raze/source/duke3d/src/player.cpp
hendricks266 7be5abbe37 Revert the functional changes of r4741 and r4703 relating to conveyors. This restores conveyor belts to their original v1.5 speeds at the expense of the corner cases the original commits addressed.
This can be revisited in the future to address these corner cases without breaking the original game.

git-svn-id: https://svn.eduke32.com/eduke32@6649 1a8010ca-5511-0410-912e-c29ae57300e0
2018-02-12 02:32:43 +00:00

5446 lines
210 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2010 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "duke3d.h"
#include "demo.h"
#include "enet/enet.h"
#ifdef __ANDROID__
#include "android.h"
#endif
int32_t lastvisinc;
hudweapon_t hudweap;
#ifdef SPLITSCREEN_MOD_HACKS
static int32_t g_snum;
#endif
extern int32_t g_levelTextTime, ticrandomseed;
int32_t g_numObituaries = 0;
int32_t g_numSelfObituaries = 0;
int const icon_to_inv[ICON_MAX] = { GET_FIRSTAID, GET_FIRSTAID, GET_STEROIDS, GET_HOLODUKE,
GET_JETPACK, GET_HEATS, GET_SCUBA, GET_BOOTS };
int const inv_to_icon[GET_MAX] = { ICON_STEROIDS, ICON_NONE, ICON_SCUBA, ICON_HOLODUKE, ICON_JETPACK, ICON_NONE,
ICON_NONE, ICON_HEATS, ICON_NONE, ICON_FIRSTAID, ICON_BOOTS };
void P_AddKills(DukePlayer_t * const pPlayer, uint16_t kills)
{
pPlayer->actors_killed += kills;
}
void P_UpdateScreenPal(DukePlayer_t * const pPlayer)
{
int inWater = 0;
int const playerSectnum = pPlayer->cursectnum;
if (pPlayer->heat_on)
pPlayer->palette = SLIMEPAL;
else if (playerSectnum < 0)
pPlayer->palette = BASEPAL;
else if (sector[playerSectnum].ceilingpicnum >= FLOORSLIME && sector[playerSectnum].ceilingpicnum <= FLOORSLIME + 2)
{
pPlayer->palette = SLIMEPAL;
inWater = 1;
}
else
{
pPlayer->palette = (sector[pPlayer->cursectnum].lotag == ST_2_UNDERWATER) ? WATERPAL : BASEPAL;
inWater = 1;
}
g_restorePalette = 1+inWater;
}
static void P_IncurDamage(DukePlayer_t * const pPlayer)
{
if (VM_OnEvent(EVENT_INCURDAMAGE, pPlayer->i, P_Get(pPlayer->i)) != 0)
return;
sprite[pPlayer->i].extra -= pPlayer->extra_extra8>>8;
int playerDamage = sprite[pPlayer->i].extra - pPlayer->last_extra;
if (playerDamage >= 0)
return;
pPlayer->extra_extra8 = 0;
if (pPlayer->inv_amount[GET_SHIELD] > 0)
{
int const shieldDamage = playerDamage * (20 + (krand()%30)) / 100;
playerDamage -= shieldDamage;
pPlayer->inv_amount[GET_SHIELD] += shieldDamage;
if (pPlayer->inv_amount[GET_SHIELD] < 0)
{
playerDamage += pPlayer->inv_amount[GET_SHIELD];
pPlayer->inv_amount[GET_SHIELD] = 0;
}
}
sprite[pPlayer->i].extra = pPlayer->last_extra + playerDamage;
}
void P_QuickKill(DukePlayer_t * const pPlayer)
{
P_PalFrom(pPlayer, 48, 48,48,48);
sprite[pPlayer->i].extra = 0;
sprite[pPlayer->i].cstat |= 32768;
if (ud.god == 0)
A_DoGuts(pPlayer->i,JIBS6,8);
}
static void A_DoWaterTracers(vec3_t startPos, vec3_t const *endPos, int n, int16_t sectNum)
{
if ((klabs(startPos.x - endPos->x) + klabs(startPos.y - endPos->y)) < 3084)
return;
vec3_t const v_inc = { tabledivide32_noinline(endPos->x - startPos.x, n + 1), tabledivide32_noinline(endPos->y - startPos.y, n + 1),
tabledivide32_noinline(endPos->z - startPos.z, n + 1) };
for (bssize_t i=n; i>0; i--)
{
startPos.x += v_inc.x;
startPos.y += v_inc.y;
startPos.z += v_inc.z;
updatesector(startPos.x, startPos.y, &sectNum);
if (sectNum < 0)
break;
if (sector[sectNum].lotag == ST_2_UNDERWATER)
A_InsertSprite(sectNum,startPos.x,startPos.y,startPos.z,WATERBUBBLE,-32,4+(krand()&3),4+(krand()&3),krand()&2047,0,0,g_player[0].ps->i,5);
else
A_InsertSprite(sectNum,startPos.x,startPos.y,startPos.z,SMALLSMOKE,-32,14,14,0,0,0,g_player[0].ps->i,5);
}
}
static inline projectile_t *Proj_GetProjectile(int tile)
{
return ((unsigned)tile < MAXTILES && g_tile[tile].proj) ? g_tile[tile].proj : &DefaultProjectile;
}
static void A_HitscanProjTrail(const vec3_t *startPos, const vec3_t *endPos, int projAng, int tileNum, int16_t sectNum)
{
const projectile_t *const pProj = Proj_GetProjectile(tileNum);
vec3_t spawnPos = { startPos->x + tabledivide32_noinline(sintable[(348 + projAng + 512) & 2047], pProj->offset),
startPos->y + tabledivide32_noinline(sintable[(projAng + 348) & 2047], pProj->offset),
startPos->z + 1024 + (pProj->toffset << 8) };
int32_t n = ((FindDistance2D(spawnPos.x - endPos->x, spawnPos.y - endPos->y)) >> 8) + 1;
vec3_t const increment = { tabledivide32_noinline((endPos->x - spawnPos.x), n),
tabledivide32_noinline((endPos->y - spawnPos.y), n),
tabledivide32_noinline((endPos->z - spawnPos.z), n) };
spawnPos.x += increment.x >> 2;
spawnPos.y += increment.y >> 2;
spawnPos.z += increment.z >> 2;
int32_t j;
for (bssize_t i = pProj->tnum; i > 0; --i)
{
spawnPos.x += increment.x;
spawnPos.y += increment.y;
spawnPos.z += increment.z;
updatesectorz(spawnPos.x, spawnPos.y, spawnPos.z, &sectNum);
if (sectNum < 0)
break;
getzsofslope(sectNum, spawnPos.x, spawnPos.y, &n, &j);
if (spawnPos.z > j || spawnPos.z < n)
break;
j = A_InsertSprite(sectNum, spawnPos.x, spawnPos.y, spawnPos.z, pProj->trail, -32,
pProj->txrepeat, pProj->tyrepeat, projAng, 0, 0, g_player[0].ps->i, 0);
changespritestat(j, STAT_ACTOR);
}
}
int32_t A_GetHitscanRange(int spriteNum)
{
int const zOffset = (PN(spriteNum) == APLAYER) ? PHEIGHT : 0;
hitdata_t hitData;
SZ(spriteNum) -= zOffset;
hitscan((const vec3_t *)&sprite[spriteNum], SECT(spriteNum), sintable[(SA(spriteNum) + 512) & 2047],
sintable[SA(spriteNum) & 2047], 0, &hitData, CLIPMASK1);
SZ(spriteNum) += zOffset;
return (FindDistance2D(hitData.pos.x - SX(spriteNum), hitData.pos.y - SY(spriteNum)));
}
static int A_FindTargetSprite(const spritetype *pSprite, int projAng, int projecTile)
{
static int const aimstats[] = {
STAT_PLAYER, STAT_DUMMYPLAYER, STAT_ACTOR, STAT_ZOMBIEACTOR
};
int const playerNum = pSprite->picnum == APLAYER ? P_GetP(pSprite) : -1;
if (pSprite->picnum == APLAYER)
{
if (!g_player[playerNum].ps->auto_aim)
return -1;
if (g_player[playerNum].ps->auto_aim == 2)
{
if (A_CheckSpriteTileFlags(projecTile,SFLAG_PROJECTILE) && (Proj_GetProjectile(projecTile)->workslike & PROJECTILE_RPG))
return -1;
switch (DYNAMICTILEMAP(projecTile))
{
case TONGUE__STATIC:
case FREEZEBLAST__STATIC:
case SHRINKSPARK__STATIC:
case SHRINKER__STATIC:
case RPG__STATIC:
case FIRELASER__STATIC:
case SPIT__STATIC:
case COOLEXPLOSION1__STATIC:
return -1;
default:
break;
}
}
}
int const spriteAng = pSprite->ang;
int const gotShrinker =
(pSprite->picnum == APLAYER && PWEAPON(playerNum, g_player[playerNum].ps->curr_weapon, WorksLike) == SHRINKER_WEAPON);
int const gotFreezer =
(pSprite->picnum == APLAYER && PWEAPON(playerNum, g_player[playerNum].ps->curr_weapon, WorksLike) == FREEZE_WEAPON);
vec2_t const d1 = { sintable[(spriteAng + 512 - projAng) & 2047], sintable[(spriteAng - projAng) & 2047] };
vec2_t const d2 = { sintable[(spriteAng + 512 + projAng) & 2047], sintable[(spriteAng + projAng) & 2047] };
vec2_t const d3 = { sintable[(spriteAng + 512) & 2047], sintable[spriteAng & 2047] };
int lastDist = INT32_MAX;
int returnSprite = -1;
for (bssize_t k=0; k<4; k++)
{
if (returnSprite >= 0)
break;
for (bssize_t spriteNum=headspritestat[aimstats[k]]; spriteNum >= 0; spriteNum=nextspritestat[spriteNum])
{
if ((sprite[spriteNum].xrepeat > 0 && sprite[spriteNum].extra >= 0 &&
(sprite[spriteNum].cstat & (257 + 32768)) == 257) &&
(A_CheckEnemySprite(&sprite[spriteNum]) || k < 2))
{
if (A_CheckEnemySprite(&sprite[spriteNum]) || PN(spriteNum) == APLAYER || PN(spriteNum) == SHARK)
{
if (PN(spriteNum) == APLAYER && pSprite->picnum == APLAYER && pSprite != &sprite[spriteNum] &&
(GTFLAGS(GAMETYPE_PLAYERSFRIENDLY) ||
(GTFLAGS(GAMETYPE_TDM) && g_player[P_Get(spriteNum)].ps->team == g_player[playerNum].ps->team)))
continue;
if ((gotShrinker && sprite[spriteNum].xrepeat < 30
&& (PN(spriteNum) == SHARK || !(PN(spriteNum) >= GREENSLIME && PN(spriteNum) <= GREENSLIME + 7)))
|| (gotFreezer && sprite[spriteNum].pal == 1))
continue;
}
vec2_t vd = { (SX(spriteNum) - pSprite->x), (SY(spriteNum) - pSprite->y) };
if ((d1.y * vd.x <= d1.x * vd.y) && (d2.y * vd.x >= d2.x * vd.y))
{
int const spriteDist = mulscale14(d3.x, vd.x) + mulscale14(d3.y, vd.y);
if (spriteDist > 512 && spriteDist < lastDist)
{
int onScreen = 1;
if (pSprite->picnum == APLAYER)
{
const DukePlayer_t *const ps = g_player[P_GetP(pSprite)].ps;
onScreen = (klabs(scale(SZ(spriteNum)-pSprite->z,10,spriteDist)-(ps->horiz+ps->horizoff-100)) < 100);
}
int const canSee = (PN(spriteNum) == ORGANTIC || PN(spriteNum) == ROTATEGUN)
? cansee(SX(spriteNum), SY(spriteNum), SZ(spriteNum), SECT(spriteNum), pSprite->x, pSprite->y,
pSprite->z - ZOFFSET5, pSprite->sectnum)
: cansee(SX(spriteNum), SY(spriteNum), SZ(spriteNum) - ZOFFSET5, SECT(spriteNum), pSprite->x, pSprite->y,
pSprite->z - ZOFFSET5, pSprite->sectnum);
if (onScreen && canSee)
{
lastDist = spriteDist;
returnSprite = spriteNum;
}
}
}
}
}
}
return returnSprite;
}
static void A_SetHitData(int spriteNum, const hitdata_t *hitData)
{
actor[spriteNum].t_data[6] = hitData->wall;
actor[spriteNum].t_data[7] = hitData->sect;
actor[spriteNum].t_data[8] = hitData->sprite;
}
static int CheckShootSwitchTile(int tileNum)
{
return tileNum == DIPSWITCH || tileNum == DIPSWITCH + 1 || tileNum == DIPSWITCH2 || tileNum == DIPSWITCH2 + 1 ||
tileNum == DIPSWITCH3 || tileNum == DIPSWITCH3 + 1 || tileNum == HANDSWITCH || tileNum == HANDSWITCH + 1;
}
static int32_t safeldist(int32_t spriteNum, const void *pSprite)
{
int32_t distance = ldist(&sprite[spriteNum], pSprite);
return distance ? distance : 1;
}
// flags:
// 1: do sprite center adjustment (cen-=(8<<8)) for GREENSLIME or ROTATEGUN
// 2: do auto getangle only if not RECON (if clear, do unconditionally)
static int GetAutoAimAng(int spriteNum, int playerNum, int projecTile, int zAdjust, int aimFlags,
const vec3_t *startPos, int projVel, int32_t *pZvel, int *pAng)
{
int returnSprite = -1;
Bassert((unsigned)playerNum < MAXPLAYERS);
#ifdef LUNATIC
g_player[playerNum].ps->autoaimang = g_player[playerNum].ps->auto_aim == 3 ? AUTO_AIM_ANGLE<<1 : AUTO_AIM_ANGLE;
#else
Gv_SetVar(g_aimAngleVarID, g_player[playerNum].ps->auto_aim == 3 ? AUTO_AIM_ANGLE<<1 : AUTO_AIM_ANGLE, spriteNum, playerNum);
#endif
VM_OnEvent(EVENT_GETAUTOAIMANGLE, spriteNum, playerNum);
#ifdef LUNATIC
int aimang = g_player[playerNum].ps->autoaimang;
#else
int aimang = Gv_GetVar(g_aimAngleVarID, spriteNum, playerNum);
#endif
if (aimang > 0)
returnSprite = A_FindTargetSprite(&sprite[spriteNum], aimang, projecTile);
if (returnSprite >= 0)
{
const uspritetype *const pSprite = (uspritetype *)&sprite[returnSprite];
int zCenter = 2 * (pSprite->yrepeat * tilesiz[pSprite->picnum].y) + zAdjust;
if (aimFlags &&
((pSprite->picnum >= GREENSLIME && pSprite->picnum <= GREENSLIME + 7) || pSprite->picnum == ROTATEGUN))
zCenter -= ZOFFSET3;
int spriteDist = safeldist(g_player[playerNum].ps->i, &sprite[returnSprite]);
*pZvel = tabledivide32_noinline((pSprite->z - startPos->z - zCenter) * projVel, spriteDist);
if (!(aimFlags&2) || sprite[returnSprite].picnum != RECON)
*pAng = getangle(pSprite->x-startPos->x, pSprite->y-startPos->y);
}
return returnSprite;
}
static void Proj_MaybeSpawn(int spriteNum, int projecTile, const hitdata_t *hitData)
{
// atwith < 0 is for hard-coded projectiles
projectile_t *const pProj = Proj_GetProjectile(projecTile);
int spawnTile = projecTile < 0 ? -projecTile : pProj->spawns;
if (spawnTile >= 0)
{
int spawned = A_Spawn(spriteNum, spawnTile);
if (projecTile >= 0)
{
if (pProj->sxrepeat > 4)
sprite[spawned].xrepeat = pProj->sxrepeat;
if (pProj->syrepeat > 4)
sprite[spawned].yrepeat = pProj->syrepeat;
}
A_SetHitData(spawned, hitData);
}
}
// <extra>: damage that this shotspark does
static int Proj_InsertShotspark(const hitdata_t *hitData, int spriteNum, int projecTile, int sparkSize, int sparkAng, int damage)
{
int returnSprite = A_InsertSprite(hitData->sect, hitData->pos.x, hitData->pos.y, hitData->pos.z, SHOTSPARK1, -15,
sparkSize, sparkSize, sparkAng, 0, 0, spriteNum, 4);
sprite[returnSprite].extra = damage;
sprite[returnSprite].yvel = projecTile; // This is a hack to allow you to detect which weapon spawned a SHOTSPARK1
A_SetHitData(returnSprite, hitData);
return returnSprite;
}
int Proj_GetDamage(projectile_t const *pProj)
{
Bassert(pProj);
int damage = pProj->extra;
if (pProj->extra_rand > 0)
damage += (krand() % pProj->extra_rand);
return damage;
}
static void Proj_MaybeAddSpread(int doSpread, int32_t *zvel, int *shootAng, int zRange, int angRange)
{
if (doSpread)
{
// Ranges <= 1 mean no spread at all. A range of 1 calls krand() though.
if (zRange > 0)
*zvel += (zRange >> 1) - krand() % zRange;
if (angRange > 0)
*shootAng += (angRange >> 1) - krand() % angRange;
}
}
static int g_overrideShootZvel = 0; // a boolean
static int g_shootZvel; // the actual zvel if the above is !=0
static int A_GetShootZvel(int defaultZvel)
{
return g_overrideShootZvel ? g_shootZvel : defaultZvel;
}
// Prepare hitscan weapon fired from player p.
static void P_PreFireHitscan(int spriteNum, int playerNum, int projecTile, vec3_t *srcVect, int32_t *zvel, int *shootAng,
int accurateAim, int doSpread)
{
int angRange = 32;
int zRange = 256;
int aimSprite = GetAutoAimAng(spriteNum, playerNum, projecTile, 5 << 8, 0 + 1, srcVect, 256, zvel, shootAng);
DukePlayer_t *const pPlayer = g_player[playerNum].ps;
#ifdef LUNATIC
pPlayer->angrange = angRange;
pPlayer->zrange = zRange;
#else
Gv_SetVar(g_angRangeVarID,angRange, spriteNum,playerNum);
Gv_SetVar(g_zRangeVarID,zRange,spriteNum,playerNum);
#endif
VM_OnEvent(EVENT_GETSHOTRANGE, spriteNum, playerNum);
#ifdef LUNATIC
angRange = pPlayer->angrange;
zRange = pPlayer->zrange;
#else
angRange = Gv_GetVar(g_angRangeVarID, spriteNum, playerNum);
zRange = Gv_GetVar(g_zRangeVarID, spriteNum, playerNum);
#endif
if (accurateAim)
{
if (!pPlayer->auto_aim)
{
hitdata_t hitData;
*zvel = A_GetShootZvel((100-pPlayer->horiz-pPlayer->horizoff)<<5);
hitscan(srcVect, sprite[spriteNum].sectnum, sintable[(*shootAng + 512) & 2047],
sintable[*shootAng & 2047], *zvel << 6, &hitData, CLIPMASK1);
if (hitData.sprite != -1)
{
int const statNumMap = ((1 << STAT_ACTOR) | (1 << STAT_ZOMBIEACTOR) | (1 << STAT_PLAYER) | (1 << STAT_DUMMYPLAYER));
int const statNum = sprite[hitData.sprite].statnum;
if ((unsigned)statNum <= 30 && (statNumMap & (1 << statNum)))
aimSprite = hitData.sprite;
}
}
if (aimSprite == -1)
goto notarget;
}
else
{
if (aimSprite == -1) // no target
{
notarget:
*zvel = (100-pPlayer->horiz-pPlayer->horizoff)<<5;
}
Proj_MaybeAddSpread(doSpread, zvel, shootAng, zRange, angRange);
}
srcVect->z -= (2<<8);
}
// Hitscan weapon fired from actor (sprite s);
static void A_PreFireHitscan(const spritetype *pSprite, vec3_t * const srcVect, int32_t * const zvel, int * const shootAng, int const doSpread)
{
int const playerNum = A_FindPlayer(pSprite, NULL);
const DukePlayer_t *pPlayer = g_player[playerNum].ps;
int const playerDist = safeldist(pPlayer->i, pSprite);
*zvel = tabledivide32_noinline((pPlayer->pos.z - srcVect->z) << 8, playerDist);
srcVect->z -= ZOFFSET6;
if (pSprite->picnum == BOSS1)
*shootAng = getangle(pPlayer->pos.x - srcVect->x, pPlayer->pos.y - srcVect->y);
Proj_MaybeAddSpread(doSpread, zvel, shootAng, 256, 128 >> (uint8_t)(pSprite->picnum != BOSS1));
}
static int Proj_DoHitscan(int spriteNum, int32_t const cstatmask, const vec3_t * const srcVect, int zvel, int const shootAng, hitdata_t * const hitData)
{
spritetype *const pSprite = &sprite[spriteNum];
pSprite->cstat &= ~cstatmask;
zvel = A_GetShootZvel(zvel);
hitscan(srcVect, pSprite->sectnum, sintable[(shootAng + 512) & 2047], sintable[shootAng & 2047], zvel << 6, hitData, CLIPMASK1);
pSprite->cstat |= cstatmask;
return (hitData->sect < 0);
}
static void Proj_DoRandDecalSize(int const spriteNum, int const projecTile)
{
const projectile_t *const proj = Proj_GetProjectile(projecTile);
spritetype *const pSprite = &sprite[spriteNum];
if (proj->workslike & PROJECTILE_RANDDECALSIZE)
pSprite->xrepeat = pSprite->yrepeat = clamp((krand() & proj->xrepeat), pSprite->yrepeat, pSprite->xrepeat);
else
{
pSprite->xrepeat = proj->xrepeat;
pSprite->yrepeat = proj->yrepeat;
}
}
static int SectorContainsSE13(int const sectNum)
{
if (sectNum >= 0)
{
for (bssize_t SPRITES_OF_SECT(sectNum, i))
{
if (sprite[i].statnum == STAT_EFFECTOR && sprite[i].lotag == SE_13_EXPLOSIVE)
return 1;
}
}
return 0;
}
// Maybe handle bit 2 (swap wall bottoms).
// (in that case walltype *hitwal may be stale)
static inline void HandleHitWall(hitdata_t *hitData)
{
uwalltype const * const hitWall = (uwalltype *)&wall[hitData->wall];
if ((hitWall->cstat & 2) && redwallp(hitWall) && (hitData->pos.z >= sector[hitWall->nextsector].floorz))
hitData->wall = hitWall->nextwall;
}
// Maybe damage a ceiling or floor as the consequence of projectile impact.
// Returns 1 if projectile hit a parallaxed ceiling.
// NOTE: Compare with Proj_MaybeDamageCF() in actors.c
static int Proj_MaybeDamageCF2(int const zvel, int const hitSect)
{
Bassert(hitSect >= 0);
if (zvel < 0)
{
if (sector[hitSect].ceilingstat&1)
return 1;
Sect_DamageCeilingOrFloor(0, hitSect);
}
else if (zvel > 0)
{
if (sector[hitSect].floorstat&1)
{
// Keep original Duke3D behavior: pass projectiles through
// parallaxed ceilings, but NOT through such floors.
return 0;
}
Sect_DamageCeilingOrFloor(1, hitSect);
}
return 0;
}
// Finish shooting hitscan weapon from player <p>. <k> is the inserted SHOTSPARK1.
// * <spawnObject> is passed to Proj_MaybeSpawn()
// * <decalTile> and <wallDamage> are for wall impact
// * <wallDamage> is passed to A_DamageWall()
// * <decalFlags> is for decals upon wall impact:
// 1: handle random decal size (tile <atwith>)
// 2: set cstat to wall-aligned + random x/y flip
//
// TODO: maybe split into 3 cases (hit neither wall nor sprite, hit sprite, hit wall)?
static int P_PostFireHitscan(int const playerNum, int const spriteNum, hitdata_t *const hitData, int const spriteOwner,
int const projecTile, int const zvel, int const spawnTile, int const decalTile, int const wallDamage,
int const decalFlags)
{
if (hitData->wall == -1 && hitData->sprite == -1)
{
if (Proj_MaybeDamageCF2(zvel, hitData->sect))
{
sprite[spriteNum].xrepeat = 0;
sprite[spriteNum].yrepeat = 0;
return -1;
}
Proj_MaybeSpawn(spriteNum, spawnTile, hitData);
}
else if (hitData->sprite >= 0)
{
A_DamageObject(hitData->sprite, spriteNum);
if (sprite[hitData->sprite].picnum == APLAYER &&
(ud.ffire == 1 || (!GTFLAGS(GAMETYPE_PLAYERSFRIENDLY) && GTFLAGS(GAMETYPE_TDM) &&
g_player[P_Get(hitData->sprite)].ps->team != g_player[P_Get(spriteOwner)].ps->team)))
{
int jibSprite = A_Spawn(spriteNum, JIBS6);
sprite[spriteNum].xrepeat = sprite[spriteNum].yrepeat = 0;
sprite[jibSprite].z += ZOFFSET6;
sprite[jibSprite].xvel = 16;
sprite[jibSprite].xrepeat = sprite[jibSprite].yrepeat = 24;
sprite[jibSprite].ang += 64 - (krand() & 127);
}
else
{
Proj_MaybeSpawn(spriteNum, spawnTile, hitData);
}
if (playerNum >= 0 && CheckShootSwitchTile(sprite[hitData->sprite].picnum))
{
P_ActivateSwitch(playerNum, hitData->sprite, 1);
return -1;
}
}
else if (hitData->wall >= 0)
{
uwalltype const * const hitWall = (uwalltype *)&wall[hitData->wall];
Proj_MaybeSpawn(spriteNum, spawnTile, hitData);
if (CheckDoorTile(hitWall->picnum) == 1)
goto SKIPBULLETHOLE;
if (playerNum >= 0 && CheckShootSwitchTile(hitWall->picnum))
{
P_ActivateSwitch(playerNum, hitData->wall, 0);
return -1;
}
if (hitWall->hitag != 0 || (hitWall->nextwall >= 0 && wall[hitWall->nextwall].hitag != 0))
goto SKIPBULLETHOLE;
if ((hitData->sect >= 0 && sector[hitData->sect].lotag == 0) &&
(hitWall->overpicnum != BIGFORCE && (hitWall->cstat & 16) == 0) &&
((hitWall->nextsector >= 0 && sector[hitWall->nextsector].lotag == 0) || (hitWall->nextsector == -1 && sector[hitData->sect].lotag == 0)))
{
int decalSprite;
if (SectorContainsSE13(hitWall->nextsector))
goto SKIPBULLETHOLE;
for (SPRITES_OF(STAT_MISC, decalSprite))
if (sprite[decalSprite].picnum == decalTile && dist(&sprite[decalSprite], &sprite[spriteNum]) < (12 + (krand() & 7)))
goto SKIPBULLETHOLE;
if (decalTile >= 0)
{
decalSprite = A_Spawn(spriteNum, decalTile);
A_SetHitData(decalSprite, hitData);
if (!A_CheckSpriteFlags(decalSprite, SFLAG_DECAL))
actor[decalSprite].flags |= SFLAG_DECAL;
sprite[decalSprite].ang
= (getangle(hitWall->x - wall[hitWall->point2].x, hitWall->y - wall[hitWall->point2].y) + 1536) & 2047;
if (decalFlags & 1)
Proj_DoRandDecalSize(decalSprite, projecTile);
if (decalFlags & 2)
sprite[decalSprite].cstat = 16 + (krand() & (8 + 4));
A_SetSprite(decalSprite, CLIPMASK0);
// BULLETHOLE already adds itself to the deletion queue in
// A_Spawn(). However, some other tiles do as well.
if (decalTile != BULLETHOLE)
A_AddToDeleteQueue(decalSprite);
}
}
SKIPBULLETHOLE:
HandleHitWall(hitData);
A_DamageWall(spriteNum, hitData->wall, &hitData->pos, wallDamage);
}
return 0;
}
// Finish shooting hitscan weapon from actor (sprite <i>).
static int A_PostFireHitscan(const hitdata_t *hitData, int const spriteNum, int const projecTile, int const zvel, int const shootAng,
int const extra, int const spawnTile, int const wallDamage)
{
int const returnSprite = Proj_InsertShotspark(hitData, spriteNum, projecTile, 24, shootAng, extra);
if (hitData->sprite >= 0)
{
A_DamageObject(hitData->sprite, returnSprite);
if (sprite[hitData->sprite].picnum != APLAYER)
Proj_MaybeSpawn(returnSprite, spawnTile, hitData);
else
sprite[returnSprite].xrepeat = sprite[returnSprite].yrepeat = 0;
}
else if (hitData->wall >= 0)
{
A_DamageWall(returnSprite, hitData->wall, &hitData->pos, wallDamage);
Proj_MaybeSpawn(returnSprite, spawnTile, hitData);
}
else
{
if (Proj_MaybeDamageCF2(zvel, hitData->sect))
{
sprite[returnSprite].xrepeat = 0;
sprite[returnSprite].yrepeat = 0;
}
else Proj_MaybeSpawn(returnSprite, spawnTile, hitData);
}
return returnSprite;
}
// Common "spawn blood?" predicate.
// minzdiff: minimal "step" height for blood to be spawned
static int Proj_CheckBlood(vec3_t const *const srcVect, hitdata_t const *const hitData, int const bloodRange, int const minZdiff)
{
if (hitData->wall < 0 || hitData->sect < 0)
return 0;
uwalltype const *const hitWall = (uwalltype *)&wall[hitData->wall];
if ((FindDistance2D(srcVect->x - hitData->pos.x, srcVect->y - hitData->pos.y) < bloodRange)
&& (hitWall->overpicnum != BIGFORCE && (hitWall->cstat & 16) == 0)
&& (sector[hitData->sect].lotag == 0)
&& (hitWall->nextsector < 0 || (sector[hitWall->nextsector].lotag == 0 && sector[hitData->sect].lotag == 0
&& sector[hitData->sect].floorz - sector[hitWall->nextsector].floorz > minZdiff)))
return 1;
return 0;
}
static void Proj_HandleKnee(hitdata_t *const hitData, int const spriteNum, int const playerNum, int const projecTile, int const shootAng,
const projectile_t *const proj, int const inserttile, int const randomDamage, int const spawnTile,
int const soundNum)
{
const DukePlayer_t *const pPlayer = playerNum >= 0 ? g_player[playerNum].ps : NULL;
int kneeSprite = A_InsertSprite(hitData->sect,hitData->pos.x,hitData->pos.y,hitData->pos.z,
inserttile,-15,0,0,shootAng,32,0,spriteNum,4);
if (proj != NULL)
{
// Custom projectiles.
SpriteProjectile[kneeSprite].workslike = Proj_GetProjectile(sprite[kneeSprite].picnum)->workslike;
sprite[kneeSprite].extra = proj->extra;
}
if (randomDamage > 0)
sprite[kneeSprite].extra += (krand()&randomDamage);
if (playerNum >= 0)
{
if (spawnTile >= 0)
{
int k = A_Spawn(kneeSprite, spawnTile);
sprite[k].z -= ZOFFSET3;
A_SetHitData(k, hitData);
}
if (soundNum >= 0)
A_PlaySound(soundNum, kneeSprite);
}
if (playerNum >= 0 && pPlayer->inv_amount[GET_STEROIDS] > 0 && pPlayer->inv_amount[GET_STEROIDS] < 400)
sprite[kneeSprite].extra += (pPlayer->max_player_health>>2);
if (hitData->sprite >= 0 && sprite[hitData->sprite].picnum != ACCESSSWITCH && sprite[hitData->sprite].picnum != ACCESSSWITCH2)
{
A_DamageObject(hitData->sprite, kneeSprite);
if (playerNum >= 0)
P_ActivateSwitch(playerNum, hitData->sprite,1);
}
else if (hitData->wall >= 0)
{
HandleHitWall(hitData);
if (wall[hitData->wall].picnum != ACCESSSWITCH && wall[hitData->wall].picnum != ACCESSSWITCH2)
{
A_DamageWall(kneeSprite, hitData->wall, &hitData->pos, projecTile);
if (playerNum >= 0)
P_ActivateSwitch(playerNum, hitData->wall,0);
}
}
}
#define MinibossScale(i, s) (((s)*sprite[i].yrepeat)/80)
static int A_ShootCustom(int const spriteNum, int const projecTile, int shootAng, vec3_t * const startPos)
{
/* Custom projectiles */
hitdata_t hitData;
projectile_t *const pProj = Proj_GetProjectile(projecTile);
spritetype *const pSprite = &sprite[spriteNum];
int const playerNum = (pSprite->picnum == APLAYER) ? P_GetP(pSprite) : -1;
DukePlayer_t *const pPlayer = playerNum >= 0 ? g_player[playerNum].ps : NULL;
#ifdef POLYMER
if (getrendermode() == REND_POLYMER && pProj->flashcolor)
{
int32_t x = ((sintable[(pSprite->ang + 512) & 2047]) >> 7), y = ((sintable[(pSprite->ang) & 2047]) >> 7);
pSprite->x += x;
pSprite->y += y;
G_AddGameLight(0, spriteNum, PHEIGHT, 8192, pProj->flashcolor, PR_LIGHT_PRIO_MAX_GAME);
actor[spriteNum].lightcount = 2;
pSprite->x -= x;
pSprite->y -= y;
}
#endif // POLYMER
if (pProj->offset == 0)
pProj->offset = 1;
int otherSprite = -1;
int32_t zvel = 0;
switch (pProj->workslike & PROJECTILE_TYPE_MASK)
{
case PROJECTILE_HITSCAN:
if (!(pProj->workslike & PROJECTILE_NOSETOWNERSHADE) && pSprite->extra >= 0)
pSprite->shade = pProj->shade;
if (playerNum >= 0)
P_PreFireHitscan(spriteNum, playerNum, projecTile, startPos, &zvel, &shootAng,
pProj->workslike & PROJECTILE_ACCURATE_AUTOAIM, !(pProj->workslike & PROJECTILE_ACCURATE));
else
A_PreFireHitscan(pSprite, startPos, &zvel, &shootAng, !(pProj->workslike & PROJECTILE_ACCURATE));
if (Proj_DoHitscan(spriteNum, (pProj->cstat >= 0) ? pProj->cstat : 256 + 1, startPos, zvel, shootAng, &hitData))
return -1;
if (pProj->range > 0 && klabs(startPos->x - hitData.pos.x) + klabs(startPos->y - hitData.pos.y) > pProj->range)
return -1;
if (pProj->trail >= 0)
A_HitscanProjTrail(startPos, &hitData.pos, shootAng, projecTile, pSprite->sectnum);
if (pProj->workslike & PROJECTILE_WATERBUBBLES)
{
if ((krand() & 15) == 0 && sector[hitData.sect].lotag == ST_2_UNDERWATER)
A_DoWaterTracers(hitData.pos, startPos, 8 - (ud.multimode >> 1), pSprite->sectnum);
}
if (playerNum >= 0)
{
otherSprite = Proj_InsertShotspark(&hitData, spriteNum, projecTile, 10, shootAng, Proj_GetDamage(pProj));
if (P_PostFireHitscan(playerNum, otherSprite, &hitData, spriteNum, projecTile, zvel, projecTile, pProj->decal,
projecTile, 1 + 2) < 0)
return -1;
}
else
{
otherSprite =
A_PostFireHitscan(&hitData, spriteNum, projecTile, zvel, shootAng, Proj_GetDamage(pProj), projecTile, projecTile);
}
if ((krand() & 255) < 4 && pProj->isound >= 0)
S_PlaySound3D(pProj->isound, otherSprite, &hitData.pos);
return -1;
case PROJECTILE_RPG:
if (!(pProj->workslike & PROJECTILE_NOSETOWNERSHADE) && pSprite->extra >= 0)
pSprite->shade = pProj->shade;
if (playerNum >= 0)
{
// NOTE: j is a SPRITE_INDEX
otherSprite = GetAutoAimAng(spriteNum, playerNum, projecTile, 8<<8, 0+2, startPos, pProj->vel, &zvel, &shootAng);
if (otherSprite < 0)
zvel = (100-pPlayer->horiz-pPlayer->horizoff)*(pProj->vel/8);
if (pProj->sound >= 0)
A_PlaySound(pProj->sound, spriteNum);
}
else
{
if (!(pProj->workslike & PROJECTILE_NOAIM))
{
int const otherPlayer = A_FindPlayer(pSprite, NULL);
int const otherPlayerDist = safeldist(g_player[otherPlayer].ps->i, pSprite);
shootAng = getangle(g_player[otherPlayer].ps->opos.x - startPos->x,
g_player[otherPlayer].ps->opos.y - startPos->y);
zvel = tabledivide32_noinline((g_player[otherPlayer].ps->opos.z - startPos->z) * pProj->vel, otherPlayerDist);
if (A_CheckEnemySprite(pSprite) && (AC_MOVFLAGS(pSprite, &actor[spriteNum]) & face_player_smart))
shootAng = pSprite->ang + (krand() & 31) - 16;
}
}
if (numplayers > 1 && g_netClient) return -1;
else
{
// l may be a SPRITE_INDEX, see above
int const l = (playerNum >= 0 && otherSprite >= 0) ? otherSprite : -1;
zvel = A_GetShootZvel(zvel);
otherSprite = A_InsertSprite(pSprite->sectnum,
startPos->x + tabledivide32_noinline(sintable[(348 + shootAng + 512) & 2047], pProj->offset),
startPos->y + tabledivide32_noinline(sintable[(shootAng + 348) & 2047], pProj->offset),
startPos->z - (1 << 8), projecTile, 0, 14, 14, shootAng, pProj->vel, zvel, spriteNum, 4);
if (pProj->workslike & PROJECTILE_RPG_IMPACT)
sprite[otherSprite].extra = Proj_GetDamage(pProj);
if (!(pProj->workslike & PROJECTILE_BOUNCESOFFWALLS))
sprite[otherSprite].yvel = l; // NOT_BOUNCESOFFWALLS_YVEL
else
{
sprite[otherSprite].yvel = (pProj->bounces >= 1) ? pProj->bounces : g_numFreezeBounces;
sprite[otherSprite].zvel -= (2 << 4);
}
sprite[otherSprite].pal = (pProj->pal >= 0) ? pProj->pal : 0;
sprite[otherSprite].xrepeat = pProj->xrepeat;
sprite[otherSprite].yrepeat = pProj->yrepeat;
sprite[otherSprite].cstat = (pProj->cstat >= 0) ? pProj->cstat : 128;
sprite[otherSprite].clipdist = (pProj->clipdist != 255) ? pProj->clipdist : 40;
SpriteProjectile[otherSprite] = *Proj_GetProjectile(sprite[otherSprite].picnum);
return otherSprite;
}
case PROJECTILE_KNEE:
if (playerNum >= 0)
{
zvel = (100 - pPlayer->horiz - pPlayer->horizoff) << 5;
startPos->z += (6 << 8);
shootAng += 15;
}
else if (!(pProj->workslike & PROJECTILE_NOAIM))
{
int32_t playerDist;
otherSprite = g_player[A_FindPlayer(pSprite, &playerDist)].ps->i;
zvel = tabledivide32_noinline((sprite[otherSprite].z - startPos->z) << 8, playerDist + 1);
shootAng = getangle(sprite[otherSprite].x - startPos->x, sprite[otherSprite].y - startPos->y);
}
Proj_DoHitscan(spriteNum, 0, startPos, zvel, shootAng, &hitData);
if (hitData.sect < 0) return -1;
if (pProj->range == 0)
pProj->range = 1024;
if (pProj->range > 0 && klabs(startPos->x - hitData.pos.x) + klabs(startPos->y - hitData.pos.y) > pProj->range)
return -1;
Proj_HandleKnee(&hitData, spriteNum, playerNum, projecTile, shootAng,
pProj, projecTile, pProj->extra_rand, pProj->spawns, pProj->sound);
return -1;
case PROJECTILE_BLOOD:
shootAng += 64 - (krand() & 127);
if (playerNum < 0)
shootAng += 1024;
zvel = 1024 - (krand() & 2047);
Proj_DoHitscan(spriteNum, 0, startPos, zvel, shootAng, &hitData);
if (pProj->range == 0)
pProj->range = 1024;
if (Proj_CheckBlood(startPos, &hitData, pProj->range, mulscale3(pProj->yrepeat, tilesiz[pProj->decal].y) << 8))
{
const uwalltype *const hitWall = (uwalltype *)&wall[hitData.wall];
if (FindDistance2D(hitWall->x - wall[hitWall->point2].x, hitWall->y - wall[hitWall->point2].y) >
(mulscale3(pProj->xrepeat + 8, tilesiz[pProj->decal].x)))
{
if (SectorContainsSE13(hitWall->nextsector))
return -1;
if (hitWall->nextwall >= 0 && wall[hitWall->nextwall].hitag != 0)
return -1;
if (hitWall->hitag == 0 && pProj->decal >= 0)
{
otherSprite = A_Spawn(spriteNum, pProj->decal);
A_SetHitData(otherSprite, &hitData);
if (!A_CheckSpriteFlags(otherSprite, SFLAG_DECAL))
actor[otherSprite].flags |= SFLAG_DECAL;
sprite[otherSprite].ang = getangle(hitWall->x - wall[hitWall->point2].x,
hitWall->y - wall[hitWall->point2].y) + 512;
Bmemcpy(&sprite[otherSprite], &hitData.pos, sizeof(vec3_t));
Proj_DoRandDecalSize(otherSprite, projecTile);
sprite[otherSprite].z += sprite[otherSprite].yrepeat << 8;
// sprite[spawned].cstat = 16+(krand()&12);
sprite[otherSprite].cstat = 16;
if (krand() & 1)
sprite[otherSprite].cstat |= 4;
if (krand() & 1)
sprite[otherSprite].cstat |= 8;
sprite[otherSprite].shade = sector[sprite[otherSprite].sectnum].floorshade;
A_SetSprite(otherSprite, CLIPMASK0);
A_AddToDeleteQueue(otherSprite);
changespritestat(otherSprite, 5);
}
}
}
return -1;
default:
return -1;
}
}
static int32_t A_ShootHardcoded(int spriteNum, int projecTile, int shootAng, vec3_t startPos,
spritetype *pSprite, int const playerNum, DukePlayer_t * const pPlayer)
{
hitdata_t hitData;
int const spriteSectnum = pSprite->sectnum;
int32_t Zvel;
int vel;
switch (DYNAMICTILEMAP(projecTile))
{
case BLOODSPLAT1__STATIC:
case BLOODSPLAT2__STATIC:
case BLOODSPLAT3__STATIC:
case BLOODSPLAT4__STATIC:
shootAng += 64 - (krand() & 127);
if (playerNum < 0)
shootAng += 1024;
Zvel = 1024 - (krand() & 2047);
// fall-through
case KNEE__STATIC:
if (projecTile == KNEE)
{
if (playerNum >= 0)
{
Zvel = (100 - pPlayer->horiz - pPlayer->horizoff) << 5;
startPos.z += (6 << 8);
shootAng += 15;
}
else
{
int32_t playerDist;
int const playerSprite = g_player[A_FindPlayer(pSprite, &playerDist)].ps->i;
Zvel = tabledivide32_noinline((sprite[playerSprite].z - startPos.z) << 8, playerDist + 1);
shootAng = getangle(sprite[playerSprite].x - startPos.x, sprite[playerSprite].y - startPos.y);
}
}
Proj_DoHitscan(spriteNum, 0, &startPos, Zvel, shootAng, &hitData);
if (projecTile >= BLOODSPLAT1 && projecTile <= BLOODSPLAT4)
{
if (Proj_CheckBlood(&startPos, &hitData, 1024, 16 << 8))
{
const uwalltype *const hitwal = (uwalltype *)&wall[hitData.wall];
if (SectorContainsSE13(hitwal->nextsector))
return -1;
if (hitwal->nextwall >= 0 && wall[hitwal->nextwall].hitag != 0)
return -1;
if (hitwal->hitag == 0)
{
int const spawnedSprite = A_Spawn(spriteNum, projecTile);
sprite[spawnedSprite].ang
= (getangle(hitwal->x - wall[hitwal->point2].x, hitwal->y - wall[hitwal->point2].y) + 1536) & 2047;
*(vec3_t *)&sprite[spawnedSprite] = hitData.pos;
sprite[spawnedSprite].cstat |= (krand() & 4);
A_SetSprite(spawnedSprite, CLIPMASK0);
setsprite(spawnedSprite, (vec3_t *)&sprite[spawnedSprite]);
if (PN(spriteNum) == OOZFILTER || PN(spriteNum) == NEWBEAST)
sprite[spawnedSprite].pal = 6;
}
}
return -1;
}
if (hitData.sect < 0)
break;
if (klabs(startPos.x - hitData.pos.x) + klabs(startPos.y - hitData.pos.y) < 1024)
Proj_HandleKnee(&hitData, spriteNum, playerNum, projecTile, shootAng, NULL, KNEE, 7, SMALLSMOKE, KICK_HIT);
break;
case SHOTSPARK1__STATIC:
case SHOTGUN__STATIC:
case CHAINGUN__STATIC:
{
if (pSprite->extra >= 0)
pSprite->shade = -96;
if (playerNum >= 0)
P_PreFireHitscan(spriteNum, playerNum, projecTile, &startPos, &Zvel, &shootAng,
projecTile == SHOTSPARK1__STATIC && !NAM_WW2GI, 1);
else
A_PreFireHitscan(pSprite, &startPos, &Zvel, &shootAng, 1);
if (Proj_DoHitscan(spriteNum, 256 + 1, &startPos, Zvel, shootAng, &hitData))
return -1;
if ((krand() & 15) == 0 && sector[hitData.sect].lotag == ST_2_UNDERWATER)
A_DoWaterTracers(hitData.pos, &startPos, 8 - (ud.multimode >> 1), pSprite->sectnum);
int spawnedSprite;
if (playerNum >= 0)
{
spawnedSprite = Proj_InsertShotspark(&hitData, spriteNum, projecTile, 10, shootAng, G_DefaultActorHealth(projecTile) + (krand() % 6));
if (P_PostFireHitscan(playerNum, spawnedSprite, &hitData, spriteNum, projecTile, Zvel, -SMALLSMOKE, BULLETHOLE, SHOTSPARK1, 0) < 0)
return -1;
}
else
{
spawnedSprite = A_PostFireHitscan(&hitData, spriteNum, projecTile, Zvel, shootAng, G_DefaultActorHealth(projecTile), -SMALLSMOKE,
SHOTSPARK1);
}
if ((krand() & 255) < 4)
S_PlaySound3D(PISTOL_RICOCHET, spawnedSprite, &hitData.pos);
return -1;
}
case GROWSPARK__STATIC:
{
if (playerNum >= 0)
P_PreFireHitscan(spriteNum, playerNum, projecTile, &startPos, &Zvel, &shootAng, 1, 1);
else
A_PreFireHitscan(pSprite, &startPos, &Zvel, &shootAng, 1);
if (Proj_DoHitscan(spriteNum, 256 + 1, &startPos, Zvel, shootAng, &hitData))
return -1;
int const otherSprite = A_InsertSprite(hitData.sect, hitData.pos.x, hitData.pos.y, hitData.pos.z, GROWSPARK, -16, 28, 28,
shootAng, 0, 0, spriteNum, 1);
sprite[otherSprite].pal = 2;
sprite[otherSprite].cstat |= 130;
sprite[otherSprite].xrepeat = sprite[otherSprite].yrepeat = 1;
A_SetHitData(otherSprite, &hitData);
if (hitData.wall == -1 && hitData.sprite == -1 && hitData.sect >= 0)
{
Proj_MaybeDamageCF2(Zvel, hitData.sect);
}
else if (hitData.sprite >= 0)
A_DamageObject(hitData.sprite, otherSprite);
else if (hitData.wall >= 0 && wall[hitData.wall].picnum != ACCESSSWITCH && wall[hitData.wall].picnum != ACCESSSWITCH2)
A_DamageWall(otherSprite, hitData.wall, &hitData.pos, projecTile);
}
break;
case FIRELASER__STATIC:
case SPIT__STATIC:
case COOLEXPLOSION1__STATIC:
{
if (pSprite->extra >= 0)
pSprite->shade = -96;
switch (projecTile)
{
case SPIT__STATIC: vel = 292; break;
case COOLEXPLOSION1__STATIC:
vel = (pSprite->picnum == BOSS2) ? 644 : 348;
startPos.z -= (4 << 7);
break;
case FIRELASER__STATIC:
default:
vel = 840;
startPos.z -= (4 << 7);
break;
}
if (playerNum >= 0)
{
if (GetAutoAimAng(spriteNum, playerNum, projecTile, -ZOFFSET4, 0, &startPos, vel, &Zvel, &shootAng) < 0)
Zvel = (100 - pPlayer->horiz - pPlayer->horizoff) * 98;
}
else
{
int const otherPlayer = A_FindPlayer(pSprite, NULL);
shootAng += 16 - (krand() & 31);
hitData.pos.x = safeldist(g_player[otherPlayer].ps->i, pSprite);
Zvel = tabledivide32_noinline((g_player[otherPlayer].ps->opos.z - startPos.z + (3 << 8)) * vel, hitData.pos.x);
}
Zvel = A_GetShootZvel(Zvel);
int spriteSize = (playerNum >= 0) ? 7 : 18;
if (projecTile == SPIT)
{
spriteSize = 18;
startPos.z -= (10 << 8);
}
int const returnSprite = A_InsertSprite(spriteSectnum, startPos.x, startPos.y, startPos.z, projecTile, -127, spriteSize, spriteSize,
shootAng, vel, Zvel, spriteNum, 4);
sprite[returnSprite].extra += (krand() & 7);
if (projecTile == COOLEXPLOSION1)
{
sprite[returnSprite].shade = 0;
if (PN(spriteNum) == BOSS2)
{
int const saveXvel = sprite[returnSprite].xvel;
sprite[returnSprite].xvel = MinibossScale(spriteNum, 1024);
A_SetSprite(returnSprite, CLIPMASK0);
sprite[returnSprite].xvel = saveXvel;
sprite[returnSprite].ang += 128 - (krand() & 255);
}
}
sprite[returnSprite].cstat = 128;
sprite[returnSprite].clipdist = 4;
shootAng = pSprite->ang + 32 - (krand() & 63);
Zvel += 512 - (krand() & 1023);
return returnSprite;
}
case FREEZEBLAST__STATIC:
startPos.z += (3 << 8);
fallthrough__;
case RPG__STATIC:
{
// XXX: "CODEDUP"
if (pSprite->extra >= 0)
pSprite->shade = -96;
vel = 644;
int j = -1;
if (playerNum >= 0)
{
// NOTE: j is a SPRITE_INDEX
j = GetAutoAimAng(spriteNum, playerNum, projecTile, 8 << 8, 0 + 2, &startPos, vel, &Zvel, &shootAng);
if (j < 0)
Zvel = (100 - pPlayer->horiz - pPlayer->horizoff) * 81;
if (projecTile == RPG)
A_PlaySound(RPG_SHOOT, spriteNum);
}
else
{
// NOTE: j is a player index
j = A_FindPlayer(pSprite, NULL);
shootAng = getangle(g_player[j].ps->opos.x - startPos.x, g_player[j].ps->opos.y - startPos.y);
if (PN(spriteNum) == BOSS3)
startPos.z -= MinibossScale(spriteNum, ZOFFSET5);
else if (PN(spriteNum) == BOSS2)
{
vel += 128;
startPos.z += MinibossScale(spriteNum, 24 << 8);
}
Zvel = tabledivide32_noinline((g_player[j].ps->opos.z - startPos.z) * vel, safeldist(g_player[j].ps->i, pSprite));
if (A_CheckEnemySprite(pSprite) && (AC_MOVFLAGS(pSprite, &actor[spriteNum]) & face_player_smart))
shootAng = pSprite->ang + (krand() & 31) - 16;
}
if (numplayers > 1 && g_netClient)
return -1;
Zvel = A_GetShootZvel(Zvel);
int const returnSprite = A_InsertSprite(spriteSectnum, startPos.x + (sintable[(348 + shootAng + 512) & 2047] / 448),
startPos.y + (sintable[(shootAng + 348) & 2047] / 448), startPos.z - (1 << 8),
projecTile, 0, 14, 14, shootAng, vel, Zvel, spriteNum, 4);
spritetype *const pReturn = &sprite[returnSprite];
pReturn->extra += (krand() & 7);
if (projecTile != FREEZEBLAST)
pReturn->yvel = (playerNum >= 0 && j >= 0) ? j : -1; // RPG_YVEL
else
{
pReturn->yvel = g_numFreezeBounces;
pReturn->xrepeat >>= 1;
pReturn->yrepeat >>= 1;
pReturn->zvel -= (2 << 4);
}
if (playerNum == -1)
{
if (PN(spriteNum) == BOSS3)
{
if (krand() & 1)
{
pReturn->x -= MinibossScale(spriteNum, sintable[shootAng & 2047] >> 6);
pReturn->y -= MinibossScale(spriteNum, sintable[(shootAng + 1024 + 512) & 2047] >> 6);
pReturn->ang -= MinibossScale(spriteNum, 8);
}
else
{
pReturn->x += MinibossScale(spriteNum, sintable[shootAng & 2047] >> 6);
pReturn->y += MinibossScale(spriteNum, sintable[(shootAng + 1024 + 512) & 2047] >> 6);
pReturn->ang += MinibossScale(spriteNum, 4);
}
pReturn->xrepeat = MinibossScale(spriteNum, 42);
pReturn->yrepeat = MinibossScale(spriteNum, 42);
}
else if (PN(spriteNum) == BOSS2)
{
pReturn->x -= MinibossScale(spriteNum, sintable[shootAng & 2047] / 56);
pReturn->y -= MinibossScale(spriteNum, sintable[(shootAng + 1024 + 512) & 2047] / 56);
pReturn->ang -= MinibossScale(spriteNum, 8) + (krand() & 255) - 128;
pReturn->xrepeat = 24;
pReturn->yrepeat = 24;
}
else if (projecTile != FREEZEBLAST)
{
pReturn->xrepeat = 30;
pReturn->yrepeat = 30;
pReturn->extra >>= 2;
}
}
else if (PWEAPON(playerNum, g_player[playerNum].ps->curr_weapon, WorksLike) == DEVISTATOR_WEAPON)
{
pReturn->extra >>= 2;
pReturn->ang += 16 - (krand() & 31);
pReturn->zvel += 256 - (krand() & 511);
if (g_player[playerNum].ps->hbomb_hold_delay)
{
pReturn->x -= sintable[shootAng & 2047] / 644;
pReturn->y -= sintable[(shootAng + 1024 + 512) & 2047] / 644;
}
else
{
pReturn->x += sintable[shootAng & 2047] >> 8;
pReturn->y += sintable[(shootAng + 1024 + 512) & 2047] >> 8;
}
pReturn->xrepeat >>= 1;
pReturn->yrepeat >>= 1;
}
pReturn->cstat = 128;
pReturn->clipdist = (projecTile == RPG) ? 4 : 40;
return returnSprite;
}
case HANDHOLDINGLASER__STATIC:
{
int const zOffset = (playerNum >= 0) ? g_player[playerNum].ps->pyoff : 0;
Zvel = (playerNum >= 0) ? (100 - pPlayer->horiz - pPlayer->horizoff) * 32 : 0;
startPos.z -= zOffset;
Proj_DoHitscan(spriteNum, 0, &startPos, Zvel, shootAng, &hitData);
startPos.z += zOffset;
int placeMine = 0;
if (hitData.sprite >= 0)
break;
if (hitData.wall >= 0 && hitData.sect >= 0)
if (((hitData.pos.x - startPos.x) * (hitData.pos.x - startPos.x)
+ (hitData.pos.y - startPos.y) * (hitData.pos.y - startPos.y))
< (290 * 290))
{
// ST_2_UNDERWATER
if (wall[hitData.wall].nextsector >= 0)
{
if (sector[wall[hitData.wall].nextsector].lotag <= 2 && sector[hitData.sect].lotag <= 2)
placeMine = 1;
}
else if (sector[hitData.sect].lotag <= 2)
placeMine = 1;
}
if (placeMine == 1)
{
int const tripBombMode = (playerNum < 0) ? 0 :
#ifdef LUNATIC
g_player[playerNum].ps->tripbombControl;
#else
Gv_GetVarByLabel("TRIPBOMB_CONTROL", TRIPBOMB_TRIPWIRE,
g_player[playerNum].ps->i, playerNum);
#endif
int const spawnedSprite = A_InsertSprite(hitData.sect, hitData.pos.x, hitData.pos.y, hitData.pos.z, TRIPBOMB, -16, 4, 5,
shootAng, 0, 0, spriteNum, 6);
if (tripBombMode & TRIPBOMB_TIMER)
{
#ifdef LUNATIC
int32_t lLifetime = g_player[playerNum].ps->tripbombLifetime;
int32_t lLifetimeVar = g_player[playerNum].ps->tripbombLifetimeVar;
#else
int32_t lLifetime = Gv_GetVarByLabel("STICKYBOMB_LIFETIME", NAM_GRENADE_LIFETIME, g_player[playerNum].ps->i, playerNum);
int32_t lLifetimeVar
= Gv_GetVarByLabel("STICKYBOMB_LIFETIME_VAR", NAM_GRENADE_LIFETIME_VAR, g_player[playerNum].ps->i, playerNum);
#endif
// set timer. blows up when at zero....
actor[spawnedSprite].t_data[7] = lLifetime + mulscale14(krand(), lLifetimeVar) - lLifetimeVar;
// TIMER_CONTROL
actor[spawnedSprite].t_data[6] = 1;
}
else
sprite[spawnedSprite].hitag = spawnedSprite;
A_PlaySound(LASERTRIP_ONWALL, spawnedSprite);
sprite[spawnedSprite].xvel = -20;
A_SetSprite(spawnedSprite, CLIPMASK0);
sprite[spawnedSprite].cstat = 16;
int const p2 = wall[hitData.wall].point2;
int const wallAng = getangle(wall[hitData.wall].x - wall[p2].x, wall[hitData.wall].y - wall[p2].y) - 512;
actor[spawnedSprite].t_data[5] = sprite[spawnedSprite].ang = wallAng;
return spawnedSprite;
}
return -1;
}
case BOUNCEMINE__STATIC:
case MORTER__STATIC:
{
if (pSprite->extra >= 0)
pSprite->shade = -96;
int const playerSprite = g_player[A_FindPlayer(pSprite, NULL)].ps->i;
int const playerDist = ldist(&sprite[playerSprite], pSprite);
Zvel = -playerDist >> 1;
if (Zvel < -4096)
Zvel = -2048;
vel = playerDist >> 4;
Zvel = A_GetShootZvel(Zvel);
A_InsertSprite(spriteSectnum, startPos.x + (sintable[(512 + shootAng + 512) & 2047] >> 8),
startPos.y + (sintable[(shootAng + 512) & 2047] >> 8), startPos.z + (6 << 8), projecTile, -64, 32, 32,
shootAng, vel, Zvel, spriteNum, 1);
break;
}
case SHRINKER__STATIC:
{
if (pSprite->extra >= 0)
pSprite->shade = -96;
if (playerNum >= 0)
{
if (GetAutoAimAng(spriteNum, playerNum, projecTile, ZOFFSET6, 0, &startPos, 768, &Zvel, &shootAng) < 0)
Zvel = (100 - pPlayer->horiz - pPlayer->horizoff) * 98;
}
else if (pSprite->statnum != STAT_EFFECTOR)
{
int const otherPlayer = A_FindPlayer(pSprite, NULL);
Zvel = tabledivide32_noinline((g_player[otherPlayer].ps->opos.z - startPos.z) * 512,
safeldist(g_player[otherPlayer].ps->i, pSprite));
}
else
Zvel = 0;
Zvel = A_GetShootZvel(Zvel);
int const returnSprite = A_InsertSprite(spriteSectnum, startPos.x + (sintable[(512 + shootAng + 512) & 2047] >> 12),
startPos.y + (sintable[(shootAng + 512) & 2047] >> 12), startPos.z + (2 << 8),
SHRINKSPARK, -16, 28, 28, shootAng, 768, Zvel, spriteNum, 4);
sprite[returnSprite].cstat = 128;
sprite[returnSprite].clipdist = 32;
return returnSprite;
}
}
return -1;
}
int A_ShootWithZvel(int const spriteNum, int const projecTile, int const forceZvel)
{
Bassert(projecTile >= 0);
spritetype *const pSprite = &sprite[spriteNum];
int const playerNum = (pSprite->picnum == APLAYER) ? P_GetP(pSprite) : -1;
DukePlayer_t *const pPlayer = playerNum >= 0 ? g_player[playerNum].ps : NULL;
if (forceZvel != SHOOT_HARDCODED_ZVEL)
{
g_overrideShootZvel = 1;
g_shootZvel = forceZvel;
}
else
g_overrideShootZvel = 0;
int shootAng;
vec3_t startPos;
if (pSprite->picnum == APLAYER)
{
startPos = *(vec3_t *)pPlayer;
startPos.z += pPlayer->pyoff + ZOFFSET6;
shootAng = pPlayer->ang;
pPlayer->crack_time = 777;
}
else
{
shootAng = pSprite->ang;
startPos = *(vec3_t *)pSprite;
startPos.z -= (((pSprite->yrepeat * tilesiz[pSprite->picnum].y)<<1) - ZOFFSET6);
if (pSprite->picnum != ROTATEGUN)
{
startPos.z -= (7<<8);
if (A_CheckEnemySprite(pSprite) && PN(spriteNum) != COMMANDER)
{
startPos.x += (sintable[(shootAng+1024+96)&2047]>>7);
startPos.y += (sintable[(shootAng+512+96)&2047]>>7);
}
}
#ifdef POLYMER
switch (DYNAMICTILEMAP(projecTile))
{
case FIRELASER__STATIC:
case SHOTGUN__STATIC:
case SHOTSPARK1__STATIC:
case CHAINGUN__STATIC:
case RPG__STATIC:
case MORTER__STATIC:
{
vec2_t const v = { ((sintable[(pSprite->ang + 512) & 2047]) >> 7),
((sintable[(pSprite->ang) & 2047]) >> 7) };
pSprite->x += v.x;
pSprite->y += v.y;
G_AddGameLight(0, spriteNum, PHEIGHT, 8192, 255 + (95 << 8), PR_LIGHT_PRIO_MAX_GAME);
actor[spriteNum].lightcount = 2;
pSprite->x -= v.x;
pSprite->y -= v.y;
}
break;
}
#endif // POLYMER
}
return A_CheckSpriteTileFlags(projecTile, SFLAG_PROJECTILE)
? A_ShootCustom(spriteNum, projecTile, shootAng, &startPos)
: A_ShootHardcoded(spriteNum, projecTile, shootAng, startPos, pSprite, playerNum, pPlayer);
}
//////////////////// HUD WEAPON / MISC. DISPLAY CODE ////////////////////
static void P_DisplaySpit(void)
{
DukePlayer_t *const pPlayer = g_player[screenpeek].ps;
int const loogCounter = pPlayer->loogcnt;
if (loogCounter == 0)
return;
if (VM_OnEvent(EVENT_DISPLAYSPIT, pPlayer->i, screenpeek) != 0)
return;
int const rotY = loogCounter<<2;
for (bssize_t i=0; i < pPlayer->numloogs; i++)
{
int const rotAng = klabs(sintable[((loogCounter + i) << 5) & 2047]) >> 5;
int const rotZoom = 4096 + ((loogCounter + i) << 9);
int const rotX = (-g_player[screenpeek].inputBits->avel >> 1) + (sintable[((loogCounter + i) << 6) & 2047] >> 10);
rotatesprite_fs((pPlayer->loogiex[i] + rotX) << 16, (200 + pPlayer->loogiey[i] - rotY) << 16, rotZoom - (i << 8),
256 - rotAng, LOOGIE, 0, 0, 2);
}
}
int P_GetHudPal(const DukePlayer_t *p)
{
if (sprite[p->i].pal == 1)
return 1;
if (p->cursectnum >= 0)
{
int const hudPal = sector[p->cursectnum].floorpal;
if (!g_noFloorPal[hudPal])
return hudPal;
}
return 0;
}
static int P_DisplayFist(int const fistShade)
{
DukePlayer_t const *const pPlayer = g_player[screenpeek].ps;
int fistInc = pPlayer->fist_incs;
if (fistInc > 32)
fistInc = 32;
if (fistInc <= 0)
return 0;
switch (VM_OnEvent(EVENT_DISPLAYFIST, pPlayer->i, screenpeek))
{
case 1: return 1;
case -1: return 0;
}
int const fistY = klabs(pPlayer->look_ang) / 9;
int const fistZoom = clamp(65536 - (sintable[(512 + (fistInc << 6)) & 2047] << 2), 40920, 90612);
int const fistYOffset = 194 + (sintable[((6 + fistInc) << 7) & 2047] >> 9);
int const fistPal = P_GetHudPal(pPlayer);
int wx[2] = { windowxy1.x, windowxy2.x };
#ifdef SPLITSCREEN_MOD_HACKS
// XXX: this is outdated, doesn't handle above/below split.
if (g_fakeMultiMode==2)
wx[(g_snum==0)] = (wx[0]+wx[1])/2+1;
#endif
rotatesprite((-fistInc + 222 + (g_player[screenpeek].inputBits->avel >> 5)) << 16, (fistY + fistYOffset) << 16,
fistZoom, 0, FIST, fistShade, fistPal, 2, wx[0], windowxy1.y, wx[1], windowxy2.y);
return 1;
}
#define DRAWEAP_CENTER 262144
#define weapsc(sc) scale(sc, ud.weaponscale, 100)
static int32_t g_dts_yadd;
static void G_DrawTileScaled(int drawX, int drawY, int tileNum, int drawShade, int drawBits, int drawPal)
{
int32_t wx[2] = { windowxy1.x, windowxy2.x };
int32_t wy[2] = { windowxy1.y, windowxy2.y };
int drawYOffset = 0;
int drawXOffset = 192<<16;
switch (hudweap.cur)
{
case DEVISTATOR_WEAPON:
case TRIPBOMB_WEAPON:
drawXOffset = 160<<16;
break;
default:
if (drawBits & DRAWEAP_CENTER)
{
drawXOffset = 160<<16;
drawBits &= ~DRAWEAP_CENTER;
}
break;
}
// bit 4 means "flip x" for G_DrawTileScaled
int const drawAng = (drawBits & 4) ? 1024 : 0;
#ifdef SPLITSCREEN_MOD_HACKS
if (g_fakeMultiMode==2)
{
int const sideBySide = (ud.screen_size!=0);
// splitscreen HACK
drawBits &= ~(1024|512|256);
if (sideBySide)
{
drawBits &= ~8;
wx[(g_snum==0)] = (wx[0]+wx[1])/2 + 2;
}
else
{
drawBits |= 8;
if (g_snum==0)
drawYOffset = -(100<<16);
wy[(g_snum==0)] = (wy[0]+wy[1])/2 + 2;
}
}
#endif
#ifdef USE_OPENGL
if (getrendermode() >= REND_POLYMOST && usemodels && md_tilehasmodel(tileNum,drawPal) >= 0)
drawYOffset += (224<<16)-weapsc(224<<16);
#endif
rotatesprite(weapsc(drawX<<16) + (drawXOffset-weapsc(drawXOffset)),
weapsc((drawY<<16) + g_dts_yadd) + ((200<<16)-weapsc(200<<16)) + drawYOffset,
weapsc(65536L),drawAng,tileNum,drawShade,drawPal,(2|drawBits),
wx[0],wy[0], wx[1],wy[1]);
}
static void G_DrawWeaponTile(int weaponX, int weaponY, int weaponTile, int weaponShade, int weaponBits, int weaponPal,
uint8_t drawSlot)
{
static int shadef[2] = { 0, 0 };
static int palf[2] = { 0, 0 };
// sanity checking the slot value
if (drawSlot > 1)
drawSlot = 1;
// basic fading between player weapon shades
if (shadef[drawSlot] != weaponShade && (!weaponPal || palf[drawSlot] == weaponPal))
{
shadef[drawSlot] += (weaponShade - shadef[drawSlot]) >> 2;
if (!((weaponShade - shadef[drawSlot]) >> 2))
shadef[drawSlot] = logapproach(shadef[drawSlot], weaponShade);
}
else
shadef[drawSlot] = weaponShade;
palf[drawSlot] = weaponPal;
#ifdef USE_OPENGL
if (getrendermode() >= REND_POLYMOST)
{
if (weaponTile >= CHAINGUN + 1 && weaponTile <= CHAINGUN + 4)
{
if (!usemodels || md_tilehasmodel(weaponTile, weaponPal) < 0)
{
// HACK: Draw the upper part of the chaingun two screen
// pixels (not texels; multiplied by weapon scale) lower
// first, preventing ugly horizontal seam.
g_dts_yadd = tabledivide32_noinline(65536 * 2 * 200, ydim);
G_DrawTileScaled(weaponX, weaponY, weaponTile, shadef[drawSlot], weaponBits, weaponPal);
g_dts_yadd = 0;
}
}
}
#endif
G_DrawTileScaled(weaponX, weaponY, weaponTile, shadef[drawSlot], weaponBits, weaponPal);
}
static inline void G_DrawWeaponTileWithID(int uniqueID, int weaponX, int weaponY, int weaponTile, int weaponShade,
int weaponBits, int p, uint8_t slot)
{
int lastUniqueID = guniqhudid;
guniqhudid = uniqueID;
G_DrawWeaponTile(weaponX, weaponY, weaponTile, weaponShade, weaponBits, p, slot);
guniqhudid = lastUniqueID;
}
static int P_DisplayKnee(int kneeShade)
{
static int8_t const knee_y[] = { 0, -8, -16, -32, -64, -84, -108, -108, -108, -72, -32, -8 };
const DukePlayer_t *const ps = g_player[screenpeek].ps;
if (ps->knee_incs == 0)
return 0;
switch (VM_OnEvent(EVENT_DISPLAYKNEE, ps->i, screenpeek))
{
case 1: return 1;
case -1: return 0;
}
if (ps->knee_incs >= ARRAY_SIZE(knee_y) || sprite[ps->i].extra <= 0)
return 0;
int const kneeY = knee_y[ps->knee_incs] + (klabs(ps->look_ang) / 9) - (ps->hard_landing << 3);
int kneePal = P_GetHudPal(ps);
if (kneePal == 0)
kneePal = ps->palookup;
G_DrawTileScaled(105+(g_player[screenpeek].inputBits->avel>>5)-(ps->look_ang>>1)+(knee_y[ps->knee_incs]>>2),
kneeY+280-((ps->horiz-ps->horizoff)>>4),KNEE,kneeShade,4+DRAWEAP_CENTER,kneePal);
return 1;
}
static int P_DisplayKnuckles(int knuckleShade)
{
if (WW2GI)
return 0;
const DukePlayer_t *const pPlayer = g_player[screenpeek].ps;
if (pPlayer->knuckle_incs == 0)
return 0;
static int8_t const knuckleFrames[] = { 0, 1, 2, 2, 3, 3, 3, 2, 2, 1, 0 };
switch (VM_OnEvent(EVENT_DISPLAYKNUCKLES, pPlayer->i, screenpeek))
{
case 1: return 1;
case -1: return 0;
}
if ((unsigned) (pPlayer->knuckle_incs>>1) >= ARRAY_SIZE(knuckleFrames) || sprite[pPlayer->i].extra <= 0)
return 0;
int const knuckleY = (klabs(pPlayer->look_ang) / 9) - (pPlayer->hard_landing << 3);
int const knucklePal = P_GetHudPal(pPlayer);
G_DrawTileScaled(160 + (g_player[screenpeek].inputBits->avel >> 5) - (pPlayer->look_ang >> 1),
knuckleY + 180 - ((pPlayer->horiz - pPlayer->horizoff) >> 4),
CRACKKNUCKLES + knuckleFrames[pPlayer->knuckle_incs >> 1], knuckleShade, 4 + DRAWEAP_CENTER,
knucklePal);
return 1;
}
#if !defined LUNATIC
// Set C-CON's WEAPON and WORKSLIKE gamevars.
void P_SetWeaponGamevars(int playerNum, const DukePlayer_t * const pPlayer)
{
Gv_SetVar(g_weaponVarID, pPlayer->curr_weapon, pPlayer->i, playerNum);
Gv_SetVar(g_worksLikeVarID,
((unsigned)pPlayer->curr_weapon < MAX_WEAPONS) ? PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) : -1,
pPlayer->i, playerNum);
}
#endif
static void P_FireWeapon(int playerNum)
{
DukePlayer_t *const pPlayer = g_player[playerNum].ps;
if (VM_OnEvent(EVENT_DOFIRE, pPlayer->i, playerNum) || pPlayer->weapon_pos != 0)
return;
if (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) != KNEE_WEAPON)
pPlayer->ammo_amount[pPlayer->curr_weapon]--;
if (PWEAPON(playerNum, pPlayer->curr_weapon, FireSound) > 0)
A_PlaySound(PWEAPON(playerNum, pPlayer->curr_weapon, FireSound), pPlayer->i);
P_SetWeaponGamevars(playerNum, pPlayer);
// OSD_Printf("doing %d %d %d\n",PWEAPON(snum, p->curr_weapon, Shoots),p->curr_weapon,snum);
A_Shoot(pPlayer->i, PWEAPON(playerNum, pPlayer->curr_weapon, Shoots));
for (bssize_t burstFire = PWEAPON(playerNum, pPlayer->curr_weapon, ShotsPerBurst) - 1; burstFire > 0; --burstFire)
{
if (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_FIREEVERYOTHER)
{
// devastator hack to make the projectiles fire on a delay from player code
actor[pPlayer->i].t_data[7] = (PWEAPON(playerNum, pPlayer->curr_weapon, ShotsPerBurst)) << 1;
}
else
{
if (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_AMMOPERSHOT &&
PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) != KNEE_WEAPON)
{
if (pPlayer->ammo_amount[pPlayer->curr_weapon] > 0)
pPlayer->ammo_amount[pPlayer->curr_weapon]--;
else
break;
}
A_Shoot(pPlayer->i, PWEAPON(playerNum, pPlayer->curr_weapon, Shoots));
}
}
if (!(PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_NOVISIBLE))
{
#ifdef POLYMER
spritetype *s = &sprite[pPlayer->i];
int32_t x = ((sintable[(s->ang + 512) & 2047]) >> 7), y = ((sintable[(s->ang) & 2047]) >> 7);
s->x += x;
s->y += y;
G_AddGameLight(0, pPlayer->i, PHEIGHT, 8192, PWEAPON(playerNum, pPlayer->curr_weapon, FlashColor),
PR_LIGHT_PRIO_MAX_GAME);
actor[pPlayer->i].lightcount = 2;
s->x -= x;
s->y -= y;
#endif // POLYMER
pPlayer->visibility = 0;
}
}
static void P_DoWeaponSpawn(int playerNum)
{
const DukePlayer_t *const pPlayer = g_player[playerNum].ps;
// NOTE: For the 'Spawn' member, 0 means 'none', too (originally so,
// i.e. legacy). The check for <0 was added to the check because mod
// authors (rightly) assumed that -1 is the no-op value.
if (PWEAPON(playerNum, pPlayer->curr_weapon, Spawn) <= 0) // <=0 : AMC TC beta/RC2 has WEAPONx_SPAWN -1
return;
int newSprite = A_Spawn(pPlayer->i, PWEAPON(playerNum, pPlayer->curr_weapon, Spawn));
if ((PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_SPAWNTYPE3))
{
// like chaingun shells
sprite[newSprite].ang += 1024;
sprite[newSprite].ang &= 2047;
sprite[newSprite].xvel += 32;
sprite[newSprite].z += (3<<8);
}
A_SetSprite(newSprite,CLIPMASK0);
}
void P_DisplayScuba(void)
{
if (g_player[screenpeek].ps->scuba_on)
{
const DukePlayer_t *const pPlayer = g_player[screenpeek].ps;
if (VM_OnEvent(EVENT_DISPLAYSCUBA, pPlayer->i, screenpeek) != 0)
return;
int const scubaPal = P_GetHudPal(pPlayer);
#ifdef SPLITSCREEN_MOD_HACKS
g_snum = screenpeek;
#endif
// this is a hack to hide the seam that appears between the two halves of the mask in GL
#ifdef USE_OPENGL
if (getrendermode() >= REND_POLYMOST)
G_DrawTileScaled(44, (200 - tilesiz[SCUBAMASK].y), SCUBAMASK, 0, 2 + 16 + DRAWEAP_CENTER, scubaPal);
#endif
G_DrawTileScaled(43, (200 - tilesiz[SCUBAMASK].y), SCUBAMASK, 0, 2 + 16 + DRAWEAP_CENTER, scubaPal);
G_DrawTileScaled(320 - 43, (200 - tilesiz[SCUBAMASK].y), SCUBAMASK, 0, 2 + 4 + 16 + DRAWEAP_CENTER, scubaPal);
}
}
static int8_t const access_tip_y [] = {
0, -8, -16, -32, -64, -84, -108, -108, -108, -108, -108, -108, -108, -108, -108, -108, -96, -72, -64, -32, -16,
/* EDuke32: */ 0, 16, 32, 48,
// At y coord 64, the hand is already not shown.
};
static int P_DisplayTip(int tipShade)
{
const DukePlayer_t *const pPlayer = g_player[screenpeek].ps;
if (pPlayer->tipincs == 0)
return 0;
switch (VM_OnEvent(EVENT_DISPLAYTIP, pPlayer->i, screenpeek))
{
case 1: return 1;
case -1: return 0;
}
// Report that the tipping hand has been drawn so that the otherwise
// selected weapon is not drawn.
