gzdoom-gles/src/p_user.cpp

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//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1994-1996 Raven Software
// Copyright 1998-1998 Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
// Copyright 1999-2016 Randy Heit
// Copyright 2002-2016 Christoph Oelckers
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//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
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//
// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
// 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, see http://www.gnu.org/licenses/
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//
//-----------------------------------------------------------------------------
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//
// DESCRIPTION:
// Player related stuff.
// Bobbing POV/weapon, movement.
// Pending weapon.
//
//-----------------------------------------------------------------------------
/* For code that originates from ZDoom the following applies:
**
**---------------------------------------------------------------------------
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
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#include "templates.h"
#include "doomdef.h"
#include "d_event.h"
#include "p_local.h"
#include "doomstat.h"
#include "s_sound.h"
#include "i_system.h"
#include "gi.h"
#include "m_random.h"
#include "p_pspr.h"
#include "p_enemy.h"
#include "s_sound.h"
#include "a_sharedglobal.h"
#include "a_keys.h"
#include "statnums.h"
#include "v_palette.h"
#include "v_video.h"
#include "w_wad.h"
#include "cmdlib.h"
#include "sbar.h"
#include "intermission/intermission.h"
#include "c_console.h"
#include "doomdef.h"
#include "c_dispatch.h"
#include "tarray.h"
#include "g_level.h"
#include "d_net.h"
#include "gstrings.h"
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#include "serializer.h"
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#include "r_renderer.h"
#include "d_player.h"
#include "r_utility.h"
#include "p_blockmap.h"
#include "a_morph.h"
#include "p_spec.h"
#include "vm.h"
#include "g_levellocals.h"
#include "actorinlines.h"
#include "r_data/r_translate.h"
#include "p_acs.h"
#include "events.h"
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static FRandom pr_skullpop ("SkullPop");
// [SP] Allows respawn in single player
CVAR(Bool, sv_singleplayerrespawn, false, CVAR_SERVERINFO | CVAR_CHEAT)
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// Variables for prediction
CVAR (Bool, cl_noprediction, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Bool, cl_predict_specials, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CUSTOM_CVAR(Float, cl_predict_lerpscale, 0.05f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
P_PredictionLerpReset();
}
CUSTOM_CVAR(Float, cl_predict_lerpthreshold, 2.00f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
if (self < 0.1f)
self = 0.1f;
P_PredictionLerpReset();
}
ColorSetList ColorSets;
PainFlashList PainFlashes;
// [Nash] FOV cvar setting
CUSTOM_CVAR(Float, fov, 90.f, CVAR_ARCHIVE | CVAR_USERINFO | CVAR_NOINITCALL)
{
player_t *p = &players[consoleplayer];
p->SetFOV(fov);
}
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struct PredictPos
{
int gametic;
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DVector3 pos;
DRotator angles;
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} static PredictionLerpFrom, PredictionLerpResult, PredictionLast;
static int PredictionLerptics;
static player_t PredictionPlayerBackup;
static uint8_t PredictionActorBackup[sizeof(APlayerPawn)];
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static TArray<AActor *> PredictionSectorListBackup;
static TArray<sector_t *> PredictionTouchingSectorsBackup;
static TArray<msecnode_t *> PredictionTouchingSectors_sprev_Backup;
static TArray<sector_t *> PredictionRenderSectorsBackup;
static TArray<msecnode_t *> PredictionRenderSectors_sprev_Backup;
static TArray<sector_t *> PredictionPortalSectorsBackup;
static TArray<msecnode_t *> PredictionPortalSectors_sprev_Backup;
static TArray<FLinePortal *> PredictionPortalLinesBackup;
static TArray<portnode_t *> PredictionPortalLines_sprev_Backup;
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// [GRB] Custom player classes
TArray<FPlayerClass> PlayerClasses;
FPlayerClass::FPlayerClass ()
{
Type = NULL;
Flags = 0;
}
FPlayerClass::FPlayerClass (const FPlayerClass &other)
{
Type = other.Type;
Flags = other.Flags;
Skins = other.Skins;
}
FPlayerClass::~FPlayerClass ()
{
}
bool FPlayerClass::CheckSkin (int skin)
{
for (unsigned int i = 0; i < Skins.Size (); i++)
{
if (Skins[i] == skin)
return true;
}
return false;
}
DEFINE_ACTION_FUNCTION(FPlayerClass, CheckSkin)
{
PARAM_SELF_STRUCT_PROLOGUE(FPlayerClass);
PARAM_INT(skin);
ACTION_RETURN_BOOL(self->CheckSkin(skin));
}
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//===========================================================================
//
// GetDisplayName
//
//===========================================================================
FString GetPrintableDisplayName(PClassActor *cls)
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{
// Fixme; This needs a decent way to access the string table without creating a mess.
// [RH] ????
return cls->GetDisplayName();
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}
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DEFINE_ACTION_FUNCTION(APlayerPawn, GetPrintableDisplayName)
{
PARAM_PROLOGUE;
PARAM_CLASS(type, AActor);
ACTION_RETURN_STRING(type->GetDisplayName());
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}
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bool ValidatePlayerClass(PClassActor *ti, const char *name)
{
if (ti == NULL)
{
Printf("Unknown player class '%s'\n", name);
return false;
}
else if (!ti->IsDescendantOf(RUNTIME_CLASS(APlayerPawn)))
{
Printf("Invalid player class '%s'\n", name);
return false;
}
else if (ti->GetDisplayName().IsEmpty())
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{
Printf ("Missing displayname for player class '%s'\n", name);
return false;
}
return true;
}
void SetupPlayerClasses ()
{
FPlayerClass newclass;
PlayerClasses.Clear();
for (unsigned i = 0; i < gameinfo.PlayerClasses.Size(); i++)
{
PClassActor *cls = PClass::FindActor(gameinfo.PlayerClasses[i]);
if (ValidatePlayerClass(cls, gameinfo.PlayerClasses[i]))
{
newclass.Flags = 0;
newclass.Type = cls;
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if ((GetDefaultByType(cls)->flags6 & MF6_NOMENU))
{
newclass.Flags |= PCF_NOMENU;
}
PlayerClasses.Push(newclass);
}
}
}
CCMD (clearplayerclasses)
{
if (ParsingKeyConf)
{
PlayerClasses.Clear ();
}
}
CCMD (addplayerclass)
{
if (ParsingKeyConf && argv.argc () > 1)
{
PClassActor *ti = PClass::FindActor(argv[1]);
if (ValidatePlayerClass(ti, argv[1]))
{
FPlayerClass newclass;
newclass.Type = ti;
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newclass.Flags = 0;
int arg = 2;
while (arg < argv.argc())
{
if (!stricmp (argv[arg], "nomenu"))
{
newclass.Flags |= PCF_NOMENU;
}
else
{
Printf ("Unknown flag '%s' for player class '%s'\n", argv[arg], argv[1]);
}
arg++;
}
PlayerClasses.Push (newclass);
}
}
}
CCMD (playerclasses)
{
for (unsigned int i = 0; i < PlayerClasses.Size (); i++)
{
Printf ("%3d: Class = %s, Name = %s\n", i,
PlayerClasses[i].Type->TypeName.GetChars(),
PlayerClasses[i].Type->GetDisplayName().GetChars());
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}
}
//
// Movement.
//
// 16 pixels of bob
#define MAXBOB 16.
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// The player_t constructor. Since LogText is not a POD, we cannot just
// memset it all to 0.
player_t::player_t()
: mo(0),
playerstate(0),
cls(0),
DesiredFOV(0),
FOV(0),
viewz(0),
viewheight(0),
deltaviewheight(0),
bob(0),
Vel(0, 0),
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centering(0),
turnticks(0),
attackdown(0),
usedown(0),
oldbuttons(0),
health(0),
inventorytics(0),
CurrentPlayerClass(0),
fragcount(0),
lastkilltime(0),
multicount(0),
spreecount(0),
WeaponState(0),
ReadyWeapon(0),
PendingWeapon(0),
psprites(0),
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cheats(0),
timefreezer(0),
refire(0),
inconsistant(0),
killcount(0),
itemcount(0),
secretcount(0),
damagecount(0),
bonuscount(0),
hazardcount(0),
poisoncount(0),
poisoner(0),
attacker(0),
extralight(0),
morphTics(0),
MorphedPlayerClass(0),
MorphStyle(0),
MorphExitFlash(0),
PremorphWeapon(0),
chickenPeck(0),
jumpTics(0),
onground(0),
respawn_time(0),
camera(0),
air_finished(0),
MUSINFOactor(0),
MUSINFOtics(-1),
crouching(0),
crouchdir(0),
Bot(0),
BlendR(0),
BlendG(0),
BlendB(0),
BlendA(0),
LogText(),
crouchfactor(0),
crouchoffset(0),
crouchviewdelta(0),
ConversationNPC(0),
ConversationPC(0),
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ConversationNPCAngle(0.),
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ConversationFaceTalker(0)
{
memset (&cmd, 0, sizeof(cmd));
memset (frags, 0, sizeof(frags));
}
player_t::~player_t()
{
DestroyPSprites();
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}
player_t &player_t::operator=(const player_t &p)
{
mo = p.mo;
playerstate = p.playerstate;
cmd = p.cmd;
original_cmd = p.original_cmd;
original_oldbuttons = p.original_oldbuttons;
// Intentionally not copying userinfo!
cls = p.cls;
DesiredFOV = p.DesiredFOV;
FOV = p.FOV;
viewz = p.viewz;
viewheight = p.viewheight;
deltaviewheight = p.deltaviewheight;
bob = p.bob;
Vel = p.Vel;
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centering = p.centering;
turnticks = p.turnticks;
attackdown = p.attackdown;
usedown = p.usedown;
oldbuttons = p.oldbuttons;
health = p.health;
inventorytics = p.inventorytics;
CurrentPlayerClass = p.CurrentPlayerClass;
memcpy(frags, &p.frags, sizeof(frags));
fragcount = p.fragcount;
lastkilltime = p.lastkilltime;
multicount = p.multicount;
spreecount = p.spreecount;
WeaponState = p.WeaponState;
ReadyWeapon = p.ReadyWeapon;
PendingWeapon = p.PendingWeapon;
cheats = p.cheats;
timefreezer = p.timefreezer;
refire = p.refire;
inconsistant = p.inconsistant;
waiting = p.waiting;
killcount = p.killcount;
itemcount = p.itemcount;
secretcount = p.secretcount;
damagecount = p.damagecount;
bonuscount = p.bonuscount;
hazardcount = p.hazardcount;
hazardtype = p.hazardtype;
hazardinterval = p.hazardinterval;
poisoncount = p.poisoncount;
poisontype = p.poisontype;
poisonpaintype = p.poisonpaintype;
poisoner = p.poisoner;
attacker = p.attacker;
extralight = p.extralight;
fixedcolormap = p.fixedcolormap;
fixedlightlevel = p.fixedlightlevel;
psprites = p.psprites;
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morphTics = p.morphTics;
MorphedPlayerClass = p.MorphedPlayerClass;
MorphStyle = p.MorphStyle;
MorphExitFlash = p.MorphExitFlash;
PremorphWeapon = p.PremorphWeapon;
chickenPeck = p.chickenPeck;
jumpTics = p.jumpTics;
onground = p.onground;
respawn_time = p.respawn_time;
camera = p.camera;
air_finished = p.air_finished;
LastDamageType = p.LastDamageType;
Bot = p.Bot;
settings_controller = p.settings_controller;
BlendR = p.BlendR;
BlendG = p.BlendG;
BlendB = p.BlendB;
BlendA = p.BlendA;
LogText = p.LogText;
MinPitch = p.MinPitch;
MaxPitch = p.MaxPitch;
crouching = p.crouching;
crouchdir = p.crouchdir;
crouchfactor = p.crouchfactor;
crouchoffset = p.crouchoffset;
crouchviewdelta = p.crouchviewdelta;
weapons = p.weapons;
ConversationNPC = p.ConversationNPC;
ConversationPC = p.ConversationPC;
ConversationNPCAngle = p.ConversationNPCAngle;
ConversationFaceTalker = p.ConversationFaceTalker;
MUSINFOactor = p.MUSINFOactor;
MUSINFOtics = p.MUSINFOtics;
return *this;
}
// This function supplements the pointer cleanup in dobject.cpp, because
// player_t is not derived from DObject. (I tried it, and DestroyScan was
// unable to properly determine the player object's type--possibly
// because it gets staticly allocated in an array.)
