage(var_70);
|
|
}
|
|
|
|
TintPalette(var_44 * 4, var_8C * 4, 0);
|
|
|
|
if (var_88 > -1)
|
|
{
|
|
PlayLocalSound(var_88, 0);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
goto do_default;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case 4: // Pickable item
|
|
case 9: // Pickable item
|
|
case 10: // Reserved
|
|
case 18:
|
|
case 25:
|
|
case 28:
|
|
case 29:
|
|
case 30:
|
|
case 33:
|
|
case 34:
|
|
case 35:
|
|
case 36:
|
|
case 37:
|
|
case 38:
|
|
case 45:
|
|
case 52:
|
|
{
|
|
goto do_default;
|
|
}
|
|
|
|
case 5: // Map
|
|
{
|
|
GrabMap();
|
|
goto do_default;
|
|
}
|
|
|
|
case 6: // Berry Twig
|
|
{
|
|
if (pActorB->spr.hitag == 0) {
|
|
break;
|
|
}
|
|
|
|
var_88 = 20;
|
|
int edx = 40;
|
|
|
|
if (edx <= 0 || (!(var_30 & 2)))
|
|
{
|
|
if (!PlayerList[nPlayer].invincibility || edx > 0)
|
|
{
|
|
PlayerList[nPlayer].nHealth += edx;
|
|
if (PlayerList[nPlayer].nHealth > 800)
|
|
{
|
|
PlayerList[nPlayer].nHealth = 800;
|
|
}
|
|
else
|
|
{
|
|
if (PlayerList[nPlayer].nHealth < 0)
|
|
{
|
|
var_88 = -1;
|
|
StartDeathSeq(nPlayer, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (var_70 == 12)
|
|
{
|
|
pActorB->spr.hitag = 0;
|
|
pActorB->spr.picnum++;
|
|
|
|
ChangeActorStat(pActorB, 0);
|
|
|
|
// loc_1BA74: - repeated block, see in default case
|
|
if (nPlayer == nLocalPlayer)
|
|
{
|
|
if (nItemText[var_70] > -1 && nTotalPlayers == 1)
|
|
{
|
|
pickupMessage(var_70);
|
|
}
|
|
|
|
TintPalette(var_44 * 4, var_8C * 4, 0);
|
|
|
|
if (var_88 > -1)
|
|
{
|
|
PlayLocalSound(var_88, 0);
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
if (var_70 != 14)
|
|
{
|
|
var_88 = 21;
|
|
}
|
|
else
|
|
{
|
|
var_44 = var_8C;
|
|
var_88 = 22;
|
|
var_8C = 0;
|
|
}
|
|
|
|
goto do_default;
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case 7: // Blood Bowl
|
|
{
|
|
int edx = 160;
|
|
|
|
// Same code as case 6 now till break
|
|
if (edx <= 0 || (!(var_30 & 2)))
|
|
{
|
|
if (!PlayerList[nPlayer].invincibility || edx > 0)
|
|
{
|
|
PlayerList[nPlayer].nHealth += edx;
|
|
if (PlayerList[nPlayer].nHealth > 800)
|
|
{
|
|
PlayerList[nPlayer].nHealth = 800;
|
|
}
|
|
else
|
|
{
|
|
if (PlayerList[nPlayer].nHealth < 0)
|
|
{
|
|
var_88 = -1;
|
|
StartDeathSeq(nPlayer, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (var_70 == 12)
|
|
{
|
|
pActorB->spr.hitag = 0;
|
|
pActorB->spr.picnum++;
|
|
|
|
ChangeActorStat(pActorB, 0);
|
|
|
|
// loc_1BA74: - repeated block, see in default case
|
|
if (nPlayer == nLocalPlayer)
|
|
{
|
|
if (nItemText[var_70] > -1 && nTotalPlayers == 1)
|
|
{
|
|
pickupMessage(var_70);
|
|
}
|
|
|
|
TintPalette(var_44 * 4, var_8C * 4, 0);
|
|
|
|
if (var_88 > -1)
|
|
{
|
|
PlayLocalSound(var_88, 0);
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
if (var_70 != 14)
|
|
{
|
|
var_88 = 21;
|
|
}
|
|
else
|
|
{
|
|
var_44 = var_8C;
|
|
var_88 = 22;
|
|
var_8C = 0;
|
|
}
|
|
|
|
goto do_default;
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case 8: // Cobra Venom Bowl
|
|
{
|
|
int edx = -200;
|
|
|
|
// Same code as case 6 and 7 from now till break
|
|
if (edx <= 0 || (!(var_30 & 2)))
|
|
{
|
|
if (!PlayerList[nPlayer].invincibility || edx > 0)
|
|
{
|
|
PlayerList[nPlayer].nHealth += edx;
|
|
if (PlayerList[nPlayer].nHealth > 800)
|
|
{
|
|
PlayerList[nPlayer].nHealth = 800;
|
|
}
|
|
else
|
|
{
|
|
if (PlayerList[nPlayer].nHealth < 0)
