mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 21:21:04 +00:00
- scriptified the remaining PlayerPawn methods.
This commit is contained in:
parent
2258a71c36
commit
3314a1efe5
6 changed files with 166 additions and 166 deletions
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@ -87,22 +87,6 @@ public:
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virtual void Serialize(FSerializer &arc);
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virtual void PostBeginPlay() override;
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virtual void Tick() override;
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virtual void BeginPlay () override;
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virtual bool UpdateWaterLevel (bool splash) override;
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enum EInvulState
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{
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INVUL_Start,
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INVUL_Active,
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INVUL_Stop,
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INVUL_GetAlpha
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};
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int crouchsprite;
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int BonusHealth;
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int MugShotMaxHealth;
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@ -122,6 +106,7 @@ public:
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double UseRange; // [NS] Distance at which player can +use
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// Everything below this point is only used by scripted code or through the scripted variable interface.
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int crouchsprite;
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int MaxHealth;
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int RunHealth;
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TObjPtr<AActor*> InvFirst; // first inventory item displayed on inventory bar
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@ -492,11 +477,6 @@ public:
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}
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}
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bool CanCrouch() const
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{
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return morphTics == 0 || mo->PlayerFlags & PPF_CROUCHABLEMORPH;
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}
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int GetSpawnClass();
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// PSprite layers
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@ -1042,6 +1042,7 @@ xx(SoundClass)
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xx(ViewBob)
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xx(DamageFade)
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xx(MaxHealth)
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xx(crouchsprite)
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xx(BlueCard)
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xx(YellowCard)
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133
src/p_mobj.cpp
133
src/p_mobj.cpp
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@ -4267,79 +4267,98 @@ bool AActor::UpdateWaterLevel(bool dosplash)
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double fh = -FLT_MAX;
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bool reset = false;
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int oldlevel = waterlevel;
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waterlevel = 0;
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if (Sector == NULL)
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if (Sector != nullptr)
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{
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return false;
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}
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if (Sector->MoreFlags & SECMF_UNDERWATER) // intentionally not SECMF_UNDERWATERMASK
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{
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waterlevel = 3;
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}
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else
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{
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const sector_t *hsec = Sector->GetHeightSec();
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if (hsec != NULL)
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if (Sector->MoreFlags & SECMF_UNDERWATER) // intentionally not SECMF_UNDERWATERMASK
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{
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fh = hsec->floorplane.ZatPoint(this);
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if (hsec->MoreFlags & SECMF_UNDERWATERMASK) // also check Boom-style non-swimmable sectors
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{
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if (Z() < fh)
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{
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waterlevel = 1;
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if (Center() < fh)
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{
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waterlevel = 2;
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if ((player && Z() + player->viewheight <= fh) ||
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(Top() <= fh))
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{
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waterlevel = 3;
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}
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}
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}
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else if (!(hsec->MoreFlags & SECMF_FAKEFLOORONLY) && (Top() > hsec->ceilingplane.ZatPoint(this)))
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{
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waterlevel = 3;
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}
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else
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{
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waterlevel = 0;
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}
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}
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waterlevel = 3;
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}
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else
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{
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// Check 3D floors as well!
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for (auto rover : Sector->e->XFloor.ffloors)
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const sector_t *hsec = Sector->GetHeightSec();
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if (hsec != NULL)
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{
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if (!(rover->flags & FF_EXISTS)) continue;
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if (rover->flags & FF_SOLID) continue;
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if (!(rover->flags & FF_SWIMMABLE)) continue;
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double ff_bottom = rover->bottom.plane->ZatPoint(this);
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double ff_top = rover->top.plane->ZatPoint(this);
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if (ff_top <= Z() || ff_bottom > (Center())) continue;
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fh = ff_top;
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if (Z() < fh)
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fh = hsec->floorplane.ZatPoint(this);
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if (hsec->MoreFlags & SECMF_UNDERWATERMASK) // also check Boom-style non-swimmable sectors
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{
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waterlevel = 1;
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if (Center() < fh)
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if (Z() < fh)
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{
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waterlevel = 2;
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if ((player && Z() + player->viewheight <= fh) ||
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(Top() <= fh))
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waterlevel = 1;
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if (Center() < fh)
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{
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waterlevel = 3;
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waterlevel = 2;
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if ((player && Z() + player->viewheight <= fh) ||
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(Top() <= fh))
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{
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waterlevel = 3;
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}
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}
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}
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else if (!(hsec->MoreFlags & SECMF_FAKEFLOORONLY) && (Top() > hsec->ceilingplane.ZatPoint(this)))
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{
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waterlevel = 3;
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}
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else
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{
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waterlevel = 0;
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}
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}
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}
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else
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{
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// Check 3D floors as well!