//
// This function checks all the DObject pointers in a player_t and NULLs any
// that match the pointer passed in. If you add any pointers that point to
// DObject (or a subclass), add them here too.
size_t player_t::FixPointers (const DObject *old, DObject *rep)
{
APlayerPawn *replacement = static_cast<APlayerPawn *>(rep);
size_t changed = 0;
// The construct *& is used in several of these to avoid the read barriers
// that would turn the pointer we want to check to NULL if the old object
// is pending deletion.
if (mo == old) mo = replacement, changed++;
if (*&poisoner == old) poisoner = replacement, changed++;
if (*&attacker == old) attacker = replacement, changed++;
if (*&camera == old) camera = replacement, changed++;
if (*&Bot == old) Bot = static_cast<DBot *>(rep), changed++;
if (ReadyWeapon == old) ReadyWeapon = static_cast<AWeapon *>(rep), changed++;
if (PendingWeapon == old) PendingWeapon = static_cast<AWeapon *>(rep), changed++;
if (*&PremorphWeapon == old) PremorphWeapon = static_cast<AWeapon *>(rep), changed++;
if (psprites == old) psprites = static_cast<DPSprite *>(rep), changed++;
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if (*&ConversationNPC == old) ConversationNPC = replacement, changed++;
if (*&ConversationPC == old) ConversationPC = replacement, changed++;
if (*&MUSINFOactor == old) MUSINFOactor = replacement, changed++;
return changed;
}
size_t player_t::PropagateMark()
{
GC::Mark(mo);
GC::Mark(poisoner);
GC::Mark(attacker);
GC::Mark(camera);
GC::Mark(Bot);
GC::Mark(ReadyWeapon);
GC::Mark(ConversationNPC);
GC::Mark(ConversationPC);
GC::Mark(MUSINFOactor);
GC::Mark(PremorphWeapon);
GC::Mark(psprites);
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if (PendingWeapon != WP_NOCHANGE)
{
GC::Mark(PendingWeapon);
}
return sizeof(*this);
}
void player_t::SetLogNumber (int num)
{
char lumpname[16];
int lumpnum;
mysnprintf (lumpname, countof(lumpname), "LOG%d", num);
lumpnum = Wads.CheckNumForName (lumpname);
if (lumpnum == -1)
{
// Leave the log message alone if this one doesn't exist.
//SetLogText (lumpname);
}
else
{
int length=Wads.LumpLength(lumpnum);
char *data= new char[length+1];
Wads.ReadLump (lumpnum, data);
data[length]=0;
SetLogText (data);
delete[] data;
}
}
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DEFINE_ACTION_FUNCTION(_PlayerInfo, SetLogNumber)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
PARAM_INT(log);
self->SetLogNumber(log);
return 0;
}
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void player_t::SetLogText (const char *text)
{
LogText = text;
if (mo->CheckLocalView(consoleplayer))
{
// Print log text to console
AddToConsole(-1, TEXTCOLOR_GOLD);
AddToConsole(-1, LogText);
AddToConsole(-1, "\n");
}
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}
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DEFINE_ACTION_FUNCTION(_PlayerInfo, SetLogText)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
PARAM_STRING(log);
self->SetLogText(log);
return 0;
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}
int player_t::GetSpawnClass()
{
const PClass * type = PlayerClasses[CurrentPlayerClass].Type;
return static_cast<APlayerPawn*>(GetDefaultByType(type))->SpawnMask;
}
// [Nash] Set FOV
void player_t::SetFOV(float fov)
{
player_t *p = &players[consoleplayer];
if (p != nullptr && p->mo != nullptr)
{
if (dmflags & DF_NO_FOV)
{
if (consoleplayer == Net_Arbitrator)
{
Net_WriteByte(DEM_MYFOV);
}
else
{
Printf("A setting controller has disabled FOV changes.\n");
return;
}
}
else
{
Net_WriteByte(DEM_MYFOV);
}
Net_WriteFloat(clamp<float>(fov, 5.f, 179.f));
}
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, SetFOV)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
PARAM_FLOAT(fov);
self->SetFOV((float)fov);
return 0;
}
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//===========================================================================
//
// EnumColorsets
//
// Only used by the menu so it doesn't really matter that it's a bit
// inefficient.
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//
//===========================================================================
static int intcmp(const void *a, const void *b)
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{
return *(const int *)a - *(const int *)b;
}
void EnumColorSets(PClassActor *cls, TArray<int> *out)
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{
TArray<int> deleteds;
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out->Clear();
for (int i = ColorSets.Size() - 1; i >= 0; i--)
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{
if (std::get<0>(ColorSets[i])->IsAncestorOf(cls))
{
int v = std::get<1>(ColorSets[i]);
if (out->Find(v) == out->Size() && deleteds.Find(v) == deleteds.Size())
{
if (std::get<2>(ColorSets[i]).Name == NAME_None) deleteds.Push(v);
else out->Push(v);
}
}
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}
qsort(&(*out)[0], out->Size(), sizeof(int), intcmp);
}
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DEFINE_ACTION_FUNCTION(FPlayerClass, EnumColorSets)
{
PARAM_SELF_STRUCT_PROLOGUE(FPlayerClass);
PARAM_POINTER(out, TArray<int>);
EnumColorSets(self->Type, out);
return 0;
}
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//==========================================================================
//
//
//==========================================================================
FPlayerColorSet *GetColorSet(PClassActor *cls, int setnum)
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{
for (int i = ColorSets.Size() - 1; i >= 0; i--)
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{
if (std::get<1>(ColorSets[i]) == setnum &&
std::get<0>(ColorSets[i])->IsAncestorOf(cls))
{
auto c = &std::get<2>(ColorSets[i]);
return c->Name != NAME_None ? c : nullptr;
}
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}
return nullptr;
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}
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DEFINE_ACTION_FUNCTION(FPlayerClass, GetColorSetName)
{
PARAM_SELF_STRUCT_PROLOGUE(FPlayerClass);
PARAM_INT(setnum);
auto p = GetColorSet(self->Type, setnum);
ACTION_RETURN_INT(p ? p->Name.GetIndex() : 0);
}
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//==========================================================================
//
//
//==========================================================================
bool player_t::GetPainFlash(FName type, PalEntry *color) const
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{
PClass *info = mo->GetClass();
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// go backwards through the list and return the first item with a
// matching damage type for an ancestor of our class.
// This will always return the best fit because any parent class
// must be processed before its children.
for (int i = PainFlashes.Size() - 1; i >= 0; i--)
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{
if (std::get<1>(PainFlashes[i]) == type &&
std::get<0>(PainFlashes[i])->IsAncestorOf(info))
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{
*color = std::get<2>(PainFlashes[i]);
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return true;
}
}
return false;
}
//===========================================================================
//
// player_t :: SendPitchLimits
//
// Ask the local player's renderer what pitch restrictions should be imposed
// and let everybody know. Only sends data for the consoleplayer, since the
// local player is the only one our data is valid for.
//
//===========================================================================
EXTERN_CVAR(Float, maxviewpitch)
EXTERN_CVAR(Bool, r_polyrenderer)
EXTERN_CVAR(Bool, cl_oldfreelooklimit);
extern int currentrenderer;
static int GetSoftPitch(bool down)
{
int MAX_DN_ANGLE = MIN(56, (int)maxviewpitch); // Max looking down angle
int MAX_UP_ANGLE = MIN(32, (int)maxviewpitch); // Max looking up angle
return (down ? MAX_DN_ANGLE : ((cl_oldfreelooklimit) ? MAX_UP_ANGLE : MAX_DN_ANGLE));
}
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void player_t::SendPitchLimits() const
{
if (this - players == consoleplayer)
{
int uppitch, downpitch;
if (currentrenderer == 0 && !r_polyrenderer)
{
uppitch = GetSoftPitch(false);
downpitch = GetSoftPitch(true);
}
else
{
uppitch = downpitch = (int)maxviewpitch;
}
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Net_WriteByte(DEM_SETPITCHLIMIT);
Net_WriteByte(uppitch);
Net_WriteByte(downpitch);
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}
}
bool player_t::HasWeaponsInSlot(int slot) const
{
for (int i = 0; i < weapons.Slots[slot].Size(); i++)
{
PClassActor *weap = weapons.Slots[slot].GetWeapon(i);
if (weap != NULL && mo->FindInventory(weap)) return true;
}
return false;
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, HasWeaponsInSlot)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
PARAM_INT(slot);
ACTION_RETURN_BOOL(self->HasWeaponsInSlot(slot));
}
bool player_t::Resurrect()
{
if (mo == nullptr || mo->IsKindOf(NAME_PlayerChunk)) return false;
mo->Revive();
playerstate = PST_LIVE;
health = mo->health = mo->GetDefault()->health;
viewheight = ((APlayerPawn *)mo->GetDefault())->ViewHeight;
mo->renderflags &= ~RF_INVISIBLE;
mo->Height = mo->GetDefault()->Height;
mo->radius = mo->GetDefault()->radius;
mo->special1 = 0; // required for the Hexen fighter's fist attack.
// This gets set by AActor::Die as flag for the wimpy death and must be reset here.
mo->SetState(mo->SpawnState);
if (!(mo->flags2 & MF2_DONTTRANSLATE))
{
mo->Translation = TRANSLATION(TRANSLATION_Players, uint8_t(this - players));
}
if (ReadyWeapon != nullptr)
{
P_SetPsprite(this, PSP_WEAPON, ReadyWeapon->GetUpState());
}
if (morphTics)
{
P_UndoPlayerMorph(this, this);
}
// player is now alive.
// fire E_PlayerRespawned and start the ACS SCRIPT_Respawn.