|
|
{
|
|
var_88 = -1;
|
|
StartDeathSeq(nPlayer, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (var_70 == 12)
|
|
{
|
|
pActorB->spr.hitag = 0;
|
|
pActorB->spr.picnum++;
|
|
|
|
ChangeActorStat(pActorB, 0);
|
|
|
|
// loc_1BA74: - repeated block, see in default case
|
|
if (nPlayer == nLocalPlayer)
|
|
{
|
|
if (nItemText[var_70] > -1 && nTotalPlayers == 1)
|
|
{
|
|
pickupMessage(var_70);
|
|
}
|
|
|
|
TintPalette(var_44 * 4, var_8C * 4, 0);
|
|
|
|
if (var_88 > -1)
|
|
{
|
|
PlayLocalSound(var_88, 0);
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
if (var_70 != 14)
|
|
{
|
|
var_88 = 21;
|
|
}
|
|
else
|
|
{
|
|
var_44 = var_8C;
|
|
var_88 = 22;
|
|
var_8C = 0;
|
|
}
|
|
|
|
goto do_default;
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case 11: // Bubble Nest
|
|
{
|
|
PlayerList[nPlayer].nAir += 10;
|
|
if (PlayerList[nPlayer].nAir > 100) {
|
|
PlayerList[nPlayer].nAir = 100; // TODO - constant
|
|
}
|
|
|
|
if (PlayerList[nPlayer].nBreathTimer < 89)
|
|
{
|
|
D3PlayFX(StaticSound[kSound13], pPlayerActor);
|
|
}
|
|
|
|
PlayerList[nPlayer].nBreathTimer = 90;
|
|
break;
|
|
}
|
|
|
|
case 12: // Still Beating Heart
|
|
{
|
|
if (GrabItem(nPlayer, kItemHeart)) {
|
|
goto do_default;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case 13: // Scarab amulet(Invicibility)
|
|
{
|
|
if (GrabItem(nPlayer, kItemInvincibility)) {
|
|
goto do_default;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case 14: // Severed Slave Hand(double damage)
|
|
{
|
|
if (GrabItem(nPlayer, kItemDoubleDamage)) {
|
|
goto do_default;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case 15: // Unseen eye(Invisibility)
|
|
{
|
|
if (GrabItem(nPlayer, kItemInvisibility)) {
|
|
goto do_default;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case 16: // Torch
|
|
{
|
|
if (GrabItem(nPlayer, kItemTorch)) {
|
|
goto do_default;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case 17: // Sobek Mask
|
|
{
|
|
if (GrabItem(nPlayer, kItemMask)) {
|
|
goto do_default;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case 19: // Extra Life
|
|
{
|
|
var_88 = -1;
|
|
|
|
if (PlayerList[nPlayer].nLives >= kMaxPlayerLives) {
|
|
break;
|
|
}
|
|
|
|
PlayerList[nPlayer].nLives++;
|
|
|
|
var_8C = 32;
|
|
var_44 = 32;
|
|
goto do_default;
|
|
}
|
|
|
|
// FIXME - lots of repeated code from here down!!
|
|
case 20: // sword pickup??
|
|
{
|
|
var_40 = 0;
|
|
int ebx = 0;
|
|
|
|
// loc_1B75D
|
|
int var_18 = 1 << var_40;
|
|
|
|
int weapons = PlayerList[nPlayer].nPlayerWeapons;
|
|
|
|
if (weapons & var_18)
|
|
{
|
|
if (mplevel)
|
|
{
|
|
AddAmmo(nPlayer, WeaponInfo[var_40].nAmmoType, ebx);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
weapons = var_40;
|
|
|
|
SetNewWeaponIfBetter(nPlayer, weapons);
|
|
|
|
PlayerList[nPlayer].nPlayerWeapons |= var_18;
|
|
|
|
AddAmmo(nPlayer, WeaponInfo[weapons].nAmmoType, ebx);
|
|
|
|
var_88 = StaticSound[kSound72];
|
|
}
|
|
|
|
if (var_40 == 2) {
|
|
CheckClip(nPlayer);
|
|
}
|
|
|
|
if (var_70 <= 50) {
|
|
goto do_default;
|
|
}
|
|
|
|
pActorB->spr.cstat = CSTAT_SPRITE_INVISIBLE;
|
|
DestroyItemAnim(pActorB);
|
|
////
|
|
// loc_1BA74: - repeated block, see in default case
|
|
if (nPlayer == nLocalPlayer)
|
|
{
|
|
if (nItemText[var_70] > -1 && nTotalPlayers == 1)
|
|
{
|
|
pickupMessage(var_70);
|
|
}
|
|
|
|
