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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 15:22:15 +00:00
- split P_PlayerThink into several smaller functions.
This is for a future script export where overriding the actions separately may be interesting.
This commit is contained in:
parent
18d6fb7f49
commit
e1698c6d41
1 changed files with 382 additions and 219 deletions
601
src/p_user.cpp
601
src/p_user.cpp
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@ -2385,6 +2385,7 @@ void P_DeathThink (player_t *player)
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int dir;
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DAngle delta;
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player->Uncrouch();
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player->TickPSprites();
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player->onground = (player->mo->Z() <= player->mo->floorz);
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@ -2524,28 +2525,12 @@ void P_CrouchMove(player_t * player, int direction)
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//----------------------------------------------------------------------------
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//
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// PROC P_PlayerThink
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// PROC P_CheckFOV
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//
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//----------------------------------------------------------------------------
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void P_PlayerThink (player_t *player)
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void P_CheckFOV(player_t *player)
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{
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ticcmd_t *cmd;
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if (player->mo == NULL)
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{
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I_Error ("No player %td start\n", player - players + 1);
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}
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if (debugfile && !(player->cheats & CF_PREDICTING))
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{
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fprintf (debugfile, "tic %d for pl %d: (%f, %f, %f, %f) b:%02x p:%d y:%d f:%d s:%d u:%d\n",
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gametic, (int)(player-players), player->mo->X(), player->mo->Y(), player->mo->Z(),
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player->mo->Angles.Yaw.Degrees, player->cmd.ucmd.buttons,
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player->cmd.ucmd.pitch, player->cmd.ucmd.yaw, player->cmd.ucmd.forwardmove,
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player->cmd.ucmd.sidemove, player->cmd.ucmd.upmove);
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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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@ -2559,7 +2544,7 @@ void P_PlayerThink (player_t *player)
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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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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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@ -2576,13 +2561,16 @@ void P_PlayerThink (player_t *player)
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}
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}
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}
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if (player->inventorytics)
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{
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player->inventorytics--;
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}
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// Don't interpolate the view for more than one tic
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player->cheats &= ~CF_INTERPVIEW;
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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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@ -2604,20 +2592,18 @@ void P_PlayerThink (player_t *player)
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{
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player->mo->flags &= ~MF_NOGRAVITY;
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}
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cmd = &player->cmd;
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}
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// Make unmodified copies for ACS's GetPlayerInput.
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player->original_oldbuttons = player->original_cmd.buttons;
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player->original_cmd = cmd->ucmd;
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if (player->mo->flags & MF_JUSTATTACKED)
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{ // Chainsaw/Gauntlets attack auto forward motion
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cmd->ucmd.yaw = 0;
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cmd->ucmd.forwardmove = 0xc800/2;
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cmd->ucmd.sidemove = 0;
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player->mo->flags &= ~MF_JUSTATTACKED;
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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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@ -2645,8 +2631,17 @@ void P_PlayerThink (player_t *player)
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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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// Handle crouching
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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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@ -2656,7 +2651,7 @@ void P_PlayerThink (player_t *player)
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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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@ -2682,7 +2677,16 @@ void P_PlayerThink (player_t *player)
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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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//
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//----------------------------------------------------------------------------
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void P_CheckMusicChange(player_t *player)
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{
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// MUSINFO stuff
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if (player->MUSINFOtics >= 0 && player->MUSINFOactor != NULL)
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{
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@ -2707,26 +2711,16 @@ void P_PlayerThink (player_t *player)
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DPrintf(DMSG_NOTIFY, "MUSINFO change for player %d to %d\n", (int)(player - players), player->MUSINFOactor->args[0]);
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}
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}
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}
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if (player->playerstate == PST_DEAD)
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{
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player->Uncrouch();
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P_DeathThink (player);
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return;
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}
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if (player->jumpTics != 0)
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{
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player->jumpTics--;
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if (player->onground && player->jumpTics < -18)
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{
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player->jumpTics = 0;
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}
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}
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if (player->morphTics && !(player->cheats & CF_PREDICTING))
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{
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player->mo->MorphPlayerThink ();
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}
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//----------------------------------------------------------------------------
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//
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// PROC P_CheckPitch
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//
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//----------------------------------------------------------------------------
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void P_CheckPitch(player_t *player)
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{
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// [RH] Look up/down stuff
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if (!level.IsFreelookAllowed())
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{
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@ -2738,7 +2732,7 @@ void P_PlayerThink (player_t *player)
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// which translates to about half a screen height up and (more than)
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// one full screen height down from straight ahead when view panning
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// is used.