E_PlayerRespawned(int(this - players));
//
FBehavior::StaticStartTypedScripts(SCRIPT_Respawn, mo, true);
return true;
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, Resurrect)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_BOOL(self->Resurrect());
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, GetUserName)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_STRING(self->userinfo.GetName());
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, GetNeverSwitch)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_BOOL(self->userinfo.GetNeverSwitch());
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, GetClassicFlight)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_BOOL(self->userinfo.GetClassicFlight());
}
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DEFINE_ACTION_FUNCTION(_PlayerInfo, GetColor)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_INT(self->userinfo.GetColor());
}
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DEFINE_ACTION_FUNCTION(_PlayerInfo, GetColorSet)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_INT(self->userinfo.GetColorSet());
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, GetPlayerClassNum)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_INT(self->userinfo.GetPlayerClassNum());
}
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DEFINE_ACTION_FUNCTION(_PlayerInfo, GetSkin)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_INT(self->userinfo.GetSkin());
}
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DEFINE_ACTION_FUNCTION(_PlayerInfo, GetGender)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_INT(self->userinfo.GetGender());
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, GetAutoaim)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_FLOAT(self->userinfo.GetAutoaim());
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, GetTeam)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_INT(self->userinfo.GetTeam());
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, GetNoAutostartMap)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_INT(self->userinfo.GetNoAutostartMap());
}
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//===========================================================================
//
// APlayerPawn
//
//===========================================================================
IMPLEMENT_CLASS(APlayerPawn, false, true)
IMPLEMENT_POINTERS_START(APlayerPawn)
IMPLEMENT_POINTER(InvFirst)
IMPLEMENT_POINTER(InvSel)
IMPLEMENT_POINTERS_END
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void APlayerPawn::Serialize(FSerializer &arc)
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{
Super::Serialize (arc);
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auto def = (APlayerPawn*)GetDefault();
arc("jumpz", JumpZ, def->JumpZ)
("maxhealth", MaxHealth, def->MaxHealth)
("bonushealth", BonusHealth, def->BonusHealth)
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("runhealth", RunHealth, def->RunHealth)
("spawnmask", SpawnMask, def->SpawnMask)
("forwardmove1", ForwardMove1, def->ForwardMove1)
("forwardmove2", ForwardMove2, def->ForwardMove2)
("sidemove1", SideMove1, def->SideMove1)
("sidemove2", SideMove2, def->SideMove2)
("scoreicon", ScoreIcon, def->ScoreIcon)
("invfirst", InvFirst)
("invsel", InvSel)
("morphweapon", MorphWeapon, def->MorphWeapon)
("damagefade", DamageFade, def->DamageFade)
("playerflags", PlayerFlags, def->PlayerFlags)
("flechettetype", FlechetteType, def->FlechetteType)
("gruntspeed", GruntSpeed, def->GruntSpeed)
("fallingscreammin", FallingScreamMinSpeed, def->FallingScreamMinSpeed)
("fallingscreammaxn", FallingScreamMaxSpeed, def->FallingScreamMaxSpeed)
("userange", UseRange, def->UseRange)
("aircapacity", AirCapacity, def->AirCapacity)
("viewheight", ViewHeight, def->ViewHeight)
("viewbob", ViewBob, def->ViewBob)
("fullheight", FullHeight, def->FullHeight);
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}
//===========================================================================
//
// APlayerPawn :: MarkPrecacheSounds
//
//===========================================================================
void APlayerPawn::MarkPrecacheSounds() const
{
Super::MarkPrecacheSounds();
S_MarkPlayerSounds(GetSoundClass());
}
//===========================================================================
//
// APlayerPawn :: BeginPlay
//
//===========================================================================
void APlayerPawn::BeginPlay ()
{
Super::BeginPlay ();
ChangeStatNum (STAT_PLAYER);
FullHeight = Height;
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// Check whether a PWADs normal sprite is to be combined with the base WADs
// crouch sprite. In such a case the sprites normally don't match and it is
// best to disable the crouch sprite.
if (crouchsprite > 0)
{
// This assumes that player sprites always exist in rotated form and
// that the front view is always a separate sprite. So far this is
// true for anything that exists.
FString normspritename = sprites[SpawnState->sprite].name;
FString crouchspritename = sprites[crouchsprite].name;
int spritenorm = Wads.CheckNumForName(normspritename + "A1", ns_sprites);
if (spritenorm==-1)
{
spritenorm = Wads.CheckNumForName(normspritename + "A0", ns_sprites);
}
int spritecrouch = Wads.CheckNumForName(crouchspritename + "A1", ns_sprites);
if (spritecrouch==-1)
{
spritecrouch = Wads.CheckNumForName(crouchspritename + "A0", ns_sprites);
}
if (spritenorm==-1 || spritecrouch ==-1)
{
// Sprites do not exist so it is best to disable the crouch sprite.
crouchsprite = 0;
return;
}
int wadnorm = Wads.GetLumpFile(spritenorm);
int wadcrouch = Wads.GetLumpFile(spritenorm);
if (wadnorm > Wads.GetIwadNum() && wadcrouch <= Wads.GetIwadNum())
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{
// Question: Add an option / disable crouching or do what?
crouchsprite = 0;
}
}
}
//===========================================================================
//
// APlayerPawn :: Tick
//
//===========================================================================
void APlayerPawn::Tick()
{
if (player != NULL && player->mo == this && player->CanCrouch() && player->playerstate != PST_DEAD)
{
Height = FullHeight * player->crouchfactor;
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}
else
{
if (health > 0) Height = FullHeight;
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}
Super::Tick();
}
//===========================================================================
//
// APlayerPawn :: PostBeginPlay
//
//===========================================================================
void APlayerPawn::PostBeginPlay()
{
Super::PostBeginPlay();
SetupWeaponSlots();
// Voodoo dolls: restore original floorz/ceilingz logic
if (player == NULL || player->mo != this)
{
P_FindFloorCeiling(this, FFCF_ONLYSPAWNPOS|FFCF_NOPORTALS);
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SetZ(floorz);
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P_FindFloorCeiling(this, FFCF_ONLYSPAWNPOS);
}
else
{
player->SendPitchLimits();
}
}
//===========================================================================
//
// APlayerPawn :: SetupWeaponSlots
//
// Sets up the default weapon slots for this player. If this is also the
// local player, determines local modifications and sends those across the
// network. Ignores voodoo dolls.
//
//===========================================================================
void APlayerPawn::SetupWeaponSlots()
{
if (player != NULL && player->mo == this)
{
player->weapons.StandardSetup(GetClass());
// If we're the local player, then there's a bit more work to do.
// This also applies if we're a bot and this is the net arbitrator.
if (player - players == consoleplayer ||
(player->Bot != NULL && consoleplayer == Net_Arbitrator))
{
FWeaponSlots local_slots(player->weapons);
if (player->Bot != NULL)
{ // Bots only need weapons from KEYCONF, not INI modifications.
P_PlaybackKeyConfWeapons(&local_slots);
}
else
{
local_slots.LocalSetup(GetClass());
}
local_slots.SendDifferences(int(player - players), player->weapons);
}
}
}
//===========================================================================
//
// APlayerPawn :: AddInventory
//
//===========================================================================
void APlayerPawn::AddInventory (AInventory *item)
{
// Adding inventory to a voodoo doll should add it to the real player instead.
if (player != NULL && player->mo != this && player->mo != NULL)
{
player->mo->AddInventory (item);
return;
}
Super::AddInventory (item);
// If nothing is selected, select this item.
if (InvSel == NULL && (item->ItemFlags & IF_INVBAR))
{
InvSel = item;
}
}
//===========================================================================
//
// APlayerPawn :: RemoveInventory
//
//===========================================================================
void APlayerPawn::RemoveInventory (AInventory *item)
{
bool pickWeap = false;
// Since voodoo dolls aren't supposed to have an inventory, there should be
// no need to redirect them to the real player here as there is with AddInventory.
// If the item removed is the selected one, select something else, either the next
// item, if there is one, or the previous item.
if (player != NULL)
{
if (InvSel == item)
{
InvSel = item->NextInv ();
if (InvSel == NULL)
{
InvSel = item->PrevInv ();
}
}
if (InvFirst == item)
{
InvFirst = item->NextInv ();
if (InvFirst == NULL)
{
InvFirst = item->PrevInv ();
}
}
if (item == player->PendingWeapon)
{
player->PendingWeapon = WP_NOCHANGE;
}
if (item == player->ReadyWeapon)
{
// If the current weapon is removed, clear the refire counter and pick a new one.
pickWeap = true;
player->ReadyWeapon = NULL;
player->refire = 0;
}
}
Super::RemoveInventory (item);
if (pickWeap && player->mo == this && player->PendingWeapon == WP_NOCHANGE)
{
PickNewWeapon (NULL);
}
}
//===========================================================================
//
// APlayerPawn :: UseInventory
//
//===========================================================================
bool APlayerPawn::UseInventory (AInventory *item)
{
const PClass *itemtype = item->GetClass();
if (player->cheats & CF_TOTALLYFROZEN)
{ // You can't use items if you're totally frozen
return false;
}
if ((level.flags2 & LEVEL2_FROZEN) && (player == NULL || player->timefreezer == 0))
{
// Time frozen
return false;
}
if (!Super::UseInventory (item))
{
// Heretic and Hexen advance the inventory cursor if the use failed.
// Should this behavior be retained?
return false;
}
if (player == &players[consoleplayer])
{
S_Sound (this, CHAN_ITEM, item->UseSound, 1, ATTN_NORM);
StatusBar->FlashItem (itemtype);
}
return true;
}
//===========================================================================
//
// APlayerPawn :: BestWeapon
//
// Returns the best weapon a player has, possibly restricted to a single
// type of ammo.
//
//===========================================================================
AWeapon *APlayerPawn::BestWeapon(PClassActor *ammotype)
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{
AWeapon *bestMatch = NULL;
int bestOrder = INT_MAX;
AInventory *item;
AWeapon *weap;
bool tomed = NULL != FindInventory (PClass::FindActor(NAME_PowerWeaponLevel2), true);
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// Find the best weapon the player has.
for (item = Inventory; item != NULL; item = item->Inventory)
{
if (!item->IsKindOf(NAME_Weapon))
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continue;
weap = static_cast<AWeapon *> (item);
// Don't select it if it's worse than what was already found.
if (weap->SelectionOrder > bestOrder)
continue;
// Don't select it if its primary fire doesn't use the desired ammo.
if (ammotype != NULL &&
(weap->Ammo1 == NULL ||
weap->Ammo1->GetClass() != ammotype))
continue;
// Don't select it if the Tome is active and this isn't the powered-up version.
if (tomed && weap->SisterWeapon != NULL && weap->SisterWeapon->WeaponFlags & WIF_POWERED_UP)
continue;
// Don't select it if it's powered-up and the Tome is not active.
if (!tomed && weap->WeaponFlags & WIF_POWERED_UP)
continue;
// Don't select it if there isn't enough ammo to use its primary fire.
if (!(weap->WeaponFlags & WIF_AMMO_OPTIONAL) &&
!weap->CheckAmmo (AWeapon::PrimaryFire, false))
continue;
// Don't select if if there isn't enough ammo as determined by the weapon's author.
if (weap->MinSelAmmo1 > 0 && (weap->Ammo1 == NULL || weap->Ammo1->Amount < weap->MinSelAmmo1))
continue;
if (weap->MinSelAmmo2 > 0 && (weap->Ammo2 == NULL || weap->Ammo2->Amount < weap->MinSelAmmo2))
continue;
// This weapon is usable!
bestOrder = weap->SelectionOrder;
bestMatch = weap;
}
return bestMatch;
}
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DEFINE_ACTION_FUNCTION(APlayerPawn, BestWeapon)
{
PARAM_SELF_PROLOGUE(APlayerPawn);
PARAM_CLASS(ammo, AActor);
ACTION_RETURN_POINTER(self->BestWeapon(ammo));
}
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//===========================================================================
//
// APlayerPawn :: PickNewWeapon
//
// Picks a new weapon for this player. Used mostly for running out of ammo,
// but it also works when an ACS script explicitly takes the ready weapon
// away or the player picks up some ammo they had previously run out of.
//
//===========================================================================
AWeapon *APlayerPawn::PickNewWeapon(PClassActor *ammotype)
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{
AWeapon *best = BestWeapon (ammotype);
if (best != NULL)
{
player->PendingWeapon = best;
if (player->ReadyWeapon != NULL)
{
P_DropWeapon(player);
}
else if (player->PendingWeapon != WP_NOCHANGE)
{
P_BringUpWeapon (player);
}
}
return best;
}
//===========================================================================
//
// APlayerPawn :: GiveDeathmatchInventory
//
// Gives players items they should have in addition to their default
// inventory when playing deathmatch. (i.e. all keys)
//
//===========================================================================
void APlayerPawn::GiveDeathmatchInventory()
{
for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
{
if (PClassActor::AllActorClasses[i]->IsDescendantOf (PClass::FindActor(NAME_Key)))
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{
AInventory *key = (AInventory*)GetDefaultByType (PClassActor::AllActorClasses[i]);
if (key->special1 != 0)
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{
key = (AInventory*)Spawn(PClassActor::AllActorClasses[i]);
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if (!key->CallTryPickup (this))
{
key->Destroy ();
}
}
}
}
}
//===========================================================================
//
// APlayerPawn :: FilterCoopRespawnInventory
//
// When respawning in coop, this function is called to walk through the dead
// player's inventory and modify it according to the current game flags so
// that it can be transferred to the new live player. This player currently
// has the default inventory, and the oldplayer has the inventory at the time
// of death.
//
//===========================================================================
void APlayerPawn::FilterCoopRespawnInventory (APlayerPawn *oldplayer)
{
AInventory *item, *next, *defitem;
// If we're losing everything, this is really simple.
if (dmflags & DF_COOP_LOSE_INVENTORY)
{
oldplayer->DestroyAllInventory();
return;
}
if (dmflags & (DF_COOP_LOSE_KEYS |
DF_COOP_LOSE_WEAPONS |
DF_COOP_LOSE_AMMO |
DF_COOP_HALVE_AMMO |
DF_COOP_LOSE_ARMOR |
DF_COOP_LOSE_POWERUPS))
{
// Walk through the old player's inventory and destroy or modify
// according to dmflags.
for (item = oldplayer->Inventory; item != NULL; item = next)
{
next = item->Inventory;
// If this item is part of the default inventory, we never want
// to destroy it, although we might want to copy the default
// inventory amount.
defitem = FindInventory (item->GetClass());
if ((dmflags & DF_COOP_LOSE_KEYS) &&
defitem == NULL &&
item->IsKindOf(NAME_Key))
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{
item->Destroy();
}
else if ((dmflags & DF_COOP_LOSE_WEAPONS) &&
defitem == NULL &&
item->IsKindOf(NAME_Weapon))
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{
item->Destroy();
}
else if ((dmflags & DF_COOP_LOSE_ARMOR) &&
item->IsKindOf(NAME_Armor))
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{
if (defitem == NULL)
{
item->Destroy();
}
else if (item->IsKindOf(NAME_BasicArmor))
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{
item->IntVar(NAME_SavePercent) = defitem->IntVar(NAME_SavePercent);
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item->Amount = defitem->Amount;
}
else if (item->IsKindOf(NAME_HexenArmor))
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{
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double *SlotsTo = (double*)item->ScriptVar(NAME_Slots, nullptr);
double *SlotsFrom = (double*)defitem->ScriptVar(NAME_Slots, nullptr);
memcpy(SlotsTo, SlotsFrom, 4 * sizeof(double));
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}
}
else if ((dmflags & DF_COOP_LOSE_POWERUPS) &&
defitem == NULL &&
item->IsKindOf(NAME_PowerupGiver))
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{
item->Destroy();
}
else if ((dmflags & (DF_COOP_LOSE_AMMO | DF_COOP_HALVE_AMMO)) &&
item->IsKindOf(NAME_Ammo))
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{
if (defitem == NULL)
{
if (dmflags & DF_COOP_LOSE_AMMO)
{
// Do NOT destroy the ammo, because a weapon might reference it.
item->Amount = 0;
}
else if (item->Amount > 1)
{
item->Amount /= 2;
}
}
else
{
// When set to lose ammo, you get to keep all your starting ammo.
// When set to halve ammo, you won't be left with less than your starting amount.
if (dmflags & DF_COOP_LOSE_AMMO)
{
item->Amount = defitem->Amount;
}
else if (item->Amount > 1)
{
item->Amount = MAX(item->Amount / 2, defitem->Amount);
}
}
}
}
}
// Now destroy the default inventory this player is holding and move
// over the old player's remaining inventory.
DestroyAllInventory();
ObtainInventory (oldplayer);
player->ReadyWeapon = NULL;
PickNewWeapon (NULL);
}
//===========================================================================
//
// APlayerPawn :: GetSoundClass
//
//===========================================================================
const char *APlayerPawn::GetSoundClass() const
{
if (player != NULL &&
(player->mo == NULL || !(player->mo->flags4 &MF4_NOSKIN)) &&
(unsigned int)player->userinfo.GetSkin() >= PlayerClasses.Size () &&
(unsigned)player->userinfo.GetSkin() < Skins.Size())
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{
return Skins[player->userinfo.GetSkin()].Name.GetChars();
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}
return SoundClass != NAME_None? SoundClass.GetChars() : "player";
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}
//===========================================================================
//
// APlayerPawn :: GetMaxHealth
//
// only needed because Boom screwed up Dehacked.
//
//===========================================================================
int APlayerPawn::GetMaxHealth(bool withupgrades) const
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{
int ret = MaxHealth > 0? MaxHealth : ((i_compatflags&COMPATF_DEHHEALTH)? 100 : deh.MaxHealth);
if (withupgrades) ret += stamina + BonusHealth;
return ret;
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}
DEFINE_ACTION_FUNCTION(APlayerPawn, GetMaxHealth)
{
PARAM_SELF_PROLOGUE(APlayerPawn);
PARAM_BOOL_DEF(withupgrades);
ACTION_RETURN_INT(self->GetMaxHealth(withupgrades));
}
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//===========================================================================
//
// APlayerPawn :: UpdateWaterLevel
//
// Plays surfacing and diving sounds, as appropriate.
//
//===========================================================================
bool APlayerPawn::UpdateWaterLevel (bool splash)
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{
int oldlevel = waterlevel;
bool retval = Super::UpdateWaterLevel (splash);
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if (player != NULL)
{
if (oldlevel < 3 && waterlevel == 3)
{ // Our head just went under.
S_Sound (this, CHAN_VOICE, "*dive", 1, ATTN_NORM);
}
else if (oldlevel == 3 && waterlevel < 3)
{ // Our head just came up.
if (player->air_finished > level.time)
{ // We hadn't run out of air yet.
S_Sound (this, CHAN_VOICE, "*surface", 1, ATTN_NORM);
}
// If we were running out of air, then ResetAirSupply() will play *gasp.
}
}
return retval;
}
//===========================================================================
//
// APlayerPawn :: ResetAirSupply
//
// Gives the player a full "tank" of air. If they had previously completely
// run out of air, also plays the *gasp sound. Returns true if the player
// was drowning.
//
//===========================================================================
bool APlayerPawn::ResetAirSupply (bool playgasp)
{
bool wasdrowning = (player->air_finished < level.time);
if (playgasp && wasdrowning)
{
S_Sound (this, CHAN_VOICE, "*gasp", 1, ATTN_NORM);
}
if (level.airsupply> 0 && player->mo->AirCapacity > 0) player->air_finished = level.time + int(level.airsupply * player->mo->AirCapacity);
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else player->air_finished = INT_MAX;
return wasdrowning;
}
DEFINE_ACTION_FUNCTION(APlayerPawn, ResetAirSupply)
{
PARAM_SELF_PROLOGUE(APlayerPawn);
PARAM_BOOL_DEF(playgasp);
ACTION_RETURN_BOOL(self->ResetAirSupply(playgasp));
}
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//===========================================================================
//
// Animations
//
//===========================================================================
void APlayerPawn::PlayIdle ()
{
IFVIRTUAL(APlayerPawn, PlayIdle)
{
VMValue params[1] = { (DObject*)this };
VMCall(func, params, 1, nullptr, 0);
}
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}
void APlayerPawn::PlayAttacking2 ()
{
IFVIRTUAL(APlayerPawn, PlayAttacking2)
{
VMValue params[1] = { (DObject*)this };
VMCall(func, params, 1, nullptr, 0);
}
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}
//===========================================================================
//
// APlayerPawn :: GiveDefaultInventory
//
//===========================================================================
void APlayerPawn::GiveDefaultInventory ()
{
if (player == NULL) return;
// HexenArmor must always be the first item in the inventory because
// it provides player class based protection that should not affect
// any other protection item.
auto myclass = GetClass();
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GiveInventoryType(PClass::FindActor(NAME_HexenArmor));
auto harmor = FindInventory(NAME_HexenArmor);
double *Slots = (double*)harmor->ScriptVar(NAME_Slots, nullptr);
double *SlotsIncrement = (double*)harmor->ScriptVar(NAME_SlotsIncrement, nullptr);
Slots[4] = HexenArmor[0];
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for (int i = 0; i < 4; ++i)
{
SlotsIncrement[i] = HexenArmor[i + 1];
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}
// BasicArmor must come right after that. It should not affect any
// other protection item as well but needs to process the damage
// before the HexenArmor does.
auto barmor = (AInventory*)Spawn(NAME_BasicArmor);
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barmor->BecomeItem ();
AddInventory (barmor);
// Now add the items from the DECORATE definition
auto di = GetDropItems();
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while (di)
{
PClassActor *ti = PClass::FindActor (di->Name);
if (ti)
{
if (!ti->IsDescendantOf(RUNTIME_CLASS(AInventory)))
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{
Printf(TEXTCOLOR_ORANGE "%s is not an inventory item and cannot be given to a player as start item.\n", ti->TypeName.GetChars());
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}
else
{
AInventory *item = FindInventory(ti);
if (item != NULL)
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{
item->Amount = clamp<int>(
item->Amount + (di->Amount ? di->Amount : ((AInventory *)item->GetDefault())->Amount),
0, item->MaxAmount);
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}
else
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{
item = static_cast<AInventory *>(Spawn(ti));
item->ItemFlags |= IF_IGNORESKILL; // no skill multiplicators here
item->Amount = di->Amount;
if (item->IsKindOf(NAME_Weapon))
{
// To allow better control any weapon is emptied of
// ammo before being given to the player.
static_cast<AWeapon*>(item)->AmmoGive1 =
static_cast<AWeapon*>(item)->AmmoGive2 = 0;
}
AActor *check;
if (!item->CallTryPickup(this, &check))
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{
if (check != this)
{
// Player was morphed. This is illegal at game start.
// This problem is only detectable when it's too late to do something about it...
