mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 23:11:58 +00:00
Merge branch 'master' into mt
This commit is contained in:
commit
533ded8d1e
16 changed files with 119 additions and 80 deletions
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@ -59,7 +59,7 @@ struct SoundAndString
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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void SexMessage (const char *from, char *to, int gender,
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void PronounMessage (const char *from, char *to, int pronoun,
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const char *victim, const char *killer);
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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@ -266,7 +266,7 @@ bool AnnounceKill (AActor *killer, AActor *killee)
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{
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char assembled[1024];
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SexMessage (message, assembled, killee->player->userinfo.GetGender(),
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PronounMessage (message, assembled, killee->player->userinfo.GetGender(),
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killee->player->userinfo.GetName(), killerName);
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Printf (PRINT_MEDIUM, "%s\n", assembled);
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}
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@ -298,7 +298,7 @@ bool AnnounceTelefrag (AActor *killer, AActor *killee)
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{
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char assembled[1024];
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SexMessage (message, assembled, killee->player->userinfo.GetGender(),
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PronounMessage (message, assembled, killee->player->userinfo.GetGender(),
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killee->player->userinfo.GetName(), killer->player->userinfo.GetName());
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Printf (PRINT_MEDIUM, "%s\n", assembled);
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}
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@ -36,8 +36,17 @@
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#include "c_cvars.h"
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enum
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{
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GENDER_MALE,
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GENDER_FEMALE,
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GENDER_NEUTER,
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GENDER_OBJECT,
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GENDER_MAX
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};
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int D_GenderToInt (const char *gender);
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extern const char *GenderNames[3];
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extern const char *GenderNames[GENDER_MAX];
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int D_PlayerClassToInt (const char *classname);
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@ -83,7 +83,7 @@ enum
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INFO_ClassicFlight,
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};
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const char *GenderNames[3] = { "male", "female", "other" };
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const char *GenderNames[GENDER_MAX] = { "male", "female", "neutral", "other" };
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// Replace \ with %/ and % with %%
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FString D_EscapeUserInfo (const char *str)
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@ -136,12 +136,14 @@ FString D_UnescapeUserInfo (const char *str, size_t len)
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int D_GenderToInt (const char *gender)
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{
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if (!stricmp (gender, "female"))
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if (gender[0] == 'f')
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return GENDER_FEMALE;
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else if (!stricmp (gender, "other") || !stricmp (gender, "cyborg"))
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else if (gender[0] == 'm')
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return GENDER_MALE;
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else if (gender[0] == 'n')
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return GENDER_NEUTER;
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else
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return GENDER_MALE;
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return GENDER_OBJECT;
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}
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int D_PlayerClassToInt (const char *classname)
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@ -726,7 +728,8 @@ void D_WriteUserInfoStrings (int pnum, uint8_t **stream, bool compact)
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case NAME_Gender:
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*stream += sprintf(*((char **)stream), "\\%s",
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*static_cast<FIntCVar *>(pair->Value) == GENDER_FEMALE ? "female" :
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*static_cast<FIntCVar *>(pair->Value) == GENDER_NEUTER ? "other" : "male");
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*static_cast<FIntCVar *>(pair->Value) == GENDER_MALE ? "male" :
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*static_cast<FIntCVar *>(pair->Value) == GENDER_NEUTER ? "neutral" : "other");
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break;
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case NAME_PlayerClass:
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@ -34,6 +34,8 @@
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#include "a_weapons.h"
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#include "d_netinf.h"
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// The player data structure depends on a number
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// of other structs: items (internal inventory),
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// animation states (closely tied to the sprites
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@ -261,13 +263,6 @@ public:
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extern TArray<FPlayerClass> PlayerClasses;
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// User info (per-player copies of each CVAR_USERINFO cvar)
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enum
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{
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GENDER_MALE,
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GENDER_FEMALE,
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GENDER_NEUTER
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};
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struct userinfo_t : TMap<FName,FBaseCVar *>
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{
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~userinfo_t();
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@ -440,7 +440,8 @@ void FGLRenderState::SetStencil(int offs, int op, int flags)
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glStencilOp(GL_KEEP, GL_KEEP, op2gl[op]); // this stage doesn't modify the stencil
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bool cmon = !(flags & SF_ColorMaskOff);
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glColorMask(cmon, cmon, cmon, cmon); // don't write to the graphics buffer
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bool cmalpha = cmon || (flags & SF_ColorMaskAlpha);
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glColorMask(cmon, cmon, cmon, cmalpha); // don't write to the graphics buffer
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glDepthMask(!(flags & SF_DepthMaskOff));
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}
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@ -1,5 +1,8 @@
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#pragma once
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#include <stddef.h>
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#include <assert.h>
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// The low level code needs to know which attributes exist.