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int clook = cmd->ucmd.pitch;
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int clook = player->cmd.ucmd.pitch;
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if (clook != 0)
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{
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if (clook == -32768)
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@ -2768,9 +2762,260 @@ void P_PlayerThink (player_t *player)
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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_CheckJump
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//
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//----------------------------------------------------------------------------
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void P_CheckJump(player_t *player)
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{
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// [RH] check for jump
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if (player->cmd.ucmd.buttons & BT_JUMP)
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{
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if (player->crouchoffset != 0)
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{
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// Jumping while crouching will force an un-crouch but not jump
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player->crouching = 1;
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}
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else if (player->mo->waterlevel >= 2)
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{
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player->mo->Vel.Z = 4 * player->mo->Speed;
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}
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else if (player->mo->flags & MF_NOGRAVITY)
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{
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player->mo->Vel.Z = 3.;
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}
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else if (level.IsJumpingAllowed() && player->onground && player->jumpTics == 0)
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{
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double jumpvelz = player->mo->JumpZ * 35 / TICRATE;
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double jumpfac = 0;
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// [BC] If the player has the high jump power, double his jump velocity.
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// (actually, pick the best factors from all active items.)
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for (auto p = player->mo->Inventory; p != nullptr; p = p->Inventory)
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{
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if (p->IsKindOf(NAME_PowerHighJump))
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{
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double f = p->FloatVar(NAME_Strength);
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if (f > jumpfac) jumpfac = f;
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}
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}
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if (jumpfac > 0) jumpvelz *= jumpfac;
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player->mo->Vel.Z += jumpvelz;
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player->mo->flags2 &= ~MF2_ONMOBJ;
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player->jumpTics = -1;
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if (!(player->cheats & CF_PREDICTING))
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S_Sound(player->mo, CHAN_BODY, "*jump", 1, ATTN_NORM);
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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_CheckMoveUpDown
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//
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//----------------------------------------------------------------------------
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void P_CheckMoveUpDown(player_t *player)
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{
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auto cmd = &player->cmd;
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if (cmd->ucmd.upmove == -32768)
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{ // Only land if in the air
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if ((player->mo->flags & MF_NOGRAVITY) && player->mo->waterlevel < 2)
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{
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//player->mo->flags2 &= ~MF2_FLY;
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player->mo->flags &= ~MF_NOGRAVITY;
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}
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}
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else if (cmd->ucmd.upmove != 0)
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{
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// Clamp the speed to some reasonable maximum.
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cmd->ucmd.upmove = clamp<short>(cmd->ucmd.upmove, -0x300, 0x300);
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if (player->mo->waterlevel >= 2 || (player->mo->flags2 & MF2_FLY) || (player->cheats & CF_NOCLIP2))
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{
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player->mo->Vel.Z = player->mo->Speed * cmd->ucmd.upmove / 128.;
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if (player->mo->waterlevel < 2 && !(player->mo->flags & MF_NOGRAVITY))
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{
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player->mo->flags2 |= MF2_FLY;
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player->mo->flags |= MF_NOGRAVITY;
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if ((player->mo->Vel.Z <= -39) && !(player->cheats & CF_PREDICTING))
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{ // Stop falling scream
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S_StopSound(player->mo, CHAN_VOICE);
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}
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}
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}
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else if (cmd->ucmd.upmove > 0 && !(player->cheats & CF_PREDICTING))
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{
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AInventory *fly = player->mo->FindInventory(NAME_ArtiFly);
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if (fly != NULL)
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{
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player->mo->UseInventory(fly);
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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_CheckEnviroment
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//
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//----------------------------------------------------------------------------
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void P_CheckEnvironment(player_t *player)
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{
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P_PlayerOnSpecial3DFloor(player);
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P_PlayerInSpecialSector(player);
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if (!player->mo->isAbove(player->mo->Sector->floorplane.ZatPoint(player->mo)) ||
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player->mo->waterlevel)
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{
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// Player must be touching the floor
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P_PlayerOnSpecialFlat(player, P_GetThingFloorType(player->mo));
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}
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if (player->mo->Vel.Z <= -player->mo->FallingScreamMinSpeed &&
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player->mo->Vel.Z >= -player->mo->FallingScreamMaxSpeed && !player->morphTics &&
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player->mo->waterlevel == 0)
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{
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int id = S_FindSkinnedSound(player->mo, "*falling");
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if (id != 0 && !S_IsActorPlayingSomething(player->mo, CHAN_VOICE, id))
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{
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S_Sound(player->mo, CHAN_VOICE, id, 1, ATTN_NORM);
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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_CheckUse
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//
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//----------------------------------------------------------------------------
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void P_CheckUse(player_t *player)
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{
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// check for use
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if (player->cmd.ucmd.buttons & BT_USE)
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{
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if (!player->usedown)
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{
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player->usedown = true;
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if (!P_TalkFacing(player->mo))
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{
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P_UseLines(player);
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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->usedown = false;
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC P_CheckUndoMorph
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//
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//----------------------------------------------------------------------------
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void P_CheckUndoMorph(player_t *player)
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{
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// Morph counter
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if (player->morphTics)
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{
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if (player->chickenPeck)
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{ // Chicken attack counter
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player->chickenPeck -= 3;
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}
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if (!--player->morphTics)
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{ // Attempt to undo the chicken/pig
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P_UndoPlayerMorph(player, player, MORPH_UNDOBYTIMEOUT);
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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_CheckPoison
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//
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//----------------------------------------------------------------------------
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void P_CheckPoison(player_t *player)
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{
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if (player->poisoncount && !(level.time & 15))
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{
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player->poisoncount -= 5;
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if (player->poisoncount < 0)
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{
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player->poisoncount = 0;
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}
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P_PoisonDamage(player, player->poisoner, 1, true);
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC P_CheckDegeneration
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//
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//----------------------------------------------------------------------------
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void P_CheckDegeneration(player_t *player)
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{
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// Apply degeneration.