I_Error("Cannot give morph items when starting a game");
}
item->Destroy();
item = NULL;
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}
}
if (item != NULL && item->IsKindOf(NAME_Weapon) &&
static_cast<AWeapon*>(item)->CheckAmmo(AWeapon::EitherFire, false))
{
player->ReadyWeapon = player->PendingWeapon = static_cast<AWeapon *> (item);
}
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}
}
di = di->Next;
}
}
void APlayerPawn::ActivateMorphWeapon ()
{
PClassActor *morphweapon = PClass::FindActor (MorphWeapon);
player->PendingWeapon = WP_NOCHANGE;
if (player->ReadyWeapon != nullptr)
{
player->GetPSprite(PSP_WEAPON)->y = WEAPONTOP;
}
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if (morphweapon == nullptr || !morphweapon->IsDescendantOf (RUNTIME_CLASS(AWeapon)))
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{ // No weapon at all while morphed!
player->ReadyWeapon = nullptr;
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}
else
{
player->ReadyWeapon = static_cast<AWeapon *>(player->mo->FindInventory (morphweapon));
if (player->ReadyWeapon == nullptr)
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{
player->ReadyWeapon = static_cast<AWeapon *>(player->mo->GiveInventoryType (morphweapon));
if (player->ReadyWeapon != nullptr)
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{
player->ReadyWeapon->GivenAsMorphWeapon = true; // flag is used only by new beastweap semantics in P_UndoPlayerMorph
}
}
if (player->ReadyWeapon != nullptr)
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{
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P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->GetReadyState());
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}
}
if (player->ReadyWeapon != nullptr)
{
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P_SetPsprite(player, PSP_FLASH, nullptr);
}
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player->PendingWeapon = WP_NOCHANGE;
}
//===========================================================================
//
// APlayerPawn :: Die
//
//===========================================================================
void APlayerPawn::Die (AActor *source, AActor *inflictor, int dmgflags)
{
Super::Die (source, inflictor, dmgflags);
if (player != NULL && player->mo == this) player->bonuscount = 0;
if (player != NULL && player->mo != this)
{ // Make the real player die, too
player->mo->CallDie (source, inflictor, dmgflags);
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}
else
{
if (player != NULL && (dmflags2 & DF2_YES_WEAPONDROP))
{ // Voodoo dolls don't drop weapons
AWeapon *weap = player->ReadyWeapon;
if (weap != NULL)
{
AInventory *item;
// kgDROP - start - modified copy from a_action.cpp
auto di = weap->GetDropItems();
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if (di != NULL)
{
while (di != NULL)
{
if (di->Name != NAME_None)
{
PClassActor *ti = PClass::FindActor(di->Name);
if (ti) P_DropItem (player->mo, ti, di->Amount, di->Probability);
}
di = di->Next;
}
} else
// kgDROP - end
if (weap->SpawnState != NULL &&
weap->SpawnState != ::GetDefault<AActor>()->SpawnState)
{
item = P_DropItem (this, weap->GetClass(), -1, 256);
if (item != NULL && item->IsKindOf(NAME_Weapon))
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{
if (weap->AmmoGive1 && weap->Ammo1)
{
static_cast<AWeapon *>(item)->AmmoGive1 = weap->Ammo1->Amount;
}
if (weap->AmmoGive2 && weap->Ammo2)
{
static_cast<AWeapon *>(item)->AmmoGive2 = weap->Ammo2->Amount;
}
item->ItemFlags |= IF_IGNORESKILL;
}
}
else
{
item = P_DropItem (this, weap->AmmoType1, -1, 256);
if (item != NULL)
{
item->Amount = weap->Ammo1->Amount;
item->ItemFlags |= IF_IGNORESKILL;
}
item = P_DropItem (this, weap->AmmoType2, -1, 256);
if (item != NULL)
{
item->Amount = weap->Ammo2->Amount;
item->ItemFlags |= IF_IGNORESKILL;
}
}
}
}
if (!multiplayer && level.info->deathsequence != NAME_None)
{
F_StartIntermission(level.info->deathsequence, FSTATE_EndingGame);
}
}
}
//===========================================================================
//
// A_PlayerScream
//
// try to find the appropriate death sound and use suitable
// replacements if necessary
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_PlayerScream)
{
PARAM_SELF_PROLOGUE(AActor);
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int sound = 0;
int chan = CHAN_VOICE;
if (self->player == NULL || self->DeathSound != 0)
{
if (self->DeathSound != 0)
{
S_Sound (self, CHAN_VOICE, self->DeathSound, 1, ATTN_NORM);
}
else
{
S_Sound (self, CHAN_VOICE, "*death", 1, ATTN_NORM);
}
return 0;
}
// Handle the different player death screams
if ((((level.flags >> 15) | (dmflags)) &
(DF_FORCE_FALLINGZD | DF_FORCE_FALLINGHX)) &&
self->Vel.Z <= -39)
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{
sound = S_FindSkinnedSound (self, "*splat");
chan = CHAN_BODY;
}
if (!sound && self->special1<10)
{ // Wimpy death sound
sound = S_FindSkinnedSoundEx (self, "*wimpydeath", self->player->LastDamageType);
}
if (!sound && self->health <= -50)
{
if (self->health > -100)
{ // Crazy death sound
sound = S_FindSkinnedSoundEx (self, "*crazydeath", self->player->LastDamageType);
}
if (!sound)
{ // Extreme death sound
sound = S_FindSkinnedSoundEx (self, "*xdeath", self->player->LastDamageType);
if (!sound)
{
sound = S_FindSkinnedSoundEx (self, "*gibbed", self->player->LastDamageType);
chan = CHAN_BODY;
}
}
}
if (!sound)
{ // Normal death sound
sound = S_FindSkinnedSoundEx (self, "*death", self->player->LastDamageType);
}
if (chan != CHAN_VOICE)
{
for (int i = 0; i < 8; ++i)
{ // Stop most playing sounds from this player.
// This is mainly to stop *land from messing up *splat.
if (i != CHAN_WEAPON && i != CHAN_VOICE)
{
S_StopSound (self, i);
}
}
}
S_Sound (self, chan, sound, 1, ATTN_NORM);
return 0;
}
//----------------------------------------------------------------------------
//
// PROC A_SkullPop
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_SkullPop)
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{
PARAM_SELF_PROLOGUE(AActor);
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PARAM_CLASS_DEF(spawntype, APlayerPawn);
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APlayerPawn *mo;
player_t *player;
// [GRB] Parameterized version
if (spawntype == NULL || !spawntype->IsDescendantOf("PlayerChunk"))
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{
spawntype = PClass::FindActor("BloodySkull");
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if (spawntype == NULL)
return 0;
}
self->flags &= ~MF_SOLID;
mo = (APlayerPawn *)Spawn (spawntype, self->PosPlusZ(48.), NO_REPLACE);
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//mo->target = self;
mo->Vel.X = pr_skullpop.Random2() / 128.;
mo->Vel.Y = pr_skullpop.Random2() / 128.;
mo->Vel.Z = 2. + (pr_skullpop() / 1024.);
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// Attach player mobj to bloody skull
player = self->player;
self->player = NULL;
mo->ObtainInventory (self);
mo->player = player;
mo->health = self->health;
mo->Angles.Yaw = self->Angles.Yaw;
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if (player != NULL)
{
player->mo = mo;
player->damagecount = 32;
}
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i] && players[i].camera == self)
{
players[i].camera = mo;
}
}
return 0;
}
//----------------------------------------------------------------------------
//
// PROC A_CheckSkullDone
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_CheckPlayerDone)
{
PARAM_SELF_PROLOGUE(AActor);
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if (self->player == NULL)
{
self->Destroy();
}
return 0;
}
//===========================================================================
//
// P_CheckPlayerSprites
//
// Here's the place where crouching sprites are handled.
// R_ProjectSprite() calls this for any players.
//
//===========================================================================
void P_CheckPlayerSprite(AActor *actor, int &spritenum, DVector2 &scale)
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{
player_t *player = actor->player;
int crouchspriteno;
if (player->userinfo.GetSkin() != 0 && !(actor->flags4 & MF4_NOSKIN))
{
// Convert from default scale to skin scale.
DVector2 defscale = actor->GetDefault()->Scale;
scale.X *= Skins[player->userinfo.GetSkin()].Scale.X / defscale.X;
scale.Y *= Skins[player->userinfo.GetSkin()].Scale.Y / defscale.Y;
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}
// Set the crouch sprite?
if (player->crouchfactor < 0.75)
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{
if (spritenum == actor->SpawnState->sprite || spritenum == player->mo->crouchsprite)
{
crouchspriteno = player->mo->crouchsprite;
}
else if (!(actor->flags4 & MF4_NOSKIN) &&
(spritenum == Skins[player->userinfo.GetSkin()].sprite ||
spritenum == Skins[player->userinfo.GetSkin()].crouchsprite))
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{
crouchspriteno = Skins[player->userinfo.GetSkin()].crouchsprite;
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}
else
{ // no sprite -> squash the existing one
crouchspriteno = -1;
}
if (crouchspriteno > 0)
{
spritenum = crouchspriteno;
}
else if (player->playerstate != PST_DEAD && player->crouchfactor < 0.75)
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{
scale.Y *= 0.5;
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}
}
}
/*
==================
=
= P_CalcHeight
=
=
Calculate the walking / running height adjustment
=
==================
*/
void P_CalcHeight (player_t *player)
{
DAngle angle;
double bob;
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bool still = false;
// Regular movement bobbing
// (needs to be calculated for gun swing even if not on ground)
// killough 10/98: Make bobbing depend only on player-applied motion.
//
// Note: don't reduce bobbing here if on ice: if you reduce bobbing here,
// it causes bobbing jerkiness when the player moves from ice to non-ice,
// and vice-versa.
if (player->cheats & CF_NOCLIP2)
{
player->bob = 0;
}
else if ((player->mo->flags & MF_NOGRAVITY) && !player->onground)
{
player->bob = 0.5;
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}
else
{
player->bob = player->Vel.LengthSquared();
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if (player->bob == 0)
{
still = true;
}
else
{
player->bob *= player->userinfo.GetMoveBob();
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if (player->bob > MAXBOB)
player->bob = MAXBOB;
}
}
double defaultviewheight = player->mo->ViewHeight + player->crouchviewdelta;
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if (player->cheats & CF_NOVELOCITY)
{
player->viewz = player->mo->Z() + defaultviewheight;
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if (player->viewz > player->mo->ceilingz-4)
player->viewz = player->mo->ceilingz-4;
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return;
}
if (still)
{
if (player->health > 0)
{
angle = level.time / (120 * TICRATE / 35.) * 360.;
bob = player->userinfo.GetStillBob() * angle.Sin();
2016-03-01 15:47:10 +00:00
}
else
{
bob = 0;
}
}
else
{
angle = level.time / (20 * TICRATE / 35.) * 360.;
bob = player->bob * angle.Sin() * (player->mo->waterlevel > 1 ? 0.25f : 0.5f);
2016-03-01 15:47:10 +00:00
}
// move viewheight
if (player->playerstate == PST_LIVE)
{
player->viewheight += player->deltaviewheight;
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if (player->viewheight > defaultviewheight)
{
player->viewheight = defaultviewheight;
player->deltaviewheight = 0;
}
else if (player->viewheight < (defaultviewheight/2))
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{
player->viewheight = defaultviewheight/2;
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if (player->deltaviewheight <= 0)
player->deltaviewheight = 1 / 65536.;
2016-03-01 15:47:10 +00:00
}
if (player->deltaviewheight)
{
player->deltaviewheight += 0.25;
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if (!player->deltaviewheight)
player->deltaviewheight = 1/65536.;
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}
}
if (player->morphTics)
{
bob = 0;
}
player->viewz = player->mo->Z() + player->viewheight + (bob * player->mo->ViewBob); // [SP] Allow DECORATE changes to view bobbing speed.