TintPalette(var_44 * 4, var_8C * 4, 0);
|
|
|
|
if (var_88 > -1)
|
|
{
|
|
PlayLocalSound(var_88, 0);
|
|
}
|
|
}
|
|
|
|
break;
|
|
/////
|
|
}
|
|
|
|
case 22: // .357 Magnum Revolver
|
|
case 46:
|
|
{
|
|
var_40 = 1;
|
|
int ebx = 6;
|
|
|
|
// loc_1B75D
|
|
int var_18 = 1 << var_40;
|
|
|
|
int weapons = PlayerList[nPlayer].nPlayerWeapons;
|
|
|
|
if (weapons & var_18)
|
|
{
|
|
if (mplevel)
|
|
{
|
|
AddAmmo(nPlayer, WeaponInfo[var_40].nAmmoType, ebx);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
weapons = var_40;
|
|
|
|
SetNewWeaponIfBetter(nPlayer, weapons);
|
|
|
|
PlayerList[nPlayer].nPlayerWeapons |= var_18;
|
|
|
|
AddAmmo(nPlayer, WeaponInfo[weapons].nAmmoType, ebx);
|
|
|
|
var_88 = StaticSound[kSound72];
|
|
}
|
|
|
|
if (var_40 == 2) {
|
|
CheckClip(nPlayer);
|
|
}
|
|
|
|
if (var_70 <= 50) {
|
|
goto do_default;
|
|
}
|
|
|
|
pActorB->spr.cstat = CSTAT_SPRITE_INVISIBLE;
|
|
DestroyItemAnim(pActorB);
|
|
////
|
|
// loc_1BA74: - repeated block, see in default case
|
|
if (nPlayer == nLocalPlayer)
|
|
{
|
|
if (nItemText[var_70] > -1 && nTotalPlayers == 1)
|
|
{
|
|
pickupMessage(var_70);
|
|
}
|
|
|
|
TintPalette(var_44 * 4, var_8C * 4, 0);
|
|
|
|
if (var_88 > -1)
|
|
{
|
|
PlayLocalSound(var_88, 0);
|
|
}
|
|
}
|
|
|
|
break;
|
|
/////
|
|
}
|
|
|
|
case 23: // M - 60 Machine Gun
|
|
case 47:
|
|
{
|
|
var_40 = 2;
|
|
int ebx = 24;
|
|
|
|
// loc_1B75D
|
|
int var_18 = 1 << var_40;
|
|
|
|
int weapons = PlayerList[nPlayer].nPlayerWeapons;
|
|
|
|
if (weapons & var_18)
|
|
{
|
|
if (mplevel)
|
|
{
|
|
AddAmmo(nPlayer, WeaponInfo[var_40].nAmmoType, ebx);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
weapons = var_40;
|
|
|
|
SetNewWeaponIfBetter(nPlayer, weapons);
|
|
|
|
PlayerList[nPlayer].nPlayerWeapons |= var_18;
|
|
|
|
AddAmmo(nPlayer, WeaponInfo[weapons].nAmmoType, ebx);
|
|
|
|
var_88 = StaticSound[kSound72];
|
|
}
|
|
|
|
if (var_40 == 2) {
|
|
CheckClip(nPlayer);
|
|
}
|
|
|
|
if (var_70 <= 50) {
|
|
goto do_default;
|
|
}
|
|
|
|
pActorB->spr.cstat = CSTAT_SPRITE_INVISIBLE;
|
|
DestroyItemAnim(pActorB);
|
|
////
|
|
// loc_1BA74: - repeated block, see in default case
|
|
if (nPlayer == nLocalPlayer)
|
|
{
|
|
if (nItemText[var_70] > -1 && nTotalPlayers == 1)
|
|
{
|
|
pickupMessage(var_70);
|
|
}
|
|
|
|
TintPalette(var_44 * 4, var_8C * 4, 0);
|
|
|
|
if (var_88 > -1)
|
|
{
|
|
PlayLocalSound(var_88, 0);
|
|
}
|
|
}
|
|
|
|
break;
|
|
/////
|
|
}
|
|
|
|
case 24: // Flame Thrower
|
|
case 48:
|
|
{
|
|
var_40 = 3;
|
|
int ebx = 100;
|
|
|
|
// loc_1B75D
|
|
int var_18 = 1 << var_40;
|
|
|
|
int weapons = PlayerList[nPlayer].nPlayerWeapons;
|
|
|
|
if (weapons & var_18)
|
|
{
|
|
if (mplevel)
|
|
{
|
|
AddAmmo(nPlayer, WeaponInfo[var_40].nAmmoType, ebx);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
weapons = var_40;
|
|
|
|
SetNewWeaponIfBetter(nPlayer, weapons);
|
|
|
|
PlayerList[nPlayer].nPlayerWeapons |= var_18;
|
|
|
|
AddAmmo(nPlayer, WeaponInfo[weapons].nAmmoType, ebx);
|
|
|
|
var_88 = StaticSound[kSound72];
|
|
}
|
|
|
|
if (var_40 == 2) {
|
|
CheckClip(nPlayer);
|
|
}
|
|
|
|
if (var_70 <= 50) {
|
|
goto do_default;
|
|
}
|
|
|
|
pActorB->spr.cstat = CSTAT_SPRITE_INVISIBLE;
|
|
DestroyItemAnim(pActorB);
|
|
////
|
|
// loc_1BA74: - repeated block, see in default case
|
|
if (nPlayer == nLocalPlayer)
|
|
{
|
|
if (nItemText[var_70] > -1 && nTotalPlayers == 1)