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if (dmflags2 & DF2_YES_DEGENERATION)
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{
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int maxhealth = player->mo->GetMaxHealth(true);
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if ((level.time % TICRATE) == 0 && player->health > maxhealth)
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{
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if (player->health - 5 < maxhealth)
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player->health = maxhealth;
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else
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player->health--;
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player->mo->health = player->health;
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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_CheckAirSupply
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//
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//----------------------------------------------------------------------------
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void P_CheckAirSupply(player_t *player)
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{
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// Handle air supply
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//if (level.airsupply > 0)
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{
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if (player->mo->waterlevel < 3 ||
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(player->mo->flags2 & MF2_INVULNERABLE) ||
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(player->cheats & (CF_GODMODE | CF_NOCLIP2)) ||
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(player->cheats & CF_GODMODE2))
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{
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player->mo->ResetAirSupply();
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}
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else if (player->air_finished <= level.time && !(level.time & 31))
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{
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P_DamageMobj(player->mo, NULL, NULL, 2 + ((level.time - player->air_finished) / TICRATE), NAME_Drowning);
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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_HandleMovement
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//
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//----------------------------------------------------------------------------
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void P_HandleMovement(player_t *player)
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{
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// [RH] Check for fast turn around
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if (cmd->ucmd.buttons & BT_TURN180 && !(player->oldbuttons & BT_TURN180))
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if (player->cmd.ucmd.buttons & BT_TURN180 && !(player->oldbuttons & BT_TURN180))
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{
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player->turnticks = TURN180_TICKS;
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}
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@ -2782,136 +3027,91 @@ void P_PlayerThink (player_t *player)
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}
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else
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{
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P_MovePlayer (player);
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P_MovePlayer(player);
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P_CheckJump(player);
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P_CheckMoveUpDown(player);
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}
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}
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// [RH] check for jump
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if (cmd->ucmd.buttons & BT_JUMP)
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{
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if (player->crouchoffset != 0)
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{
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// Jumping while crouching will force an un-crouch but not jump
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player->crouching = 1;
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}
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else if (player->mo->waterlevel >= 2)
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{
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player->mo->Vel.Z = 4 * player->mo->Speed;
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}
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else if (player->mo->flags & MF_NOGRAVITY)
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{
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player->mo->Vel.Z = 3.;
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}
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else if (level.IsJumpingAllowed() && player->onground && player->jumpTics == 0)
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{
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double jumpvelz = player->mo->JumpZ * 35 / TICRATE;
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double jumpfac = 0;
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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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// [BC] If the player has the high jump power, double his jump velocity.
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// (actually, pick the best factors from all active items.)
