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https://github.com/ZDoom/gzdoom-gles.git
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- Added MAPINFO flag "SpawnWithWeaponRaised".
SVN r4013 (trunk)
This commit is contained in:
parent
549712e719
commit
787c338871
8 changed files with 19 additions and 17 deletions
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@ -1128,7 +1128,7 @@ void G_FinishTravel ()
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// The player being spawned here is a short lived dummy and
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// The player being spawned here is a short lived dummy and
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// must not start any ENTER script or big problems will happen.
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// must not start any ENTER script or big problems will happen.
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pawndup = P_SpawnPlayer (&playerstarts[pawn->player - players], int(pawn->player - players), true);
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pawndup = P_SpawnPlayer (&playerstarts[pawn->player - players], int(pawn->player - players), SPF_TEMPPLAYER);
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if (!(changeflags & CHANGELEVEL_KEEPFACING))
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if (!(changeflags & CHANGELEVEL_KEEPFACING))
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{
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{
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pawn->angle = pawndup->angle;
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pawn->angle = pawndup->angle;
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@ -181,7 +181,7 @@ enum ELevelFlags
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LEVEL2_KEEPFULLINVENTORY = 0x00000040, // doesn't reduce the amount of inventory items to 1
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LEVEL2_KEEPFULLINVENTORY = 0x00000040, // doesn't reduce the amount of inventory items to 1
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/* = 0x00000080, */
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LEVEL2_PRERAISEWEAPON = 0x00000080, // players should spawn with their weapons fully raised (but not when respawning it multiplayer)
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LEVEL2_MONSTERFALLINGDAMAGE = 0x00000100,
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LEVEL2_MONSTERFALLINGDAMAGE = 0x00000100,
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LEVEL2_CLIPMIDTEX = 0x00000200,
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LEVEL2_CLIPMIDTEX = 0x00000200,
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LEVEL2_WRAPMIDTEX = 0x00000400,
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LEVEL2_WRAPMIDTEX = 0x00000400,
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@ -1271,6 +1271,7 @@ MapFlagHandlers[] =
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{ "forgetstate", MITYPE_SETFLAG2, LEVEL2_FORGETSTATE, 0 },
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{ "forgetstate", MITYPE_SETFLAG2, LEVEL2_FORGETSTATE, 0 },
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{ "rememberstate", MITYPE_CLRFLAG2, LEVEL2_FORGETSTATE, 0 },
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{ "rememberstate", MITYPE_CLRFLAG2, LEVEL2_FORGETSTATE, 0 },
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{ "unfreezesingleplayerconversations",MITYPE_SETFLAG2, LEVEL2_CONV_SINGLE_UNFREEZE, 0 },
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{ "unfreezesingleplayerconversations",MITYPE_SETFLAG2, LEVEL2_CONV_SINGLE_UNFREEZE, 0 },
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{ "spawnwithweaponraised", MITYPE_SETFLAG2, LEVEL2_PRERAISEWEAPON, 0 },
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{ "nobotnodes", MITYPE_IGNORE, 0, 0 }, // Skulltag option: nobotnodes
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{ "nobotnodes", MITYPE_IGNORE, 0, 0 }, // Skulltag option: nobotnodes
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{ "compat_shorttex", MITYPE_COMPATFLAG, COMPATF_SHORTTEX, 0 },
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{ "compat_shorttex", MITYPE_COMPATFLAG, COMPATF_SHORTTEX, 0 },
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{ "compat_stairs", MITYPE_COMPATFLAG, COMPATF_STAIRINDEX, 0 },
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{ "compat_stairs", MITYPE_COMPATFLAG, COMPATF_STAIRINDEX, 0 },
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@ -93,7 +93,7 @@ inline int GetSafeBlockY(long long blocky)
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//
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//
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// P_PSPR
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// P_PSPR
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//
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//
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void P_SetupPsprites (player_t* curplayer);
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void P_SetupPsprites (player_t* curplayer, bool startweaponup);
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void P_MovePsprites (player_t* curplayer);
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void P_MovePsprites (player_t* curplayer);
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void P_DropWeapon (player_t* player);
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void P_DropWeapon (player_t* player);
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@ -114,7 +114,10 @@ void P_UnPredictPlayer ();
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#define ONCEILINGZ FIXED_MAX
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#define ONCEILINGZ FIXED_MAX
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#define FLOATRANDZ (FIXED_MAX-1)
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#define FLOATRANDZ (FIXED_MAX-1)
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APlayerPawn *P_SpawnPlayer (struct FPlayerStart *mthing, int playernum, bool tempplayer=false);
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#define SPF_TEMPPLAYER 1 // spawning a short-lived dummy player
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#define SPF_WEAPONFULLYUP 2 // spawn with weapon already raised
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APlayerPawn *P_SpawnPlayer (struct FPlayerStart *mthing, int playernum, int flags=0);
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void P_ThrustMobj (AActor *mo, angle_t angle, fixed_t move);
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void P_ThrustMobj (AActor *mo, angle_t angle, fixed_t move);
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int P_FaceMobj (AActor *source, AActor *target, angle_t *delta);
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int P_FaceMobj (AActor *source, AActor *target, angle_t *delta);
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@ -4138,7 +4138,7 @@ EXTERN_CVAR (Bool, chasedemo)
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extern bool demonew;
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extern bool demonew;
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APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, bool tempplayer)
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APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
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{
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{
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player_t *p;
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player_t *p;
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APlayerPawn *mobj, *oldactor;
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APlayerPawn *mobj, *oldactor;
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@ -4239,7 +4239,7 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, bool tempplayer
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{
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{
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G_PlayerReborn (playernum);
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G_PlayerReborn (playernum);
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}
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}
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else if (oldactor != NULL && oldactor->player == p && !tempplayer)
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else if (oldactor != NULL && oldactor->player == p && !(flags & SPF_TEMPPLAYER))
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{
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{
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// Move the voodoo doll's inventory to the new player.
