mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-13 07:57:51 +00:00
- moved th player resurrection code into a player_t method.
This commit is contained in:
parent
71fe4a83c9
commit
bdf761e457
5 changed files with 47 additions and 29 deletions
|
@ -533,6 +533,7 @@ public:
|
||||||
// [Nash] set player FOV
|
// [Nash] set player FOV
|
||||||
void SetFOV(float fov);
|
void SetFOV(float fov);
|
||||||
bool HasWeaponsInSlot(int slot) const;
|
bool HasWeaponsInSlot(int slot) const;
|
||||||
|
bool Resurrect();
|
||||||
};
|
};
|
||||||
|
|
||||||
// Bookkeeping on players - state.
|
// Bookkeeping on players - state.
|
||||||
|
|
|
@ -339,35 +339,7 @@ void cht_DoCheat (player_t *player, int cheat)
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
player->mo->Revive();
|
player->Resurrect();
|
||||||
player->playerstate = PST_LIVE;
|
|
||||||
player->health = player->mo->health = player->mo->GetDefault()->health;
|
|
||||||
player->viewheight = ((APlayerPawn *)player->mo->GetDefault())->ViewHeight;
|
|
||||||
player->mo->renderflags &= ~RF_INVISIBLE;
|
|
||||||
player->mo->Height = player->mo->GetDefault()->Height;
|
|
||||||
player->mo->radius = player->mo->GetDefault()->radius;
|
|
||||||
player->mo->special1 = 0; // required for the Hexen fighter's fist attack.
|
|
||||||
// This gets set by AActor::Die as flag for the wimpy death and must be reset here.
|
|
||||||
player->mo->SetState (player->mo->SpawnState);
|
|
||||||
if (!(player->mo->flags2 & MF2_DONTTRANSLATE))
|
|
||||||
{
|
|
||||||
player->mo->Translation = TRANSLATION(TRANSLATION_Players, uint8_t(player-players));
|
|
||||||
}
|
|
||||||
if (player->ReadyWeapon != nullptr)
|
|
||||||
{
|
|
||||||
P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->GetUpState());
|
|
||||||
}
|
|
||||||
|
|
||||||
if (player->morphTics)
|
|
||||||
{
|
|
||||||
P_UndoPlayerMorph(player, player);
|
|
||||||
}
|
|
||||||
|
|
||||||
// player is now alive.
|
|
||||||
// fire E_PlayerRespawned and start the ACS SCRIPT_Respawn.
|
|
||||||
E_PlayerRespawned(int(player - players));
|
|
||||||
//
|
|
||||||
FBehavior::StaticStartTypedScripts(SCRIPT_Respawn, player->mo, true);
|
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -901,3 +901,4 @@ xx(Player5)
|
||||||
xx(Player6)
|
xx(Player6)
|
||||||
xx(Player7)
|
xx(Player7)
|
||||||
xx(Player8)
|
xx(Player8)
|
||||||
|
xx(PlayerChunk)
|
||||||
|
|
|
@ -62,6 +62,8 @@
|
||||||
#include "g_levellocals.h"
|
#include "g_levellocals.h"
|
||||||
#include "actorinlines.h"
|
#include "actorinlines.h"
|
||||||
#include "r_data/r_translate.h"
|
#include "r_data/r_translate.h"
|
||||||
|
#include "p_acs.h"
|
||||||
|
#include "events.h"
|
||||||
|
|
||||||
static FRandom pr_skullpop ("SkullPop");
|
static FRandom pr_skullpop ("SkullPop");
|
||||||
|
|
||||||
|
@ -725,6 +727,47 @@ DEFINE_ACTION_FUNCTION(_PlayerInfo, HasWeaponsInSlot)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
bool player_t::Resurrect()
|
||||||
|
{
|
||||||
|
if (mo == nullptr || mo->IsKindOf(NAME_PlayerChunk)) return false;
|
||||||
|
mo->Revive();
|
||||||
|
playerstate = PST_LIVE;
|
||||||
|
health = mo->health = mo->GetDefault()->health;
|
||||||
|
viewheight = ((APlayerPawn *)mo->GetDefault())->ViewHeight;
|
||||||
|
mo->renderflags &= ~RF_INVISIBLE;
|
||||||
|
mo->Height = mo->GetDefault()->Height;
|
||||||
|
mo->radius = mo->GetDefault()->radius;
|
||||||
|
mo->special1 = 0; // required for the Hexen fighter's fist attack.
|
||||||
|
// This gets set by AActor::Die as flag for the wimpy death and must be reset here.
|
||||||
|
mo->SetState(mo->SpawnState);
|
||||||
|
if (!(mo->flags2 & MF2_DONTTRANSLATE))
|
||||||
|
{
|
||||||
|
mo->Translation = TRANSLATION(TRANSLATION_Players, uint8_t(this - players));
|
||||||
|
}
|
||||||
|
if (ReadyWeapon != nullptr)
|
||||||
|
{
|
||||||
|
P_SetPsprite(this, PSP_WEAPON, ReadyWeapon->GetUpState());
|
||||||
|
}
|
||||||
|
|
||||||
|
if (morphTics)
|
||||||
|
{
|
||||||
|
P_UndoPlayerMorph(this, this);
|
||||||
|
}
|
||||||
|
|
||||||
|
// player is now alive.
|
||||||
|
// fire E_PlayerRespawned and start the ACS SCRIPT_Respawn.
|
||||||
|
E_PlayerRespawned(int(this - players));
|
||||||
|
//
|
||||||
|
FBehavior::StaticStartTypedScripts(SCRIPT_Respawn, mo, true);
|
||||||
|
}
|
||||||
|
|
||||||
|
DEFINE_ACTION_FUNCTION(_PlayerInfo, Resurrect)
|
||||||
|
{
|
||||||
|
PARAM_SELF_STRUCT_PROLOGUE(player_t);
|
||||||
|
ACTION_RETURN_BOOL(self->Resurrect());
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
DEFINE_ACTION_FUNCTION(_PlayerInfo, GetUserName)
|
DEFINE_ACTION_FUNCTION(_PlayerInfo, GetUserName)
|
||||||
{
|
{
|
||||||
PARAM_SELF_STRUCT_PROLOGUE(player_t);
|
PARAM_SELF_STRUCT_PROLOGUE(player_t);
|
||||||
|
|
|
@ -360,6 +360,7 @@ usercmd_t original_cmd;
|
||||||
native void SetLogText (String text);
|
native void SetLogText (String text);
|
||||||
native void DropWeapon();
|
native void DropWeapon();
|
||||||
native void BringUpWeapon();
|
native void BringUpWeapon();
|
||||||
|
native bool Resurrect();
|
||||||
|
|
||||||
native String GetUserName() const;
|
native String GetUserName() const;
|
||||||
native Color GetColor() const;
|
native Color GetColor() const;
|
||||||
|
|
Loading…
Reference in a new issue