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for (auto p = player->mo->Inventory; p != nullptr; p = p->Inventory)
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{
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if (p->IsKindOf(NAME_PowerHighJump))
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{
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double f = p->FloatVar(NAME_Strength);
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if (f > jumpfac) jumpfac = f;
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}
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}
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if (jumpfac > 0) jumpvelz *= jumpfac;
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void P_PlayerThink (player_t *player)
|
||||
{
|
||||
ticcmd_t *cmd = &player->cmd;
|
||||
|
||||
player->mo->Vel.Z += jumpvelz;
|
||||
player->mo->flags2 &= ~MF2_ONMOBJ;
|
||||
player->jumpTics = -1;
|
||||
if (!(player->cheats & CF_PREDICTING))
|
||||
S_Sound(player->mo, CHAN_BODY, "*jump", 1, ATTN_NORM);
|
||||
}
|
||||
}
|
||||
|
||||
if (cmd->ucmd.upmove == -32768)
|
||||
{ // Only land if in the air
|
||||
if ((player->mo->flags & MF_NOGRAVITY) && player->mo->waterlevel < 2)
|
||||
{
|
||||
//player->mo->flags2 &= ~MF2_FLY;
|
||||
player->mo->flags &= ~MF_NOGRAVITY;
|
||||
}
|
||||
}
|
||||
else if (cmd->ucmd.upmove != 0)
|
||||
{
|
||||
// Clamp the speed to some reasonable maximum.
|
||||
cmd->ucmd.upmove = clamp<short>(cmd->ucmd.upmove, -0x300, 0x300);
|
||||
if (player->mo->waterlevel >= 2 || (player->mo->flags2 & MF2_FLY) || (player->cheats & CF_NOCLIP2))
|
||||
{
|
||||
player->mo->Vel.Z = player->mo->Speed * cmd->ucmd.upmove / 128.;
|
||||
if (player->mo->waterlevel < 2 && !(player->mo->flags & MF_NOGRAVITY))
|
||||
{
|
||||
player->mo->flags2 |= MF2_FLY;
|
||||
player->mo->flags |= MF_NOGRAVITY;
|
||||
if ((player->mo->Vel.Z <= -39) && !(player->cheats & CF_PREDICTING))
|
||||
{ // Stop falling scream
|
||||
S_StopSound (player->mo, CHAN_VOICE);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (cmd->ucmd.upmove > 0 && !(player->cheats & CF_PREDICTING))
|
||||
{
|
||||
AInventory *fly = player->mo->FindInventory (NAME_ArtiFly);
|
||||
if (fly != NULL)
|
||||
{
|
||||
player->mo->UseInventory (fly);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (player->mo == NULL)
|
||||
{
|
||||
I_Error ("No player %td start\n", player - players + 1);
|
||||
}
|
||||
|
||||
if (debugfile && !(player->cheats & CF_PREDICTING))
|
||||
{
|
||||
fprintf (debugfile, "tic %d for pl %d: (%f, %f, %f, %f) b:%02x p:%d y:%d f:%d s:%d u:%d\n",
|
||||
gametic, (int)(player-players), player->mo->X(), player->mo->Y(), player->mo->Z(),
|
||||
player->mo->Angles.Yaw.Degrees, player->cmd.ucmd.buttons,
|
||||
player->cmd.ucmd.pitch, player->cmd.ucmd.yaw, player->cmd.ucmd.forwardmove,
|
||||
player->cmd.ucmd.sidemove, player->cmd.ucmd.upmove);
|
||||
}
|
||||
|
||||
// Make unmodified copies for ACS's GetPlayerInput.
|
||||
player->original_oldbuttons = player->original_cmd.buttons;
|
||||
player->original_cmd = cmd->ucmd;
|
||||
// Don't interpolate the view for more than one tic
|
||||
player->cheats &= ~CF_INTERPVIEW;
|
||||
|
||||
P_CheckFOV(player);
|
||||
|
||||
if (player->inventorytics)
|
||||
{
|
||||
player->inventorytics--;
|
||||
}
|
||||
P_CheckCheats(player);
|
||||
|
||||
if (player->mo->flags & MF_JUSTATTACKED)
|
||||
{ // Chainsaw/Gauntlets attack auto forward motion
|
||||
cmd->ucmd.yaw = 0;
|
||||
cmd->ucmd.forwardmove = 0xc800/2;
|
||||
cmd->ucmd.sidemove = 0;
|
||||
player->mo->flags &= ~MF_JUSTATTACKED;
|
||||
}
|
||||
|
||||
bool totallyfrozen = P_CheckFrozen(player);
|
||||
|
||||
// Handle crouching
|