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for (auto rover : Sector->e->XFloor.ffloors)
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{
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if (!(rover->flags & FF_EXISTS)) continue;
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if (rover->flags & FF_SOLID) continue;
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if (!(rover->flags & FF_SWIMMABLE)) continue;
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break;
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double ff_bottom = rover->bottom.plane->ZatPoint(this);
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double ff_top = rover->top.plane->ZatPoint(this);
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if (ff_top <= Z() || ff_bottom > (Center())) continue;
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fh = ff_top;
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if (Z() < fh)
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{
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waterlevel = 1;
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if (Center() < fh)
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{
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waterlevel = 2;
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if ((player && Z() + player->viewheight <= fh) ||
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(Top() <= fh))
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{
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waterlevel = 3;
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}
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}
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}
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break;
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}
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}
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}
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// Play surfacing and diving sounds, as appropriate.
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if (player != nullptr)
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{
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if (oldlevel < 3 && waterlevel == 3)
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{
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// Our head just went under.
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S_Sound(this, CHAN_VOICE, "*dive", 1, ATTN_NORM);
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}
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else if (oldlevel == 3 && waterlevel < 3)
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{
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// Our head just came up.
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if (player->air_finished > level.time)
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{
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// We hadn't run out of air yet.
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S_Sound(this, CHAN_VOICE, "*surface", 1, ATTN_NORM);
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}
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// If we were running out of air, then ResetAirSupply() will play *gasp.
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}
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}
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}
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111
src/p_user.cpp
111
src/p_user.cpp
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@ -634,6 +634,13 @@ void player_t::SendPitchLimits() const
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}
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}
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DEFINE_ACTION_FUNCTION(_PlayerInfo, SendPitchLimits)
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{
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PARAM_SELF_STRUCT_PROLOGUE(player_t);
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self->SendPitchLimits();
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return 0;
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}
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bool player_t::HasWeaponsInSlot(int slot) const
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{
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@ -830,11 +837,8 @@ void APlayerPawn::Serialize(FSerializer &arc)
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//
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//===========================================================================
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void APlayerPawn::BeginPlay ()
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static int SetupCrouchSprite(AActor *self, int crouchsprite)
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{
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Super::BeginPlay ();
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ChangeStatNum (STAT_PLAYER);
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FullHeight = Height;
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// Check whether a PWADs normal sprite is to be combined with the base WADs
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// crouch sprite. In such a case the sprites normally don't match and it is
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// best to disable the crouch sprite.
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@ -843,110 +847,44 @@ void APlayerPawn::BeginPlay ()
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// This assumes that player sprites always exist in rotated form and
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// that the front view is always a separate sprite. So far this is
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// true for anything that exists.
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FString normspritename = sprites[SpawnState->sprite].name;
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FString normspritename = sprites[self->SpawnState->sprite].name;
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FString crouchspritename = sprites[crouchsprite].name;
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int spritenorm = Wads.CheckNumForName(normspritename + "A1", ns_sprites);
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if (spritenorm==-1)
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if (spritenorm == -1)
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{
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spritenorm = Wads.CheckNumForName(normspritename + "A0", ns_sprites);
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}
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int spritecrouch = Wads.CheckNumForName(crouchspritename + "A1", ns_sprites);
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if (spritecrouch==-1)
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if (spritecrouch == -1)
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{
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spritecrouch = Wads.CheckNumForName(crouchspritename + "A0", ns_sprites);
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}
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if (spritenorm==-1 || spritecrouch ==-1)
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if (spritenorm == -1 || spritecrouch == -1)
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{
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// Sprites do not exist so it is best to disable the crouch sprite.
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crouchsprite = 0;
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return;
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return false;
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}
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int wadnorm = Wads.GetLumpFile(spritenorm);
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int wadcrouch = Wads.GetLumpFile(spritenorm);
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if (wadnorm > Wads.GetIwadNum() && wadcrouch <= Wads.GetIwadNum())
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{
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// Question: Add an option / disable crouching or do what?
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crouchsprite = 0;
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return false;
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}
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}
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return true;
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}
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//===========================================================================
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//
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// APlayerPawn :: Tick
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//
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//===========================================================================
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void APlayerPawn::Tick()
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DEFINE_ACTION_FUNCTION_NATIVE(APlayerPawn, SetupCrouchSprite, SetupCrouchSprite)
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{
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if (player != NULL && player->mo == this && player->CanCrouch() && player->playerstate != PST_DEAD)
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{
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Height = FullHeight * player->crouchfactor;
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}
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else
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{
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if (health > 0) Height = FullHeight;
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}
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Super::Tick();
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}
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//===========================================================================
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//
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// APlayerPawn :: PostBeginPlay
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//
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//===========================================================================
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void APlayerPawn::PostBeginPlay()
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{
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Super::PostBeginPlay();
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FWeaponSlots::SetupWeaponSlots(this);
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// Voodoo dolls: restore original floorz/ceilingz logic
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if (player == NULL || player->mo != this)
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{
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P_FindFloorCeiling(this, FFCF_ONLYSPAWNPOS|FFCF_NOPORTALS);
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SetZ(floorz);
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P_FindFloorCeiling(this, FFCF_ONLYSPAWNPOS);
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}
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else
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{
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player->SendPitchLimits();
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}
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}
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//===========================================================================
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//
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// APlayerPawn :: UpdateWaterLevel
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//
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// Plays surfacing and diving sounds, as appropriate.
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//
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//===========================================================================
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bool APlayerPawn::UpdateWaterLevel (bool splash)
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{
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int oldlevel = waterlevel;
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bool retval = Super::UpdateWaterLevel (splash);
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if (player != NULL)
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{
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if (oldlevel < 3 && waterlevel == 3)
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{ // Our head just went under.
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S_Sound (this, CHAN_VOICE, "*dive", 1, ATTN_NORM);
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}
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else if (oldlevel == 3 && waterlevel < 3)
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{ // Our head just came up.
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if (player->air_finished > level.time)
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{ // We hadn't run out of air yet.
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S_Sound (this, CHAN_VOICE, "*surface", 1, ATTN_NORM);
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}
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// If we were running out of air, then ResetAirSupply() will play *gasp.
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}
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}
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return retval;
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_INT(crouchsprite);
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ACTION_RETURN_INT(SetupCrouchSprite(self, crouchsprite));
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}
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//===========================================================================
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@ -1068,9 +1006,10 @@ void P_CheckPlayerSprite(AActor *actor, int &spritenum, DVector2 &scale)
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// Set the crouch sprite?
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if (player->crouchfactor < 0.75)
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{
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if (spritenum == actor->SpawnState->sprite || spritenum == player->mo->crouchsprite)
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int crouchsprite = player->mo->IntVar(NAME_crouchsprite);
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if (spritenum == actor->SpawnState->sprite || spritenum == crouchsprite)
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{
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crouchspriteno = player->mo->crouchsprite;
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crouchspriteno = crouchsprite;
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}
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else if (!(actor->flags4 & MF4_NOSKIN) &&
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(spritenum == Skins[player->userinfo.GetSkin()].sprite ||
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@ -1585,11 +1585,11 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, crouchsprite, S, PlayerPawn)
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PROP_STRING_PARM(z, 0);
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if (strlen(z) == 4)
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{
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defaults->crouchsprite = GetSpriteIndex (z);
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defaults->IntVar(NAME_crouchsprite) = GetSpriteIndex (z);
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}
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else if (*z == 0)
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{
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defaults->crouchsprite = 0;
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defaults->IntVar(NAME_crouchsprite) = 0;
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}
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else
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{
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@ -116,6 +116,65 @@ class PlayerPawn : Actor native
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Obituary "$OB_MPDEFAULT";
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}
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//===========================================================================
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//
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// APlayerPawn :: Tick
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//
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//===========================================================================
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override void Tick()
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{
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if (player != NULL && player.mo == self && CanCrouch() && player.playerstate != PST_DEAD)
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{
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Height = FullHeight * player.crouchfactor;
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}
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else
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{
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if (health > 0) Height = FullHeight;
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}
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Super.Tick();
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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override void BeginPlay()
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{
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Super.BeginPlay ();
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ChangeStatNum (STAT_PLAYER);
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FullHeight = Height;
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if (!SetupCrouchSprite(crouchsprite)) crouchsprite = 0;
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}
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//===========================================================================
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//
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// APlayerPawn :: PostBeginPlay
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//
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//===========================================================================
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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WeaponSlots.SetupWeaponSlots(self);
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// Voodoo dolls: restore original floorz/ceilingz logic
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if (player == NULL || player.mo != self)
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{
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FindFloorCeiling(FFCF_ONLYSPAWNPOS|FFCF_NOPORTALS);
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SetZ(floorz);
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FindFloorCeiling(FFCF_ONLYSPAWNPOS);
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}
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else
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{
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player.SendPitchLimits();
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}
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}
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//===========================================================================
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//
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// APlayerPawn :: MarkPrecacheSounds
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@ -2391,6 +2450,7 @@ class PlayerPawn : Actor native
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native void CheckUse();
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native void CheckWeaponButtons();
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native void MarkPlayerSounds();
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private native int SetupCrouchSprite(int c);
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private native clearscope Color GetPainFlashForType(Name type);
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}
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@ -2659,6 +2719,7 @@ struct PlayerInfo native play // self is what internally is known as player_t
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native double GetStillBob() const;
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native void SetFOV(float fov);
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native bool GetClassicFlight() const;
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native void SendPitchLimits();
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native clearscope bool HasWeaponsInSlot(int slot) const;
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// The actual implementation is on PlayerPawn where it can be overridden. Use that directly in the future.
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