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// OpenGL needs to change the state of all of them per buffer binding.
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// VAOs are mostly useless for this because they lump buffer and binding state together which the model code does not want.
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@ -301,7 +301,7 @@ void HWPortal::RemoveStencil(HWDrawInfo *di, FRenderState &state, bool usestenci
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state.EnableTexture(false);
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state.SetRenderStyle(STYLE_Source);
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state.SetStencil(0, SOP_Keep, SF_ColorMaskOff);
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state.SetStencil(0, SOP_Keep, SF_ColorMaskOff | SF_ColorMaskAlpha); // SSAO needs the alpha channel as a marker.
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if (needdepth) state.Clear(CT_Depth);
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state.SetDepthRange(0, 1);
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state.SetDepthFunc(DF_LEqual);
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@ -946,8 +946,8 @@ void HWEEHorizonPortal::DrawContents(HWDrawInfo *di, FRenderState &state)
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{
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GLSkyInfo skyinfo;
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skyinfo.init(sector->sky, 0);
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//GLSkyPortal sky(mState, &skyinfo, true);
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//sky.DrawContents(di, state);
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HWSkyPortal sky(screen->mSkyData, mState, &skyinfo, true);
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sky.DrawContents(di, state);
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}
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if (sector->GetTexture(sector_t::ceiling) != skyflatnum)
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{
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@ -57,6 +57,7 @@ enum EStencilFlags
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SF_AllOn = 0,
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SF_ColorMaskOff = 1,
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SF_DepthMaskOff = 2,
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SF_ColorMaskAlpha = 4, // hack value for SSAO
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};
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enum EStencilOp
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@ -485,21 +486,21 @@ public:
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virtual void DrawIndexed(int dt, int index, int count, bool apply = true) = 0;
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// Immediate render state change commands. These only change infrequently and should not clutter the render state.
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virtual bool SetDepthClamp(bool on) = 0;
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virtual void SetDepthMask(bool on) = 0;
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virtual void SetDepthFunc(int func) = 0;
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virtual void SetDepthRange(float min, float max) = 0;
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virtual void EnableDrawBufferAttachments(bool on) = 0;
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virtual void SetStencil(int offs, int op, int flags) = 0;
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virtual void SetCulling(int mode) = 0;
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virtual void EnableClipDistance(int num, bool state) = 0;
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virtual void Clear(int targets) = 0;
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virtual void EnableStencil(bool on) = 0;
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virtual void SetScissor(int x, int y, int w, int h) = 0;
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virtual void SetViewport(int x, int y, int w, int h) = 0;
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virtual void EnableDepthTest(bool on) = 0;
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virtual void EnableMultisampling(bool on) = 0;
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virtual void EnableLineSmooth(bool on) = 0;
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virtual bool SetDepthClamp(bool on) = 0; // Deactivated only by skyboxes.
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virtual void SetDepthMask(bool on) = 0; // Used by decals and indirectly by portal setup.
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virtual void SetDepthFunc(int func) = 0; // Used by models, portals and mirror surfaces.
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virtual void SetDepthRange(float min, float max) = 0; // Used by portal setup.
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virtual void EnableDrawBufferAttachments(bool on) = 0; // Used by fog boundary drawer.
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virtual void SetStencil(int offs, int op, int flags) = 0; // Used by portal setup and render hacks.
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virtual void SetCulling(int mode) = 0; // Used by model drawer only.
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virtual void EnableClipDistance(int num, bool state) = 0; // Use by sprite sorter for vertical splits.
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virtual void Clear(int targets) = 0; // not used during normal rendering
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virtual void EnableStencil(bool on) = 0; // always on for 3D, always off for 2D
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virtual void SetScissor(int x, int y, int w, int h) = 0; // constant for 3D, changes for 2D
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virtual void SetViewport(int x, int y, int w, int h) = 0; // constant for all 3D and all 2D
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virtual void EnableDepthTest(bool on) = 0; // used by 2D, portals and render hacks.
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virtual void EnableMultisampling(bool on) = 0; // only active for 2D
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virtual void EnableLineSmooth(bool on) = 0; // constant setting for each 2D drawer operation
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};
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@ -207,7 +207,13 @@ DEFINE_ACTION_FUNCTION(DPlayerMenu, GenderChanged)
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// only allow if the menu is active to prevent abuse.
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if (self == CurrentMenu)
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{
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cvar_set("gender", v == 0 ? "male" : v == 1 ? "female" : "other");
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switch(v)
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{
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case 0: cvar_set("gender", "male"); break;
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case 1: cvar_set("gender", "female"); break;
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case 2: cvar_set("gender", "neutral"); break;
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case 3: cvar_set("gender", "other"); break;
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}
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}
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return 0;
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}
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@ -112,30 +112,34 @@ void P_TouchSpecialThing (AActor *special, AActor *toucher)
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// [RH]
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// SexMessage: Replace parts of strings with gender-specific pronouns
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// PronounMessage: Replace parts of strings with player-specific pronouns
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//
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// The following expansions are performed:
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// %g -> he/she/it
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// %h -> him/her/it
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// %p -> his/her/its
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// %g -> he/she/they/it
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// %h -> him/her/them/it
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// %p -> his/her/their/its
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// %s -> his/hers/theirs/its
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// %r -> he's/she's/they're/it's
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// %o -> other (victim)
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// %k -> killer
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//
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void SexMessage (const char *from, char *to, int gender, const char *victim, const char *killer)
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void PronounMessage (const char *from, char *to, int pronoun, const char *victim, const char *killer)
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{
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static const char *genderstuff[3][3] =
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static const char *pronouns[GENDER_MAX][5] =
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{
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{ "he", "him", "his" },
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{ "she", "her", "her" },
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{ "it", "it", "its" }
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{ "he", "him", "his", "his", "he's" },
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{ "she", "her", "her", "hers", "she's" },
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{ "they", "them", "their", "theirs", "they're" },
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{ "it", "it", "its", "its'", "it's" }
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};
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static const int gendershift[3][3] =
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static const int pronounshift[GENDER_MAX][5] =
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{
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{ 2, 3, 3 },
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{ 3, 3, 3 },
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{ 2, 2, 3 }
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{ 2, 3, 3, 3, 4 },
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{ 3, 3, 3, 4, 5 },
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{ 4, 4, 5, 6, 7 },
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{ 2, 2, 3, 4, 4 }
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};
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const char *subst = NULL;
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const char *substitute = NULL;
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do
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{
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|
@ -145,32 +149,34 @@ void SexMessage (const char *from, char *to, int gender, const char *victim, con
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}
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else
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{
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int gendermsg = -1;
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int grammarcase = -1;
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switch (from[1])
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{
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case 'g': gendermsg = 0; break;
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case 'h': gendermsg = 1; break;
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case 'p': gendermsg = 2; break;
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case 'o': subst = victim; break;
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case 'k': subst = killer; break;
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case 'g': grammarcase = 0; break; // Subject
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case 'h': grammarcase = 1; break; // Object
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case 'p': grammarcase = 2; break; // Possessive Determiner
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case 's': grammarcase = 3; break; // Possessive Pronoun
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case 'r': grammarcase = 4; break; // Perfective
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case 'o': substitute = victim; break;
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case 'k': substitute = killer; break;
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}
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if (subst != NULL)
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if (substitute != nullptr)
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{
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size_t len = strlen (subst);
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memcpy (to, subst, len);
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size_t len = strlen (substitute);
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memcpy (to, substitute, len);
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to += len;
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from++;
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subst = NULL;
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substitute = nullptr;
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}
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else if (gendermsg < 0)
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else if (grammarcase < 0)
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{
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*to++ = '%';
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}
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else
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{
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strcpy (to, genderstuff[gender][gendermsg]);
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to += gendershift[gender][gendermsg];
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strcpy (to, pronouns[pronoun][grammarcase]);
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to += pronounshift[pronoun][grammarcase];
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from++;
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}
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}
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|
@ -268,7 +274,7 @@ void ClientObituary (AActor *self, AActor *inflictor, AActor *attacker, int dmgf
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if (message == NULL || strlen(message) <= 0)
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return;
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SexMessage (message, gendermessage, self->player->userinfo.GetGender(),
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PronounMessage (message, gendermessage, self->player->userinfo.GetGender(),
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self->player->userinfo.GetName(), attacker->player->userinfo.GetName());
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Printf (PRINT_MEDIUM, "%s\n", gendermessage);
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}
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|
@ -402,7 +408,7 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags, FName MeansOf
|
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player->fragcount--;
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if (deathmatch && player->spreecount >= 5 && cl_showsprees)
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{
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SexMessage (GStrings("SPREEKILLSELF"), buff,
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PronounMessage (GStrings("SPREEKILLSELF"), buff,
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player->userinfo.GetGender(), player->userinfo.GetName(),
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player->userinfo.GetName());
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StatusBar->AttachMessage (Create<DHUDMessageFadeOut>(SmallFont, buff,
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|
@ -460,7 +466,7 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags, FName MeansOf
|
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{
|
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if (!AnnounceSpreeLoss (this))
|
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{
|
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SexMessage (GStrings("SPREEOVER"), buff, player->userinfo.GetGender(),
|
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PronounMessage (GStrings("SPREEOVER"), buff, player->userinfo.GetGender(),
|
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player->userinfo.GetName(), source->player->userinfo.GetName());
|
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StatusBar->AttachMessage (Create<DHUDMessageFadeOut> (SmallFont, buff,
|
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1.5f, 0.2f, 0, 0, CR_WHITE, 3.f, 0.5f), MAKE_ID('K','S','P','R'));
|
||||
|
@ -470,7 +476,7 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags, FName MeansOf
|
|||
{
|
||||
if (!AnnounceSpree (source))
|
||||
{
|
||||
SexMessage (spreemsg, buff, player->userinfo.GetGender(),
|
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PronounMessage (spreemsg, buff, player->userinfo.GetGender(),
|
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player->userinfo.GetName(), source->player->userinfo.GetName());
|
||||
StatusBar->AttachMessage (Create<DHUDMessageFadeOut> (SmallFont, buff,
|
||||
1.5f, 0.2f, 0, 0, CR_WHITE, 3.f, 0.5f), MAKE_ID('K','S','P','R'));
|
||||
|
@ -520,7 +526,7 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags, FName MeansOf
|
|||
|
||||
if (!AnnounceMultikill (source))
|
||||
{
|
||||
SexMessage (multimsg, buff, player->userinfo.GetGender(),
|
||||
PronounMessage (multimsg, buff, player->userinfo.GetGender(),
|
||||
player->userinfo.GetName(), source->player->userinfo.GetName());
|
||||
StatusBar->AttachMessage (Create<DHUDMessageFadeOut> (SmallFont, buff,
|
||||
1.5f, 0.8f, 0, 0, CR_RED, 3.f, 0.5f), MAKE_ID('M','K','I','L'));
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||||
|
|
|
@ -80,7 +80,7 @@ struct FRandomSoundList
|
|||
struct FPlayerClassLookup
|
||||
{
|
||||
FString Name;
|
||||
uint16_t ListIndex[3]; // indices into PlayerSounds (0xffff means empty)
|
||||
uint16_t ListIndex[GENDER_MAX]; // indices into PlayerSounds (0xffff means empty)
|
||||
};
|
||||
|
||||
// Used to lookup a sound like "*grunt". This contains all player sounds for
|
||||
|
@ -1622,7 +1622,8 @@ static int S_AddPlayerClass (const char *name)
|
|||
FPlayerClassLookup lookup;
|
||||
|
||||
lookup.Name = name;
|
||||
lookup.ListIndex[2] = lookup.ListIndex[1] = lookup.ListIndex[0] = 0xffff;
|
||||
for(int i = 0; i < GENDER_MAX; i++)
|
||||
lookup.ListIndex[i] = 0xffff;
|
||||
cnum = (int)PlayerClassLookups.Push (lookup);
|
||||
PlayerClassesIsSorted = false;
|
||||
|
||||
|
@ -1770,11 +1771,11 @@ static int S_LookupPlayerSound (int classidx, int gender, FSoundID refid)
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|||
{
|
||||
int g;
|
||||
|
||||
for (g = 0; g < 3 && listidx == 0xffff; ++g)
|
||||
for (g = 0; g < GENDER_MAX && listidx == 0xffff; ++g)
|
||||
{
|
||||
listidx = PlayerClassLookups[classidx].ListIndex[g];
|
||||
}
|
||||
if (g == 3)
|
||||
if (g == GENDER_MAX)
|
||||
{ // No sounds defined at all for this class (can this happen?)
|
||||
if (classidx != DefPlayerClass)
|
||||
{
|
||||
|
@ -1796,7 +1797,7 @@ static int S_LookupPlayerSound (int classidx, int gender, FSoundID refid)
|
|||
{ // This sound is unavailable.
|
||||
if (ingender != 0)
|
||||
{ // Try "male"
|
||||
return S_LookupPlayerSound (classidx, 0, refid);
|
||||
return S_LookupPlayerSound (classidx, GENDER_MALE, refid);
|
||||
}
|
||||
if (classidx != DefPlayerClass)
|
||||
{ // Try the default class.