||||
P_CheckCrouch(player, totallyfrozen);
|
||||
P_CheckMusicChange(player);
|
||||
|
||||
if (player->playerstate == PST_DEAD)
|
||||
{
|
||||
P_DeathThink (player);
|
||||
return;
|
||||
}
|
||||
if (player->jumpTics != 0)
|
||||
{
|
||||
player->jumpTics--;
|
||||
if (player->onground && player->jumpTics < -18)
|
||||
{
|
||||
player->jumpTics = 0;
|
||||
}
|
||||
}
|
||||
if (player->morphTics && !(player->cheats & CF_PREDICTING))
|
||||
{
|
||||
player->mo->MorphPlayerThink ();
|
||||
}
|
||||
|
||||
P_CheckPitch(player);
|
||||
P_HandleMovement(player);
|
||||
P_CalcHeight (player);
|
||||
|
||||
if (!(player->cheats & CF_PREDICTING))
|
||||
{
|
||||
P_PlayerOnSpecial3DFloor (player);
|
||||
P_PlayerInSpecialSector (player);
|
||||
|
||||
if (!player->mo->isAbove(player->mo->Sector->floorplane.ZatPoint(player->mo)) ||
|
||||
player->mo->waterlevel)
|
||||
{
|
||||
// Player must be touching the floor
|
||||
P_PlayerOnSpecialFlat(player, P_GetThingFloorType(player->mo));
|
||||
}
|
||||
if (player->mo->Vel.Z <= -player->mo->FallingScreamMinSpeed &&
|
||||
player->mo->Vel.Z >= -player->mo->FallingScreamMaxSpeed && !player->morphTics &&
|
||||
player->mo->waterlevel == 0)
|
||||
{
|
||||
int id = S_FindSkinnedSound (player->mo, "*falling");
|
||||
if (id != 0 && !S_IsActorPlayingSomething (player->mo, CHAN_VOICE, id))
|
||||
{
|
||||
S_Sound (player->mo, CHAN_VOICE, id, 1, ATTN_NORM);
|
||||
}
|
||||
}
|
||||
// check for use
|
||||
if (cmd->ucmd.buttons & BT_USE)
|
||||
{
|
||||
if (!player->usedown)
|
||||
{
|
||||
player->usedown = true;
|
||||
if (!P_TalkFacing(player->mo))
|
||||
{
|
||||
P_UseLines(player);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
player->usedown = false;
|
||||
}
|
||||
// Morph counter
|
||||
if (player->morphTics)
|
||||
{
|
||||
if (player->chickenPeck)
|
||||
{ // Chicken attack counter
|
||||
player->chickenPeck -= 3;
|
||||
}
|
||||
if (!--player->morphTics)
|
||||
{ // Attempt to undo the chicken/pig
|
||||
P_UndoPlayerMorph (player, player, MORPH_UNDOBYTIMEOUT);
|
||||
}
|
||||
}
|
||||
P_CheckEnvironment(player);
|
||||
P_CheckUse(player);
|
||||
P_CheckUndoMorph(player);
|
||||
// Cycle psprites
|
||||
player->TickPSprites();
|
||||
|
||||
|
@ -2929,46 +3129,9 @@ void P_PlayerThink (player_t *player)
|
|||
P_DamageMobj (player->mo, NULL, NULL, 5, player->hazardtype);
|
||||
}
|
||||
|
||||
if (player->poisoncount && !(level.time & 15))
|
||||
{
|
||||
player->poisoncount -= 5;
|
||||
if (player->poisoncount < 0)
|
||||
{
|
||||
player->poisoncount = 0;
|
||||
}
|
||||
P_PoisonDamage (player, player->poisoner, 1, true);
|
||||
}
|
||||
|
||||
// Apply degeneration.
|
||||
if (dmflags2 & DF2_YES_DEGENERATION)
|
||||
{
|
||||
int maxhealth = player->mo->GetMaxHealth(true);
|
||||
if ((level.time % TICRATE) == 0 && player->health > maxhealth)
|
||||
{
|
||||
if (player->health - 5 < maxhealth)
|
||||
player->health = maxhealth;
|
||||
else
|
||||
player->health--;
|
||||
|
||||
player->mo->health = player->health;
|
||||
}
|
||||
}
|
||||
|
||||
// Handle air supply
|
||||
//if (level.airsupply > 0)
|
||||
{
|
||||
if (player->mo->waterlevel < 3 ||
|
||||
(player->mo->flags2 & MF2_INVULNERABLE) ||
|
||||
(player->cheats & (CF_GODMODE | CF_NOCLIP2)) ||
|
||||
(player->cheats & CF_GODMODE2))
|
||||
{
|
||||
player->mo->ResetAirSupply ();
|
||||
}
|
||||
else if (player->air_finished <= level.time && !(level.time & 31))
|
||||
{
|
||||
P_DamageMobj (player->mo, NULL, NULL, 2 + ((level.time-player->air_finished)/TICRATE), NAME_Drowning);
|
||||
}
|
||||
}
|
||||
P_CheckPoison(player);
|
||||
P_CheckDegeneration(player);
|
||||
P_CheckAirSupply(player);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue