mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 23:01:59 +00:00
- more player code exported
This commit is contained in:
parent
10deb5ce56
commit
6e25c34fda
7 changed files with 238 additions and 224 deletions
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@ -567,8 +567,6 @@ inline bool AActor::IsNoClip2() const
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return false;
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}
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#define CROUCHSPEED (1./12)
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bool P_IsPlayerTotallyFrozen(const player_t *player);
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#endif // __D_PLAYER_H__
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@ -1464,6 +1464,12 @@ bool FLevelLocals::IsCrouchingAllowed() const
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return !(flags & LEVEL_CROUCH_NO);
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}
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DEFINE_ACTION_FUNCTION(FLevelLocals, IsCrouchingAllowed)
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{
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PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
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ACTION_RETURN_BOOL(self->IsCrouchingAllowed());
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}
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//==========================================================================
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//
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//
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@ -3270,6 +3270,14 @@ void P_CheckFakeFloorTriggers (AActor *mo, double oldz, bool oldz_has_viewheight
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, CheckFakeFloorTriggers)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_FLOAT(oldz);
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PARAM_BOOL_DEF(oldz_has_viewh);
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P_CheckFakeFloorTriggers(self, oldz, oldz_has_viewh);
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return 0;
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}
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//===========================================================================
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//
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// PlayerLandedOnThing
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218
src/p_user.cpp
218
src/p_user.cpp
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@ -2520,200 +2520,6 @@ void P_DeathThink (player_t *player)
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC P_CrouchMove
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//
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//----------------------------------------------------------------------------
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void P_CrouchMove(player_t * player, int direction)
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{
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double defaultheight = player->mo->FullHeight;
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double savedheight = player->mo->Height;
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double crouchspeed = direction * CROUCHSPEED;
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double oldheight = player->viewheight;
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player->crouchdir = (signed char) direction;
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player->crouchfactor += crouchspeed;
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// check whether the move is ok
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player->mo->Height = defaultheight * player->crouchfactor;
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if (!P_TryMove(player->mo, player->mo->Pos(), false, NULL))
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{
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player->mo->Height = savedheight;
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if (direction > 0)
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{
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// doesn't fit
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player->crouchfactor -= crouchspeed;
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return;
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}
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}
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player->mo->Height = savedheight;
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player->crouchfactor = clamp(player->crouchfactor, 0.5, 1.);
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player->viewheight = player->mo->ViewHeight * player->crouchfactor;
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player->crouchviewdelta = player->viewheight - player->mo->ViewHeight;
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// Check for eyes going above/below fake floor due to crouching motion.
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P_CheckFakeFloorTriggers(player->mo, player->mo->Z() + oldheight, true);
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}
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//----------------------------------------------------------------------------
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//
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// PROC P_CheckFOV
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//
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//----------------------------------------------------------------------------
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void P_CheckFOV(player_t *player)
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{
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// [RH] Zoom the player's FOV
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float desired = player->DesiredFOV;
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// Adjust FOV using on the currently held weapon.
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if (player->playerstate != PST_DEAD && // No adjustment while dead.
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player->ReadyWeapon != NULL && // No adjustment if no weapon.
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player->ReadyWeapon->FOVScale != 0) // No adjustment if the adjustment is zero.
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{
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// A negative scale is used to prevent G_AddViewAngle/G_AddViewPitch
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// from scaling with the FOV scale.
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desired *= fabsf(player->ReadyWeapon->FOVScale);
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}
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if (player->FOV != desired)
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{
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if (fabsf(player->FOV - desired) < 7.f)
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{
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player->FOV = desired;
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}
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else
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{
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float zoom = MAX(7.f, fabsf(player->FOV - desired) * 0.025f);
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if (player->FOV > desired)
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{
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player->FOV = player->FOV - zoom;
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}
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else
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{
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player->FOV = player->FOV + zoom;
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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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// PROC P_CheckCheats
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//
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//----------------------------------------------------------------------------
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void P_CheckCheats(player_t *player)
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{
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// No-clip cheat
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if ((player->cheats & (CF_NOCLIP | CF_NOCLIP2)) == CF_NOCLIP2)
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{ // No noclip2 without noclip
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player->cheats &= ~CF_NOCLIP2;
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}
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if (player->cheats & (CF_NOCLIP | CF_NOCLIP2) || (player->mo->GetDefault()->flags & MF_NOCLIP))
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{
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player->mo->flags |= MF_NOCLIP;
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}
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else
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{
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player->mo->flags &= ~MF_NOCLIP;
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}
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if (player->cheats & CF_NOCLIP2)
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{
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player->mo->flags |= MF_NOGRAVITY;
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}
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else if (!(player->mo->flags2 & MF2_FLY) && !(player->mo->GetDefault()->flags & MF_NOGRAVITY))
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{
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player->mo->flags &= ~MF_NOGRAVITY;
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC P_CheckFrozen
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//
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//----------------------------------------------------------------------------
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bool P_CheckFrozen(player_t *player)
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{
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auto cmd = &player->cmd;
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bool totallyfrozen = P_IsPlayerTotallyFrozen(player);
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// [RH] Being totally frozen zeros out most input parameters.
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if (totallyfrozen)
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{
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if (gamestate == GS_TITLELEVEL)
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{
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cmd->ucmd.buttons = 0;
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}
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else
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{
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cmd->ucmd.buttons &= BT_USE;
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}
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cmd->ucmd.pitch = 0;
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cmd->ucmd.yaw = 0;
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cmd->ucmd.roll = 0;
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cmd->ucmd.forwardmove = 0;
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cmd->ucmd.sidemove = 0;
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cmd->ucmd.upmove = 0;
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player->turnticks = 0;
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}
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else if (player->cheats & CF_FROZEN)
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{
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cmd->ucmd.forwardmove = 0;
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cmd->ucmd.sidemove = 0;
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cmd->ucmd.upmove = 0;
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}
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return totallyfrozen;
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}
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//----------------------------------------------------------------------------
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//
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// PROC P_CheckCrouch
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//
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//----------------------------------------------------------------------------
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void P_CheckCrouch(player_t *player, bool totallyfrozen)
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{
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if (player->cmd.ucmd.buttons & BT_JUMP)
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{
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player->cmd.ucmd.buttons &= ~BT_CROUCH;
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}
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if (player->CanCrouch() && player->health > 0 && level.IsCrouchingAllowed())
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{
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if (!totallyfrozen)
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{
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int crouchdir = player->crouching;
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if (crouchdir == 0)
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{
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crouchdir = (player->cmd.ucmd.buttons & BT_CROUCH) ? -1 : 1;
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}
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else if (player->cmd.ucmd.buttons & BT_CROUCH)
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{
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player->crouching = 0;
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}
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if (crouchdir == 1 && player->crouchfactor < 1 &&
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player->mo->Top() < player->mo->ceilingz)
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{
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P_CrouchMove(player, 1);
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}
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else if (crouchdir == -1 && player->crouchfactor > 0.5)
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{
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P_CrouchMove(player, -1);
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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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player->Uncrouch();
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}
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player->crouchoffset = -(player->mo->ViewHeight) * (1 - player->crouchfactor);
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}
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//----------------------------------------------------------------------------
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//
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// PROC P_CheckMusicChange
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@ -3069,30 +2875,6 @@ void P_HandleMovement(player_t *player)
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}
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DEFINE_ACTION_FUNCTION(APlayerPawn, CheckFOV)
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{
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PARAM_SELF_PROLOGUE(APlayerPawn);
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P_CheckFOV(self->player);
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return 0;
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}
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DEFINE_ACTION_FUNCTION(APlayerPawn, CheckCheats)
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{
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PARAM_SELF_PROLOGUE(APlayerPawn);
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P_CheckCheats(self->player);
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return 0;
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}
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DEFINE_ACTION_FUNCTION(APlayerPawn, CheckFrozen)
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{
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PARAM_SELF_PROLOGUE(APlayerPawn);
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ACTION_RETURN_BOOL(P_CheckFrozen(self->player));
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}
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DEFINE_ACTION_FUNCTION(APlayerPawn, CheckCrouch)
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{
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PARAM_SELF_PROLOGUE(APlayerPawn);
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PARAM_BOOL(totally);
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P_CheckCrouch(self->player, totally);
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return 0;
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}
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DEFINE_ACTION_FUNCTION(APlayerPawn, CheckMusicChange)
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{
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PARAM_SELF_PROLOGUE(APlayerPawn);
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@ -540,6 +540,7 @@ class Actor : Thinker native
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native void SetXYZ(vector3 newpos);
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native Actor GetPointer(int aaptr);
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native double BulletSlope(out FTranslatedLineTarget pLineTarget = null, int aimflags = 0);
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native void CheckFakeFloorTriggers (double oldz, bool oldz_has_viewheight = false);
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native bool CheckMissileSpawn(double maxdist);
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native bool CheckPosition(Vector2 pos, bool actorsonly = false, FCheckPosition tm = null);
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@ -530,6 +530,7 @@ struct LevelLocals native
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native static void RemoveAllBots(bool fromlist);
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native void SetInterMusic(String nextmap);
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native String FormatMapName(int mapnamecolor);
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native bool IsCrouchingAllowed() const;
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String TimeFormatted(bool totals = false)
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{
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@ -12,6 +12,7 @@ struct UserCmd native
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class PlayerPawn : Actor native
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{
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const CROUCHSPEED = (1./12);
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native int crouchsprite;
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native int MaxHealth;
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@ -215,16 +216,211 @@ class PlayerPawn : Actor native
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return -1, -1;
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}
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//----------------------------------------------------------------------------
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//
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// PROC P_CheckFOV
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//
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//----------------------------------------------------------------------------
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virtual void CheckFOV()
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{
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let player = self.player;
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// [RH] Zoom the player's FOV
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float desired = player.DesiredFOV;
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// Adjust FOV using on the currently held weapon.
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if (player.playerstate != PST_DEAD && // No adjustment while dead.
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player.ReadyWeapon != NULL && // No adjustment if no weapon.
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player.ReadyWeapon.FOVScale != 0) // No adjustment if the adjustment is zero.
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{
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// A negative scale is used to prevent G_AddViewAngle/G_AddViewPitch
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// from scaling with the FOV scale.
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desired *= abs(player.ReadyWeapon.FOVScale);
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}
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if (player.FOV != desired)
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{
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if (abs(player.FOV - desired) < 7.)
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{
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player.FOV = desired;
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}
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else
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{
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float zoom = MAX(7., abs(player.FOV - desired) * 0.025);
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if (player.FOV > desired)
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{
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player.FOV = player.FOV - zoom;
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}
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else
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{
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player.FOV = player.FOV + zoom;
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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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// PROC P_CheckCheats
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//
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//----------------------------------------------------------------------------
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virtual void CheckCheats()
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{
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let player = self.player;
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// No-clip cheat
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if ((player.cheats & (CF_NOCLIP | CF_NOCLIP2)) == CF_NOCLIP2)
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{ // No noclip2 without noclip
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player.cheats &= ~CF_NOCLIP2;
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}
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bNoClip = (player.cheats & (CF_NOCLIP | CF_NOCLIP2) || Default.bNoClip);
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if (player.cheats & CF_NOCLIP2)
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{
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bNoGravity = true;
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}
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else if (!bFly && !Default.bNoGravity)
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{
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bNoGravity = false;
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC P_CheckFrozen
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//
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//----------------------------------------------------------------------------
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virtual bool CheckFrozen()
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{
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let player = self.player;
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UserCmd cmd = player.cmd;
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bool totallyfrozen = player.IsTotallyFrozen();
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// [RH] Being totally frozen zeros out most input parameters.