if ((unsigned)pPlayer->tipincs >= ARRAY_SIZE(access_tip_y))
return 1;
int const tipY = (klabs(pPlayer->look_ang) / 9) - (pPlayer->hard_landing << 3);
int const tipPal = P_GetHudPal(pPlayer);
int const tipYOffset = access_tip_y[pPlayer->tipincs] >> 1;
guniqhudid = 201;
G_DrawTileScaled(170 + (g_player[screenpeek].inputBits->avel >> 5) - (pPlayer->look_ang >> 1),
tipYOffset + tipY + 240 - ((pPlayer->horiz - pPlayer->horizoff) >> 4),
TIP + ((26 - pPlayer->tipincs) >> 4), tipShade, DRAWEAP_CENTER, tipPal);
guniqhudid = 0;
return 1;
}
static int P_DisplayAccess(int accessShade)
{
const DukePlayer_t *const pSprite = g_player[screenpeek].ps;
if (pSprite->access_incs == 0)
return 0;
switch (VM_OnEvent(EVENT_DISPLAYACCESS, pSprite->i, screenpeek))
{
case 1: return 1;
case -1: return 0;
}
if ((unsigned)pSprite->access_incs >= ARRAY_SIZE(access_tip_y)-4 || sprite[pSprite->i].extra <= 0)
return 1;
int const accessX = access_tip_y[pSprite->access_incs] >> 2;
int const accessY = access_tip_y[pSprite->access_incs] + (klabs(pSprite->look_ang) / 9) - (pSprite->hard_landing << 3);
int const accessPal = (pSprite->access_spritenum >= 0) ? sprite[pSprite->access_spritenum].pal : 0;
guniqhudid = 200;
if ((pSprite->access_incs - 3) > 0 && (pSprite->access_incs - 3) >> 3)
{
G_DrawTileScaled(170 + (g_player[screenpeek].inputBits->avel >> 5) - (pSprite->look_ang >> 1) + accessX,
accessY + 266 - ((pSprite->horiz - pSprite->horizoff) >> 4),
HANDHOLDINGLASER + (pSprite->access_incs >> 3), accessShade, DRAWEAP_CENTER, accessPal);
}
else
{
G_DrawTileScaled(170 + (g_player[screenpeek].inputBits->avel >> 5) - (pSprite->look_ang >> 1) + accessX,
accessY + 266 - ((pSprite->horiz - pSprite->horizoff) >> 4), HANDHOLDINGACCESS, accessShade,
4 + DRAWEAP_CENTER, accessPal);
}
guniqhudid = 0;
return 1;
}
static int32_t fistPos;
void P_DisplayWeapon(void)
{
DukePlayer_t *const pPlayer = g_player[screenpeek].ps;
const uint8_t *const weaponFrame = &pPlayer->kickback_pic;
int currentWeapon;
int32_t weaponBits = 0;
#ifdef SPLITSCREEN_MOD_HACKS
g_snum = screenpeek;
#endif
if (pPlayer->newowner >= 0 || ud.camerasprite >= 0 || pPlayer->over_shoulder_on > 0
|| (sprite[pPlayer->i].pal != 1 && sprite[pPlayer->i].extra <= 0))
return;
int weaponX = (160) - 90;
int weaponY = klabs(pPlayer->look_ang) / 9;
int weaponYOffset = 80 - (pPlayer->weapon_pos * pPlayer->weapon_pos);
int weaponShade = sprite[pPlayer->i].shade <= 24 ? sprite[pPlayer->i].shade : 24;
if (P_DisplayFist(weaponShade) || P_DisplayKnuckles(weaponShade) || P_DisplayTip(weaponShade) || P_DisplayAccess(weaponShade))
goto enddisplayweapon;
P_DisplayKnee(weaponShade);
if (ud.weaponsway)
{
weaponX -= (sintable[((pPlayer->weapon_sway>>1)+512)&2047]/(1024+512));
weaponYOffset -= (sprite[pPlayer->i].xrepeat < 32) ? klabs(sintable[(pPlayer->weapon_sway << 2) & 2047] >> 9)
: klabs(sintable[(pPlayer->weapon_sway >> 1) & 2047] >> 10);
}
else weaponYOffset -= 16;
weaponX -= 58 + pPlayer->weapon_ang;
weaponYOffset -= (pPlayer->hard_landing << 3);
currentWeapon = PWEAPON(screenpeek, (pPlayer->last_weapon >= 0) ? pPlayer->last_weapon
: pPlayer->curr_weapon, WorksLike);
hudweap.gunposy = weaponYOffset;
hudweap.lookhoriz = weaponY;
hudweap.cur = currentWeapon;
hudweap.gunposx = weaponX;
hudweap.shade = weaponShade;
hudweap.count = *weaponFrame;
hudweap.lookhalfang = pPlayer->look_ang >> 1;
if (VM_OnEvent(EVENT_DISPLAYWEAPON, pPlayer->i, screenpeek) == 0)
{
int const quickKickFrame = 14 - pPlayer->quick_kick;
if ((quickKickFrame != 14 || pPlayer->last_quick_kick) && ud.drawweapon == 1)
{
int weaponPal = P_GetHudPal(pPlayer);
if (weaponPal == 0)
weaponPal = pPlayer->palookup;
guniqhudid = 100;
if (quickKickFrame < 6 || quickKickFrame > 12)
G_DrawTileScaled(weaponX + 80 - (pPlayer->look_ang >> 1), weaponY + 250 - weaponYOffset, KNEE, weaponShade,
weaponBits | 4 | DRAWEAP_CENTER, weaponPal);
else
G_DrawTileScaled(weaponX + 160 - 16 - (pPlayer->look_ang >> 1), weaponY + 214 - weaponYOffset, KNEE + 1,
weaponShade, weaponBits | 4 | DRAWEAP_CENTER, weaponPal);
guniqhudid = 0;
}
if (sprite[pPlayer->i].xrepeat < 40)
{
int const weaponPal = P_GetHudPal(pPlayer);
if (pPlayer->jetpack_on == 0)
{
int const playerXvel = sprite[pPlayer->i].xvel;
weaponY += 32 - (playerXvel >> 3);
fistPos += playerXvel >> 3;
}
currentWeapon = weaponX;
weaponX += sintable[(fistPos)&2047] >> 10;
G_DrawTileScaled(weaponX + 250 - (pPlayer->look_ang >> 1), weaponY + 258 - (klabs(sintable[(fistPos)&2047] >> 8)),
FIST, weaponShade, weaponBits, weaponPal);
weaponX = currentWeapon - (sintable[(fistPos)&2047] >> 10);
G_DrawTileScaled(weaponX + 40 - (pPlayer->look_ang >> 1), weaponY + 200 + (klabs(sintable[(fistPos)&2047] >> 8)), FIST,
weaponShade, weaponBits | 4, weaponPal);
}
else
{
switch (ud.drawweapon)
{
case 1: break;
case 2:
if ((unsigned)hudweap.cur < MAX_WEAPONS && hudweap.cur != KNEE_WEAPON)
rotatesprite_win(160 << 16, (180 + (pPlayer->weapon_pos * pPlayer->weapon_pos)) << 16, divscale16(ud.statusbarscale, 100), 0,
hudweap.cur == GROW_WEAPON ? GROWSPRITEICON : WeaponPickupSprites[hudweap.cur], 0,
0, 2);
default: goto enddisplayweapon;
}
if (VM_OnEvent(EVENT_DRAWWEAPON, g_player[screenpeek].ps->i, screenpeek)||(currentWeapon == KNEE_WEAPON && *weaponFrame == 0))
goto enddisplayweapon;
int const doAnim = !(sprite[pPlayer->i].pal == 1 || ud.pause_on || g_player[myconnectindex].ps->gm & MODE_MENU);
int const halfLookAng = pPlayer->look_ang >> 1;
int weaponPal = P_GetHudPal(pPlayer);
switch (currentWeapon)
{
case KNEE_WEAPON:
if (weaponPal == 0)
weaponPal = pPlayer->palookup;
guniqhudid = currentWeapon;
if (*weaponFrame < 5 || *weaponFrame > 9)
G_DrawTileScaled(weaponX + 220 - halfLookAng, weaponY + 250 - weaponYOffset, KNEE,
weaponShade, weaponBits, weaponPal);
else
G_DrawTileScaled(weaponX + 160 - halfLookAng, weaponY + 214 - weaponYOffset, KNEE + 1,
weaponShade, weaponBits, weaponPal);
guniqhudid = 0;
break;
case TRIPBOMB_WEAPON:
weaponX += 8;
weaponYOffset -= 10;
if ((*weaponFrame) > 6)
weaponY += ((*weaponFrame) << 3);
else if ((*weaponFrame) < 4)
G_DrawWeaponTileWithID(currentWeapon << 2, weaponX + 142 - halfLookAng,
weaponY + 234 - weaponYOffset, HANDHOLDINGLASER + 3, weaponShade, weaponBits, weaponPal, 0);
G_DrawWeaponTileWithID(currentWeapon, weaponX + 130 - halfLookAng, weaponY + 249 - weaponYOffset,
HANDHOLDINGLASER + ((*weaponFrame) >> 2), weaponShade, weaponBits, weaponPal, 0);
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 152 - halfLookAng,
weaponY + 249 - weaponYOffset, HANDHOLDINGLASER + ((*weaponFrame) >> 2), weaponShade, weaponBits | 4,
weaponPal, 0);
break;
case RPG_WEAPON:
weaponX -= sintable[(768 + ((*weaponFrame) << 7)) & 2047] >> 11;
weaponYOffset += sintable[(768 + ((*weaponFrame) << 7)) & 2047] >> 11;
if (!(duke3d_globalflags & DUKE3D_NO_WIDESCREEN_PINNING))
weaponBits |= 512;
if (*weaponFrame > 0)
{
if (*weaponFrame < 8)
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 164, (weaponY << 1) + 176 - weaponYOffset,
RPGGUN + ((*weaponFrame) >> 1), weaponShade, weaponBits, weaponPal, 0);
else if (WW2GI)
{
int const totalTime = PWEAPON(screenpeek, pPlayer->curr_weapon, TotalTime);
if (*weaponFrame >= totalTime)
{
int const reloadTime = PWEAPON(screenpeek, pPlayer->curr_weapon, Reload);
weaponYOffset -= (*weaponFrame < ((reloadTime - totalTime) / 2 + totalTime))
? 10 * ((*weaponFrame) - totalTime) // down
: 10 * (reloadTime - (*weaponFrame)); // up
}
}
}
G_DrawWeaponTileWithID(currentWeapon, weaponX + 164, (weaponY << 1) + 176 - weaponYOffset, RPGGUN, weaponShade,
weaponBits, weaponPal, 0);
break;
case SHOTGUN_WEAPON:
weaponX -= 8;
if (WW2GI)
{
int const totalTime = PWEAPON(screenpeek, pPlayer->curr_weapon, TotalTime);
int const reloadTime = PWEAPON(screenpeek, pPlayer->curr_weapon, Reload);
if (*weaponFrame > 0)
weaponYOffset -= sintable[(*weaponFrame)<<7]>>12;
if (*weaponFrame > 0 && doAnim)
weaponX += 1-(krand()&3);
if (*weaponFrame == 0)
{
G_DrawWeaponTileWithID(currentWeapon, weaponX + 146 - halfLookAng, weaponY + 202 - weaponYOffset,
SHOTGUN, weaponShade, weaponBits, weaponPal, 0);
}
else if (*weaponFrame <= totalTime)
{
G_DrawWeaponTileWithID(currentWeapon, weaponX + 146 - halfLookAng, weaponY + 202 - weaponYOffset,
SHOTGUN + 1, weaponShade, weaponBits, weaponPal, 0);
}
// else we are in 'reload time'
else
{
weaponYOffset -= (*weaponFrame < ((reloadTime - totalTime) / 2 + totalTime))
? 10 * ((*weaponFrame) - totalTime) // D
: 10 * (reloadTime - (*weaponFrame)); // U
G_DrawWeaponTileWithID(currentWeapon, weaponX + 146 - halfLookAng, weaponY + 202 - weaponYOffset,
SHOTGUN, weaponShade, weaponBits, weaponPal, 0);
}
break;
}
switch (*weaponFrame)
{
case 1:
case 2:
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 168 - halfLookAng, weaponY + 201 - weaponYOffset,
SHOTGUN + 2, -128, weaponBits, weaponPal, 0);
fallthrough__;
case 0:
case 6:
case 7:
case 8:
G_DrawWeaponTileWithID(currentWeapon, weaponX + 146 - halfLookAng, weaponY + 202 - weaponYOffset,
SHOTGUN, weaponShade, weaponBits, weaponPal, 0);
break;
case 3:
case 4:
weaponYOffset -= 40;
weaponX += 20;
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 178 - halfLookAng, weaponY + 194 - weaponYOffset,
SHOTGUN + 1 + ((*(weaponFrame)-1) >> 1), -128, weaponBits, weaponPal, 0);
fallthrough__;
case 5:
case 9:
case 10:
case 11:
case 12:
G_DrawWeaponTileWithID(currentWeapon, weaponX + 158 - halfLookAng, weaponY + 220 - weaponYOffset,
SHOTGUN + 3, weaponShade, weaponBits, weaponPal, 0);
break;
case 13:
case 14:
case 15:
G_DrawWeaponTileWithID(currentWeapon, 32 + weaponX + 166 - halfLookAng, weaponY + 210 - weaponYOffset,
SHOTGUN + 4, weaponShade, weaponBits, weaponPal, 0);
break;
case 16:
case 17:
case 18:
case 19:
case 24:
case 25:
case 26:
case 27:
G_DrawWeaponTileWithID(currentWeapon, 64 + weaponX + 170 - halfLookAng, weaponY + 196 - weaponYOffset,
SHOTGUN + 5, weaponShade, weaponBits, weaponPal, 0);
break;
case 20:
case 21:
case 22:
case 23:
G_DrawWeaponTileWithID(currentWeapon, 64 + weaponX + 176 - halfLookAng, weaponY + 196 - weaponYOffset,
SHOTGUN + 6, weaponShade, weaponBits, weaponPal, 0);
break;
case 28:
case 29:
case 30:
G_DrawWeaponTileWithID(currentWeapon, 32 + weaponX + 156 - halfLookAng, weaponY + 206 - weaponYOffset,
SHOTGUN + 4, weaponShade, weaponBits, weaponPal, 0);
break;
}
break;
case CHAINGUN_WEAPON:
if (*weaponFrame > 0)
{
weaponYOffset -= sintable[(*weaponFrame)<<7]>>12;
if (doAnim)
weaponX += 1-(rand()&3);
}
if (WW2GI)
{
int const totalTime = PWEAPON(screenpeek, pPlayer->curr_weapon, TotalTime);
int const reloadTime = PWEAPON(screenpeek, pPlayer->curr_weapon, Reload);
if (*weaponFrame == 0)
{
G_DrawWeaponTileWithID(currentWeapon, weaponX + 178 - halfLookAng,weaponY+233-weaponYOffset,
CHAINGUN+1,weaponShade,weaponBits,weaponPal,0);
}
else if (*weaponFrame <= totalTime)
{
G_DrawWeaponTileWithID(currentWeapon, weaponX + 188 - halfLookAng,weaponY+243-weaponYOffset,
CHAINGUN+2,weaponShade,weaponBits,weaponPal,0);
}
// else we are in 'reload time'
// divide reload time into fifths..
// 1) move weapon up/right, hand on clip (CHAINGUN - 17)
// 2) move weapon up/right, hand removing clip (CHAINGUN - 18)
// 3) hold weapon up/right, hand removed clip (CHAINGUN - 19)
// 4) hold weapon up/right, hand inserting clip (CHAINGUN - 18)
// 5) move weapon down/left, clip inserted (CHAINGUN - 17)
else
{
int iFifths = (reloadTime - totalTime) / 5;
if (iFifths < 1)
iFifths = 1;
if (*weaponFrame < iFifths + totalTime)
{
// first segment
int const weaponOffset = 80 - 10 * (totalTime + iFifths - (*weaponFrame));
weaponYOffset += weaponOffset;
weaponX += weaponOffset;
G_DrawWeaponTileWithID(currentWeapon, weaponX + 168 - halfLookAng, weaponY + 260 - weaponYOffset, CHAINGUN - 17,
weaponShade, weaponBits, weaponPal, 0);
}
else if (*weaponFrame < (iFifths * 2 + totalTime))
{
// second segment
weaponYOffset += 80; // D
weaponX += 80;
G_DrawWeaponTileWithID(currentWeapon, weaponX + 168 - halfLookAng, weaponY + 260 - weaponYOffset, CHAINGUN - 18,
weaponShade, weaponBits, weaponPal, 0);
}
else if (*weaponFrame < (iFifths * 3 + totalTime))
{
// third segment
// up
weaponYOffset += 80;
weaponX += 80;
G_DrawWeaponTileWithID(currentWeapon, weaponX + 168 - halfLookAng, weaponY + 260 - weaponYOffset, CHAINGUN - 19,
weaponShade, weaponBits, weaponPal, 0);
}
else if (*weaponFrame < (iFifths * 4 + totalTime))
{
// fourth segment
// down
weaponYOffset += 80; // D
weaponX += 80;
G_DrawWeaponTileWithID(currentWeapon, weaponX + 168 - halfLookAng, weaponY + 260 - weaponYOffset, CHAINGUN - 18,
weaponShade, weaponBits, weaponPal, 0);
}
else
{
// up and left
int const weaponOffset = 10 * (reloadTime - (*weaponFrame));
weaponYOffset += weaponOffset; // U
weaponX += weaponOffset;
G_DrawWeaponTileWithID(currentWeapon, weaponX + 168 - halfLookAng, weaponY + 260 - weaponYOffset, CHAINGUN - 17,
weaponShade, weaponBits, weaponPal, 0);
}
}
break;
}
switch (*weaponFrame)
{
case 0:
G_DrawWeaponTileWithID(currentWeapon, weaponX + 178 - (pPlayer->look_ang >> 1), weaponY + 233 - weaponYOffset,
CHAINGUN + 1, weaponShade, weaponBits, weaponPal, 0);
break;
default:
if (*weaponFrame > PWEAPON(screenpeek, CHAINGUN_WEAPON, FireDelay) &&
*weaponFrame < PWEAPON(screenpeek, CHAINGUN_WEAPON, TotalTime))
{
int randomOffset = doAnim ? rand()&7 : 0;
G_DrawWeaponTileWithID(currentWeapon << 2, randomOffset + weaponX - 4 + 140 - (pPlayer->look_ang >> 1),
randomOffset + weaponY - ((*weaponFrame) >> 1) + 208 - weaponYOffset,
CHAINGUN + 5 + ((*weaponFrame - 4) / 5), weaponShade, weaponBits, weaponPal, 0);
if (doAnim) randomOffset = rand()&7;
G_DrawWeaponTileWithID(currentWeapon << 2, randomOffset + weaponX - 4 + 184 - (pPlayer->look_ang >> 1),
randomOffset + weaponY - ((*weaponFrame) >> 1) + 208 - weaponYOffset,
CHAINGUN + 5 + ((*weaponFrame - 4) / 5), weaponShade, weaponBits, weaponPal, 0);
}
if (*weaponFrame < PWEAPON(screenpeek, CHAINGUN_WEAPON, TotalTime)-4)
{
int const randomOffset = doAnim ? rand()&7 : 0;
G_DrawWeaponTileWithID(currentWeapon << 2, randomOffset + weaponX - 4 + 162 - (pPlayer->look_ang >> 1),
randomOffset + weaponY - ((*weaponFrame) >> 1) + 208 - weaponYOffset,
CHAINGUN + 5 + ((*weaponFrame - 2) / 5), weaponShade, weaponBits, weaponPal, 0);
G_DrawWeaponTileWithID(currentWeapon, weaponX + 178 - (pPlayer->look_ang >> 1), weaponY + 233 - weaponYOffset,
CHAINGUN + 1 + ((*weaponFrame) >> 1), weaponShade, weaponBits, weaponPal, 0);
}
else
G_DrawWeaponTileWithID(currentWeapon, weaponX + 178 - (pPlayer->look_ang >> 1), weaponY + 233 - weaponYOffset,
CHAINGUN + 1, weaponShade, weaponBits, weaponPal, 0);
break;
}
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 168 - (pPlayer->look_ang >> 1), weaponY + 260 - weaponYOffset,
CHAINGUN, weaponShade, weaponBits, weaponPal, 0);
break;
case PISTOL_WEAPON:
if ((*weaponFrame) < PWEAPON(screenpeek, PISTOL_WEAPON, TotalTime)+1)
{
static uint8_t pistolFrames[] = { 0, 1, 2 };
int pistolOffset = 195-12+weaponX;
if ((*weaponFrame) == PWEAPON(screenpeek, PISTOL_WEAPON, FireDelay))
pistolOffset -= 3;
G_DrawWeaponTileWithID(currentWeapon, (pistolOffset - (pPlayer->look_ang >> 1)), (weaponY + 244 - weaponYOffset),
FIRSTGUN + pistolFrames[*weaponFrame > 2 ? 0 : *weaponFrame], weaponShade, 2,
weaponPal, 0);
break;
}
if (!(duke3d_globalflags & DUKE3D_NO_WIDESCREEN_PINNING) && DUKE)
weaponBits |= 512;
if ((*weaponFrame) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - 17)
G_DrawWeaponTileWithID(currentWeapon, 194 - (pPlayer->look_ang >> 1), weaponY + 230 - weaponYOffset, FIRSTGUN + 4,
weaponShade, weaponBits, weaponPal, 0);
else if ((*weaponFrame) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - 12)
{
G_DrawWeaponTileWithID(currentWeapon << 1, 244 - ((*weaponFrame) << 3) - (pPlayer->look_ang >> 1),
weaponY + 130 - weaponYOffset + ((*weaponFrame) << 4), FIRSTGUN + 6, weaponShade,
weaponBits, weaponPal, 0);
G_DrawWeaponTileWithID(currentWeapon, 224 - (pPlayer->look_ang >> 1), weaponY + 220 - weaponYOffset, FIRSTGUN + 5,
weaponShade, weaponBits, weaponPal, 0);
}
else if ((*weaponFrame) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - 7)
{
G_DrawWeaponTileWithID(currentWeapon << 1, 124 + ((*weaponFrame) << 1) - (pPlayer->look_ang >> 1),
weaponY + 430 - weaponYOffset - ((*weaponFrame) << 3), FIRSTGUN + 6, weaponShade,
weaponBits, weaponPal, 0);
G_DrawWeaponTileWithID(currentWeapon, 224 - (pPlayer->look_ang >> 1), weaponY + 220 - weaponYOffset, FIRSTGUN + 5,
weaponShade, weaponBits, weaponPal, 0);
}
else if ((*weaponFrame) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - (WW2GI ? 12 : 4))
{
G_DrawWeaponTileWithID(currentWeapon << 2, 184 - (pPlayer->look_ang >> 1), weaponY + 235 - weaponYOffset,
FIRSTGUN + 8, weaponShade, weaponBits, weaponPal, 0);
G_DrawWeaponTileWithID(currentWeapon, 224 - (pPlayer->look_ang >> 1), weaponY + 210 - weaponYOffset, FIRSTGUN + 5,
weaponShade, weaponBits, weaponPal, 0);
}
else if ((*weaponFrame) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - (WW2GI ? 6 : 2))
{
G_DrawWeaponTileWithID(currentWeapon << 2, 164 - (pPlayer->look_ang >> 1), weaponY + 245 - weaponYOffset,
FIRSTGUN + 8, weaponShade, weaponBits, weaponPal, 0);
G_DrawWeaponTileWithID(currentWeapon, 224 - (pPlayer->look_ang >> 1), weaponY + 220 - weaponYOffset, FIRSTGUN + 5,
weaponShade, weaponBits, weaponPal, 0);
}
else if ((*weaponFrame) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload))
G_DrawWeaponTileWithID(currentWeapon, 194 - (pPlayer->look_ang >> 1), weaponY + 235 - weaponYOffset, FIRSTGUN + 5,
weaponShade, weaponBits, weaponPal, 0);
break;
case HANDBOMB_WEAPON:
{
static uint8_t pipebombFrames [] = { 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2 };
if (*weaponFrame >= PWEAPON(screenpeek, pPlayer->curr_weapon, TotalTime) || *weaponFrame >= ARRAY_SIZE(pipebombFrames))
break;
if (*weaponFrame)
{
if (WW2GI)
{
int const fireDelay = PWEAPON(screenpeek, pPlayer->curr_weapon, FireDelay);
int const totalTime = PWEAPON(screenpeek, pPlayer->curr_weapon, TotalTime);
if (*weaponFrame <= fireDelay)
{
// it holds here
weaponYOffset -= 5 * (*weaponFrame); // D
}
else if (*weaponFrame < ((totalTime - fireDelay) / 2 + fireDelay))
{
// up and left
int const weaponOffset = (*weaponFrame) - fireDelay;
weaponYOffset += 10 * weaponOffset; // U
weaponX += 80 * weaponOffset;
}
else if (*weaponFrame < totalTime)
{
// start high
weaponYOffset += 240;
weaponYOffset -= 12 * ((*weaponFrame) - fireDelay); // D
// move left
weaponX += 90 - 5 * (totalTime - (*weaponFrame));
}
}
else
{
if (*weaponFrame < 7) weaponYOffset -= 10 * (*weaponFrame); // D
else if (*weaponFrame < 12) weaponYOffset += 20 * ((*weaponFrame) - 10); // U
else if (*weaponFrame < 20) weaponYOffset -= 9 * ((*weaponFrame) - 14); // D
}
weaponYOffset += 10;
}
G_DrawWeaponTileWithID(currentWeapon, weaponX + 190 - halfLookAng, weaponY + 260 - weaponYOffset,
HANDTHROW + pipebombFrames[(*weaponFrame)], weaponShade, weaponBits, weaponPal, 0);
}
break;
case HANDREMOTE_WEAPON:
{
static uint8_t remoteFrames[] = { 0, 1, 1, 2, 1, 1, 0, 0, 0, 0, 0 };
if (*weaponFrame >= ARRAY_SIZE(remoteFrames))
break;
weaponX = -48;
G_DrawWeaponTileWithID(currentWeapon, weaponX + 150 - halfLookAng, weaponY + 258 - weaponYOffset,
HANDREMOTE + remoteFrames[(*weaponFrame)], weaponShade, weaponBits, weaponPal, 0);
}
break;
case DEVISTATOR_WEAPON:
if (WW2GI)
{
if (*weaponFrame)
{
int32_t const totalTime = PWEAPON(screenpeek, pPlayer->curr_weapon, TotalTime);
int32_t const reloadTime = PWEAPON(screenpeek, pPlayer->curr_weapon, Reload);
if (*weaponFrame < totalTime)
{
int const tileOffset = ksgn((*weaponFrame) >> 2);
if (pPlayer->ammo_amount[pPlayer->curr_weapon] & 1)
{
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 30 - halfLookAng, weaponY + 240 - weaponYOffset,
DEVISTATOR, weaponShade, weaponBits | 4, weaponPal, 0);
G_DrawWeaponTileWithID(currentWeapon, weaponX + 268 - halfLookAng, weaponY + 238 - weaponYOffset,
DEVISTATOR + tileOffset, -32, weaponBits, weaponPal, 0);
}
else
{
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 30 - halfLookAng, weaponY + 240 - weaponYOffset,
DEVISTATOR + tileOffset, -32, weaponBits | 4, weaponPal, 0);
G_DrawWeaponTileWithID(currentWeapon, weaponX + 268 - halfLookAng, weaponY + 238 - weaponYOffset, DEVISTATOR,
weaponShade, weaponBits, weaponPal, 0);
}
}
// else we are in 'reload time'
else
{
weaponYOffset -= (*weaponFrame < ((reloadTime - totalTime) / 2 + totalTime))
? 10 * ((*weaponFrame) - totalTime)
: 10 * (reloadTime - (*weaponFrame));
G_DrawWeaponTileWithID(currentWeapon, weaponX + 268 - halfLookAng, weaponY + 238 - weaponYOffset, DEVISTATOR,
weaponShade, weaponBits, weaponPal, 0);
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 30 - halfLookAng, weaponY + 240 - weaponYOffset, DEVISTATOR,
weaponShade, weaponBits | 4, weaponPal, 0);
}
}
else
{
G_DrawWeaponTileWithID(currentWeapon, weaponX + 268 - halfLookAng, weaponY + 238 - weaponYOffset, DEVISTATOR,
weaponShade, weaponBits, weaponPal, 0);
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 30 - halfLookAng, weaponY + 240 - weaponYOffset, DEVISTATOR,
weaponShade, weaponBits | 4, weaponPal, 0);
}
break;
}
if (*weaponFrame <= PWEAPON(screenpeek, DEVISTATOR_WEAPON, TotalTime) && *weaponFrame > 0)
{
static uint8_t const devastatorFrames[] = { 0, 4, 12, 24, 12, 4, 0 };
if (*weaponFrame >= ARRAY_SIZE(devastatorFrames))
break;
int const tileOffset = ksgn((*weaponFrame) >> 2);
if (pPlayer->hbomb_hold_delay)
{
G_DrawWeaponTileWithID(currentWeapon, (devastatorFrames[*weaponFrame] >> 1) + weaponX + 268 - halfLookAng,
devastatorFrames[*weaponFrame] + weaponY + 238 - weaponYOffset,
DEVISTATOR + tileOffset, -32, weaponBits, weaponPal, 0);
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 30 - halfLookAng, weaponY + 240 - weaponYOffset, DEVISTATOR,
weaponShade, weaponBits | 4, weaponPal, 0);
}
else
{
G_DrawWeaponTileWithID(currentWeapon << 1, -(devastatorFrames[*weaponFrame] >> 1) + weaponX + 30 - halfLookAng,
devastatorFrames[*weaponFrame] + weaponY + 240 - weaponYOffset,
DEVISTATOR + tileOffset, -32, weaponBits | 4, weaponPal, 0);
G_DrawWeaponTileWithID(currentWeapon, weaponX + 268 - halfLookAng, weaponY + 238 - weaponYOffset, DEVISTATOR,
weaponShade, weaponBits, weaponPal, 0);
}
}
else
{
G_DrawWeaponTileWithID(currentWeapon, weaponX + 268 - halfLookAng, weaponY + 238 - weaponYOffset, DEVISTATOR, weaponShade,
weaponBits, weaponPal, 0);
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 30 - halfLookAng, weaponY + 240 - weaponYOffset, DEVISTATOR,
weaponShade, weaponBits | 4, weaponPal, 0);
}
break;
case FREEZE_WEAPON:
if (!(duke3d_globalflags & DUKE3D_NO_WIDESCREEN_PINNING) && DUKE)
weaponBits |= 512;
if ((*weaponFrame) < (PWEAPON(screenpeek, pPlayer->curr_weapon, TotalTime) + 1) && (*weaponFrame) > 0)
{
static uint8_t freezerFrames[] = { 0, 0, 1, 1, 2, 2 };
if (*weaponFrame % 6 >= ARRAY_SIZE(freezerFrames))
break;
if (doAnim)
{
weaponX += rand() & 3;
weaponY += rand() & 3;
}
weaponYOffset -= 16;
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 210 - (pPlayer->look_ang >> 1), weaponY + 261 - weaponYOffset,
FREEZE + 2, -32, weaponBits, weaponPal, 0);
G_DrawWeaponTileWithID(currentWeapon, weaponX + 210 - (pPlayer->look_ang >> 1), weaponY + 235 - weaponYOffset,
FREEZE + 3 + freezerFrames[*weaponFrame % 6], -32, weaponBits, weaponPal, 0);
}
else
G_DrawWeaponTileWithID(currentWeapon, weaponX + 210 - (pPlayer->look_ang >> 1), weaponY + 261 - weaponYOffset,
FREEZE, weaponShade, weaponBits, weaponPal, 0);
break;
case GROW_WEAPON:
case SHRINKER_WEAPON:
weaponX += 28;
weaponY += 18;
if (WW2GI)
{
if (*weaponFrame == 0)
{
// the 'at rest' display
if (currentWeapon == GROW_WEAPON)
{
G_DrawWeaponTileWithID(currentWeapon, weaponX + 188 - halfLookAng, weaponY + 240 - weaponYOffset, SHRINKER - 2,
weaponShade, weaponBits, weaponPal, 0);
break;
}
else if (pPlayer->ammo_amount[currentWeapon] > 0)
{
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 184 - halfLookAng, weaponY + 240 - weaponYOffset, SHRINKER + 2,
16 - (sintable[pPlayer->random_club_frame & 2047] >> 10), weaponBits, 0, 1);
G_DrawWeaponTileWithID(currentWeapon, weaponX + 188 - halfLookAng, weaponY + 240 - weaponYOffset, SHRINKER,
weaponShade, weaponBits, weaponPal, 0);
break;
}
}
else
{
// the 'active' display.
if (doAnim)
{
weaponX += rand() & 3;
weaponYOffset += rand() & 3;
}
int const totalTime = PWEAPON(screenpeek, pPlayer->curr_weapon, TotalTime);
int const reloadTime = PWEAPON(screenpeek, pPlayer->curr_weapon, Reload);
if (*weaponFrame < totalTime)
{
if (*weaponFrame >= PWEAPON(screenpeek, pPlayer->curr_weapon, FireDelay))
{
// after fire time.
// lower weapon to reload cartridge (not clip)
weaponYOffset -= (currentWeapon == GROW_WEAPON ? 15 : 10) * (totalTime - (*weaponFrame));
}
}
// else we are in 'reload time'
weaponYOffset -= (*weaponFrame < ((reloadTime - totalTime) / 2 + totalTime))
? (currentWeapon == GROW_WEAPON ? 5 : 10) * ((*weaponFrame) - totalTime) // D
: 10 * (reloadTime - (*weaponFrame)); // U
}
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 184 - halfLookAng, weaponY + 240 - weaponYOffset,
SHRINKER + 3 + ((*weaponFrame) & 3), -32, weaponBits, currentWeapon == GROW_WEAPON ? 2 : 0, 1);
G_DrawWeaponTileWithID(currentWeapon, weaponX + 188 - halfLookAng, weaponY + 240 - weaponYOffset,
SHRINKER + (currentWeapon == GROW_WEAPON ? -1 : 1), weaponShade, weaponBits, weaponPal, 0);
break;
}
if ((*weaponFrame) < PWEAPON(screenpeek, pPlayer->curr_weapon, TotalTime) && (*weaponFrame) > 0)
{
if (doAnim)
{
weaponX += rand() & 3;
weaponYOffset += (rand() & 3);
}
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 184 - halfLookAng, weaponY + 240 - weaponYOffset,
SHRINKER + 3 + ((*weaponFrame) & 3), -32, weaponBits, currentWeapon == GROW_WEAPON ? 2 : 0, 1);
G_DrawWeaponTileWithID(currentWeapon, weaponX + 188 - halfLookAng, weaponY + 240 - weaponYOffset,
currentWeapon == GROW_WEAPON ? SHRINKER - 1 : SHRINKER + 1, weaponShade, weaponBits, weaponPal, 0);
}
else
{
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 184 - halfLookAng, weaponY + 240 - weaponYOffset,
SHRINKER + 2, 16 - (sintable[pPlayer->random_club_frame & 2047] >> 10), weaponBits,
currentWeapon == GROW_WEAPON ? 2 : 0, 1);
G_DrawWeaponTileWithID(currentWeapon, weaponX + 188 - halfLookAng, weaponY + 240 - weaponYOffset,
currentWeapon == GROW_WEAPON ? SHRINKER - 2 : SHRINKER, weaponShade, weaponBits, weaponPal, 0);
}
break;
}
}
}
enddisplayweapon:
P_DisplaySpit();
}
#define TURBOTURNTIME (TICRATE/8) // 7
#define NORMALTURN 15
#define PREAMBLETURN 5
#define NORMALKEYMOVE 40
#define MAXVEL ((NORMALKEYMOVE*2)+10)
#define MAXSVEL ((NORMALKEYMOVE*2)+10)
#define MAXANGVEL 255
#define MAXHORIZ 127
int32_t g_myAimMode = 0, g_myAimStat = 0, g_oldAimStat = 0;
int32_t mouseyaxismode = -1;
int32_t g_emuJumpTics = 0;
void P_GetInput(int playerNum)
{
static ControlInfo info[2];
static int32_t turnHeldTime = 0; // MED
static int32_t lastControlInput = 0; // MED
DukePlayer_t * pPlayer = g_player[playerNum].ps;
static input_t staticInput;
if ((pPlayer->gm & (MODE_MENU|MODE_TYPE)) || (ud.pause_on && !KB_KeyPressed(sc_Pause)))
{
if (!(pPlayer->gm&MODE_MENU))
CONTROL_GetInput(&info[0]);
Bmemset(&info[1], 0, sizeof(input_t));
Bmemset(&localInput, 0, sizeof(input_t));
localInput.bits = (((int32_t)g_gameQuit) << SK_GAMEQUIT);
localInput.extbits = (g_player[playerNum].pteam != g_player[playerNum].ps->team) << 6;
localInput.extbits |= (1 << 7);
return;
}
if (ud.mouseaiming)
g_myAimMode = BUTTON(gamefunc_Mouse_Aiming);
else
{
g_oldAimStat = g_myAimStat;
g_myAimStat = BUTTON(gamefunc_Mouse_Aiming);
if (g_myAimStat > g_oldAimStat)
{
g_myAimMode ^= 1;
P_DoQuote(QUOTE_MOUSE_AIMING_OFF + g_myAimMode, pPlayer);
}
}
int32_t const aimMode = (g_myAimMode) ? (int32_t)analog_lookingupanddown : ud.config.MouseAnalogueAxes[1];
if (aimMode != mouseyaxismode)
{
CONTROL_MapAnalogAxis(1, aimMode, controldevice_mouse);
mouseyaxismode = aimMode;
}
CONTROL_GetInput(&info[0]);
if (ud.config.MouseDeadZone)
{
if (info[0].dpitch > 0)
info[0].dpitch = (info[0].dpitch > ud.config.MouseDeadZone) ? info[0].dpitch - ud.config.MouseDeadZone : 0;
else if (info[0].dpitch < 0)
info[0].dpitch = (info[0].dpitch < -ud.config.MouseDeadZone) ? info[0].dpitch + ud.config.MouseDeadZone : 0;
if (info[0].dyaw > 0)
info[0].dyaw = (info[0].dyaw > ud.config.MouseDeadZone) ? info[0].dyaw - ud.config.MouseDeadZone : 0;
else if (info[0].dyaw < 0)
info[0].dyaw = (info[0].dyaw < -ud.config.MouseDeadZone) ? info[0].dyaw + ud.config.MouseDeadZone : 0;
}
if (ud.config.MouseBias)
{
if (klabs(info[0].dyaw) > klabs(info[0].dpitch))
info[0].dpitch = tabledivide32_noinline(info[0].dpitch, ud.config.MouseBias);
else info[0].dyaw = tabledivide32_noinline(info[0].dyaw, ud.config.MouseBias);
}
int const elapsedTics = totalclock-lastControlInput;
lastControlInput = totalclock;
// JBF: Run key behaviour is selectable
int const playerRunning = (ud.runkey_mode) ? (BUTTON(gamefunc_Run) | ud.auto_run) : (ud.auto_run ^ BUTTON(gamefunc_Run));
staticInput.svel = staticInput.fvel = staticInput.avel = staticInput.horz = 0;
if (BUTTON(gamefunc_Strafe))
{
staticInput.svel = -(info[0].dyaw + info[1].dyaw) / 8;
staticInput.svel = -(info[0].dyaw + info[1].dyaw) / 8;
info[1].dyaw = (info[1].dyaw + info[0].dyaw) % 8;
}
else
{
staticInput.avel = (info[0].dyaw + info[1].dyaw) / 32;
info[1].dyaw = (info[1].dyaw + info[0].dyaw) % 32;
}
staticInput.horz = (ud.mouseflip) ? -(info[0].dpitch + info[1].dpitch) / (314 - 128) : (info[0].dpitch + info[1].dpitch) / (314 - 128);
info[1].dpitch = (info[1].dpitch + info[0].dpitch) % (314 - 128);
staticInput.svel -= info[0].dx;
info[1].dz = info[0].dz % (1 << 6);
staticInput.fvel = -info[0].dz >> 6;
// OSD_Printf("running: %d\n", running);
int const turnAmount = playerRunning ? (NORMALTURN << 1) : NORMALTURN;
int const keyMove = playerRunning ? (NORMALKEYMOVE << 1) : NORMALKEYMOVE;
if (BUTTON(gamefunc_Strafe))
{
if (BUTTON(gamefunc_Turn_Left) && !(g_player[playerNum].ps->movement_lock&4))
staticInput.svel -= -keyMove;
if (BUTTON(gamefunc_Turn_Right) && !(g_player[playerNum].ps->movement_lock&8))
staticInput.svel -= keyMove;
}
else
{
if (BUTTON(gamefunc_Turn_Left))
{
turnHeldTime += elapsedTics;
staticInput.avel -= (turnHeldTime>=TURBOTURNTIME) ? (turnAmount<<1) : (PREAMBLETURN<<1);
}
else if (BUTTON(gamefunc_Turn_Right))
{
turnHeldTime += elapsedTics;
staticInput.avel += (turnHeldTime>=TURBOTURNTIME) ? (turnAmount<<1) : (PREAMBLETURN<<1);
}
else
turnHeldTime=0;
}
if (BUTTON(gamefunc_Strafe_Left) && !(g_player[playerNum].ps->movement_lock & 4))
staticInput.svel += keyMove;
if (BUTTON(gamefunc_Strafe_Right) && !(g_player[playerNum].ps->movement_lock & 8))
staticInput.svel += -keyMove;
if (BUTTON(gamefunc_Move_Forward) && !(g_player[playerNum].ps->movement_lock & 1))
staticInput.fvel += keyMove;
if (BUTTON(gamefunc_Move_Backward) && !(g_player[playerNum].ps->movement_lock & 2))
staticInput.fvel += -keyMove;
staticInput.fvel = clamp(staticInput.fvel, -MAXVEL, MAXVEL);
staticInput.svel = clamp(staticInput.svel, -MAXSVEL, MAXSVEL);
staticInput.avel = clamp(staticInput.avel, -MAXANGVEL, MAXANGVEL);
staticInput.horz = clamp(staticInput.horz, -MAXHORIZ, MAXHORIZ);
int weaponSelection;
for (weaponSelection = gamefunc_Weapon_10; weaponSelection >= gamefunc_Weapon_1; --weaponSelection)
{
if (BUTTON(weaponSelection))
{
weaponSelection -= (gamefunc_Weapon_1 - 1);
break;
}
}
if (weaponSelection == gamefunc_Weapon_1-1)
weaponSelection = 0;
if (BUTTON(gamefunc_Previous_Weapon) || (BUTTON(gamefunc_Dpad_Select) && staticInput.fvel < 0))
weaponSelection = 11;
if (BUTTON(gamefunc_Next_Weapon) || (BUTTON(gamefunc_Dpad_Select) && staticInput.fvel > 0))
weaponSelection = 12;
if (BUTTON(gamefunc_Alt_Weapon))
weaponSelection = 13;
if (BUTTON(gamefunc_Jump) && pPlayer->on_ground)
g_emuJumpTics = 4;
localInput.bits = (g_emuJumpTics > 0 || BUTTON(gamefunc_Jump))<<SK_JUMP;
if (g_emuJumpTics > 0)
g_emuJumpTics--;
localInput.bits |= BUTTON(gamefunc_Crouch) << SK_CROUCH;
localInput.bits |= BUTTON(gamefunc_Fire) << SK_FIRE;
localInput.bits |= (BUTTON(gamefunc_Aim_Up) || (BUTTON(gamefunc_Dpad_Aiming) && staticInput.fvel > 0)) << SK_AIM_UP;
localInput.bits |= (BUTTON(gamefunc_Aim_Down) || (BUTTON(gamefunc_Dpad_Aiming) && staticInput.fvel < 0)) << SK_AIM_DOWN;
localInput.bits |= ((ud.runkey_mode) ? (ud.auto_run | BUTTON(gamefunc_Run)) : (BUTTON(gamefunc_Run) ^ ud.auto_run)) << SK_RUN;
localInput.bits |= BUTTON(gamefunc_Look_Left) << SK_LOOK_LEFT;
localInput.bits |= BUTTON(gamefunc_Look_Right) << SK_LOOK_RIGHT;
localInput.bits |= weaponSelection << SK_WEAPON_BITS;
localInput.bits |= BUTTON(gamefunc_Steroids) << SK_STEROIDS;
localInput.bits |= BUTTON(gamefunc_Look_Up) << SK_LOOK_UP;
localInput.bits |= BUTTON(gamefunc_Look_Down) << SK_LOOK_DOWN;
localInput.bits |= BUTTON(gamefunc_NightVision) << SK_NIGHTVISION;
localInput.bits |= BUTTON(gamefunc_MedKit) << SK_MEDKIT;
localInput.bits |= BUTTON(gamefunc_Center_View) << SK_CENTER_VIEW;
localInput.bits |= BUTTON(gamefunc_Holster_Weapon) << SK_HOLSTER;
localInput.bits |= (BUTTON(gamefunc_Inventory_Left) ||
(BUTTON(gamefunc_Dpad_Select) && (staticInput.svel > 0 || staticInput.avel < 0))) << SK_INV_LEFT;
localInput.bits |= KB_KeyPressed(sc_Pause) << SK_PAUSE;
localInput.bits |= BUTTON(gamefunc_Quick_Kick) << SK_QUICK_KICK;
localInput.bits |= g_myAimMode << SK_AIMMODE;
localInput.bits |= BUTTON(gamefunc_Holo_Duke) << SK_HOLODUKE;
localInput.bits |= BUTTON(gamefunc_Jetpack) << SK_JETPACK;
localInput.bits |= (g_gameQuit << SK_GAMEQUIT);
localInput.bits |= (BUTTON(gamefunc_Inventory_Right) ||
(BUTTON(gamefunc_Dpad_Select) && (staticInput.svel < 0 || staticInput.avel > 0))) << SK_INV_RIGHT;
localInput.bits |= BUTTON(gamefunc_TurnAround) << SK_TURNAROUND;
localInput.bits |= BUTTON(gamefunc_Open) << SK_OPEN;
localInput.bits |= BUTTON(gamefunc_Inventory) << SK_INVENTORY;
localInput.bits |= ((uint32_t)KB_KeyPressed(sc_Escape)) << SK_ESCAPE;
if (BUTTON(gamefunc_Dpad_Select))
{
staticInput.fvel = 0;
staticInput.svel = 0;
staticInput.avel = 0;
}
if (BUTTON(gamefunc_Dpad_Aiming))
staticInput.fvel = 0;
if (PWEAPON(playerNum, g_player[playerNum].ps->curr_weapon, Flags) & WEAPON_SEMIAUTO && BUTTON(gamefunc_Fire))
CONTROL_ClearButton(gamefunc_Fire);
localInput.extbits = (BUTTON(gamefunc_Move_Forward) || (staticInput.fvel > 0));
localInput.extbits |= (BUTTON(gamefunc_Move_Backward) || (staticInput.fvel < 0))<<1;
localInput.extbits |= (BUTTON(gamefunc_Strafe_Left) || (staticInput.svel > 0))<<2;
localInput.extbits |= (BUTTON(gamefunc_Strafe_Right) || (staticInput.svel < 0))<<3;
if (VM_HaveEvent(EVENT_PROCESSINPUT) || VM_HaveEvent(EVENT_TURNLEFT))
localInput.extbits |= BUTTON(gamefunc_Turn_Left)<<4;
if (VM_HaveEvent(EVENT_PROCESSINPUT) || VM_HaveEvent(EVENT_TURNRIGHT))
localInput.extbits |= BUTTON(gamefunc_Turn_Right)<<5;
// used for changing team
localInput.extbits |= (g_player[playerNum].pteam != g_player[playerNum].ps->team)<<6;
if (ud.scrollmode && ud.overhead_on)
{
ud.folfvel = staticInput.fvel;
ud.folavel = staticInput.avel;
localInput.fvel = 0;
localInput.svel = 0;
localInput.avel = 0;
localInput.horz = 0;
return;
}
localInput.fvel = mulscale9(staticInput.fvel, sintable[(pPlayer->ang + 2560) & 2047]) +
mulscale9(staticInput.svel, sintable[(pPlayer->ang + 2048) & 2047]) +
pPlayer->fric.x;
localInput.svel = mulscale9(staticInput.fvel, sintable[(pPlayer->ang + 2048) & 2047]) +
mulscale9(staticInput.svel, sintable[(pPlayer->ang + 1536) & 2047]) +
pPlayer->fric.y;
localInput.avel = staticInput.avel;
localInput.horz = staticInput.horz;
}
static int32_t P_DoCounters(int playerNum)
{
DukePlayer_t *const pPlayer = g_player[playerNum].ps;
if (pPlayer->invdisptime > 0)
pPlayer->invdisptime--;
if (pPlayer->tipincs > 0)
pPlayer->tipincs--;
if (pPlayer->last_pissed_time > 0)
{
switch (--pPlayer->last_pissed_time)
{
case GAMETICSPERSEC * 219:
{
A_PlaySound(FLUSH_TOILET, pPlayer->i);
if (playerNum == screenpeek || GTFLAGS(GAMETYPE_COOPSOUND))
A_PlaySound(DUKE_PISSRELIEF, pPlayer->i);
}
break;
case GAMETICSPERSEC * 218:
{
pPlayer->holster_weapon = 0;
pPlayer->weapon_pos = WEAPON_POS_RAISE;
}
break;
}
}
if (pPlayer->crack_time > 0)
{
if (--pPlayer->crack_time == 0)
{
pPlayer->knuckle_incs = 1;
pPlayer->crack_time = 777;
}
}
if (pPlayer->inv_amount[GET_STEROIDS] > 0 && pPlayer->inv_amount[GET_STEROIDS] < 400)
{
if (--pPlayer->inv_amount[GET_STEROIDS] == 0)
P_SelectNextInvItem(pPlayer);
if (!(pPlayer->inv_amount[GET_STEROIDS] & 7))
if (playerNum == screenpeek || GTFLAGS(GAMETYPE_COOPSOUND))
A_PlaySound(DUKE_HARTBEAT, pPlayer->i);
}
if (pPlayer->heat_on && pPlayer->inv_amount[GET_HEATS] > 0)
{
if (--pPlayer->inv_amount[GET_HEATS] == 0)
{
pPlayer->heat_on = 0;
P_SelectNextInvItem(pPlayer);
A_PlaySound(NITEVISION_ONOFF, pPlayer->i);
P_UpdateScreenPal(pPlayer);
}
}
if (pPlayer->holoduke_on >= 0)
{
if (--pPlayer->inv_amount[GET_HOLODUKE] <= 0)
{
A_PlaySound(TELEPORTER, pPlayer->i);
pPlayer->holoduke_on = -1;
P_SelectNextInvItem(pPlayer);
}
}
if (pPlayer->jetpack_on && pPlayer->inv_amount[GET_JETPACK] > 0)
{
if (--pPlayer->inv_amount[GET_JETPACK] <= 0)
{
pPlayer->jetpack_on = 0;
P_SelectNextInvItem(pPlayer);
A_PlaySound(DUKE_JETPACK_OFF, pPlayer->i);
S_StopEnvSound(DUKE_JETPACK_IDLE, pPlayer->i);
S_StopEnvSound(DUKE_JETPACK_ON, pPlayer->i);
}
}
if (pPlayer->quick_kick > 0 && sprite[pPlayer->i].pal != 1)
{
pPlayer->last_quick_kick = pPlayer->quick_kick + 1;
if (--pPlayer->quick_kick == 8)
A_Shoot(pPlayer->i, KNEE);
}
else if (pPlayer->last_quick_kick > 0)
--pPlayer->last_quick_kick;
if (pPlayer->access_incs && sprite[pPlayer->i].pal != 1)
{
++pPlayer->access_incs;
if (sprite[pPlayer->i].extra <= 0)
pPlayer->access_incs = 12;
if (pPlayer->access_incs == 12)
{
if (pPlayer->access_spritenum >= 0)
{
P_ActivateSwitch(playerNum, pPlayer->access_spritenum, 1);
switch (sprite[pPlayer->access_spritenum].pal)
{
case 0: pPlayer->got_access &= (0xffff - 0x1); break;
case 21: pPlayer->got_access &= (0xffff - 0x2); break;
case 23: pPlayer->got_access &= (0xffff - 0x4); break;
}
pPlayer->access_spritenum = -1;
}
else
{
P_ActivateSwitch(playerNum,pPlayer->access_wallnum,0);
switch (wall[pPlayer->access_wallnum].pal)
{
case 0: pPlayer->got_access &= (0xffff - 0x1); break;
case 21: pPlayer->got_access &= (0xffff - 0x2); break;
case 23: pPlayer->got_access &= (0xffff - 0x4); break;
}
}
}
if (pPlayer->access_incs > 20)
{
pPlayer->access_incs = 0;
pPlayer->weapon_pos = WEAPON_POS_RAISE;
pPlayer->kickback_pic = 0;
}
}
if (pPlayer->cursectnum >= 0 && pPlayer->scuba_on == 0 && sector[pPlayer->cursectnum].lotag == ST_2_UNDERWATER)
{
if (pPlayer->inv_amount[GET_SCUBA] > 0)
{
pPlayer->scuba_on = 1;
pPlayer->inven_icon = ICON_SCUBA;
P_DoQuote(QUOTE_SCUBA_ON, pPlayer);
}
else
{
if (pPlayer->airleft > 0)
--pPlayer->airleft;
else
{
pPlayer->extra_extra8 += 32;
if (pPlayer->last_extra < (pPlayer->max_player_health >> 1) && (pPlayer->last_extra & 3) == 0)
A_PlaySound(DUKE_LONGTERM_PAIN, pPlayer->i);
}
}
}
else if (pPlayer->inv_amount[GET_SCUBA] > 0 && pPlayer->scuba_on)
{
pPlayer->inv_amount[GET_SCUBA]--;
if (pPlayer->inv_amount[GET_SCUBA] == 0)
{
pPlayer->scuba_on = 0;
P_SelectNextInvItem(pPlayer);
}
}
if (pPlayer->knuckle_incs)
{
if (++pPlayer->knuckle_incs == 10)
{
if (!WW2GI)
{
if (totalclock > 1024)
if (playerNum == screenpeek || GTFLAGS(GAMETYPE_COOPSOUND))
{
if (rand()&1)
A_PlaySound(DUKE_CRACK,pPlayer->i);
else A_PlaySound(DUKE_CRACK2,pPlayer->i);
}
A_PlaySound(DUKE_CRACK_FIRST,pPlayer->i);
}
}
else if (pPlayer->knuckle_incs == 22 || TEST_SYNC_KEY(g_player[playerNum].inputBits->bits, SK_FIRE))
pPlayer->knuckle_incs=0;
return 1;
}
return 0;
}
int16_t WeaponPickupSprites[MAX_WEAPONS] = { KNEE__STATIC, FIRSTGUNSPRITE__STATIC, SHOTGUNSPRITE__STATIC,
CHAINGUNSPRITE__STATIC, RPGSPRITE__STATIC, HEAVYHBOMB__STATIC, SHRINKERSPRITE__STATIC, DEVISTATORSPRITE__STATIC,
TRIPBOMBSPRITE__STATIC, FREEZESPRITE__STATIC, HEAVYHBOMB__STATIC, SHRINKERSPRITE__STATIC
};
// this is used for player deaths
void P_DropWeapon(int const playerNum)
{
const DukePlayer_t *const pPlayer = g_player[playerNum].ps;
int const currentWeapon = PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike);
if ((unsigned)currentWeapon >= MAX_WEAPONS)
return;
if (krand() & 1)
A_Spawn(pPlayer->i, WeaponPickupSprites[currentWeapon]);
else
switch (currentWeapon)
{
case RPG_WEAPON:
case HANDBOMB_WEAPON: A_Spawn(pPlayer->i, EXPLOSION2); break;
}
}
void P_AddAmmo(DukePlayer_t * const pPlayer, int const weaponNum, int const addAmount)
{
pPlayer->ammo_amount[weaponNum] += addAmount;
if (pPlayer->ammo_amount[weaponNum] > pPlayer->max_ammo_amount[weaponNum])
pPlayer->ammo_amount[weaponNum] = pPlayer->max_ammo_amount[weaponNum];
}
static void P_AddWeaponNoSwitch(DukePlayer_t * const p, int const weaponNum)
{
int const playerNum = P_Get(p->i); // PASS_SNUM?
if ((p->gotweapon & (1<<weaponNum)) == 0)
{
p->gotweapon |= (1<<weaponNum);
if (weaponNum == SHRINKER_WEAPON)
p->gotweapon |= (1<<GROW_WEAPON);
}
if (PWEAPON(playerNum, p->curr_weapon, SelectSound) > 0)
S_StopEnvSound(PWEAPON(playerNum, p->curr_weapon, SelectSound), p->i);
if (PWEAPON(playerNum, weaponNum, SelectSound) > 0)
A_PlaySound(PWEAPON(playerNum, weaponNum, SelectSound), p->i);
}
static void P_ChangeWeapon(DukePlayer_t * const pPlayer, int const weaponNum)
{
int const playerNum = P_Get(pPlayer->i); // PASS_SNUM?
int8_t const currentWeapon = pPlayer->curr_weapon;
if (pPlayer->reloading)
return;
int eventReturn = 0;
if (pPlayer->curr_weapon != weaponNum && VM_HaveEvent(EVENT_CHANGEWEAPON))
eventReturn = VM_OnEventWithReturn(EVENT_CHANGEWEAPON,pPlayer->i, playerNum, weaponNum);
if (eventReturn == -1)
return;
if (eventReturn != -2)
pPlayer->curr_weapon = weaponNum;
pPlayer->random_club_frame = 0;
if (pPlayer->weapon_pos == 0)
{
pPlayer->weapon_pos = -1;
pPlayer->last_weapon = currentWeapon;
}
else if ((unsigned)pPlayer->weapon_pos < WEAPON_POS_RAISE)
{
pPlayer->weapon_pos = -pPlayer->weapon_pos;
pPlayer->last_weapon = currentWeapon;
}
else if (pPlayer->last_weapon == weaponNum)
{
pPlayer->last_weapon = -1;
pPlayer->weapon_pos = -pPlayer->weapon_pos;
}
if (pPlayer->holster_weapon)
{
pPlayer->weapon_pos = WEAPON_POS_RAISE;
pPlayer->holster_weapon = 0;
pPlayer->last_weapon = -1;
}
#ifdef __ANDROID__
if (currentWeapon != pPlayer->curr_weapon &&
// p->last_weapon != -1 &&
!(PWEAPON(playerNum, currentWeapon, WorksLike) == HANDREMOTE_WEAPON && PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == HANDBOMB_WEAPON) &&
!(PWEAPON(playerNum, currentWeapon, WorksLike) == HANDBOMB_WEAPON && PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == HANDREMOTE_WEAPON))
CONTROL_Android_SetLastWeapon(PWEAPON(playerNum, currentWeapon, WorksLike) == HANDREMOTE_WEAPON ? (int)HANDBOMB_WEAPON : currentWeapon);
#endif
pPlayer->kickback_pic = 0;
P_SetWeaponGamevars(playerNum, pPlayer);
}
void P_AddWeapon(DukePlayer_t *pPlayer, int weaponNum, int switchWeapon)
{
P_AddWeaponNoSwitch(pPlayer, weaponNum);
if (switchWeapon)
P_ChangeWeapon(pPlayer, weaponNum);
}
void P_SelectNextInvItem(DukePlayer_t *pPlayer)
{
if (pPlayer->inv_amount[GET_FIRSTAID] > 0)
pPlayer->inven_icon = ICON_FIRSTAID;
else if (pPlayer->inv_amount[GET_STEROIDS] > 0)
pPlayer->inven_icon = ICON_STEROIDS;
else if (pPlayer->inv_amount[GET_JETPACK] > 0)
pPlayer->inven_icon = ICON_JETPACK;
else if (pPlayer->inv_amount[GET_HOLODUKE] > 0)
pPlayer->inven_icon = ICON_HOLODUKE;
else if (pPlayer->inv_amount[GET_HEATS] > 0)
pPlayer->inven_icon = ICON_HEATS;
else if (pPlayer->inv_amount[GET_SCUBA] > 0)
pPlayer->inven_icon = ICON_SCUBA;
else if (pPlayer->inv_amount[GET_BOOTS] > 0)
pPlayer->inven_icon = ICON_BOOTS;
else
pPlayer->inven_icon = ICON_NONE;
}
void P_CheckWeapon(DukePlayer_t *pPlayer)
{
int playerNum;
int weaponNum;
if (pPlayer->reloading)
return;
if (pPlayer->wantweaponfire >= 0)
{
weaponNum = pPlayer->wantweaponfire;
pPlayer->wantweaponfire = -1;
if (weaponNum == pPlayer->curr_weapon)
return;
if ((pPlayer->gotweapon & (1<<weaponNum)) && pPlayer->ammo_amount[weaponNum] > 0)
{
P_AddWeapon(pPlayer, weaponNum, 1);
return;
}
}
weaponNum = pPlayer->curr_weapon;
if ((pPlayer->gotweapon & (1<<weaponNum)) && (pPlayer->ammo_amount[weaponNum] > 0 || !(pPlayer->weaponswitch & 2)))
return;
playerNum = P_Get(pPlayer->i);
int wpnInc = 0;
for (wpnInc = 0; wpnInc <= FREEZE_WEAPON; ++wpnInc)
{
weaponNum = g_player[playerNum].wchoice[wpnInc];
if (VOLUMEONE && weaponNum > SHRINKER_WEAPON)
continue;
if (weaponNum == KNEE_WEAPON)
weaponNum = FREEZE_WEAPON;
else weaponNum--;
if (weaponNum == KNEE_WEAPON || ((pPlayer->gotweapon & (1<<weaponNum)) && pPlayer->ammo_amount[weaponNum] > 0))
break;
}
if (wpnInc == HANDREMOTE_WEAPON)
weaponNum = KNEE_WEAPON;
// Found the weapon
P_ChangeWeapon(pPlayer, weaponNum);
}
#ifdef LUNATIC
void P_CheckWeaponI(int playerNum)
{
P_CheckWeapon(g_player[playerNum].ps);
}
#endif
static void DoWallTouchDamage(const DukePlayer_t *pPlayer, int32_t wallNum)
{
vec3_t const davect = { pPlayer->pos.x + (sintable[(pPlayer->ang + 512) & 2047] >> 9),
pPlayer->pos.y + (sintable[pPlayer->ang & 2047] >> 9), pPlayer->pos.z };
A_DamageWall(pPlayer->i, wallNum, &davect, -1);
}
static void P_CheckTouchDamage(DukePlayer_t *pPlayer, int touchObject)
{
if ((touchObject = VM_OnEventWithReturn(EVENT_CHECKTOUCHDAMAGE, pPlayer->i, P_Get(pPlayer->i), touchObject)) == -1)
return;
if ((touchObject & 49152) == 49152)
{
int const touchSprite = touchObject & (MAXSPRITES - 1);
if (sprite[touchSprite].picnum == CACTUS)
{
if (pPlayer->hurt_delay < 8)
{
sprite[pPlayer->i].extra -= 5;
pPlayer->hurt_delay = 16;
P_PalFrom(pPlayer, 32, 32, 0, 0);
A_PlaySound(DUKE_LONGTERM_PAIN, pPlayer->i);
}
}
return;
}
if ((touchObject & 49152) != 32768)
return;
int const touchWall = touchObject & (MAXWALLS-1);
if (pPlayer->hurt_delay > 0)
pPlayer->hurt_delay--;
else if (wall[touchWall].cstat & FORCEFIELD_CSTAT)
{
int const forcePic = G_GetForcefieldPicnum(touchWall);
switch (DYNAMICTILEMAP(forcePic))
{
case W_FORCEFIELD__STATIC:
sprite[pPlayer->i].extra -= 5;
pPlayer->hurt_delay = 16;
P_PalFrom(pPlayer, 32, 32,0,0);
pPlayer->vel.x = -(sintable[(pPlayer->ang+512)&2047]<<8);
pPlayer->vel.y = -(sintable[(pPlayer->ang)&2047]<<8);
A_PlaySound(DUKE_LONGTERM_PAIN,pPlayer->i);
DoWallTouchDamage(pPlayer, touchWall);
break;
case BIGFORCE__STATIC:
pPlayer->hurt_delay = GAMETICSPERSEC;
DoWallTouchDamage(pPlayer, touchWall);
break;
}
}
}
static int P_CheckFloorDamage(DukePlayer_t *pPlayer, int floorTexture)
{
spritetype * const pSprite = &sprite[pPlayer->i];
if ((unsigned)(floorTexture = VM_OnEventWithReturn(EVENT_CHECKFLOORDAMAGE, pPlayer->i, P_Get(pPlayer->i), floorTexture)) >= MAXTILES)
return 0;
switch (DYNAMICTILEMAP(floorTexture))
{
case HURTRAIL__STATIC:
if (rnd(32))
{
if (pPlayer->inv_amount[GET_BOOTS] > 0)
return 1;
else
{
if (!A_CheckSoundPlaying(pPlayer->i, DUKE_LONGTERM_PAIN))
A_PlaySound(DUKE_LONGTERM_PAIN, pPlayer->i);
P_PalFrom(pPlayer, 32, 64, 64, 64);
pSprite->extra -= 1 + (krand() & 3);
if (!A_CheckSoundPlaying(pPlayer->i, SHORT_CIRCUIT))
A_PlaySound(SHORT_CIRCUIT, pPlayer->i);
return 0;
}
}
break;
case FLOORSLIME__STATIC:
if (rnd(16))
{
if (pPlayer->inv_amount[GET_BOOTS] > 0)
return 1;
else
{
if (!A_CheckSoundPlaying(pPlayer->i, DUKE_LONGTERM_PAIN))
A_PlaySound(DUKE_LONGTERM_PAIN, pPlayer->i);
P_PalFrom(pPlayer, 32, 0, 8, 0);
pSprite->extra -= 1 + (krand() & 3);
return 0;
}
}
break;
case FLOORPLASMA__STATIC:
if (rnd(32))
{
if (pPlayer->inv_amount[GET_BOOTS] > 0)
return 1;
else
{
if (!A_CheckSoundPlaying(pPlayer->i, DUKE_LONGTERM_PAIN))
A_PlaySound(DUKE_LONGTERM_PAIN, pPlayer->i);
P_PalFrom(pPlayer, 32, 8, 0, 0);
pSprite->extra -= 1 + (krand() & 3);
return 0;
}
}
break;
}
return 0;
}
int P_FindOtherPlayer(int playerNum, int32_t *pDist)
{
int closestPlayer = playerNum;
int closestPlayerDist = INT32_MAX;
for (bssize_t TRAVERSE_CONNECT(otherPlayer))
{
if (playerNum != otherPlayer && sprite[g_player[otherPlayer].ps->i].extra > 0)
{
int otherPlayerDist = klabs(g_player[otherPlayer].ps->opos.x - g_player[playerNum].ps->pos.x) +
klabs(g_player[otherPlayer].ps->opos.y - g_player[playerNum].ps->pos.y) +
(klabs(g_player[otherPlayer].ps->opos.z - g_player[playerNum].ps->pos.z) >> 4);
if (otherPlayerDist < closestPlayerDist)
{
closestPlayer = otherPlayer;
closestPlayerDist = otherPlayerDist;
}
}
}
*pDist = closestPlayerDist;
return closestPlayer;
}
void P_FragPlayer(int playerNum)
{
DukePlayer_t *const pPlayer = g_player[playerNum].ps;
spritetype *const pSprite = &sprite[pPlayer->i];
if (g_netClient) // [75] The server should not overwrite its own randomseed
randomseed = ticrandomseed;
if (pSprite->pal != 1)
{
P_PalFrom(pPlayer, 63, 63, 0, 0);
pPlayer->pos.z -= ZOFFSET2;
pSprite->z -= ZOFFSET2;
pPlayer->dead_flag = (512 - ((krand() & 1) << 10) + (krand() & 255) - 512) & 2047;
if (pPlayer->dead_flag == 0)
pPlayer->dead_flag++;
#ifndef NETCODE_DISABLE
if (g_netServer)
{
packbuf[0] = PACKET_FRAG;
packbuf[1] = playerNum;
packbuf[2] = pPlayer->frag_ps;
packbuf[3] = actor[pPlayer->i].picnum;
B_BUF32(&packbuf[4], ticrandomseed);
packbuf[8] = myconnectindex;
enet_host_broadcast(g_netServer, CHAN_GAMESTATE, enet_packet_create(packbuf, 9, ENET_PACKET_FLAG_RELIABLE));
}
#endif
}
pPlayer->jetpack_on = 0;
pPlayer->holoduke_on = -1;
S_StopEnvSound(DUKE_JETPACK_IDLE, pPlayer->i);
if (pPlayer->scream_voice > FX_Ok)
{
FX_StopSound(pPlayer->scream_voice);
S_Cleanup();
pPlayer->scream_voice = -1;
}
if (pSprite->pal != 1 && (pSprite->cstat & 32768) == 0)
pSprite->cstat = 0;
if ((g_netServer || ud.multimode > 1) && (pSprite->pal != 1 || (pSprite->cstat & 32768)))
{
if (pPlayer->frag_ps != playerNum)
{
if (GTFLAGS(GAMETYPE_TDM) && g_player[pPlayer->frag_ps].ps->team == g_player[playerNum].ps->team)
g_player[pPlayer->frag_ps].ps->fraggedself++;
else
{
g_player[pPlayer->frag_ps].ps->frag++;
g_player[pPlayer->frag_ps].frags[playerNum]++;
g_player[playerNum].frags[playerNum]++; // deaths
}
if (playerNum == screenpeek)
{
Bsprintf(apStrings[QUOTE_RESERVED], "Killed by %s", &g_player[pPlayer->frag_ps].user_name[0]);
P_DoQuote(QUOTE_RESERVED, pPlayer);
}
else
{
Bsprintf(apStrings[QUOTE_RESERVED2], "Killed %s", &g_player[playerNum].user_name[0]);
P_DoQuote(QUOTE_RESERVED2, g_player[pPlayer->frag_ps].ps);
}
if (ud.obituaries)
{
Bsprintf(tempbuf, apStrings[OBITQUOTEINDEX + (krand() % g_numObituaries)],
&g_player[pPlayer->frag_ps].user_name[0], &g_player[playerNum].user_name[0]);
G_AddUserQuote(tempbuf);
}
else
krand();
}
else
{
if (actor[pPlayer->i].picnum != APLAYERTOP)
{
pPlayer->fraggedself++;
if ((unsigned)pPlayer->wackedbyactor < MAXTILES && A_CheckEnemyTile(sprite[pPlayer->wackedbyactor].picnum))
Bsprintf(tempbuf, apStrings[OBITQUOTEINDEX + (krand() % g_numObituaries)], "A monster",
&g_player[playerNum].user_name[0]);
else if (actor[pPlayer->i].picnum == NUKEBUTTON)
Bsprintf(tempbuf, "^02%s^02 tried to leave", &g_player[playerNum].user_name[0]);
else
{
// random suicide death string
Bsprintf(tempbuf, apStrings[SUICIDEQUOTEINDEX + (krand() % g_numSelfObituaries)],
&g_player[playerNum].user_name[0]);
}
}
else
Bsprintf(tempbuf, "^02%s^02 switched to team %d", &g_player[playerNum].user_name[0], pPlayer->team + 1);
if (ud.obituaries)
G_AddUserQuote(tempbuf);
}
pPlayer->frag_ps = playerNum;
pus = NUMPAGES;
}
}
#ifdef LUNATIC
# define PIPEBOMB_CONTROL(playerNum) (g_player[playerNum].ps->pipebombControl)
#else
# define PIPEBOMB_CONTROL(playerNum) (Gv_GetVarByLabel("PIPEBOMB_CONTROL", PIPEBOMB_REMOTE, -1, playerNum))
#endif
static void P_ProcessWeapon(int playerNum)
{
DukePlayer_t *const pPlayer = g_player[playerNum].ps;
uint8_t *const weaponFrame = &pPlayer->kickback_pic;
int const playerShrunk = (sprite[pPlayer->i].yrepeat < 32);
uint32_t playerBits = g_player[playerNum].inputBits->bits;
switch (pPlayer->weapon_pos)
{
case WEAPON_POS_LOWER:
if (pPlayer->last_weapon >= 0)
{
pPlayer->weapon_pos = WEAPON_POS_RAISE;
pPlayer->last_weapon = -1;
}
else if (pPlayer->holster_weapon == 0)
pPlayer->weapon_pos = WEAPON_POS_RAISE;
break;
case 0: break;
default: pPlayer->weapon_pos--; break;
}
if (TEST_SYNC_KEY(playerBits, SK_FIRE))
{
P_SetWeaponGamevars(playerNum, pPlayer);
if (VM_OnEvent(EVENT_PRESSEDFIRE, pPlayer->i, playerNum) != 0)
playerBits &= ~BIT(SK_FIRE);
}
if (TEST_SYNC_KEY(playerBits, SK_HOLSTER)) // 'Holster Weapon
{
P_SetWeaponGamevars(playerNum, pPlayer);
if (VM_OnEvent(EVENT_HOLSTER, pPlayer->i, playerNum) == 0)
{
if (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) != KNEE_WEAPON)
{
if (pPlayer->holster_weapon == 0 && pPlayer->weapon_pos == 0)
{
pPlayer->holster_weapon = 1;
pPlayer->weapon_pos = -1;
P_DoQuote(QUOTE_WEAPON_LOWERED, pPlayer);
}
else if (pPlayer->holster_weapon == 1 && pPlayer->weapon_pos == WEAPON_POS_LOWER)
{
pPlayer->holster_weapon = 0;
pPlayer->weapon_pos = WEAPON_POS_RAISE;
P_DoQuote(QUOTE_WEAPON_RAISED,pPlayer);
}
}
if (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_HOLSTER_CLEARS_CLIP)
{
int const weap = pPlayer->curr_weapon, clipcnt = PWEAPON(playerNum, weap, Clip);
if (pPlayer->ammo_amount[weap] > clipcnt && (pPlayer->ammo_amount[weap] % clipcnt) != 0)
{
pPlayer->ammo_amount[weap] -= pPlayer->ammo_amount[weap] % clipcnt;
*weaponFrame = PWEAPON(playerNum, weap, TotalTime);
playerBits &= ~BIT(SK_FIRE); // not firing...
}
return;
}
}
}
if (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_GLOWS)
{
pPlayer->random_club_frame += 64; // Glowing
#ifdef POLYMER
if (pPlayer->kickback_pic == 0)
{
spritetype *const pSprite = &sprite[pPlayer->i];
int const glowXOffset = ((sintable[(pSprite->ang + 512) & 2047]) >> 7);
int const glowYOffset = ((sintable[(pSprite->ang) & 2047]) >> 7);
int const glowRange = 1024 + (sintable[pPlayer->random_club_frame & 2047] >> 3);
pSprite->x += glowXOffset;
pSprite->y += glowYOffset;
G_AddGameLight(0, pPlayer->i, PHEIGHT, max(glowRange, 0),
PWEAPON(playerNum, pPlayer->curr_weapon, FlashColor), PR_LIGHT_PRIO_HIGH_GAME);
actor[pPlayer->i].lightcount = 2;
pSprite->x -= glowXOffset;
pSprite->y -= glowYOffset;
}
#endif
}
// this is a hack for WEAPON_FIREEVERYOTHER
if (actor[pPlayer->i].t_data[7])
{
actor[pPlayer->i].t_data[7]--;
if (pPlayer->last_weapon == -1 && actor[pPlayer->i].t_data[7] != 0 && ((actor[pPlayer->i].t_data[7] & 1) == 0))
{
if (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_AMMOPERSHOT)
{
if (pPlayer->ammo_amount[pPlayer->curr_weapon] > 0)
pPlayer->ammo_amount[pPlayer->curr_weapon]--;
else
{
actor[pPlayer->i].t_data[7] = 0;
P_CheckWeapon(pPlayer);
}
}
if (actor[pPlayer->i].t_data[7] != 0)
A_Shoot(pPlayer->i,PWEAPON(playerNum, pPlayer->curr_weapon, Shoots));
}
}
if (pPlayer->rapid_fire_hold == 1)
{
if (TEST_SYNC_KEY(playerBits, SK_FIRE))
return;
pPlayer->rapid_fire_hold = 0;
}
if (playerShrunk || pPlayer->tipincs || pPlayer->access_incs)
playerBits &= ~BIT(SK_FIRE);
else if (playerShrunk == 0 && (playerBits & (1 << 2)) && (*weaponFrame) == 0 && pPlayer->fist_incs == 0 &&
pPlayer->last_weapon == -1 && (pPlayer->weapon_pos == 0 || pPlayer->holster_weapon == 1))
{
pPlayer->crack_time = 777;
if (pPlayer->holster_weapon == 1)
{
if (pPlayer->last_pissed_time <= (GAMETICSPERSEC * 218) && pPlayer->weapon_pos == WEAPON_POS_LOWER)
{
pPlayer->holster_weapon = 0;
pPlayer->weapon_pos = WEAPON_POS_RAISE;
P_DoQuote(QUOTE_WEAPON_RAISED, pPlayer);
}
}
else
{
P_SetWeaponGamevars(playerNum, pPlayer);
if (VM_OnEvent(EVENT_FIRE, pPlayer->i, playerNum) == 0)
{
// this event is deprecated
VM_OnEvent(EVENT_FIREWEAPON, pPlayer->i, playerNum);
int spriteNum;
switch (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike))
{
case HANDBOMB_WEAPON:
pPlayer->hbomb_hold_delay = 0;
if (pPlayer->ammo_amount[pPlayer->curr_weapon] > 0)
{
(*weaponFrame) = 1;
if (PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound) > 0)
A_PlaySound(PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound), pPlayer->i);
}
break;
case HANDREMOTE_WEAPON:
pPlayer->hbomb_hold_delay = 0;
(*weaponFrame) = 1;
if (PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound) > 0)
A_PlaySound(PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound), pPlayer->i);
break;
case SHOTGUN_WEAPON:
if (pPlayer->ammo_amount[pPlayer->curr_weapon] > 0 && pPlayer->random_club_frame == 0)
{
(*weaponFrame) = 1;
if (PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound) > 0)
A_PlaySound(PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound), pPlayer->i);
}
break;
case TRIPBOMB_WEAPON:
if (pPlayer->ammo_amount[pPlayer->curr_weapon] > 0)
{
hitdata_t hitData;
hitscan((const vec3_t *)pPlayer, pPlayer->cursectnum, sintable[(pPlayer->ang + 512) & 2047],
sintable[pPlayer->ang & 2047], (100 - pPlayer->horiz - pPlayer->horizoff) * 32, &hitData,
CLIPMASK1);
if ((hitData.sect < 0 || hitData.sprite >= 0) ||
(hitData.wall >= 0 && sector[hitData.sect].lotag > 2))
break;
if (hitData.wall >= 0 && wall[hitData.wall].overpicnum >= 0)
if (wall[hitData.wall].overpicnum == BIGFORCE)
break;
spriteNum = headspritesect[hitData.sect];
while (spriteNum >= 0)
{
if (sprite[spriteNum].picnum == TRIPBOMB && klabs(sprite[spriteNum].z - hitData.pos.z) < ZOFFSET4 &&
((sprite[spriteNum].x - hitData.pos.x) * (sprite[spriteNum].x - hitData.pos.x) +
(sprite[spriteNum].y - hitData.pos.y) * (sprite[spriteNum].y - hitData.pos.y)) < (290 * 290))
break;
spriteNum = nextspritesect[spriteNum];
}
// ST_2_UNDERWATER
if (spriteNum == -1 && hitData.wall >= 0 && (wall[hitData.wall].cstat & 16) == 0)
if ((wall[hitData.wall].nextsector >= 0 && sector[wall[hitData.wall].nextsector].lotag <= 2) ||
(wall[hitData.wall].nextsector == -1 && sector[hitData.sect].lotag <= 2))
if (((hitData.pos.x - pPlayer->pos.x) * (hitData.pos.x - pPlayer->pos.x) +
(hitData.pos.y - pPlayer->pos.y) * (hitData.pos.y - pPlayer->pos.y)) < (290 * 290))
{
pPlayer->pos.z = pPlayer->opos.z;
pPlayer->vel.z = 0;
(*weaponFrame) = 1;
if (PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound) > 0)
{
A_PlaySound(PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound), pPlayer->i);
}
}
}
break;
case PISTOL_WEAPON:
case CHAINGUN_WEAPON:
case SHRINKER_WEAPON:
case GROW_WEAPON:
case FREEZE_WEAPON:
case RPG_WEAPON:
if (pPlayer->ammo_amount[pPlayer->curr_weapon] > 0)
{
(*weaponFrame) = 1;
if (PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound) > 0)
A_PlaySound(PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound), pPlayer->i);
}
break;
case DEVISTATOR_WEAPON:
if (pPlayer->ammo_amount[pPlayer->curr_weapon] > 0)
{
(*weaponFrame) = 1;
pPlayer->hbomb_hold_delay = !pPlayer->hbomb_hold_delay;
if (PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound) > 0)
A_PlaySound(PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound), pPlayer->i);
}
break;
case KNEE_WEAPON:
if (pPlayer->quick_kick == 0)
{
(*weaponFrame) = 1;
if (PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound) > 0)
A_PlaySound(PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound), pPlayer->i);
}
break;
}
}
}
}
else if (*weaponFrame)
{
if (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == HANDBOMB_WEAPON)
{
if (PWEAPON(playerNum, pPlayer->curr_weapon, HoldDelay) && ((*weaponFrame) == PWEAPON(playerNum, pPlayer->curr_weapon, FireDelay)) && TEST_SYNC_KEY(playerBits, SK_FIRE))
{
pPlayer->rapid_fire_hold = 1;
return;
}
if (++(*weaponFrame) == PWEAPON(playerNum, pPlayer->curr_weapon, HoldDelay))
{
pPlayer->ammo_amount[pPlayer->curr_weapon]--;
if (numplayers < 2 || g_netServer)
{
int pipeBombType;
int pipeBombZvel;
int pipeBombFwdVel;
if (pPlayer->on_ground && TEST_SYNC_KEY(playerBits, SK_CROUCH))
{
pipeBombFwdVel = 15;
pipeBombZvel = ((pPlayer->horiz + pPlayer->horizoff - 100) * 20);
}
else
{
pipeBombFwdVel = 140;
pipeBombZvel = -512 - ((pPlayer->horiz + pPlayer->horizoff - 100) * 20);
}
int pipeSpriteNum = A_InsertSprite(pPlayer->cursectnum,
pPlayer->pos.x+(sintable[(pPlayer->ang+512)&2047]>>6),
pPlayer->pos.y+(sintable[pPlayer->ang&2047]>>6),
pPlayer->pos.z,PWEAPON(playerNum, pPlayer->curr_weapon, Shoots),-16,9,9,
pPlayer->ang,(pipeBombFwdVel+(pPlayer->hbomb_hold_delay<<5)),pipeBombZvel,pPlayer->i,1);
pipeBombType = PIPEBOMB_CONTROL(playerNum);
if (pipeBombType & PIPEBOMB_TIMER)
{
#ifdef LUNATIC
int pipeLifeTime = g_player[playerNum].ps->pipebombLifetime;
int pipeLifeVariance = g_player[playerNum].ps->pipebombLifetimeVar;
#else
int pipeLifeTime = Gv_GetVarByLabel("GRENADE_LIFETIME", NAM_GRENADE_LIFETIME, -1, playerNum);
int pipeLifeVariance = Gv_GetVarByLabel("GRENADE_LIFETIME_VAR", NAM_GRENADE_LIFETIME_VAR, -1, playerNum);
#endif
actor[pipeSpriteNum].t_data[7]= pipeLifeTime
+ mulscale14(krand(), pipeLifeVariance)
- pipeLifeVariance;
// TIMER_CONTROL
actor[pipeSpriteNum].t_data[6]=1;
}
else actor[pipeSpriteNum].t_data[6]=2;
if (pipeBombFwdVel == 15)
{
sprite[pipeSpriteNum].yvel = 3;
sprite[pipeSpriteNum].z += ZOFFSET3;
}
if (A_GetHitscanRange(pPlayer->i) < 512)
{
sprite[pipeSpriteNum].ang += 1024;
sprite[pipeSpriteNum].zvel /= 3;
sprite[pipeSpriteNum].xvel /= 3;
}
}
pPlayer->hbomb_on = 1;
}
else if ((*weaponFrame) < PWEAPON(playerNum, pPlayer->curr_weapon, HoldDelay) && TEST_SYNC_KEY(playerBits, SK_FIRE))
pPlayer->hbomb_hold_delay++;
else if ((*weaponFrame) > PWEAPON(playerNum, pPlayer->curr_weapon, TotalTime))
{
(*weaponFrame) = 0;
pPlayer->weapon_pos = WEAPON_POS_RAISE;
if (PIPEBOMB_CONTROL(playerNum) == PIPEBOMB_REMOTE)
{
pPlayer->curr_weapon = HANDREMOTE_WEAPON;
pPlayer->last_weapon = -1;
}
else P_CheckWeapon(pPlayer);
}
}
else if (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == HANDREMOTE_WEAPON)
{
if (++(*weaponFrame) == PWEAPON(playerNum, pPlayer->curr_weapon, FireDelay))
{
if (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_BOMB_TRIGGER)
pPlayer->hbomb_on = 0;
if (PWEAPON(playerNum, pPlayer->curr_weapon, Shoots) != 0)
{
if (!(PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_NOVISIBLE))
{
lastvisinc = totalclock+32;
pPlayer->visibility = 0;
}
P_SetWeaponGamevars(playerNum, pPlayer);
A_Shoot(pPlayer->i, PWEAPON(playerNum, pPlayer->curr_weapon, Shoots));
}
}
if ((*weaponFrame) >= PWEAPON(playerNum, pPlayer->curr_weapon, TotalTime))
{
(*weaponFrame) = 0;
if ((pPlayer->ammo_amount[HANDBOMB_WEAPON] > 0) && PIPEBOMB_CONTROL(playerNum) == PIPEBOMB_REMOTE)
P_AddWeapon(pPlayer, HANDBOMB_WEAPON, 1);
else P_CheckWeapon(pPlayer);
}
}
else
{
// the basic weapon...