2016-03-20 22:42:27 +00:00
if (player->mo->Floorclip && player->playerstate != PST_DEAD
2016-03-20 18:52:35 +00:00
&& player->mo->Z() <= player->mo->floorz)
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{
player->viewz -= player->mo->Floorclip;
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}
if (player->viewz > player->mo->ceilingz - 4)
2016-03-01 15:47:10 +00:00
{
player->viewz = player->mo->ceilingz - 4;
2016-03-01 15:47:10 +00:00
}
if (player->viewz < player->mo->floorz + 4)
2016-03-01 15:47:10 +00:00
{
player->viewz = player->mo->floorz + 4;
2016-03-01 15:47:10 +00:00
}
}
DEFINE_ACTION_FUNCTION(APlayerPawn, CalcHeight)
{
PARAM_SELF_PROLOGUE(APlayerPawn);
P_CalcHeight(self->player);
return 0;
}
2016-03-01 15:47:10 +00:00
CUSTOM_CVAR (Float, sv_aircontrol, 0.00390625f, CVAR_SERVERINFO|CVAR_NOSAVE)
{
level.aircontrol = self;
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G_AirControlChanged ();
}
//==========================================================================
//
// P_FallingDamage
//
//==========================================================================
void P_FallingDamage (AActor *actor)
{
int damagestyle;
int damage;
2016-03-28 08:01:24 +00:00
double vel;
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damagestyle = ((level.flags >> 15) | (dmflags)) &
(DF_FORCE_FALLINGZD | DF_FORCE_FALLINGHX);
if (damagestyle == 0)
return;
if (actor->floorsector->Flags & SECF_NOFALLINGDAMAGE)
return;
2016-03-28 08:01:24 +00:00
vel = fabs(actor->Vel.Z);
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// Since Hexen falling damage is stronger than ZDoom's, it takes
// precedence. ZDoom falling damage may not be as strong, but it
// gets felt sooner.
switch (damagestyle)
{
case DF_FORCE_FALLINGHX: // Hexen falling damage
2016-03-28 08:01:24 +00:00
if (vel <= 23)
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{ // Not fast enough to hurt
return;
}
2016-03-28 08:01:24 +00:00
if (vel >= 63)
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{ // automatic death
damage = TELEFRAG_DAMAGE;
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}
else
{
2016-03-28 08:01:24 +00:00
vel *= (16. / 23);
damage = int((vel * vel) / 10 - 24);
if (actor->Vel.Z > -39 && damage > actor->health
2016-03-01 15:47:10 +00:00
&& actor->health != 1)
{ // No-death threshold
damage = actor->health-1;
}
}
break;
case DF_FORCE_FALLINGZD: // ZDoom falling damage
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if (vel <= 19)
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{ // Not fast enough to hurt
return;
}
2016-03-28 08:01:24 +00:00
if (vel >= 84)
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{ // automatic death
damage = TELEFRAG_DAMAGE;
2016-03-01 15:47:10 +00:00
}
else
{
2016-03-28 08:01:24 +00:00
damage = int((vel*vel*(11 / 128.) - 30) / 2);
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if (damage < 1)
{
damage = 1;
}
}
break;
case DF_FORCE_FALLINGST: // Strife falling damage
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if (vel <= 20)
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{ // Not fast enough to hurt
return;
}
// The minimum amount of damage you take from falling in Strife
// is 52. Ouch!
damage = int(vel / (25000./65536.));
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break;
default:
return;
}
if (actor->player)
{
S_Sound (actor, CHAN_AUTO, "*land", 1, ATTN_NORM);
P_NoiseAlert (actor, actor, true);
if (damage >= TELEFRAG_DAMAGE && ((actor->player->cheats & (CF_GODMODE | CF_BUDDHA) ||
(actor->FindInventory(PClass::FindActor(NAME_PowerBuddha), true) != nullptr))))
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{
damage = TELEFRAG_DAMAGE - 1;
2016-03-01 15:47:10 +00:00
}
}
P_DamageMobj (actor, NULL, NULL, damage, NAME_Falling);
}
//----------------------------------------------------------------------------
//
// PROC P_CheckMusicChange
//
//----------------------------------------------------------------------------
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void P_CheckMusicChange(player_t *player)
{
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// MUSINFO stuff
if (player->MUSINFOtics >= 0 && player->MUSINFOactor != NULL)
{
if (--player->MUSINFOtics < 0)
{
if (player - players == consoleplayer)
{
if (player->MUSINFOactor->args[0] != 0)
{
FName *music = level.info->MusicMap.CheckKey(player->MUSINFOactor->args[0]);
if (music != NULL)
{
S_ChangeMusic(music->GetChars(), player->MUSINFOactor->args[1]);
}
}
else
{
S_ChangeMusic("*");
}
}
DPrintf(DMSG_NOTIFY, "MUSINFO change for player %d to %d\n", (int)(player - players), player->MUSINFOactor->args[0]);
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}
}
}
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DEFINE_ACTION_FUNCTION(APlayerPawn, CheckMusicChange)
{
PARAM_SELF_PROLOGUE(APlayerPawn);
P_CheckMusicChange(self->player);
return 0;
}
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//----------------------------------------------------------------------------
//
// PROC P_CheckEnviroment
//
//----------------------------------------------------------------------------
void P_CheckEnvironment(player_t *player)
{
P_PlayerOnSpecial3DFloor(player);
P_PlayerInSpecialSector(player);
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if (!player->mo->isAbove(player->mo->Sector->floorplane.ZatPoint(player->mo)) ||
player->mo->waterlevel)
{
// Player must be touching the floor
P_PlayerOnSpecialFlat(player, P_GetThingFloorType(player->mo));
}
if (player->mo->Vel.Z <= -player->mo->FallingScreamMinSpeed &&
player->mo->Vel.Z >= -player->mo->FallingScreamMaxSpeed && !player->morphTics &&
player->mo->waterlevel == 0)
{
int id = S_FindSkinnedSound(player->mo, "*falling");
if (id != 0 && !S_IsActorPlayingSomething(player->mo, CHAN_VOICE, id))
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{
S_Sound(player->mo, CHAN_VOICE, id, 1, ATTN_NORM);
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}
}
}
DEFINE_ACTION_FUNCTION(APlayerPawn, CheckEnvironment)
{
PARAM_SELF_PROLOGUE(APlayerPawn);
P_CheckEnvironment(self->player);
return 0;
}
//----------------------------------------------------------------------------
//
// PROC P_CheckUse
//
//----------------------------------------------------------------------------
void P_CheckUse(player_t *player)
{
// check for use
if (player->cmd.ucmd.buttons & BT_USE)
{
if (!player->usedown)
2016-03-01 15:47:10 +00:00
{
player->usedown = true;
if (!P_TalkFacing(player->mo))
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{
P_UseLines(player);
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}
}
}
else
{
player->usedown = false;
}
}
2017-04-30 18:29:39 +00:00
DEFINE_ACTION_FUNCTION(APlayerPawn, CheckUse)
{
PARAM_SELF_PROLOGUE(APlayerPawn);
P_CheckUse(self->player);
return 0;
}
//----------------------------------------------------------------------------
//
// PROC P_PlayerThink
//
//----------------------------------------------------------------------------
void P_PlayerThink (player_t *player)
{
ticcmd_t *cmd = &player->cmd;
if (player->mo == NULL)
{
I_Error ("No player %td start\n", player - players + 1);
}
if (debugfile && !(player->cheats & CF_PREDICTING))
{
fprintf (debugfile, "tic %d for pl %d: (%f, %f, %f, %f) b:%02x p:%d y:%d f:%d s:%d u:%d\n",
gametic, (int)(player-players), player->mo->X(), player->mo->Y(), player->mo->Z(),
player->mo->Angles.Yaw.Degrees, player->cmd.ucmd.buttons,
player->cmd.ucmd.pitch, player->cmd.ucmd.yaw, player->cmd.ucmd.forwardmove,
player->cmd.ucmd.sidemove, player->cmd.ucmd.upmove);
}
// Make unmodified copies for ACS's GetPlayerInput.
player->original_oldbuttons = player->original_cmd.buttons;
player->original_cmd = cmd->ucmd;
// Don't interpolate the view for more than one tic
player->cheats &= ~CF_INTERPVIEW;
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IFVIRTUALPTR(player->mo, APlayerPawn, PlayerThink)
{
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VMValue param = player->mo;
VMCall(func, &param, 1, nullptr, 0);
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}
}
void P_PredictionLerpReset()
{
PredictionLerptics = PredictionLast.gametic = PredictionLerpFrom.gametic = PredictionLerpResult.gametic = 0;
}
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bool P_LerpCalculate(AActor *pmo, PredictPos from, PredictPos to, PredictPos &result, float scale)
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{
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//DVector2 pfrom = level.Displacements.getOffset(from.portalgroup, to.portalgroup);
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DVector3 vecFrom = from.pos;
DVector3 vecTo = to.pos;
DVector3 vecResult;
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vecResult = vecTo - vecFrom;
vecResult *= scale;
vecResult = vecResult + vecFrom;
DVector3 delta = vecResult - vecTo;
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result.pos = pmo->Vec3Offset(vecResult - to.pos);
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//result.portalgroup = P_PointInSector(result.pos.x, result.pos.y)->PortalGroup;
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// As a fail safe, assume extrapolation is the threshold.
return (delta.LengthSquared() > cl_predict_lerpthreshold && scale <= 1.00f);
}
template<class nodetype, class linktype>
void BackupNodeList(AActor *act, nodetype *head, nodetype *linktype::*otherlist, TArray<nodetype*, nodetype*> &prevbackup, TArray<linktype *, linktype *> &otherbackup)
{
// The ordering of the touching_sectorlist needs to remain unchanged
// Also store a copy of all previous sector_thinglist nodes
prevbackup.Clear();
otherbackup.Clear();
for (auto mnode = head; mnode != nullptr; mnode = mnode->m_tnext)
{
otherbackup.Push(mnode->m_sector);
for (auto snode = mnode->m_sector->*otherlist; snode; snode = snode->m_snext)
{
if (snode->m_thing == act)
{
prevbackup.Push(snode->m_sprev);
break;
}
}
}
}
template<class nodetype, class linktype>
nodetype *RestoreNodeList(AActor *act, nodetype *head, nodetype *linktype::*otherlist, TArray<nodetype*, nodetype*> &prevbackup, TArray<linktype *, linktype *> &otherbackup)
{
// Destroy old refrences
nodetype *node = head;
while (node)
{
node->m_thing = NULL;
node = node->m_tnext;
}
// Make the sector_list match the player's touching_sectorlist before it got predicted.
P_DelSeclist(head, otherlist);
head = NULL;
for (auto i = otherbackup.Size(); i-- > 0;)
{
head = P_AddSecnode(otherbackup[i], act, head, otherbackup[i]->*otherlist);
}
//act->touching_sectorlist = ctx.sector_list; // Attach to thing
//ctx.sector_list = NULL; // clear for next time
// In the old code this block never executed because of the commented-out NULL assignment above. Needs to be checked
node = head;
while (node)
{
if (node->m_thing == NULL)
{
if (node == head)
head = node->m_tnext;
node = P_DelSecnode(node, otherlist);
}
else
{
node = node->m_tnext;
}
}
nodetype *snode;
// Restore sector thinglist order
for (auto i = otherbackup.Size(); i-- > 0;)
{
// If we were already the head node, then nothing needs to change
if (prevbackup[i] == NULL)
continue;
for (snode = otherbackup[i]->*otherlist; snode; snode = snode->m_snext)
{
if (snode->m_thing == act)
{
if (snode->m_sprev)
snode->m_sprev->m_snext = snode->m_snext;
else
snode->m_sector->*otherlist = snode->m_snext;
if (snode->m_snext)
snode->m_snext->m_sprev = snode->m_sprev;
snode->m_sprev = prevbackup[i];
// At the moment, we don't exist in the list anymore, but we do know what our previous node is, so we set its current m_snext->m_sprev to us.
if (snode->m_sprev->m_snext)
snode->m_sprev->m_snext->m_sprev = snode;
snode->m_snext = snode->m_sprev->m_snext;
snode->m_sprev->m_snext = snode;
break;
}
}
}
return head;
}
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void P_PredictPlayer (player_t *player)
{
int maxtic;
if (cl_noprediction ||
singletics ||
demoplayback ||
player->mo == NULL ||
player != &players[consoleplayer] ||
player->playerstate != PST_LIVE ||
!netgame ||
/*player->morphTics ||*/
(player->cheats & CF_PREDICTING))
{
return;
}
maxtic = maketic;
if (gametic == maxtic)
{
return;
}
// Save original values for restoration later
PredictionPlayerBackup = *player;
APlayerPawn *act = player->mo;
memcpy(PredictionActorBackup, &act->snext, sizeof(APlayerPawn) - ((uint8_t *)&act->snext - (uint8_t *)act));
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act->flags &= ~MF_PICKUP;
act->flags2 &= ~MF2_PUSHWALL;
player->cheats |= CF_PREDICTING;
BackupNodeList(act, act->touching_sectorlist, &sector_t::touching_thinglist, PredictionTouchingSectors_sprev_Backup, PredictionTouchingSectorsBackup);
BackupNodeList(act, act->touching_rendersectors, &sector_t::touching_renderthings, PredictionRenderSectors_sprev_Backup, PredictionRenderSectorsBackup);
BackupNodeList(act, act->touching_sectorportallist, &sector_t::sectorportal_thinglist, PredictionPortalSectors_sprev_Backup, PredictionPortalSectorsBackup);
BackupNodeList(act, act->touching_lineportallist, &FLinePortal::lineportal_thinglist, PredictionPortalLines_sprev_Backup, PredictionPortalLinesBackup);
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// Keep an ordered list off all actors in the linked sector.
PredictionSectorListBackup.Clear();
if (!(act->flags & MF_NOSECTOR))
{
AActor *link = act->Sector->thinglist;
while (link != NULL)
{
PredictionSectorListBackup.Push(link);
link = link->snext;
}
}
// Blockmap ordering also needs to stay the same, so unlink the block nodes
// without releasing them. (They will be used again in P_UnpredictPlayer).
FBlockNode *block = act->BlockNode;
while (block != NULL)
{
if (block->NextActor != NULL)
{
block->NextActor->PrevActor = block->PrevActor;
}
*(block->PrevActor) = block->NextActor;
block = block->NextBlock;
}
act->BlockNode = NULL;
// Values too small to be usable for lerping can be considered "off".
bool CanLerp = (!(cl_predict_lerpscale < 0.01f) && (ticdup == 1)), DoLerp = false, NoInterpolateOld = R_GetViewInterpolationStatus();
for (int i = gametic; i < maxtic; ++i)
{
if (!NoInterpolateOld)
R_RebuildViewInterpolation(player);
player->cmd = localcmds[i % LOCALCMDTICS];
P_PlayerThink (player);
player->mo->Tick ();
if (CanLerp && PredictionLast.gametic > 0 && i == PredictionLast.gametic && !NoInterpolateOld)
{
// Z is not compared as lifts will alter this with no apparent change
// Make lerping less picky by only testing whole units
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DoLerp = (int)PredictionLast.pos.X != (int)player->mo->X() || (int)PredictionLast.pos.Y != (int)player->mo->Y();
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// Aditional Debug information
if (developer >= DMSG_NOTIFY && DoLerp)
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{
DPrintf(DMSG_NOTIFY, "Lerp! Ltic (%d) && Ptic (%d) | Lx (%f) && Px (%f) | Ly (%f) && Py (%f)\n",
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PredictionLast.gametic, i,
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(PredictionLast.pos.X), (player->mo->X()),
(PredictionLast.pos.Y), (player->mo->Y()));
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}
}
}
if (CanLerp)
{
if (NoInterpolateOld)
P_PredictionLerpReset();
else if (DoLerp)
{
// If lerping is already in effect, use the previous camera postion so the view doesn't suddenly snap
PredictionLerpFrom = (PredictionLerptics == 0) ? PredictionLast : PredictionLerpResult;
PredictionLerptics = 1;
}
PredictionLast.gametic = maxtic - 1;
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PredictionLast.pos = player->mo->Pos();
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//PredictionLast.portalgroup = player->mo->Sector->PortalGroup;
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if (PredictionLerptics > 0)
{
if (PredictionLerpFrom.gametic > 0 &&
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P_LerpCalculate(player->mo, PredictionLerpFrom, PredictionLast, PredictionLerpResult, (float)PredictionLerptics * cl_predict_lerpscale))
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{
PredictionLerptics++;
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player->mo->SetXYZ(PredictionLerpResult.pos);
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}
else
{
PredictionLerptics = 0;
}
}
}
}
void P_UnPredictPlayer ()
{
player_t *player = &players[consoleplayer];
if (player->cheats & CF_PREDICTING)
{
unsigned int i;
APlayerPawn *act = player->mo;
AActor *savedcamera = player->camera;
TObjPtr<AInventory*> InvSel = act->InvSel;
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int inventorytics = player->inventorytics;
*player = PredictionPlayerBackup;
// Restore the camera instead of using the backup's copy, because spynext/prev
// could cause it to change during prediction.
player->camera = savedcamera;
FLinkContext ctx;
// Unlink from all list, includeing those which are not being handled by UnlinkFromWorld.
auto sectorportal_list = act->touching_sectorportallist;
auto lineportal_list = act->touching_lineportallist;
act->touching_sectorportallist = nullptr;
act->touching_lineportallist = nullptr;
act->UnlinkFromWorld(&ctx);
memcpy(&act->snext, PredictionActorBackup, sizeof(APlayerPawn) - ((uint8_t *)&act->snext - (uint8_t *)act));
2016-03-01 15:47:10 +00:00
// The blockmap ordering needs to remain unchanged, too.
// Restore sector links and refrences.
// [ED850] This is somewhat of a duplicate of LinkToWorld(), but we need to keep every thing the same,
// otherwise we end up fixing bugs in blockmap logic (i.e undefined behaviour with polyobject collisions),
// which we really don't want to do here.
if (!(act->flags & MF_NOSECTOR))
{
sector_t *sec = act->Sector;
AActor *me, *next;
AActor **link;// , **prev;
// The thinglist is just a pointer chain. We are restoring the exact same things, so we can NULL the head safely
sec->thinglist = NULL;
for (i = PredictionSectorListBackup.Size(); i-- > 0;)
{
me = PredictionSectorListBackup[i];
link = &sec->thinglist;
next = *link;
if ((me->snext = next))
next->sprev = &me->snext;
me->sprev = link;
*link = me;
}
act->touching_sectorlist = RestoreNodeList(act, ctx.sector_list, &sector_t::touching_thinglist, PredictionTouchingSectors_sprev_Backup, PredictionTouchingSectorsBackup);
act->touching_rendersectors = RestoreNodeList(act, ctx.render_list, &sector_t::touching_renderthings, PredictionRenderSectors_sprev_Backup, PredictionRenderSectorsBackup);
act->touching_sectorportallist = RestoreNodeList(act, sectorportal_list, &sector_t::sectorportal_thinglist, PredictionPortalSectors_sprev_Backup, PredictionPortalSectorsBackup);
act->touching_lineportallist = RestoreNodeList(act, lineportal_list, &FLinePortal::lineportal_thinglist, PredictionPortalLines_sprev_Backup, PredictionPortalLinesBackup);
2016-03-01 15:47:10 +00:00
}
// Now fix the pointers in the blocknode chain
FBlockNode *block = act->BlockNode;
while (block != NULL)
{
*(block->PrevActor) = block;
if (block->NextActor != NULL)
{
block->NextActor->PrevActor = &block->NextActor;
}
block = block->NextBlock;
}
act->InvSel = InvSel;
player->inventorytics = inventorytics;
}
}
void player_t::Serialize(FSerializer &arc)
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{
FString skinname;
arc("class", cls)
("mo", mo)
("camera", camera)
("playerstate", playerstate)
("cmd", cmd);
if (arc.isReading())
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{
ReadUserInfo(arc, userinfo, skinname);
}
else
{
WriteUserInfo(arc, userinfo);
}
arc("desiredfov", DesiredFOV)
("fov", FOV)
("viewz", viewz)
("viewheight", viewheight)
("deltaviewheight", deltaviewheight)
("bob", bob)
("vel", Vel)
("centering", centering)
("health", health)
("inventorytics", inventorytics)
("fragcount", fragcount)
("spreecount", spreecount)
("multicount", multicount)
("lastkilltime", lastkilltime)
("readyweapon", ReadyWeapon)
("pendingweapon", PendingWeapon)
("cheats", cheats)
("refire", refire)
("inconsistant", inconsistant)
("killcount", killcount)
("itemcount", itemcount)
("secretcount", secretcount)
("damagecount", damagecount)
("bonuscount", bonuscount)
("hazardcount", hazardcount)
("poisoncount", poisoncount)
("poisoner", poisoner)
("attacker", attacker)
("extralight", extralight)
("fixedcolormap", fixedcolormap)
("fixedlightlevel", fixedlightlevel)
("morphTics", morphTics)
("morphedplayerclass", MorphedPlayerClass)
("morphstyle", MorphStyle)
("morphexitflash", MorphExitFlash)
("premorphweapon", PremorphWeapon)
("chickenpeck", chickenPeck)
("jumptics", jumpTics)
("respawntime", respawn_time)
("airfinished", air_finished)
("turnticks", turnticks)
("oldbuttons", oldbuttons)
("hazardtype", hazardtype)
("hazardinterval", hazardinterval)
("bot", Bot)
("blendr", BlendR)
("blendg", BlendG)
("blendb", BlendB)
("blenda", BlendA)
("weaponstate", WeaponState)
("logtext", LogText)
("conversionnpc", ConversationNPC)
("conversionpc", ConversationPC)
("conversionnpcangle", ConversationNPCAngle)
("conversionfacetalker", ConversationFaceTalker)
.Array("frags", frags, MAXPLAYERS)
("psprites", psprites)
("currentplayerclass", CurrentPlayerClass)
("crouchfactor", crouchfactor)
("crouching", crouching)
("crouchdir", crouchdir)
("crouchviewdelta", crouchviewdelta)
("original_cmd", original_cmd)
("original_oldbuttons", original_oldbuttons)
("poisontype", poisontype)
("poisonpaintype", poisonpaintype)
("timefreezer", timefreezer)
("settings_controller", settings_controller)
("onground", onground)
("musinfoactor", MUSINFOactor)
("musinfotics", MUSINFOtics);
if (arc.isWriting ())
2016-03-01 15:47:10 +00:00
{
// If the player reloaded because they pressed +use after dying, we
// don't want +use to still be down after the game is loaded.