|
||||
|
@ -1912,7 +1913,7 @@ bool S_AreSoundsEquivalent (AActor *actor, int id1, int id2)
|
|||
int S_FindSkinnedSound (AActor *actor, FSoundID refid)
|
||||
{
|
||||
const char *pclass;
|
||||
int gender = GENDER_MALE;
|
||||
int gender = 0;
|
||||
|
||||
if (actor != NULL && actor->IsKindOf(RUNTIME_CLASS(APlayerPawn)))
|
||||
{
|
||||
|
@ -2074,7 +2075,7 @@ void S_MarkPlayerSounds (const char *playerclass)
|
|||
{
|
||||
classidx = DefPlayerClass;
|
||||
}
|
||||
for (int g = 0; g < 3; ++g)
|
||||
for (int g = 0; g < GENDER_MAX; ++g)
|
||||
{
|
||||
int listidx = PlayerClassLookups[classidx].ListIndex[0];
|
||||
if (listidx != 0xffff)
|
||||
|
@ -2178,7 +2179,7 @@ CCMD (playersounds)
|
|||
|
||||
for (i = 0; i < PlayerClassLookups.Size(); ++i)
|
||||
{
|
||||
for (j = 0; j < 3; ++j)
|
||||
for (j = 0; j < GENDER_MAX; ++j)
|
||||
{
|
||||
if ((l = PlayerClassLookups[i].ListIndex[j]) != 0xffff)
|
||||
{
|
||||
|
|
|
@ -28,7 +28,8 @@ of the following entries:
|
|||
is only useful when playing Doom.
|
||||
Gender (opt) The gender to use for deciding which player sounds
|
||||
to use for sounds not defined in the [Sounds] section.
|
||||
Can be male, female, or cyborg. The default is male.
|
||||
Can be male, female, neutral or cyborg.
|
||||
The default is male.
|
||||
ColorRange (opt) The range of palette entries to recolor to match
|
||||
the player's color. Specified as <first>,<last>.
|
||||
For Doom, this defaults to 112,127. For Heretic,
|
||||
|
|
|
@ -159,6 +159,9 @@ namespace swrenderer
|
|||
auto viewport = Thread->Viewport.get();
|
||||
Clip3DFloors *clip3d = Thread->Clip3D.get();
|
||||
|
||||
if (curline->sidedef->GetTexture(side_t::mid).isNull())
|
||||
return false;
|
||||
|
||||
FTexture *tex = TexMan(curline->sidedef->GetTexture(side_t::mid), true);
|
||||
if (i_compatflags & COMPATF_MASKEDMIDTEX)
|
||||
{
|
||||
|
|
|
@ -2317,7 +2317,8 @@ OPTVAL_ON = "On";
|
|||
OPTVAL_AUTO = "Auto";
|
||||
OPTVAL_MALE = "Male";
|
||||
OPTVAL_FEMALE = "Female";
|
||||
OPTVAL_OTHER = "Robotic";
|
||||
OPTVAL_NEUTRAL = "Neutral";
|
||||
OPTVAL_OTHER = "Object";
|
||||
OPTVAL_UPPERLEFT = "Upper left";
|
||||
OPTVAL_UPPERRIGHT = "Upper right";
|
||||
OPTVAL_LOWERLEFT = "Lower left";
|
||||
|
|
|
@ -368,7 +368,8 @@ OptionValue "Gender"
|
|||
{
|
||||
0, "$OPTVAL_MALE"
|
||||
1, "$OPTVAL_FEMALE"
|
||||
2, "$OPTVAL_OTHER"
|
||||
2, "$OPTVAL_NEUTRAL"
|
||||
3, "$OPTVAL_OTHER"
|
||||
}
|
||||
|
||||
ListMenu "PlayerMenu"
|
||||
|
|
|
@ -1366,6 +1366,14 @@ enum EPlayerState
|
|||
PST_GONE // Player has left the game
|
||||
}
|
||||
|
||||
enum EPlayerGender
|
||||
{
|
||||
GENDER_MALE,
|
||||
GENDER_FEMALE,
|
||||
GENDER_NEUTRAL,
|
||||
GENDER_OTHER
|
||||
}
|
||||
|
||||
struct PlayerInfo native play // this is what internally is known as player_t
|
||||
{
|
||||
// technically engine constants but the only part of the playsim using them is the player.
|
||||
|
|
Loading…
Reference in a new issue