|
|
{
|
|
pickupMessage(var_70);
|
|
}
|
|
|
|
TintPalette(var_44 * 4, var_8C * 4, 0);
|
|
|
|
if (var_88 > -1)
|
|
{
|
|
PlayLocalSound(var_88, 0);
|
|
}
|
|
}
|
|
|
|
break;
|
|
/////
|
|
}
|
|
|
|
case 26: // Cobra Staff
|
|
case 50:
|
|
{
|
|
var_40 = 5;
|
|
int ebx = 20;
|
|
|
|
// loc_1B75D
|
|
int var_18 = 1 << var_40;
|
|
|
|
int weapons = PlayerList[nPlayer].nPlayerWeapons;
|
|
|
|
if (weapons & var_18)
|
|
{
|
|
if (mplevel)
|
|
{
|
|
AddAmmo(nPlayer, WeaponInfo[var_40].nAmmoType, ebx);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
weapons = var_40;
|
|
|
|
SetNewWeaponIfBetter(nPlayer, weapons);
|
|
|
|
PlayerList[nPlayer].nPlayerWeapons |= var_18;
|
|
|
|
AddAmmo(nPlayer, WeaponInfo[weapons].nAmmoType, ebx);
|
|
|
|
var_88 = StaticSound[kSound72];
|
|
}
|
|
|
|
if (var_40 == 2) {
|
|
CheckClip(nPlayer);
|
|
}
|
|
|
|
if (var_70 <= 50) {
|
|
goto do_default;
|
|
}
|
|
|
|
pActorB->spr.cstat = CSTAT_SPRITE_INVISIBLE;
|
|
DestroyItemAnim(pActorB);
|
|
////
|
|
// loc_1BA74: - repeated block, see in default case
|
|
if (nPlayer == nLocalPlayer)
|
|
{
|
|
if (nItemText[var_70] > -1 && nTotalPlayers == 1)
|
|
{
|
|
pickupMessage(var_70);
|
|
}
|
|
|
|
TintPalette(var_44 * 4, var_8C * 4, 0);
|
|
|
|
if (var_88 > -1)
|
|
{
|
|
PlayLocalSound(var_88, 0);
|
|
}
|
|
}
|
|
|
|
break;
|
|
/////
|
|
}
|
|
|
|
case 27: // Eye of Ra Gauntlet
|
|
case 51:
|
|
{
|
|
var_40 = 6;
|
|
int ebx = 2;
|
|
|
|
// loc_1B75D
|
|
int var_18 = 1 << var_40;
|
|
|
|
int weapons = PlayerList[nPlayer].nPlayerWeapons;
|
|
|
|
if (weapons & var_18)
|
|
{
|
|
if (mplevel)
|
|
{
|
|
AddAmmo(nPlayer, WeaponInfo[var_40].nAmmoType, ebx);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
weapons = var_40;
|
|
|
|
SetNewWeaponIfBetter(nPlayer, weapons);
|
|
|
|
PlayerList[nPlayer].nPlayerWeapons |= var_18;
|
|
|
|
AddAmmo(nPlayer, WeaponInfo[weapons].nAmmoType, ebx);
|
|
|
|
var_88 = StaticSound[kSound72];
|
|
}
|
|
|
|
if (var_40 == 2) {
|
|
CheckClip(nPlayer);
|
|
}
|
|
|
|
if (var_70 <= 50) {
|
|
goto do_default;
|
|
}
|
|
|
|
pActorB->spr.cstat = CSTAT_SPRITE_INVISIBLE;
|
|
DestroyItemAnim(pActorB);
|
|
////
|
|
// loc_1BA74: - repeated block, see in default case
|
|
if (nPlayer == nLocalPlayer)
|
|
{
|
|
if (nItemText[var_70] > -1 && nTotalPlayers == 1)
|
|
{
|
|
pickupMessage(var_70);
|
|
}
|
|
|
|
TintPalette(var_44 * 4, var_8C * 4, 0);
|
|
|
|
if (var_88 > -1)
|
|
{
|
|
PlayLocalSound(var_88, 0);
|
|
}
|
|
}
|
|
|
|
break;
|
|
/////
|
|
}
|
|
|
|
case 31: // Cobra staff ammo
|
|
{
|
|
if (AddAmmo(nPlayer, 5, 1)) {
|
|
var_88 = StaticSound[kSoundAmmoPickup];
|
|
goto do_default;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case 32: // Raw Energy
|
|
{
|
|
if (AddAmmo(nPlayer, 6, pActorB->spr.hitag)) {
|
|
var_88 = StaticSound[kSoundAmmoPickup];
|
|
goto do_default;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case 39: // Power key
|
|
case 40: // Time key
|
|
case 41: // War key
|
|
case 42: // Earth key
|
|
{
|
|
int keybit = 4096 << (itemtype - 39);
|
|
|
|
var_88 = -1;
|
|
|
|
if (!(PlayerList[nPlayer].keys & keybit))
|
|
{
|
|
PlayerList[nPlayer].keys |= keybit;
|
|
|
|
if (nTotalPlayers > 1)
|
|
{
|
|
goto do_default_b;
|
|
}
|
|
else
|
|
{
|
|
goto do_default;
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case 43: // Magical Essence
|
|
case 44: // ?
|
|
{
|
|
if (PlayerList[nPlayer].nMagic >= 1000) {
|
|
break;
|
|
}
|
|
|
|
var_88 = StaticSound[kSoundMana1];
|
|
|
|
PlayerList[nPlayer].nMagic += 100;
|
|
if (PlayerList[nPlayer].nMagic >= 1000) {
|
|
PlayerList[nPlayer].nMagic = 1000;
|
|
}
|
|
|
|
goto do_default;
|
|
}
|
|
|
|
case 53: // Scarab (Checkpoint)
|
|
{
|
|
if (nLocalPlayer == nPlayer)
|
|
{
|
|
pActorB->nIndex2++;
|
|
pActorB->nAction &= 0xEF;
|
|
pActorB->nIndex = 0;
|
|
|
|
ChangeActorStat(pActorB, 899);
|
|
}
|
|
|
|
SetSavePoint(nPlayer, pPlayerActor->int_pos().X, pPlayerActor->int_pos().Y, pPlayerActor->int_pos().Z, pPlayerActor->sector(), pPlayerActor->int_ang());
|
|
break;
|
|
}
|
|
|
|
case 54: // Golden Sarcophagus (End Level)
|
|
{
|
|
if (!bInDemo)
|
|
{
|
|
LevelFinished();
|
|
}
|
|
|
|
DestroyItemAnim(pActorB);
|
|
DeleteActor(pActorB);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// CORRECT ? // loc_1BAF9:
|
|
if (bTouchFloor)
|
|
{
|
|
if (pPlayerActor->sector()->lotag > 0)
|
|
{
|
|
runlist_SignalRun(pPlayerActor->sector()->lotag - 1, nPlayer, &ExhumedAI::TouchFloor);
|
|
}
|
|
}
|
|
|
|
if (pSector != pPlayerActor->sector())
|
|
{
|
|
if (pSector->lotag > 0)
|
|
{
|
|
runlist_SignalRun(pSector->lotag - 1, nPlayer, &ExhumedAI::EnterSector);
|
|
}
|
|
|
|
if (pPlayerActor->sector()->lotag > 0)
|
|
{
|
|
runlist_SignalRun(pPlayerActor->sector()->lotag - 1, nPlayer, &ExhumedAI::LeaveSector);
|
|
}
|
|
}
|
|
|
|
if (!PlayerList[nPlayer].bIsMummified)
|
|
{
|
|
if (actions & SB_OPEN)
|
|
{
|
|
ClearSpaceBar(nPlayer);
|
|
|
|
int tag;
|
|
if (near.hitWall != nullptr && (tag = near.hitWall->lotag) > 0)
|
|
{
|
|
runlist_SignalRun(tag - 1, nPlayer, &ExhumedAI::Use);
|
|
}
|
|
|
|
if (near.hitSector != nullptr && (tag = near.hitSector->lotag) > 0)
|
|
{
|
|
runlist_SignalRun(tag - 1, nPlayer, &ExhumedAI::Use);
|
|
}
|
|
}
|
|
|
|
// was int var_38 = buttons & 0x8
|
|
if (actions & SB_FIRE)
|
|
{
|
|
FireWeapon(nPlayer);
|
|
}
|
|
else
|
|
{
|
|
StopFiringWeapon(nPlayer);
|
|
}
|
|
|
|
// loc_1BC57:
|
|
|
|
// CHECKME - are we finished with 'nSector' variable at this point? if so, maybe set it to pPlayerActor->spr.sector so we can make this code a bit neater. Don't assume pPlayerActor->spr.sector == nSector here!!
|
|
if (nStandHeight > (pPlayerActor->sector()->int_floorz() - pPlayerActor->sector()->int_ceilingz())) {
|
|
var_48 = 1;
|
|
}
|
|
|
|
// Jumping
|
|
if (actions & SB_JUMP)
|
|
{
|
|
if (bUnderwater)
|
|
{
|
|
pPlayerActor->spr.zvel = -2048;
|
|
nActionB = 10;
|
|
}
|
|
else if (bTouchFloor)
|
|
{
|
|
if (nAction < 6 || nAction > 8)
|
|
{
|
|
pPlayerActor->spr.zvel = -3584;
|
|
nActionB = 3;
|
|
}
|
|
}
|
|
|
|
// goto loc_1BE70:
|
|
}
|
|
else if (actions & SB_CROUCH)
|
|
{
|
|
if (bUnderwater)
|
|
{
|
|
pPlayerActor->spr.zvel = 2048;
|
|
nActionB = 10;
|
|
}
|
|
else
|
|
{
|
|
if (PlayerList[nPlayer].eyelevel < -8320) {
|
|
PlayerList[nPlayer].eyelevel += ((-8320 - PlayerList[nPlayer].eyelevel) >> 1);
|
|
}
|
|
|
|
loc_1BD2E:
|
|
if (PlayerList[nPlayer].totalvel < 1) {
|
|
nActionB = 6;
|
|
}
|
|
else {
|
|
nActionB = 7;
|
|
}
|
|
}
|
|
|
|
// goto loc_1BE70:
|
|
}
|
|
else
|
|
{
|
|
if (PlayerList[nPlayer].nHealth > 0)
|
|
{
|
|
int var_EC = nActionEyeLevel[nAction];
|
|
PlayerList[nPlayer].eyelevel += (var_EC - PlayerList[nPlayer].eyelevel) >> 1;
|
|
|
|
if (bUnderwater)
|
|
{
|
|
if (PlayerList[nPlayer].totalvel <= 1)
|
|
nActionB = 9;
|
|
else
|
|
nActionB = 10;
|
|
}
|
|
else
|
|
{
|
|
// CHECKME - confirm branching in this area is OK
|
|
if (var_48)
|
|
{
|
|
goto loc_1BD2E;
|
|
}
|
|
else
|
|
{
|
|
if (PlayerList[nPlayer].totalvel <= 1) {
|
|