oldbuttons = ~0;
original_oldbuttons = ~0;
}
if (skinname.IsNotEmpty())
{
userinfo.SkinChanged(skinname, CurrentPlayerClass);
}
}
bool P_IsPlayerTotallyFrozen(const player_t *player)
{
return
gamestate == GS_TITLELEVEL ||
player->cheats & CF_TOTALLYFROZEN ||
((level.flags2 & LEVEL2_FROZEN) && player->timefreezer == 0);
}
//==========================================================================
//
// native members
//
//==========================================================================
DEFINE_FIELD(APlayerPawn, crouchsprite)
DEFINE_FIELD(APlayerPawn, MaxHealth)
DEFINE_FIELD(APlayerPawn, BonusHealth)
DEFINE_FIELD(APlayerPawn, MugShotMaxHealth)
DEFINE_FIELD(APlayerPawn, RunHealth)
DEFINE_FIELD(APlayerPawn, PlayerFlags)
DEFINE_FIELD(APlayerPawn, InvFirst)
DEFINE_FIELD(APlayerPawn, InvSel)
DEFINE_FIELD(APlayerPawn, JumpZ)
DEFINE_FIELD(APlayerPawn, GruntSpeed)
DEFINE_FIELD(APlayerPawn, FallingScreamMinSpeed)
DEFINE_FIELD(APlayerPawn, FallingScreamMaxSpeed)
DEFINE_FIELD(APlayerPawn, ViewHeight)
DEFINE_FIELD(APlayerPawn, ForwardMove1)
DEFINE_FIELD(APlayerPawn, ForwardMove2)
DEFINE_FIELD(APlayerPawn, SideMove1)
DEFINE_FIELD(APlayerPawn, SideMove2)
DEFINE_FIELD(APlayerPawn, ScoreIcon)
DEFINE_FIELD(APlayerPawn, SpawnMask)
DEFINE_FIELD(APlayerPawn, MorphWeapon)
DEFINE_FIELD(APlayerPawn, AttackZOffset)
DEFINE_FIELD(APlayerPawn, UseRange)
DEFINE_FIELD(APlayerPawn, AirCapacity)
DEFINE_FIELD(APlayerPawn, FlechetteType)
DEFINE_FIELD(APlayerPawn, DamageFade)
DEFINE_FIELD(APlayerPawn, ViewBob)
DEFINE_FIELD(APlayerPawn, FullHeight)
DEFINE_FIELD(APlayerPawn, SoundClass)
DEFINE_FIELD(APlayerPawn, Face)
DEFINE_FIELD(APlayerPawn, Portrait)
DEFINE_FIELD(APlayerPawn, Slot)
DEFINE_FIELD(APlayerPawn, HexenArmor)
DEFINE_FIELD(APlayerPawn, ColorRangeStart)
DEFINE_FIELD(APlayerPawn, ColorRangeEnd)
DEFINE_FIELD_X(PlayerInfo, player_t, mo)
DEFINE_FIELD_X(PlayerInfo, player_t, playerstate)
DEFINE_FIELD_X(PlayerInfo, player_t, original_oldbuttons)
DEFINE_FIELD_X(PlayerInfo, player_t, cls)
DEFINE_FIELD_X(PlayerInfo, player_t, DesiredFOV)
DEFINE_FIELD_X(PlayerInfo, player_t, FOV)
DEFINE_FIELD_X(PlayerInfo, player_t, viewz)
DEFINE_FIELD_X(PlayerInfo, player_t, viewheight)
DEFINE_FIELD_X(PlayerInfo, player_t, deltaviewheight)
DEFINE_FIELD_X(PlayerInfo, player_t, bob)
DEFINE_FIELD_X(PlayerInfo, player_t, Vel)
DEFINE_FIELD_X(PlayerInfo, player_t, centering)
DEFINE_FIELD_X(PlayerInfo, player_t, turnticks)
DEFINE_FIELD_X(PlayerInfo, player_t, attackdown)
DEFINE_FIELD_X(PlayerInfo, player_t, usedown)
DEFINE_FIELD_X(PlayerInfo, player_t, oldbuttons)
DEFINE_FIELD_X(PlayerInfo, player_t, health)
DEFINE_FIELD_X(PlayerInfo, player_t, inventorytics)
DEFINE_FIELD_X(PlayerInfo, player_t, CurrentPlayerClass)
DEFINE_FIELD_X(PlayerInfo, player_t, frags)
DEFINE_FIELD_X(PlayerInfo, player_t, fragcount)
DEFINE_FIELD_X(PlayerInfo, player_t, lastkilltime)
DEFINE_FIELD_X(PlayerInfo, player_t, multicount)
DEFINE_FIELD_X(PlayerInfo, player_t, spreecount)
DEFINE_FIELD_X(PlayerInfo, player_t, WeaponState)
DEFINE_FIELD_X(PlayerInfo, player_t, ReadyWeapon)
DEFINE_FIELD_X(PlayerInfo, player_t, PendingWeapon)
DEFINE_FIELD_X(PlayerInfo, player_t, psprites)
DEFINE_FIELD_X(PlayerInfo, player_t, cheats)
DEFINE_FIELD_X(PlayerInfo, player_t, timefreezer)
DEFINE_FIELD_X(PlayerInfo, player_t, refire)
DEFINE_FIELD_NAMED_X(PlayerInfo, player_t, inconsistant, inconsistent)
DEFINE_FIELD_X(PlayerInfo, player_t, waiting)
DEFINE_FIELD_X(PlayerInfo, player_t, killcount)
DEFINE_FIELD_X(PlayerInfo, player_t, itemcount)
DEFINE_FIELD_X(PlayerInfo, player_t, secretcount)
DEFINE_FIELD_X(PlayerInfo, player_t, damagecount)
DEFINE_FIELD_X(PlayerInfo, player_t, bonuscount)
DEFINE_FIELD_X(PlayerInfo, player_t, hazardcount)
DEFINE_FIELD_X(PlayerInfo, player_t, hazardinterval)
DEFINE_FIELD_X(PlayerInfo, player_t, hazardtype)
DEFINE_FIELD_X(PlayerInfo, player_t, poisoncount)
DEFINE_FIELD_X(PlayerInfo, player_t, poisontype)
DEFINE_FIELD_X(PlayerInfo, player_t, poisonpaintype)
DEFINE_FIELD_X(PlayerInfo, player_t, poisoner)
DEFINE_FIELD_X(PlayerInfo, player_t, attacker)
DEFINE_FIELD_X(PlayerInfo, player_t, extralight)
DEFINE_FIELD_X(PlayerInfo, player_t, fixedcolormap)
DEFINE_FIELD_X(PlayerInfo, player_t, fixedlightlevel)
DEFINE_FIELD_X(PlayerInfo, player_t, morphTics)
DEFINE_FIELD_X(PlayerInfo, player_t, MorphedPlayerClass)
DEFINE_FIELD_X(PlayerInfo, player_t, MorphStyle)
DEFINE_FIELD_X(PlayerInfo, player_t, MorphExitFlash)
DEFINE_FIELD_X(PlayerInfo, player_t, PremorphWeapon)
DEFINE_FIELD_X(PlayerInfo, player_t, chickenPeck)
DEFINE_FIELD_X(PlayerInfo, player_t, jumpTics)
DEFINE_FIELD_X(PlayerInfo, player_t, onground)
DEFINE_FIELD_X(PlayerInfo, player_t, respawn_time)
DEFINE_FIELD_X(PlayerInfo, player_t, camera)
DEFINE_FIELD_X(PlayerInfo, player_t, air_finished)
DEFINE_FIELD_X(PlayerInfo, player_t, LastDamageType)
DEFINE_FIELD_X(PlayerInfo, player_t, MUSINFOactor)
DEFINE_FIELD_X(PlayerInfo, player_t, MUSINFOtics)
DEFINE_FIELD_X(PlayerInfo, player_t, settings_controller)
DEFINE_FIELD_X(PlayerInfo, player_t, crouching)
DEFINE_FIELD_X(PlayerInfo, player_t, crouchdir)
DEFINE_FIELD_X(PlayerInfo, player_t, Bot)
DEFINE_FIELD_X(PlayerInfo, player_t, BlendR)
DEFINE_FIELD_X(PlayerInfo, player_t, BlendG)
DEFINE_FIELD_X(PlayerInfo, player_t, BlendB)
DEFINE_FIELD_X(PlayerInfo, player_t, BlendA)
DEFINE_FIELD_X(PlayerInfo, player_t, LogText)
DEFINE_FIELD_X(PlayerInfo, player_t, MinPitch)
DEFINE_FIELD_X(PlayerInfo, player_t, MaxPitch)
DEFINE_FIELD_X(PlayerInfo, player_t, crouchfactor)
DEFINE_FIELD_X(PlayerInfo, player_t, crouchoffset)
DEFINE_FIELD_X(PlayerInfo, player_t, crouchviewdelta)
DEFINE_FIELD_X(PlayerInfo, player_t, ConversationNPC)
DEFINE_FIELD_X(PlayerInfo, player_t, ConversationPC)
DEFINE_FIELD_X(PlayerInfo, player_t, ConversationNPCAngle)
DEFINE_FIELD_X(PlayerInfo, player_t, ConversationFaceTalker)
2017-04-30 18:29:39 +00:00
DEFINE_FIELD_NAMED_X(PlayerInfo, player_t, cmd.ucmd, cmd)
DEFINE_FIELD_X(PlayerInfo, player_t, original_cmd)
DEFINE_FIELD_X(PlayerInfo, player_t, userinfo)
DEFINE_FIELD_X(PlayerInfo, player_t, weapons)
DEFINE_FIELD_NAMED_X(PlayerInfo, player_t, cmd.ucmd.buttons, buttons)
2017-04-30 18:29:39 +00:00
DEFINE_FIELD_X(UserCmd, usercmd_t, buttons)
DEFINE_FIELD_X(UserCmd, usercmd_t, pitch)
DEFINE_FIELD_X(UserCmd, usercmd_t, yaw)
DEFINE_FIELD_X(UserCmd, usercmd_t, roll)
DEFINE_FIELD_X(UserCmd, usercmd_t, forwardmove)
DEFINE_FIELD_X(UserCmd, usercmd_t, sidemove)
DEFINE_FIELD_X(UserCmd, usercmd_t, upmove)
DEFINE_FIELD(FPlayerClass, Type)
DEFINE_FIELD(FPlayerClass, Flags)
DEFINE_FIELD(FPlayerClass, Skins)