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if (totallyfrozen)
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{
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if (gamestate == GS_TITLELEVEL)
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{
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cmd.buttons = 0;
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}
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else
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{
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cmd.buttons &= BT_USE;
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}
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cmd.pitch = 0;
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cmd.yaw = 0;
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cmd.roll = 0;
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cmd.forwardmove = 0;
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cmd.sidemove = 0;
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cmd.upmove = 0;
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player.turnticks = 0;
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}
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else if (player.cheats & CF_FROZEN)
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{
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cmd.forwardmove = 0;
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cmd.sidemove = 0;
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cmd.upmove = 0;
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}
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return totallyfrozen;
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}
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virtual bool CanCrouch() const
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{
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return player.morphTics == 0 || bCrouchableMorph;
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}
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//----------------------------------------------------------------------------
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//
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// PROC P_CrouchMove
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//
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//----------------------------------------------------------------------------
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virtual void CrouchMove(int direction)
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{
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let player = self.player;
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double defaultheight = FullHeight;
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double savedheight = Height;
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double crouchspeed = direction * CROUCHSPEED;
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double oldheight = player.viewheight;
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player.crouchdir = direction;
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player.crouchfactor += crouchspeed;
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// check whether the move is ok
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Height = defaultheight * player.crouchfactor;
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if (!TryMove(Pos.XY, false, NULL))
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{
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Height = savedheight;
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if (direction > 0)
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{
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// doesn't fit
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player.crouchfactor -= crouchspeed;
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return;
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}
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}
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Height = savedheight;
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player.crouchfactor = clamp(player.crouchfactor, 0.5, 1.);
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player.viewheight = ViewHeight * player.crouchfactor;
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player.crouchviewdelta = player.viewheight - ViewHeight;
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// Check for eyes going above/below fake floor due to crouching motion.
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CheckFakeFloorTriggers(pos.Z + oldheight, true);
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}
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//----------------------------------------------------------------------------
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//
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// PROC P_CheckCrouch
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//
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//----------------------------------------------------------------------------
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virtual void CheckCrouch(bool totallyfrozen)
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{
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let player = self.player;
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UserCmd cmd = player.cmd;
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if (cmd.buttons & BT_JUMP)
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{
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cmd.buttons &= ~BT_CROUCH;
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}
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if (CanCrouch() && player.health > 0 && level.IsCrouchingAllowed())
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{
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if (!totallyfrozen)
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{
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int crouchdir = player.crouching;
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if (crouchdir == 0)
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{
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crouchdir = (cmd.buttons & BT_CROUCH) ? -1 : 1;
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}
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else if (cmd.buttons & BT_CROUCH)
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{
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player.crouching = 0;
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}
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if (crouchdir == 1 && player.crouchfactor < 1 && pos.Z + height < ceilingz)
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{
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CrouchMove(1);
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}
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else if (crouchdir == -1 && player.crouchfactor > 0.5)
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{
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CrouchMove(-1);
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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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player.Uncrouch();
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}
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player.crouchoffset = -(ViewHeight) * (1 - player.crouchfactor);
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}
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//----------------------------------------------------------------------------
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//
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// PROC P_PlayerThink
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//
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//----------------------------------------------------------------------------
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native void CheckFOV();
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native void CheckCheats();
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native bool CheckFrozen();
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native void CheckCrouch(bool totallyfrozen);
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native void CheckMusicChange();
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native void DeathThink ();
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native void CheckPitch();
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@ -513,6 +709,28 @@ struct PlayerInfo native play // this is what internally is known as player_t
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native clearscope bool HasWeaponsInSlot(int slot) const;
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native void TickPSprites();
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bool IsTotallyFrozen()
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{
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return
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gamestate == GS_TITLELEVEL ||
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(cheats & CF_TOTALLYFROZEN) ||
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(level.frozen && timefreezer == 0);
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}
|
||||
|
||||
void Uncrouch()
|
||||
{
|
||||
if (crouchfactor != 1)
|
||||
{
|
||||
crouchfactor = 1;
|
||||
crouchoffset = 0;
|
||||
crouchdir = 0;
|
||||
crouching = 0;
|
||||
crouchviewdelta = 0;
|
||||
viewheight = mo.ViewHeight;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
clearscope int fragSum () const
|
||||
{
|
||||
int i;
|
||||
|
|
Loading…
Reference in a new issue