nActionB = 0;//bUnderwater; // this is just setting to 0
|
|
}
|
|
else if (PlayerList[nPlayer].totalvel <= 30) {
|
|
nActionB = 2;
|
|
}
|
|
else
|
|
{
|
|
nActionB = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// loc_1BE30
|
|
if (actions & SB_FIRE) // was var_38
|
|
{
|
|
if (bUnderwater)
|
|
{
|
|
nActionB = 11;
|
|
}
|
|
else
|
|
{
|
|
if (nActionB != 2 && nActionB != 1)
|
|
{
|
|
nActionB = 5;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// loc_1BE70:
|
|
// Handle player pressing number keys to change weapon
|
|
uint8_t var_90 = sPlayerInput[nPlayer].getNewWeapon();
|
|
|
|
if (var_90)
|
|
{
|
|
var_90--;
|
|
|
|
if (PlayerList[nPlayer].nPlayerWeapons & (1 << var_90))
|
|
{
|
|
SetNewWeapon(nPlayer, var_90);
|
|
}
|
|
}
|
|
}
|
|
else // player is mummified
|
|
{
|
|
if (actions & SB_FIRE)
|
|
{
|
|
FireWeapon(nPlayer);
|
|
}
|
|
|
|
if (nAction != 15)
|
|
{
|
|
if (PlayerList[nPlayer].totalvel <= 1)
|
|
{
|
|
nActionB = 13;
|
|
}
|
|
else
|
|
{
|
|
nActionB = 14;
|
|
}
|
|
}
|
|
}
|
|
|
|
// loc_1BF09
|
|
if (nActionB != nAction && nAction != 4)
|
|
{
|
|
nAction = nActionB;
|
|
PlayerList[nPlayer].nAction = nActionB;
|
|
PlayerList[nPlayer].nSeqSize = 0;
|
|
}
|
|
|
|
Player* pPlayer = &PlayerList[nPlayer];
|
|
|
|
if (SyncInput())
|
|
{
|
|
pPlayer->horizon.applyinput(sPlayerInput[nPlayer].pan, &sPlayerInput[nLocalPlayer].actions);
|
|
}
|
|
|
|
if (actions & (SB_AIM_UP | SB_AIM_DOWN) || sPlayerInput[nPlayer].pan)
|
|
{
|
|
pPlayer->nDestVertPan = pPlayer->horizon.horiz;
|
|
pPlayer->bPlayerPan = pPlayer->bLockPan = true;
|
|
}
|
|
else if (actions & (SB_LOOK_UP | SB_LOOK_DOWN | SB_CENTERVIEW))
|
|
{
|
|
pPlayer->nDestVertPan = pPlayer->horizon.horiz;
|
|
pPlayer->bPlayerPan = pPlayer->bLockPan = false;
|
|
}
|
|
|
|
if (PlayerList[nPlayer].totalvel > 20)
|
|
{
|
|
pPlayer->bPlayerPan = false;
|
|
}
|
|
|
|
if (cl_slopetilting && !pPlayer->bPlayerPan && !pPlayer->bLockPan)
|
|
{
|
|
double nVertPan = (pPlayer->nDestVertPan - pPlayer->horizon.horiz).asbuildf() * 0.25;
|
|
if (nVertPan != 0)
|
|
{
|
|
pPlayer->horizon.addadjustment(buildfhoriz(abs(nVertPan) >= 4 ? clamp(nVertPan, -4., 4.) : nVertPan * 2.));
|
|
}
|
|
}
|
|
}
|
|
else // else, player's health is less than 0
|
|
{
|
|
// loc_1C0E9
|
|
if (actions & SB_OPEN)
|
|
{
|
|
ClearSpaceBar(nPlayer);
|
|
|
|
if (nAction >= 16)
|
|
{
|
|
if (nPlayer == nLocalPlayer)
|
|
{
|
|
StopAllSounds();
|
|
StopLocalSound();
|
|
GrabPalette();
|
|
}
|
|
|
|
PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].nPlayerOldWeapon;
|
|
|
|
if (PlayerList[nPlayer].nLives && nNetTime)
|
|
{
|
|
if (nAction != 20)
|
|
{
|
|
pPlayerActor->spr.picnum = seq_GetSeqPicnum(kSeqJoe, 120, 0);
|
|
pPlayerActor->spr.cstat = 0;
|
|
pPlayerActor->spr.pos.Z = pPlayerActor->sector()->floorz;
|
|
}
|
|
|
|
// will invalidate nPlayerSprite
|
|
RestartPlayer(nPlayer);
|
|
|
|
pPlayerActor = PlayerList[nPlayer].pActor;
|
|
pDopple = PlayerList[nPlayer].pDoppleSprite;
|
|
}
|
|
else
|
|
{
|
|
DoGameOverScene(currentLevel->levelNumber == 20);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// loc_1C201:
|
|
if (nLocalPlayer == nPlayer)
|
|
{
|
|
pLocalEyeSect = PlayerList[nLocalPlayer].pPlayerViewSect;
|
|
CheckAmbience(pLocalEyeSect);
|
|
}
|
|
|
|
int var_AC = SeqOffsets[PlayerList[nPlayer].nSeq] + PlayerSeq[nAction].a;
|
|
|
|
seq_MoveSequence(pPlayerActor, var_AC, PlayerList[nPlayer].nSeqSize);
|
|
PlayerList[nPlayer].nSeqSize++;
|
|
|
|
if (PlayerList[nPlayer].nSeqSize >= SeqSize[var_AC])
|
|
{
|
|
PlayerList[nPlayer].nSeqSize = 0;
|
|
|
|
switch (PlayerList[nPlayer].nAction)
|
|
{
|
|
default:
|
|
break;
|
|
|
|
case 3:
|
|
PlayerList[nPlayer].nSeqSize = SeqSize[var_AC] - 1;
|
|
break;
|
|
case 4:
|
|
PlayerList[nPlayer].nAction = 0;
|
|
break;
|
|
case 16:
|
|
PlayerList[nPlayer].nSeqSize = SeqSize[var_AC] - 1;
|
|
|
|
if (pPlayerActor->int_pos().Z < pPlayerActor->sector()->int_floorz()) {
|
|
pPlayerActor->spr.pos.Z++;
|
|
}
|
|
|
|
if (!RandomSize(5))
|
|
{
|
|
sectortype* mouthSect;
|
|
auto pos = WheresMyMouth(nPlayer, &mouthSect);
|
|
|
|
BuildAnim(nullptr, 71, 0, DVector3(pos.XY(), pPlayerActor->spr.pos.Z + 15), mouthSect, 75, 128);
|
|
}
|
|
break;
|
|
case 17:
|
|
PlayerList[nPlayer].nAction = 18;
|
|
break;
|
|
case 19:
|
|
pPlayerActor->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
|
|
PlayerList[nPlayer].nAction = 20;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// loc_1C3B4:
|
|
if (nPlayer == nLocalPlayer)
|
|
{
|
|
initx = pPlayerActor->int_pos().X;
|
|
inity = pPlayerActor->int_pos().Y;
|
|
initz = pPlayerActor->int_pos().Z;
|
|
initsectp = pPlayerActor->sector();
|
|
inita = pPlayerActor->int_ang();
|
|
}
|
|
|
|
if (!PlayerList[nPlayer].nHealth)
|
|
{
|
|
PlayerList[nPlayer].nDamage.Y = 0;
|
|
PlayerList[nPlayer].nDamage.X = 0;
|
|
|
|
if (PlayerList[nPlayer].eyelevel >= -2816)
|
|
{
|
|
PlayerList[nPlayer].eyelevel = -2816;
|
|
dVertPan[nPlayer] = 0;
|
|
}
|
|
else
|
|
{
|
|
if (PlayerList[nPlayer].horizon.horiz.asq16() < 0)
|
|
{
|
|
PlayerList[nPlayer].horizon.settarget(buildhoriz(0));
|
|
PlayerList[nPlayer].eyelevel -= (dVertPan[nPlayer] << 8);
|
|
}
|
|
else
|
|
{
|
|
PlayerList[nPlayer].horizon.addadjustment(buildhoriz(dVertPan[nPlayer]));
|
|
|
|
if (PlayerList[nPlayer].horizon.horiz.asq16() > gi->playerHorizMax())
|
|
{
|
|
PlayerList[nPlayer].horizon.settarget(q16horiz(gi->playerHorizMax()));
|
|
}
|
|
else if (PlayerList[nPlayer].horizon.horiz.asq16() <= 0)
|
|
{
|
|
if (!(pPlayerActor->sector()->Flag & kSectUnderwater))
|
|
{
|
|
SetNewWeapon(nPlayer, PlayerList[nPlayer].nDeathType + 8);
|
|
}
|
|
}
|
|
|
|
dVertPan[nPlayer]--;
|
|
}
|
|
}
|
|
}
|
|
|
|
// loc_1C4E1
|
|
pDopple->spr.pos = pPlayerActor->spr.pos;
|
|
|
|
if (pPlayerActor->sector()->pAbove != nullptr)
|
|
{
|
|
pDopple->spr.angle = pPlayerActor->spr.angle;
|
|
ChangeActorSect(pDopple, pPlayerActor->sector()->pAbove);
|
|
pDopple->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
|
|
}
|
|
else
|
|
{
|
|
pDopple->spr.cstat = CSTAT_SPRITE_INVISIBLE;
|
|
}
|
|
|
|
MoveWeapons(nPlayer);
|
|
}
|
|
|
|
|
|
FSerializer& Serialize(FSerializer& arc, const char* keyname, Player& w, Player* def)
|
|
{
|
|
if (arc.BeginObject(keyname))
|
|
{
|
|
arc("health", w.nHealth)
|
|
("at2", w.nSeqSize)
|
|
("action", w.nAction)
|
|
("sprite", w.pActor)
|
|
("mummy", w.bIsMummified)
|
|
("invincible", w.invincibility)
|
|
("air", w.nAir)
|
|
("seq", w.nSeq)
|
|
("item", w.nItem)
|
|
("maskamount", w.nMaskAmount)
|
|
("keys", w.keys)
|
|
("magic", w.nMagic)
|
|
.Array("items", w.items, countof(w.items))
|
|
.Array("ammo", w.nAmmo, countof(w.nAmmo))
|
|
("weapon", w.nCurrentWeapon)
|
|
("isfiring", w.bIsFiring)
|
|
("field3f", w.nSeqSize2)
|
|
("field38", w.nNextWeapon)
|
|
("field3a", w.nState)
|
|
("field3c", w.nLastWeapon)
|
|
("seq", w.nSeq)
|
|
("horizon", w.horizon)
|
|
("angle", w.angle)
|
|
("lives", w.nLives)
|
|
("double", w.nDouble)
|
|
("invisible", w.nInvisible)
|
|
("torch", w.nTorch)
|
|
("breathtimer", w.nBreathTimer)
|
|
("playerswear", w.nPlayerSwear)
|
|
("pushsect", w.pPlayerPushSect)
|
|
("deathtype", w.nDeathType)
|
|
("score", w.nPlayerScore)
|
|
("color", w.nPlayerColor)
|
|
("dx", w.nPlayerD.X)
|
|
("dy", w.nPlayerD.Y)
|
|
("pistolclip", w.nPistolClip)
|
|