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// Move the voodoo doll's inventory to the new player.
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mobj->ObtainInventory (oldactor);
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mobj->ObtainInventory (oldactor);
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@ -4312,11 +4312,9 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, bool tempplayer
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p->cheats = CF_CHASECAM;
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p->cheats = CF_CHASECAM;
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// setup gun psprite
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// setup gun psprite
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if (!tempplayer)
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if (!(flags & SPF_TEMPPLAYER))
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{
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{ // This can also start a script so don't do it for the dummy player.
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// This can also start a script so don't do it for
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P_SetupPsprites (p, !!(flags & SPF_WEAPONFULLYUP));
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// the dummy player.
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P_SetupPsprites (p);
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}
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}
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if (deathmatch)
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if (deathmatch)
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@ -4362,7 +4360,7 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, bool tempplayer
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}
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}
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// [BC] Do script stuff
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// [BC] Do script stuff
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if (!tempplayer)
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if (!(flags & SPF_TEMPPLAYER))
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{
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{
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if (state == PST_ENTER || (state == PST_LIVE && !savegamerestore))
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if (state == PST_ENTER || (state == PST_LIVE && !savegamerestore))
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{
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{
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@ -4548,7 +4546,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
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AllPlayerStarts.Push(start);
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AllPlayerStarts.Push(start);
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if (!deathmatch && !(level.flags2 & LEVEL2_RANDOMPLAYERSTARTS))
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if (!deathmatch && !(level.flags2 & LEVEL2_RANDOMPLAYERSTARTS))
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{
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{
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return P_SpawnPlayer(&start, pnum);
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return P_SpawnPlayer(&start, pnum, (level.flags2 & LEVEL2_PRERAISEWEAPON) ? SPF_WEAPONFULLYUP : 0);
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}
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}
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return NULL;
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return NULL;
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}
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}
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@ -989,7 +989,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_Light)
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//
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//
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//------------------------------------------------------------------------
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//------------------------------------------------------------------------
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void P_SetupPsprites(player_t *player)
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void P_SetupPsprites(player_t *player, bool startweaponup)
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{
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{
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int i;
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int i;
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@ -999,7 +999,7 @@ void P_SetupPsprites(player_t *player)
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player->psprites[i].state = NULL;
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player->psprites[i].state = NULL;
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}
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}
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// Spawn the ready weapon
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// Spawn the ready weapon
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player->PendingWeapon = player->ReadyWeapon;
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player->PendingWeapon = !startweaponup ? player->ReadyWeapon : WP_NOCHANGE;
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P_BringUpWeapon (player);
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P_BringUpWeapon (player);
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}
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}
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@ -310,7 +310,7 @@ static void SpawnExtraPlayers ()
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if (playeringame[i] && players[i].mo == NULL)
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if (playeringame[i] && players[i].mo == NULL)
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{
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{
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players[i].playerstate = PST_ENTER;
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players[i].playerstate = PST_ENTER;
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P_SpawnPlayer(&playerstarts[i], i);
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P_SpawnPlayer(&playerstarts[i], i, (level.flags2 & LEVEL2_PRERAISEWEAPON) ? SPF_WEAPONFULLYUP : 0);
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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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@ -3986,7 +3986,7 @@ void P_SetupLevel (char *lumpname, int position)
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{
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{
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players[i].mo = NULL;
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players[i].mo = NULL;
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FPlayerStart *mthing = G_PickPlayerStart(i);
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FPlayerStart *mthing = G_PickPlayerStart(i);
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P_SpawnPlayer(mthing, i);
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P_SpawnPlayer(mthing, i, (level.flags2 & LEVEL2_PRERAISEWEAPON) ? SPF_WEAPONFULLYUP : 0);
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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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