(*weaponFrame)++;
if (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_CHECKATRELOAD)
{
if (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == TRIPBOMB_WEAPON)
{
if ((*weaponFrame) >= PWEAPON(playerNum, pPlayer->curr_weapon, TotalTime))
{
(*weaponFrame) = 0;
P_CheckWeapon(pPlayer);
pPlayer->weapon_pos = WEAPON_POS_LOWER;
}
}
else if (*weaponFrame >= PWEAPON(playerNum, pPlayer->curr_weapon, Reload))
P_CheckWeapon(pPlayer);
}
else if (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike)!=KNEE_WEAPON && *weaponFrame >= PWEAPON(playerNum, pPlayer->curr_weapon, FireDelay))
P_CheckWeapon(pPlayer);
if (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_STANDSTILL
&& *weaponFrame < (PWEAPON(playerNum, pPlayer->curr_weapon, FireDelay)+1))
{
pPlayer->pos.z = pPlayer->opos.z;
pPlayer->vel.z = 0;
}
if (*weaponFrame == PWEAPON(playerNum, pPlayer->curr_weapon, Sound2Time))
if (PWEAPON(playerNum, pPlayer->curr_weapon, Sound2Sound) > 0)
A_PlaySound(PWEAPON(playerNum, pPlayer->curr_weapon, Sound2Sound),pPlayer->i);
if (*weaponFrame == PWEAPON(playerNum, pPlayer->curr_weapon, SpawnTime))
P_DoWeaponSpawn(playerNum);
if ((*weaponFrame) >= PWEAPON(playerNum, pPlayer->curr_weapon, TotalTime))
{
if (/*!(PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_CHECKATRELOAD) && */ pPlayer->reloading == 1 ||
(PWEAPON(playerNum, pPlayer->curr_weapon, Reload) > PWEAPON(playerNum, pPlayer->curr_weapon, TotalTime) && pPlayer->ammo_amount[pPlayer->curr_weapon] > 0
&& (PWEAPON(playerNum, pPlayer->curr_weapon, Clip)) && (((pPlayer->ammo_amount[pPlayer->curr_weapon]%(PWEAPON(playerNum, pPlayer->curr_weapon, Clip)))==0))))
{
int const weaponReloadTime = PWEAPON(playerNum, pPlayer->curr_weapon, Reload)
- PWEAPON(playerNum, pPlayer->curr_weapon, TotalTime);
pPlayer->reloading = 1;
if ((*weaponFrame) != (PWEAPON(playerNum, pPlayer->curr_weapon, TotalTime)))
{
if ((*weaponFrame) == (PWEAPON(playerNum, pPlayer->curr_weapon, TotalTime)+1))
{
if (PWEAPON(playerNum, pPlayer->curr_weapon, ReloadSound1) > 0)
A_PlaySound(PWEAPON(playerNum, pPlayer->curr_weapon, ReloadSound1), pPlayer->i);
}
else if (((*weaponFrame) ==
(PWEAPON(playerNum, pPlayer->curr_weapon, Reload) - (weaponReloadTime / 3)) &&
!(PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_RELOAD_TIMING)) ||
((*weaponFrame) ==
(PWEAPON(playerNum, pPlayer->curr_weapon, Reload) - weaponReloadTime + 4) &&
(PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_RELOAD_TIMING)))
{
if (PWEAPON(playerNum, pPlayer->curr_weapon, ReloadSound2) > 0)
A_PlaySound(PWEAPON(playerNum, pPlayer->curr_weapon, ReloadSound2), pPlayer->i);
}
else if ((*weaponFrame) >= (PWEAPON(playerNum, pPlayer->curr_weapon, Reload)))
{
*weaponFrame = 0;
pPlayer->reloading = 0;
}
}
}
else
{
if (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_AUTOMATIC &&
(PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike)==KNEE_WEAPON || pPlayer->ammo_amount[pPlayer->curr_weapon] > 0))
{
if (TEST_SYNC_KEY(playerBits, SK_FIRE))
{
*weaponFrame =
(PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_RANDOMRESTART) ? 1 + (krand() & 3) : 1;
}
else *weaponFrame = 0;
}
else *weaponFrame = 0;
if (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_RESET &&
((PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == KNEE_WEAPON)
|| pPlayer->ammo_amount[pPlayer->curr_weapon] > 0))
{
*weaponFrame = !!(TEST_SYNC_KEY(playerBits, SK_FIRE));
}
}
}
else if (*weaponFrame >= PWEAPON(playerNum, pPlayer->curr_weapon, FireDelay) && (*weaponFrame) < PWEAPON(playerNum, pPlayer->curr_weapon, TotalTime)
&& ((PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == KNEE_WEAPON) || pPlayer->ammo_amount[pPlayer->curr_weapon] > 0))
{
if (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_AUTOMATIC)
{
if (!(PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_SEMIAUTO))
{
if (TEST_SYNC_KEY(playerBits, SK_FIRE) == 0 && PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_RESET)
*weaponFrame = PWEAPON(playerNum, pPlayer->curr_weapon, TotalTime);
if (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_FIREEVERYTHIRD)
{
if (((*(weaponFrame))%3) == 0)
{
P_FireWeapon(playerNum);
P_DoWeaponSpawn(playerNum);
}
}
else if (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_FIREEVERYOTHER)
{
P_FireWeapon(playerNum);
P_DoWeaponSpawn(playerNum);
}
else
{
if (*weaponFrame == PWEAPON(playerNum, pPlayer->curr_weapon, FireDelay))
{
P_FireWeapon(playerNum);
// P_DoWeaponSpawn(snum);
}
}
if (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_RESET
&& (*weaponFrame) > PWEAPON(playerNum, pPlayer->curr_weapon, TotalTime)
- PWEAPON(playerNum, pPlayer->curr_weapon, HoldDelay)
&& ((PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == KNEE_WEAPON)
|| pPlayer->ammo_amount[pPlayer->curr_weapon] > 0))
{
*weaponFrame = !!(TEST_SYNC_KEY(playerBits, SK_FIRE));
}
}
else
{
if (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_FIREEVERYOTHER)
{
P_FireWeapon(playerNum);
P_DoWeaponSpawn(playerNum);
}
else
{
if (*weaponFrame == PWEAPON(playerNum, pPlayer->curr_weapon, FireDelay))
P_FireWeapon(playerNum);
}
}
}
else if (*weaponFrame == PWEAPON(playerNum, pPlayer->curr_weapon, FireDelay))
P_FireWeapon(playerNum);
}
}
}
}
void P_EndLevel(void)
{
for (bssize_t TRAVERSE_CONNECT(playerNum))
g_player[playerNum].ps->gm = MODE_EOL;
if (ud.from_bonus)
{
ud.level_number = ud.from_bonus;
ud.m_level_number = ud.level_number;
ud.from_bonus = 0;
}
else
{
ud.level_number = (++ud.level_number < MAXLEVELS) ? ud.level_number : 0;
ud.m_level_number = ud.level_number;
}
}
static int P_DoFist(DukePlayer_t *pPlayer)
{
// the fist punching NUKEBUTTON
if (++(pPlayer->fist_incs) == 28)
{
if (ud.recstat == 1)
G_CloseDemoWrite();
S_PlaySound(PIPEBOMB_EXPLODE);
P_PalFrom(pPlayer, 48, 64, 64, 64);
}
if (pPlayer->fist_incs > 42)
{
if (pPlayer->buttonpalette && ud.from_bonus == 0)
{
for (bssize_t TRAVERSE_CONNECT(playerNum))
g_player[playerNum].ps->gm = MODE_EOL;
ud.from_bonus = ud.level_number + 1;
if ((unsigned)ud.secretlevel <= MAXLEVELS)
ud.level_number = ud.secretlevel - 1;
ud.m_level_number = ud.level_number;
}
else
P_EndLevel();
pPlayer->fist_incs = 0;
return 1;
}
return 0;
}
#ifdef YAX_ENABLE
static void getzsofslope_player(int sectNum, int playerX, int playerY, int32_t *pCeilZ, int32_t *pFloorZ)
{
int didCeiling = 0;
if ((sector[sectNum].ceilingstat & 512) == 0)
{
int const neighborSect = yax_getneighborsect(playerX, playerY, sectNum, YAX_CEILING);
if (neighborSect >= 0)
{
*pCeilZ = getceilzofslope(neighborSect, playerX, playerY);
didCeiling = 1;
}
}
int didFloor = 0;
if ((sector[sectNum].floorstat & 512) == 0)
{
int const neighborSect = yax_getneighborsect(playerX, playerY, sectNum, YAX_FLOOR);
if (neighborSect >= 0)
{
*pFloorZ = getflorzofslope(neighborSect, playerX, playerY);
didFloor = 1;
}
}
if (!didCeiling || !didFloor)
{
int32_t ceilingZ, floorZ;
getzsofslope(sectNum, playerX, playerY, &ceilingZ, &floorZ);
if (!didCeiling)
*pCeilZ = ceilingZ;
if (!didFloor)
*pFloorZ = floorZ;
}
}
#endif
void P_UpdatePosWhenViewingCam(DukePlayer_t *pPlayer)
{
int const newOwner = pPlayer->newowner;
pPlayer->pos = *(vec3_t *)&sprite[newOwner];
pPlayer->ang = SA(newOwner);
pPlayer->vel.x = 0;
pPlayer->vel.y = 0;
sprite[pPlayer->i].xvel = 0;
pPlayer->look_ang = 0;
pPlayer->rotscrnang = 0;
}
static void P_DoWater(int const playerNum, int const playerBits, int const floorZ, int const ceilZ)
{
DukePlayer_t *const pPlayer = g_player[playerNum].ps;
// under water
pPlayer->pycount += 32;
pPlayer->pycount &= 2047;
pPlayer->jumping_counter = 0;
pPlayer->pyoff = sintable[pPlayer->pycount] >> 7;
if (!A_CheckSoundPlaying(pPlayer->i, DUKE_UNDERWATER))
A_PlaySound(DUKE_UNDERWATER, pPlayer->i);
if (TEST_SYNC_KEY(playerBits, SK_JUMP))
{
if (VM_OnEvent(EVENT_SWIMUP, pPlayer->i, playerNum) == 0)
pPlayer->vel.z = max(min(-348, pPlayer->vel.z - 348), -(256 * 6));
}
else if (TEST_SYNC_KEY(playerBits, SK_CROUCH))
{
if (VM_OnEvent(EVENT_SWIMDOWN, pPlayer->i, playerNum) == 0)
pPlayer->vel.z = min(max(348, pPlayer->vel.z + 348), (256 * 6));
}
else
{
// normal view
if (pPlayer->vel.z < 0)
pPlayer->vel.z = min(0, pPlayer->vel.z + 256);
if (pPlayer->vel.z > 0)
pPlayer->vel.z = max(0, pPlayer->vel.z - 256);
}
if (pPlayer->vel.z > 2048)
pPlayer->vel.z >>= 1;
pPlayer->pos.z += pPlayer->vel.z;
if (pPlayer->pos.z > (floorZ-(15<<8)))
pPlayer->pos.z += ((floorZ-(15<<8))-pPlayer->pos.z)>>1;
if (pPlayer->pos.z < ceilZ)
{
pPlayer->pos.z = ceilZ;
pPlayer->vel.z = 0;
}
if (pPlayer->scuba_on && (krand()&255) < 8)
{
int const spriteNum = A_Spawn(pPlayer->i, WATERBUBBLE);
sprite[spriteNum].x += sintable[(pPlayer->ang + 512 + 64 - (g_globalRandom & 128)) & 2047] >> 6;
sprite[spriteNum].y += sintable[(pPlayer->ang + 64 - (g_globalRandom & 128)) & 2047] >> 6;
sprite[spriteNum].xrepeat = 3;
sprite[spriteNum].yrepeat = 2;
sprite[spriteNum].z = pPlayer->pos.z + ZOFFSET3;
}
}
static void P_DoJetpack(int const playerNum, int const playerBits, int const playerShrunk, int const sectorLotag, int const floorZ)
{
DukePlayer_t *const pPlayer = g_player[playerNum].ps;
pPlayer->on_ground = 0;
pPlayer->jumping_counter = 0;
pPlayer->hard_landing = 0;
pPlayer->falling_counter = 0;
pPlayer->pycount += 32;
pPlayer->pycount &= 2047;
pPlayer->pyoff = sintable[pPlayer->pycount] >> 7;
if (pPlayer->jetpack_on < 11)
{
pPlayer->jetpack_on++;
pPlayer->pos.z -= (pPlayer->jetpack_on<<7); //Goin up
}
else if (pPlayer->jetpack_on == 11 && !A_CheckSoundPlaying(pPlayer->i, DUKE_JETPACK_IDLE))
A_PlaySound(DUKE_JETPACK_IDLE, pPlayer->i);
int const zAdjust = playerShrunk ? 512 : 2048;
if (TEST_SYNC_KEY(playerBits, SK_JUMP)) // jumping, flying up
{
if (VM_OnEvent(EVENT_SOARUP, pPlayer->i, playerNum) == 0)
{
pPlayer->pos.z -= zAdjust;
pPlayer->crack_time = 777;
}
}
if (TEST_SYNC_KEY(playerBits, SK_CROUCH)) // crouching, flying down
{
if (VM_OnEvent(EVENT_SOARDOWN, pPlayer->i, playerNum) == 0)
{
pPlayer->pos.z += zAdjust;
pPlayer->crack_time = 777;
}
}
int const Zdiff = (playerShrunk == 0 && (sectorLotag == 0 || sectorLotag == ST_2_UNDERWATER)) ? 32 : 16;
if (sectorLotag != ST_2_UNDERWATER && pPlayer->scuba_on == 1)
pPlayer->scuba_on = 0;
if (pPlayer->pos.z > (floorZ - (Zdiff << 8)))
pPlayer->pos.z += ((floorZ - (Zdiff << 8)) - pPlayer->pos.z) >> 1;
if (pPlayer->pos.z < (actor[pPlayer->i].ceilingz + (18 << 8)))
pPlayer->pos.z = actor[pPlayer->i].ceilingz + (18 << 8);
}
static void P_Dead(int const playerNum, int const sectorLotag, int const floorZ, int const ceilZ)
{
DukePlayer_t *const pPlayer = g_player[playerNum].ps;
spritetype *const pSprite = &sprite[pPlayer->i];
if (ud.recstat == 1 && (!g_netServer && ud.multimode < 2))
G_CloseDemoWrite();
if ((numplayers < 2 || g_netServer) && pPlayer->dead_flag == 0)
P_FragPlayer(playerNum);
if (sectorLotag == ST_2_UNDERWATER)
{
if (pPlayer->on_warping_sector == 0)
{
if (klabs(pPlayer->pos.z-floorZ) >(PHEIGHT>>1))
pPlayer->pos.z += 348;
}
else
{
pSprite->z -= 512;
pSprite->zvel = -348;
}
clipmove((vec3_t *) pPlayer, &pPlayer->cursectnum,
0, 0, pPlayer->clipdist, (4L<<8), (4L<<8), CLIPMASK0);
// p->bobcounter += 32;
}
Bmemcpy(&pPlayer->opos, &pPlayer->pos, sizeof(vec3_t));
pPlayer->oang = pPlayer->ang;
pPlayer->opyoff = pPlayer->pyoff;
pPlayer->horiz = 100;
pPlayer->horizoff = 0;
updatesector(pPlayer->pos.x, pPlayer->pos.y, &pPlayer->cursectnum);
pushmove((vec3_t *) pPlayer, &pPlayer->cursectnum, 128L, (4L<<8), (20L<<8), CLIPMASK0);
if (floorZ > ceilZ + ZOFFSET2 && pSprite->pal != 1)
pPlayer->rotscrnang = (pPlayer->dead_flag + ((floorZ+pPlayer->pos.z)>>7))&2047;
pPlayer->on_warping_sector = 0;
}
static void P_HandlePal(DukePlayer_t *const pPlayer)
{
#if !defined LUNATIC
pPlayer->pals.f--;
#else
if (pPlayer->palsfadespeed > 0)
{
// <palsfadespeed> is the tint fade speed is in
// decrements/P_ProcessInput() calls.
pPlayer->pals.f = max(pPlayer->pals.f - pPlayer->palsfadespeed, 0);
}
else
{
// <palsfadespeed> is a negated count of how many times we
// (P_ProcessInput()) should be called before decrementing the tint
// fading by one. <palsfadenext> is the live counter.
if (pPlayer->palsfadenext < 0)
pPlayer->palsfadenext++;
if (pPlayer->palsfadenext == 0)
{
pPlayer->palsfadenext = pPlayer->palsfadespeed;
pPlayer->pals.f--;
}
}
#endif
}
void P_ProcessInput(int playerNum)
{
if (g_player[playerNum].playerquitflag == 0)
return;
DukePlayer_t *const pPlayer = g_player[playerNum].ps;
spritetype *const pSprite = &sprite[pPlayer->i];
++pPlayer->player_par;
VM_OnEvent(EVENT_PROCESSINPUT, pPlayer->i, playerNum);
uint32_t playerBits = g_player[playerNum].inputBits->bits;
if (pPlayer->cheat_phase > 0)
playerBits = 0;
if (pPlayer->cursectnum == -1)
{
if (pSprite->extra > 0 && ud.noclip == 0)
{
P_QuickKill(pPlayer);
A_PlaySound(SQUISHED, pPlayer->i);
}
pPlayer->cursectnum = 0;
}
int sectorLotag = sector[pPlayer->cursectnum].lotag;
pPlayer->spritebridge = 0;
pPlayer->sbs = 0;
int32_t floorZ, ceilZ, highZhit, lowZhit;
getzrange((vec3_t *)pPlayer, pPlayer->cursectnum, &ceilZ, &highZhit, &floorZ, &lowZhit, pPlayer->clipdist - 1, CLIPMASK0);
#ifdef YAX_ENABLE
getzsofslope_player(pPlayer->cursectnum, pPlayer->pos.x, pPlayer->pos.y, &pPlayer->truecz, &pPlayer->truefz);
#else
getzsofslope(pPlayer->cursectnum, pPlayer->pos.x, pPlayer->pos.y, &pPlayer->truecz, &pPlayer->truefz);
#endif
int const trueFloorZ = pPlayer->truefz;
int const trueFloorDist = klabs(pPlayer->pos.z - trueFloorZ);
if ((lowZhit & 49152) == 16384 && sectorLotag == 1 && trueFloorDist > PHEIGHT + ZOFFSET2)
sectorLotag = 0;
actor[pPlayer->i].floorz = floorZ;
actor[pPlayer->i].ceilingz = ceilZ;
pPlayer->ohoriz = pPlayer->horiz;
pPlayer->ohorizoff = pPlayer->horizoff;
// calculates automatic view angle for playing without a mouse
if (pPlayer->aim_mode == 0 && pPlayer->on_ground && sectorLotag != ST_2_UNDERWATER
&& (sector[pPlayer->cursectnum].floorstat & 2))
{
vec2_t const adjustedPlayer = { pPlayer->pos.x + (sintable[(pPlayer->ang + 512) & 2047] >> 5),
pPlayer->pos.y + (sintable[pPlayer->ang & 2047] >> 5) };
int16_t curSectNum = pPlayer->cursectnum;
updatesector(adjustedPlayer.x, adjustedPlayer.y, &curSectNum);
if (curSectNum >= 0)
{
int const slopeZ = getflorzofslope(pPlayer->cursectnum, adjustedPlayer.x, adjustedPlayer.y);
if ((pPlayer->cursectnum == curSectNum) ||
(klabs(getflorzofslope(curSectNum, adjustedPlayer.x, adjustedPlayer.y) - slopeZ) <= ZOFFSET6))
pPlayer->horizoff += mulscale16(trueFloorZ - slopeZ, 160);
}
}
if (pPlayer->horizoff > 0)
pPlayer->horizoff -= ((pPlayer->horizoff >> 3) + 1);
else if (pPlayer->horizoff < 0)
pPlayer->horizoff += (((-pPlayer->horizoff) >> 3) + 1);
if (highZhit >= 0 && (highZhit&49152) == 49152)
{
highZhit &= (MAXSPRITES-1);
if (sprite[highZhit].statnum == STAT_ACTOR && sprite[highZhit].extra >= 0)
{
highZhit = 0;
ceilZ = pPlayer->truecz;
}
}
if (lowZhit >= 0 && (lowZhit&49152) == 49152)
{
int spriteNum = lowZhit&(MAXSPRITES-1);
if ((sprite[spriteNum].cstat&33) == 33 || (sprite[spriteNum].cstat&17) == 17 ||
clipshape_idx_for_sprite((uspritetype *)&sprite[spriteNum], -1) >= 0)
{
// EDuke32 extension: xvel of 1 makes a sprite be never regarded as a bridge.
if ((sprite[spriteNum].xvel & 1) == 0 /*&&
(sprite[spriteNum].z - ((tilesiz[sprite[spriteNum].picnum].y * sprite[spriteNum].yrepeat) << 2))
< (pSprite->z - (PHEIGHT - pPlayer->autostep))*/)
{
sectorLotag = 0;
pPlayer->footprintcount = 0;
pPlayer->spritebridge = 1;
pPlayer->sbs = spriteNum;
}
}
else if (A_CheckEnemySprite(&sprite[spriteNum]) && sprite[spriteNum].xrepeat > 24
&& klabs(pSprite->z - sprite[spriteNum].z) < (84 << 8))
{
// TX: I think this is what makes the player slide off enemies... might
// be a good sprite flag to add later.
// Helix: there's also SLIDE_ABOVE_ENEMY.
int spriteAng = getangle(sprite[spriteNum].x - pPlayer->pos.x,
sprite[spriteNum].y - pPlayer->pos.y);
pPlayer->vel.x -= sintable[(spriteAng + 512) & 2047] << 4;
pPlayer->vel.y -= sintable[spriteAng & 2047] << 4;
}
}
if (pSprite->extra > 0)
P_IncurDamage(pPlayer);
else
{
pSprite->extra = 0;
pPlayer->inv_amount[GET_SHIELD] = 0;
}
pPlayer->last_extra = pSprite->extra;
pPlayer->loogcnt = (pPlayer->loogcnt > 0) ? pPlayer->loogcnt - 1 : 0;
if (pPlayer->fist_incs && P_DoFist(pPlayer)) return;
if (pPlayer->timebeforeexit > 1 && pPlayer->last_extra > 0)
{
if (--pPlayer->timebeforeexit == GAMETICSPERSEC*5)
{
FX_StopAllSounds();
S_ClearSoundLocks();
if (pPlayer->customexitsound >= 0)
{
S_PlaySound(pPlayer->customexitsound);
P_DoQuote(QUOTE_WEREGONNAFRYYOURASS,pPlayer);
}
}
else if (pPlayer->timebeforeexit == 1)
{
P_EndLevel();
return;
}
}
if (pPlayer->pals.f > 0)
P_HandlePal(pPlayer);
if (pPlayer->fta > 0 && --pPlayer->fta == 0)
{
pub = pus = NUMPAGES;
pPlayer->ftq = 0;
}
if (g_levelTextTime > 0)
g_levelTextTime--;
if (pSprite->extra <= 0)
{
P_Dead(playerNum, sectorLotag, floorZ, ceilZ);
return;
}
if (pPlayer->transporter_hold > 0)
{
pPlayer->transporter_hold--;
if (pPlayer->transporter_hold == 0 && pPlayer->on_warping_sector)
pPlayer->transporter_hold = 2;
}
else if (pPlayer->transporter_hold < 0)
pPlayer->transporter_hold++;
if (pPlayer->newowner >= 0)
{
P_UpdatePosWhenViewingCam(pPlayer);
P_DoCounters(playerNum);
if (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == HANDREMOTE_WEAPON)
P_ProcessWeapon(playerNum);
return;
}
pPlayer->rotscrnang -= (pPlayer->rotscrnang >> 1);
if (pPlayer->rotscrnang && !(pPlayer->rotscrnang >> 1))
pPlayer->rotscrnang -= ksgn(pPlayer->rotscrnang);
pPlayer->look_ang -= (pPlayer->look_ang >> 2);
if (pPlayer->look_ang && !(pPlayer->look_ang >> 2))
pPlayer->look_ang -= ksgn(pPlayer->look_ang);
if (TEST_SYNC_KEY(playerBits, SK_LOOK_LEFT))
{
// look_left
if (VM_OnEvent(EVENT_LOOKLEFT,pPlayer->i,playerNum) == 0)
{
pPlayer->look_ang -= 152;
pPlayer->rotscrnang += 24;
}
}
if (TEST_SYNC_KEY(playerBits, SK_LOOK_RIGHT))
{
// look_right
if (VM_OnEvent(EVENT_LOOKRIGHT,pPlayer->i,playerNum) == 0)
{
pPlayer->look_ang += 152;
pPlayer->rotscrnang -= 24;
}
}
int velocityModifier = TICSPERFRAME;
const uint8_t *const weaponFrame = &pPlayer->kickback_pic;
int floorZOffset = 40;
int const playerShrunk = (pSprite->yrepeat < 32);
if (pPlayer->on_crane >= 0)
goto HORIZONLY;
pPlayer->weapon_sway = (pSprite->xvel < 32 || pPlayer->on_ground == 0 || pPlayer->bobcounter == 1024)
? (((pPlayer->weapon_sway & 2047) > (1024 + 96))
? (pPlayer->weapon_sway - 96)
: (((pPlayer->weapon_sway & 2047) < (1024 - 96)))
? (pPlayer->weapon_sway + 96)
: 1024)
: pPlayer->bobcounter;
// NOTE: This silently wraps if the difference is too great, e.g. used to do
// that when teleported by silent SE7s.
pSprite->xvel = ksqrt(uhypsq(pPlayer->pos.x - pPlayer->bobpos.x, pPlayer->pos.y - pPlayer->bobpos.y));
if (pPlayer->on_ground)
pPlayer->bobcounter += sprite[pPlayer->i].xvel>>1;
if (ud.noclip == 0 && ((uint16_t)pPlayer->cursectnum >= MAXSECTORS || sector[pPlayer->cursectnum].floorpicnum == MIRROR))
{
pPlayer->pos.x = pPlayer->opos.x;
pPlayer->pos.y = pPlayer->opos.y;
}
else
{
pPlayer->opos.x = pPlayer->pos.x;
pPlayer->opos.y = pPlayer->pos.y;
}
pPlayer->bobpos.x = pPlayer->pos.x;
pPlayer->bobpos.y = pPlayer->pos.y;
pPlayer->opos.z = pPlayer->pos.z;
pPlayer->opyoff = pPlayer->pyoff;
pPlayer->oang = pPlayer->ang;
if (pPlayer->one_eighty_count < 0)
{
pPlayer->one_eighty_count += 128;
pPlayer->ang += 128;
}
// Shrinking code
if (sectorLotag == ST_2_UNDERWATER)
P_DoWater(playerNum, playerBits, floorZ, ceilZ);
else if (pPlayer->jetpack_on)
P_DoJetpack(playerNum, playerBits, playerShrunk, sectorLotag, floorZ);
else
{
pPlayer->airleft = 15 * GAMETICSPERSEC; // 13 seconds
pPlayer->scuba_on = 0;
if (sectorLotag == ST_1_ABOVE_WATER && pPlayer->spritebridge == 0)
{
floorZOffset = 12;
if (playerShrunk == 0)
{
floorZOffset = 34;
pPlayer->pycount += 32;
pPlayer->pycount &= 2047;
pPlayer->pyoff = sintable[pPlayer->pycount] >> 6;
}
if (playerShrunk == 0 && trueFloorDist <= PHEIGHT)
{
if (pPlayer->on_ground == 1)
{
if (pPlayer->dummyplayersprite < 0)
pPlayer->dummyplayersprite = A_Spawn(pPlayer->i,PLAYERONWATER);
sprite[pPlayer->dummyplayersprite].cstat |= 32768;
sprite[pPlayer->dummyplayersprite].pal = sprite[pPlayer->i].pal;
pPlayer->footprintpal = (sector[pPlayer->cursectnum].floorpicnum == FLOORSLIME) ? 8 : 0;
pPlayer->footprintshade = 0;
}
}
}
else if (pPlayer->footprintcount > 0 && pPlayer->on_ground)
{
if (pPlayer->cursectnum >= 0 && (sector[pPlayer->cursectnum].floorstat & 2) != 2)
{
int spriteNum = -1;
for (spriteNum = headspritesect[pPlayer->cursectnum]; spriteNum >= 0; spriteNum = nextspritesect[spriteNum])
{
if (sprite[spriteNum].picnum == FOOTPRINTS || sprite[spriteNum].picnum == FOOTPRINTS2 ||
sprite[spriteNum].picnum == FOOTPRINTS3 || sprite[spriteNum].picnum == FOOTPRINTS4)
{
if (klabs(sprite[spriteNum].x - pPlayer->pos.x) < 384 &&
klabs(sprite[spriteNum].y - pPlayer->pos.y) < 384)
break;
}
}
if (spriteNum < 0)
{
if (pPlayer->cursectnum >= 0 && sector[pPlayer->cursectnum].lotag == 0 &&
sector[pPlayer->cursectnum].hitag == 0)
#ifdef YAX_ENABLE
if (yax_getbunch(pPlayer->cursectnum, YAX_FLOOR) < 0 || (sector[pPlayer->cursectnum].floorstat & 512))
#endif
{
switch (krand() & 3)
{
case 0: spriteNum = A_Spawn(pPlayer->i, FOOTPRINTS); break;
case 1: spriteNum = A_Spawn(pPlayer->i, FOOTPRINTS2); break;
case 2: spriteNum = A_Spawn(pPlayer->i, FOOTPRINTS3); break;
default: spriteNum = A_Spawn(pPlayer->i, FOOTPRINTS4); break;
}
sprite[spriteNum].pal = pPlayer->footprintpal;
sprite[spriteNum].shade = pPlayer->footprintshade;
pPlayer->footprintcount--;
}
}
}
}
if (pPlayer->pos.z < (floorZ-(floorZOffset<<8))) //falling
{
// not jumping or crouching
if ((!TEST_SYNC_KEY(playerBits, SK_JUMP) && !TEST_SYNC_KEY(playerBits, SK_CROUCH)) && pPlayer->on_ground &&
(sector[pPlayer->cursectnum].floorstat & 2) && pPlayer->pos.z >= (floorZ - (floorZOffset << 8) - ZOFFSET2))
pPlayer->pos.z = floorZ - (floorZOffset << 8);
else
{
pPlayer->on_ground = 0;
pPlayer->vel.z += (g_spriteGravity + 80); // (TICSPERFRAME<<6);
if (pPlayer->vel.z >= (4096 + 2048))
pPlayer->vel.z = (4096 + 2048);
if (pPlayer->vel.z > 2400 && pPlayer->falling_counter < 255)
{
pPlayer->falling_counter++;
if (pPlayer->falling_counter >= 38 && pPlayer->scream_voice <= FX_Ok)
{
int32_t voice = A_PlaySound(DUKE_SCREAM,pPlayer->i);
if (voice <= 127) // XXX: p->scream_voice is an int8_t
pPlayer->scream_voice = voice;
}
}
if ((pPlayer->pos.z + pPlayer->vel.z) >= (floorZ - (floorZOffset << 8)) && pPlayer->cursectnum >= 0) // hit the ground
{
if (sector[pPlayer->cursectnum].lotag != ST_1_ABOVE_WATER)
{
if (pPlayer->falling_counter > 62)
P_QuickKill(pPlayer);
else if (pPlayer->falling_counter > 9)
{
// Falling damage.
pSprite->extra -= pPlayer->falling_counter - (krand() & 3);
if (pSprite->extra <= 0)
A_PlaySound(SQUISHED, pPlayer->i);
else
{
A_PlaySound(DUKE_LAND, pPlayer->i);
A_PlaySound(DUKE_LAND_HURT, pPlayer->i);
}
P_PalFrom(pPlayer, 32, 16, 0, 0);
}
else if (pPlayer->vel.z > 2048)
A_PlaySound(DUKE_LAND, pPlayer->i);
}
}
}
}
else
{
pPlayer->falling_counter = 0;
if (pPlayer->scream_voice > FX_Ok)
{
FX_StopSound(pPlayer->scream_voice);
S_Cleanup();
pPlayer->scream_voice = -1;
}
if ((sectorLotag != ST_1_ABOVE_WATER && sectorLotag != ST_2_UNDERWATER) &&
(pPlayer->on_ground == 0 && pPlayer->vel.z > (6144 >> 1)))
pPlayer->hard_landing = pPlayer->vel.z>>10;
pPlayer->on_ground = 1;
if (floorZOffset==40)
{
//Smooth on the ground
int Zdiff = ((floorZ - (floorZOffset << 8)) - pPlayer->pos.z) >> 1;
if (klabs(Zdiff) < 256)
Zdiff = 0;
pPlayer->pos.z += ((klabs(Zdiff) >= 256) ? (((floorZ - (floorZOffset << 8)) - pPlayer->pos.z) >> 1) : 0);
pPlayer->vel.z -= 768;
if (pPlayer->vel.z < 0)
pPlayer->vel.z = 0;
}
else if (pPlayer->jumping_counter == 0)
{
pPlayer->pos.z += ((floorZ - (floorZOffset << 7)) - pPlayer->pos.z) >> 1; // Smooth on the water
if (pPlayer->on_warping_sector == 0 && pPlayer->pos.z > floorZ - ZOFFSET2)
{
pPlayer->pos.z = floorZ - ZOFFSET2;
pPlayer->vel.z >>= 1;
}
}
pPlayer->on_warping_sector = 0;
if (TEST_SYNC_KEY(playerBits, SK_CROUCH))
{
// crouching
if (VM_OnEvent(EVENT_CROUCH,pPlayer->i,playerNum) == 0)
{
pPlayer->pos.z += (2048+768);
pPlayer->crack_time = 777;
}
}
// jumping
if (!TEST_SYNC_KEY(playerBits, SK_JUMP) && pPlayer->jumping_toggle == 1)
pPlayer->jumping_toggle = 0;
else if (TEST_SYNC_KEY(playerBits, SK_JUMP) && pPlayer->jumping_toggle == 0)
{
if (pPlayer->jumping_counter == 0)
if ((floorZ-ceilZ) > (56<<8))
{
if (VM_OnEvent(EVENT_JUMP,pPlayer->i,playerNum) == 0)
{
pPlayer->jumping_counter = 1;
pPlayer->jumping_toggle = 1;
}
}
}
if (pPlayer->jumping_counter && !TEST_SYNC_KEY(playerBits, SK_JUMP))
pPlayer->jumping_toggle = 0;
}
if (pPlayer->jumping_counter)
{
if (!TEST_SYNC_KEY(playerBits, SK_JUMP) && pPlayer->jumping_toggle == 1)
pPlayer->jumping_toggle = 0;
if (pPlayer->jumping_counter < (1024+256))
{
if (sectorLotag == ST_1_ABOVE_WATER && pPlayer->jumping_counter > 768)
{
pPlayer->jumping_counter = 0;
pPlayer->vel.z = -512;
}
else
{
pPlayer->vel.z -= (sintable[(2048-128+pPlayer->jumping_counter)&2047])/12;
pPlayer->jumping_counter += 180;
pPlayer->on_ground = 0;
}
}
else
{
pPlayer->jumping_counter = 0;
pPlayer->vel.z = 0;
}
}
pPlayer->pos.z += pPlayer->vel.z;
if ((sectorLotag != ST_2_UNDERWATER || ceilZ != sector[pPlayer->cursectnum].ceilingz) && pPlayer->pos.z < (ceilZ+ZOFFSET6))
{
pPlayer->jumping_counter = 0;
if (pPlayer->vel.z < 0)
pPlayer->vel.x = pPlayer->vel.y = 0;
pPlayer->vel.z = 128;
pPlayer->pos.z = ceilZ+ZOFFSET6;
}
}
if (pPlayer->fist_incs || pPlayer->transporter_hold > 2 || pPlayer->hard_landing || pPlayer->access_incs > 0 ||
pPlayer->knee_incs > 0 || (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == TRIPBOMB_WEAPON &&
*weaponFrame > 1 && *weaponFrame < PWEAPON(playerNum, pPlayer->curr_weapon, FireDelay)))
{
velocityModifier = 0;
pPlayer->vel.x = 0;
pPlayer->vel.y = 0;
}
else if (g_player[playerNum].inputBits->avel) //p->ang += syncangvel * constant
{
int const inputAng = g_player[playerNum].inputBits->avel;
pPlayer->angvel = (sectorLotag == ST_2_UNDERWATER) ? (inputAng - (inputAng >> 3)) * ksgn(velocityModifier)
: inputAng * ksgn(velocityModifier);
pPlayer->ang += pPlayer->angvel;
pPlayer->ang &= 2047;
pPlayer->crack_time = 777;
}
if (pPlayer->spritebridge == 0)
{
int const floorPicnum = sector[pSprite->sectnum].floorpicnum;
if (floorPicnum == PURPLELAVA || sector[pSprite->sectnum].ceilingpicnum == PURPLELAVA)
{
if (pPlayer->inv_amount[GET_BOOTS] > 0)
{
pPlayer->inv_amount[GET_BOOTS]--;
pPlayer->inven_icon = ICON_BOOTS;
if (pPlayer->inv_amount[GET_BOOTS] <= 0)
P_SelectNextInvItem(pPlayer);
}
else
{
if (!A_CheckSoundPlaying(pPlayer->i,DUKE_LONGTERM_PAIN))
A_PlaySound(DUKE_LONGTERM_PAIN,pPlayer->i);
P_PalFrom(pPlayer, 32, 0, 8, 0);
pSprite->extra--;
}
}
if (pPlayer->on_ground && trueFloorDist <= PHEIGHT+ZOFFSET2 && P_CheckFloorDamage(pPlayer, floorPicnum))
{
P_DoQuote(QUOTE_BOOTS_ON, pPlayer);
pPlayer->inv_amount[GET_BOOTS] -= 2;
if (pPlayer->inv_amount[GET_BOOTS] <= 0)
{
pPlayer->inv_amount[GET_BOOTS] = 0;
P_SelectNextInvItem(pPlayer);
}
}
}
if (g_player[playerNum].inputBits->extbits & (1)) VM_OnEvent(EVENT_MOVEFORWARD, pPlayer->i, playerNum);
if (g_player[playerNum].inputBits->extbits & (1 << 1)) VM_OnEvent(EVENT_MOVEBACKWARD, pPlayer->i, playerNum);
if (g_player[playerNum].inputBits->extbits & (1 << 2)) VM_OnEvent(EVENT_STRAFELEFT, pPlayer->i, playerNum);
if (g_player[playerNum].inputBits->extbits & (1 << 3)) VM_OnEvent(EVENT_STRAFERIGHT, pPlayer->i, playerNum);
if (g_player[playerNum].inputBits->extbits & (1 << 4) || g_player[playerNum].inputBits->avel < 0)
VM_OnEvent(EVENT_TURNLEFT, pPlayer->i, playerNum);
if (g_player[playerNum].inputBits->extbits & (1 << 5) || g_player[playerNum].inputBits->avel > 0)
VM_OnEvent(EVENT_TURNRIGHT, pPlayer->i, playerNum);
if (pPlayer->vel.x || pPlayer->vel.y || g_player[playerNum].inputBits->fvel || g_player[playerNum].inputBits->svel)
{
pPlayer->crack_time = 777;
int const checkWalkSound = sintable[pPlayer->bobcounter & 2047] >> 12;
if ((trueFloorDist < PHEIGHT + ZOFFSET3) && (checkWalkSound == 1 || checkWalkSound == 3))
{
if (pPlayer->walking_snd_toggle == 0 && pPlayer->on_ground)
{
switch (sectorLotag)
{
case 0:
{
int const walkPicnum = (lowZhit >= 0 && (lowZhit & 49152) == 49152)
? TrackerCast(sprite[lowZhit & (MAXSPRITES - 1)].picnum)
: TrackerCast(sector[pPlayer->cursectnum].floorpicnum);
switch (DYNAMICTILEMAP(walkPicnum))
{
case PANNEL1__STATIC:
case PANNEL2__STATIC:
A_PlaySound(DUKE_WALKINDUCTS, pPlayer->i);
pPlayer->walking_snd_toggle = 1;
break;
}
}
break;
case ST_1_ABOVE_WATER:
if (!pPlayer->spritebridge)
{
if ((krand() & 1) == 0)
A_PlaySound(DUKE_ONWATER, pPlayer->i);
pPlayer->walking_snd_toggle = 1;
}
break;
}
}
}
else if (pPlayer->walking_snd_toggle > 0)
pPlayer->walking_snd_toggle--;
if (pPlayer->jetpack_on == 0 && pPlayer->inv_amount[GET_STEROIDS] > 0 && pPlayer->inv_amount[GET_STEROIDS] < 400)
velocityModifier <<= 1;
pPlayer->vel.x += (((g_player[playerNum].inputBits->fvel) * velocityModifier) << 6);
pPlayer->vel.y += (((g_player[playerNum].inputBits->svel) * velocityModifier) << 6);
int playerSpeedReduction = 0;
if (sectorLotag == ST_2_UNDERWATER)
playerSpeedReduction = 0x1400;
else if (((pPlayer->on_ground && (TEST_SYNC_KEY(playerBits, SK_CROUCH)))
|| (*weaponFrame > 10 && PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == KNEE_WEAPON)))
playerSpeedReduction = 0x2000;
pPlayer->vel.x = mulscale16(pPlayer->vel.x, pPlayer->runspeed - playerSpeedReduction);
pPlayer->vel.y = mulscale16(pPlayer->vel.y, pPlayer->runspeed - playerSpeedReduction);
if (klabs(pPlayer->vel.x) < 2048 && klabs(pPlayer->vel.y) < 2048)
pPlayer->vel.x = pPlayer->vel.y = 0;
if (playerShrunk)
{
pPlayer->vel.x = mulscale16(pPlayer->vel.x, pPlayer->runspeed - (pPlayer->runspeed >> 1) + (pPlayer->runspeed >> 2));
pPlayer->vel.y = mulscale16(pPlayer->vel.y, pPlayer->runspeed - (pPlayer->runspeed >> 1) + (pPlayer->runspeed >> 2));
}
}
HORIZONLY:;
int stepHeight = (sectorLotag == ST_1_ABOVE_WATER || pPlayer->spritebridge == 1) ? pPlayer->autostep_sbw : pPlayer->autostep;
#ifdef EDUKE32_TOUCH_DEVICES
if (TEST_SYNC_KEY(playerBits, SK_CROUCH))
stepHeight = pPlayer->autostep_sbw;
#endif
if (ud.noclip)
{
pPlayer->pos.x += pPlayer->vel.x >> 14;
pPlayer->pos.y += pPlayer->vel.y >> 14;
updatesector(pPlayer->pos.x, pPlayer->pos.y, &pPlayer->cursectnum);
changespritesect(pPlayer->i, pPlayer->cursectnum);
}
else
{
#ifdef YAX_ENABLE
int const playerSectNum = pPlayer->cursectnum;
int16_t ceilingBunch, floorBunch;
if (playerSectNum >= 0)
yax_getbunches(playerSectNum, &ceilingBunch, &floorBunch);
// This updatesectorz conflicts with Duke3D's way of teleporting through water,
// so make it a bit conditional... OTOH, this way we have an ugly z jump when
// changing from above water to underwater
if ((playerSectNum >= 0 && !(sector[playerSectNum].lotag == ST_1_ABOVE_WATER && pPlayer->on_ground && floorBunch >= 0))
&& ((floorBunch >= 0 && !(sector[playerSectNum].floorstat & 512))
|| (ceilingBunch >= 0 && !(sector[playerSectNum].ceilingstat & 512))))
{
pPlayer->cursectnum += MAXSECTORS; // skip initial z check, restored by updatesectorz
updatesectorz(pPlayer->pos.x, pPlayer->pos.y, pPlayer->pos.z, &pPlayer->cursectnum);
}
#endif
int const spriteNum = clipmove((vec3_t *) pPlayer, &pPlayer->cursectnum, pPlayer->vel.x,
pPlayer->vel.y, pPlayer->clipdist, (4L << 8), stepHeight, CLIPMASK0);
if (spriteNum)
P_CheckTouchDamage(pPlayer, spriteNum);
}
// This makes the player view lower when shrunk. NOTE that it can get the
// view below the sector floor (and does, when on the ground).
if (pPlayer->jetpack_on == 0 && sectorLotag != ST_2_UNDERWATER && sectorLotag != ST_1_ABOVE_WATER && playerShrunk)
pPlayer->pos.z += ZOFFSET5;
if (pPlayer->jetpack_on == 0)
{
if (pSprite->xvel > 16)
{
if (sectorLotag != ST_1_ABOVE_WATER && sectorLotag != ST_2_UNDERWATER && pPlayer->on_ground)
{
pPlayer->pycount += 52;
pPlayer->pycount &= 2047;
pPlayer->pyoff = klabs(pSprite->xvel * sintable[pPlayer->pycount]) / 1596;
}
}
else if (sectorLotag != ST_2_UNDERWATER && sectorLotag != ST_1_ABOVE_WATER)
pPlayer->pyoff = 0;
}
pPlayer->pos.z += PHEIGHT;
setsprite(pPlayer->i, &pPlayer->pos);
pPlayer->pos.z -= PHEIGHT;
// ST_2_UNDERWATER
if (pPlayer->cursectnum >= 0 && sectorLotag < 3)
{
usectortype const *pSector = (usectortype *)&sector[pPlayer->cursectnum];
// TRAIN_SECTOR_TO_SE_INDEX
if ((!ud.noclip && pSector->lotag == ST_31_TWO_WAY_TRAIN) &&
((unsigned)pSector->hitag < MAXSPRITES && sprite[pSector->hitag].xvel && actor[pSector->hitag].t_data[0] == 0))
{
P_QuickKill(pPlayer);
return;
}
}
if ((pPlayer->cursectnum >= 0 && trueFloorDist < PHEIGHT && pPlayer->on_ground && sectorLotag != ST_1_ABOVE_WATER &&
playerShrunk == 0 && sector[pPlayer->cursectnum].lotag == ST_1_ABOVE_WATER) && (!A_CheckSoundPlaying(pPlayer->i, DUKE_ONWATER)))
A_PlaySound(DUKE_ONWATER, pPlayer->i);
if (pPlayer->cursectnum >= 0 && pPlayer->cursectnum != pSprite->sectnum)
changespritesect(pPlayer->i, pPlayer->cursectnum);
if (pPlayer->cursectnum >= 0 && ud.noclip == 0)
{
int const squishPlayer = (pushmove((vec3_t *)pPlayer, &pPlayer->cursectnum, pPlayer->clipdist, (4L << 8), (4L << 8), CLIPMASK0) < 0 &&
A_GetFurthestAngle(pPlayer->i, 8) < 512);
if (squishPlayer || klabs(actor[pPlayer->i].floorz-actor[pPlayer->i].ceilingz) < (48<<8))
{
if (!(sector[pSprite->sectnum].lotag & 0x8000u) &&
(isanunderoperator(sector[pSprite->sectnum].lotag) || isanearoperator(sector[pSprite->sectnum].lotag)))
G_ActivateBySector(pSprite->sectnum, pPlayer->i);
if (squishPlayer)
{
P_QuickKill(pPlayer);
return;
}
}
else if (klabs(floorZ - ceilZ) < ZOFFSET5 && isanunderoperator(sector[pPlayer->cursectnum].lotag))
G_ActivateBySector(pPlayer->cursectnum, pPlayer->i);
}
int centerHoriz = 0;
if (TEST_SYNC_KEY(playerBits, SK_CENTER_VIEW) || pPlayer->hard_landing)
if (VM_OnEvent(EVENT_RETURNTOCENTER,pPlayer->i,playerNum) == 0)
pPlayer->return_to_center = 9;
if (TEST_SYNC_KEY(playerBits, SK_LOOK_UP))
{
if (VM_OnEvent(EVENT_LOOKUP,pPlayer->i,playerNum) == 0)
{
pPlayer->return_to_center = 9;
pPlayer->horiz += 12<<(int)(TEST_SYNC_KEY(playerBits, SK_RUN));
centerHoriz++;
}
}
if (TEST_SYNC_KEY(playerBits, SK_LOOK_DOWN))
{
if (VM_OnEvent(EVENT_LOOKDOWN,pPlayer->i,playerNum) == 0)
{
pPlayer->return_to_center = 9;
pPlayer->horiz -= 12<<(int)(TEST_SYNC_KEY(playerBits, SK_RUN));
centerHoriz++;
}
}
if (TEST_SYNC_KEY(playerBits, SK_AIM_UP))
{
if (VM_OnEvent(EVENT_AIMUP,pPlayer->i,playerNum) == 0)
{
pPlayer->horiz += 6<<(int)(TEST_SYNC_KEY(playerBits, SK_RUN));
centerHoriz++;
}
}
if (TEST_SYNC_KEY(playerBits, SK_AIM_DOWN))
{
if (VM_OnEvent(EVENT_AIMDOWN,pPlayer->i,playerNum) == 0)
{
pPlayer->horiz -= 6<<(int)(TEST_SYNC_KEY(playerBits, SK_RUN));
centerHoriz++;
}
}
if (pPlayer->return_to_center > 0 && !TEST_SYNC_KEY(playerBits, SK_LOOK_UP) && !TEST_SYNC_KEY(playerBits, SK_LOOK_DOWN))
{
pPlayer->return_to_center--;
pPlayer->horiz += 33-(pPlayer->horiz/3);
centerHoriz++;
}
if (pPlayer->hard_landing > 0)
{
pPlayer->hard_landing--;
pPlayer->horiz -= (pPlayer->hard_landing<<4);
}
if (centerHoriz)
{
if (pPlayer->horiz > 95 && pPlayer->horiz < 105) pPlayer->horiz = 100;
if (pPlayer->horizoff > -5 && pPlayer->horizoff < 5) pPlayer->horizoff = 0;
}
pPlayer->horiz = clamp(pPlayer->horiz + g_player[playerNum].inputBits->horz, HORIZ_MIN, HORIZ_MAX);
//Shooting code/changes
if (pPlayer->show_empty_weapon > 0)
{
--pPlayer->show_empty_weapon;
if (pPlayer->show_empty_weapon == 0 && (pPlayer->weaponswitch & 2) && pPlayer->ammo_amount[pPlayer->curr_weapon] <= 0)
{
if (pPlayer->last_full_weapon == GROW_WEAPON)
pPlayer->subweapon |= (1 << GROW_WEAPON);
else if (pPlayer->last_full_weapon == SHRINKER_WEAPON)
pPlayer->subweapon &= ~(1 << GROW_WEAPON);
P_AddWeapon(pPlayer, pPlayer->last_full_weapon, 1);
return;
}
}
if (pPlayer->knee_incs > 0)
{
pPlayer->horiz -= 48;
pPlayer->return_to_center = 9;
if (++pPlayer->knee_incs > 15)
{
pPlayer->knee_incs = 0;
pPlayer->holster_weapon = 0;
pPlayer->weapon_pos = klabs(pPlayer->weapon_pos);
if (pPlayer->actorsqu >= 0 && sprite[pPlayer->actorsqu].statnum != MAXSTATUS &&
dist(&sprite[pPlayer->i], &sprite[pPlayer->actorsqu]) < 1400)
{
A_DoGuts(pPlayer->actorsqu, JIBS6, 7);
A_Spawn(pPlayer->actorsqu, BLOODPOOL);
A_PlaySound(SQUISHED, pPlayer->actorsqu);
switch (DYNAMICTILEMAP(sprite[pPlayer->actorsqu].picnum))
{
case FEM1__STATIC:
case FEM2__STATIC:
case FEM3__STATIC:
case FEM4__STATIC:
case FEM5__STATIC:
case FEM6__STATIC:
case FEM7__STATIC:
case FEM8__STATIC:
case FEM9__STATIC:
case FEM10__STATIC:
case PODFEM1__STATIC:
case NAKED1__STATIC:
case STATUE__STATIC:
if (sprite[pPlayer->actorsqu].yvel)
G_OperateRespawns(sprite[pPlayer->actorsqu].yvel);
A_DeleteSprite(pPlayer->actorsqu);
break;
case APLAYER__STATIC:
{
int playerNum = P_Get(pPlayer->actorsqu);
P_QuickKill(g_player[playerNum].ps);
g_player[playerNum].ps->frag_ps = playerNum;
break;
}
default:
if (A_CheckEnemySprite(&sprite[pPlayer->actorsqu]))
P_AddKills(pPlayer, 1);
A_DeleteSprite(pPlayer->actorsqu);
break;
}
}
pPlayer->actorsqu = -1;
}
else if (pPlayer->actorsqu >= 0)
pPlayer->ang += G_GetAngleDelta(pPlayer->ang, getangle(sprite[pPlayer->actorsqu].x - pPlayer->pos.x,
sprite[pPlayer->actorsqu].y - pPlayer->pos.y)) >> 2;
}
if (P_DoCounters(playerNum))
return;
P_ProcessWeapon(playerNum);
}