("xdamage", w.nDamage.X)
|
|
("ydamage", w.nDamage.Y)
|
|
("dopplesprite", w.pDoppleSprite)
|
|
("oldweapon", w.nPlayerOldWeapon)
|
|
("clip", w.nPlayerClip)
|
|
("pushsound", w.nPlayerPushSound)
|
|
("taunttimer", w.nTauntTimer)
|
|
("weapons", w.nPlayerWeapons)
|
|
("viewsect", w.pPlayerViewSect)
|
|
("floorspr", w.pPlayerFloorSprite)
|
|
("save", w.sPlayerSave)
|
|
("totalvel", w.totalvel)
|
|
("eyelevel", w.eyelevel)
|
|
("grenade", w.pPlayerGrenade)
|
|
|
|
.EndObject();
|
|
}
|
|
return arc;
|
|
}
|
|
|
|
FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerSave& w, PlayerSave* def)
|
|
{
|
|
if (arc.BeginObject(keyname))
|
|
{
|
|
arc("x", w.x)
|
|
("y", w.y)
|
|
("z", w.z)
|
|
("sector", w.pSector)
|
|
("angle", w.nAngle)
|
|
.EndObject();
|
|
}
|
|
return arc;
|
|
}
|
|
|
|
void SerializePlayer(FSerializer& arc)
|
|
{
|
|
if (arc.BeginObject("player"))
|
|
{
|
|
arc("lxvel", lPlayerXVel)
|
|
("lyvel", lPlayerYVel)
|
|
("bobangle", bobangle)
|
|
("standheight", nStandHeight)
|
|
("playercount", PlayerCount)
|
|
("netstartsprites", nNetStartSprites)
|
|
("localplayer", nLocalPlayer)
|
|
("curstartsprite", nCurStartSprite)
|
|
.Array("netstartsprite", nNetStartSprite, kMaxPlayers)
|
|
.Array("list", PlayerList, PlayerCount);
|
|
|
|
arc.EndObject();
|
|
}
|
|
}
|
|
|
|
|
|
DEFINE_FIELD_X(ExhumedPlayer, Player, nHealth);
|
|
DEFINE_FIELD_X(ExhumedPlayer, Player, nLives);
|
|
DEFINE_FIELD_X(ExhumedPlayer, Player, nDouble);
|
|
DEFINE_FIELD_X(ExhumedPlayer, Player, nInvisible);
|
|
DEFINE_FIELD_X(ExhumedPlayer, Player, nTorch);
|
|
DEFINE_FIELD_X(ExhumedPlayer, Player, nSeqSize);
|
|
DEFINE_FIELD_X(ExhumedPlayer, Player, nAction);
|
|
DEFINE_FIELD_X(ExhumedPlayer, Player, pActor);
|
|
DEFINE_FIELD_X(ExhumedPlayer, Player, bIsMummified);
|
|
DEFINE_FIELD_X(ExhumedPlayer, Player, invincibility);
|
|
DEFINE_FIELD_X(ExhumedPlayer, Player, nAir);
|
|
DEFINE_FIELD_X(ExhumedPlayer, Player, nSeq);
|
|
DEFINE_FIELD_X(ExhumedPlayer, Player, nMaskAmount);
|
|
DEFINE_FIELD_X(ExhumedPlayer, Player, keys);
|
|
DEFINE_FIELD_X(ExhumedPlayer, Player, nMagic);
|
|
DEFINE_FIELD_X(ExhumedPlayer, Player, nItem);
|
|
DEFINE_FIELD_X(ExhumedPlayer, Player, items);
|
|
DEFINE_FIELD_X(ExhumedPlayer, Player, nAmmo); // TODO - kMaxWeapons?
|
|
|
|
DEFINE_FIELD_X(ExhumedPlayer, Player, nCurrentWeapon);
|
|
DEFINE_FIELD_X(ExhumedPlayer, Player, nSeqSize2);
|
|
DEFINE_FIELD_X(ExhumedPlayer, Player, bIsFiring);
|
|
DEFINE_FIELD_X(ExhumedPlayer, Player, nNextWeapon);
|
|
DEFINE_FIELD_X(ExhumedPlayer, Player, nState);
|
|
DEFINE_FIELD_X(ExhumedPlayer, Player, nLastWeapon);
|
|
DEFINE_FIELD_X(ExhumedPlayer, Player, nRun);
|
|
DEFINE_FIELD_X(ExhumedPlayer, Player, bPlayerPan);
|
|
DEFINE_FIELD_X(ExhumedPlayer, Player, bLockPan);
|
|
|
|
DEFINE_ACTION_FUNCTION(_Exhumed, GetViewPlayer)
|
|
{
|
|
ACTION_RETURN_POINTER(&PlayerList[nLocalPlayer]);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(_Exhumed, GetPistolClip)
|
|
{
|
|
ACTION_RETURN_POINTER(&PlayerList[nLocalPlayer].nPistolClip);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(_Exhumed, GetPlayerClip)
|
|
{
|
|
ACTION_RETURN_POINTER(&PlayerList[nLocalPlayer].nPlayerClip);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(_ExhumedPlayer, IsUnderwater)
|
|
{
|
|
PARAM_SELF_STRUCT_PROLOGUE(Player);
|
|
auto nLocalPlayer = self - PlayerList;
|
|
ACTION_RETURN_BOOL(PlayerList[nLocalPlayer].pPlayerViewSect->Flag & kSectUnderwater);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(_ExhumedPlayer, GetAngle)
|
|
{
|
|
PARAM_SELF_STRUCT_PROLOGUE(Player);
|
|
ACTION_RETURN_INT(self->pActor->int_ang());
|
|
}
|
|
|
|
|
|
END_PS_NS
|