mirror of
https://github.com/ZDoom/gzdoom.git
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1719 lines
38 KiB
C
1719 lines
38 KiB
C
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION: none
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//
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//-----------------------------------------------------------------------------
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#include <string.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include <stddef.h>
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#include "version.h"
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#include "minilzo.h"
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#include "m_alloc.h"
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#include "doomdef.h"
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#include "doomstat.h"
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#include "d_proto.h"
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#include "d_netinf.h"
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#include "z_zone.h"
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#include "f_finale.h"
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#include "m_argv.h"
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#include "m_misc.h"
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#include "m_menu.h"
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#include "m_random.h"
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#include "i_system.h"
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#include "p_setup.h"
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#include "p_saveg.h"
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#include "p_tick.h"
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#include "d_main.h"
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#include "wi_stuff.h"
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#include "hu_stuff.h"
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#include "st_stuff.h"
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#include "am_map.h"
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#include "c_consol.h"
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#include "c_cvars.h"
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#include "c_bind.h"
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#include "c_dispch.h"
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#include "v_video.h"
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#include "w_wad.h"
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#include "p_local.h"
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#include "s_sound.h"
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#include "dstrings.h"
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#include "r_data.h"
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#include "r_sky.h"
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#include "r_draw.h"
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#include "g_game.h"
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#include "g_level.h"
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#define SAVEGAMESIZE 0x2c000
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#define SAVESTRINGSIZE 24
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#define TURN180_TICKS 9 // [RH] # of ticks to complete a turn180
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size_t savegamesize = SAVEGAMESIZE; // killough // [RH] made global
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BOOL G_CheckDemoStatus (void);
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void G_ReadDemoTiccmd (ticcmd_t* cmd, int player);
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void G_WriteDemoTiccmd (ticcmd_t* cmd, int player);
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void G_PlayerReborn (int player);
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void G_DoReborn (int playernum);
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void G_DoNewGame (void);
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void G_DoLoadGame (void);
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void G_DoPlayDemo (void);
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void G_DoCompleted (void);
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void G_DoVictory (void);
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void G_DoWorldDone (void);
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void G_DoSaveGame (void);
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gameaction_t gameaction;
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gamestate_t gamestate = -1;
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cvar_t *gameskill;
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BOOL respawnmonsters;
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BOOL paused;
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BOOL sendpause; // send a pause event next tic
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BOOL sendsave; // send a save event next tic
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BOOL usergame; // ok to save / end game
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BOOL sendcenterview; // send a center view event next tic
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BOOL timingdemo; // if true, exit with report on completion
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BOOL nodrawers; // for comparative timing purposes
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BOOL noblit; // for comparative timing purposes
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BOOL viewactive;
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cvar_t *deathmatch; // deathmatch?
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cvar_t *teamplay; // [RH] teamplay flag
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BOOL netgame; // only true if packets are broadcast
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BOOL playeringame[MAXPLAYERS];
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player_t players[MAXPLAYERS];
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int consoleplayer; // player taking events and displaying
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int displayplayer; // view being displayed
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int gametic;
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char demoname[256];
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BOOL demorecording;
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BOOL demoplayback;
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BOOL netdemo;
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cvar_t* chasedemo; // [RH] Play demo through chasecam?
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BOOL demonew; // [RH] Only used around G_InitNew for demos
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int demover;
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byte* demobuffer;
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byte* demo_p;
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size_t maxdemosize;
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byte* zdemformend; // end of FORM ZDEM chunk
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byte* zdembodyend; // end of ZDEM BODY chunk
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BOOL singledemo; // quit after playing a demo from cmdline
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BOOL precache = true; // if true, load all graphics at start
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wbstartstruct_t wminfo; // parms for world map / intermission
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short consistancy[MAXPLAYERS][BACKUPTICS];
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byte* savebuffer;
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#define MAXPLMOVE (forwardmove[1])
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#define TURBOTHRESHOLD 12800
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float normforwardmove[2] = {0x19, 0x32}; // [RH] For setting turbo from console
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float normsidemove[2] = {0x18, 0x28}; // [RH] Ditto
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fixed_t forwardmove[2], sidemove[2];
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fixed_t angleturn[3] = {640, 1280, 320}; // + slow turn
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byte flyspeed[2] = {1, 3};
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int lookspeed[2] = {3072, 5120};
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#define SLOWTURNTICS 6
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cvar_t *cl_run; // Always run?
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cvar_t *invertmouse; // Invert mouse look down/up?
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cvar_t *freelook; // Always mlook?
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cvar_t *lookstrafe; // Always strafe with mouse?
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cvar_t *m_pitch, *m_yaw, *m_forward, *m_side; // Mouse speeds
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int turnheld; // for accelerative turning
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// mouse values are used once
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int mousex;
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int mousey;
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// joystick values are repeated
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// [RH] now, if the joystick is enabled, it will generate an event every tick
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// so the values here are reset to zero after each tic build (in case
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// use_joystick gets set to 0 when the joystick is off center)
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int joyxmove;
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int joyymove;
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int savegameslot;
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char savedescription[32];
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// [RH] Name of screenshot file to generate (usually NULL)
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char *shotfile;
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mobj_t* bodyque[BODYQUESIZE];
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int bodyqueslot;
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// [RH] Allow turbo setting anytime during game
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void TurboCallback (cvar_t *var)
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{
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float scale = var->value * 0.01;
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if (scale < 0.10) {
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SetCVarFloat (var, 10);
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} else if (scale > 2.56) {
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SetCVarFloat (var, 256);
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} else {
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forwardmove[0] = (int)(normforwardmove[0]*scale);
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forwardmove[1] = (int)(normforwardmove[1]*scale);
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sidemove[0] = (int)(normsidemove[0]*scale);
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sidemove[1] = (int)(normsidemove[1]*scale);
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}
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}
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/* [RH] Impulses: Temporary hack to get weapon changing
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* working with keybindings until I can get the
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* inventory system working.
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*/
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int Impulse;
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void Cmd_Impulse (player_t *plyr, int argc, char **argv)
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{
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if (argc > 1)
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Impulse = atoi (argv[1]);
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}
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void Cmd_CenterView (player_t *plyr, int argc, char **argv)
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{
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sendcenterview = true;
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}
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void Cmd_Pause (player_t *plyr, int argc, char **argv)
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{
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sendpause = true;
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}
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static int turntick;
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void Cmd_Turn180 (player_t *plyr, int argc, char **argv)
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{
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turntick = TURN180_TICKS;
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}
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//
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// [RH] WeapNext and WeapPrev commands
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//
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static const char *weaponnames[] = {
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"Fist",
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"Pistol",
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"Shotgun",
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"Chaingun",
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"Rocket Launcher",
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"Plasma Gun",
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"BFG9000",
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"Chainsaw",
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"Super Shotgun",
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"Chainsaw"
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};
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void Cmd_WeapNext (player_t *plyr, int argc, char **argv)
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{
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gitem_t *item = FindItem (weaponnames[plyr->readyweapon]);
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int selected_weapon;
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int i, index;
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if (!item)
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return;
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selected_weapon = ITEM_INDEX(item);
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for (i = 1; i <= num_items; i++) {
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index = (selected_weapon + i) % num_items;
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if (!(itemlist[index].flags & IT_WEAPON))
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continue;
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if (!plyr->weaponowned[itemlist[index].offset])
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continue;
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if (!plyr->ammo[weaponinfo[itemlist[index].offset].ammo])
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continue;
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Impulse = itemlist[index].offset + 50;
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return;
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}
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}
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void Cmd_WeapPrev (player_t *plyr, int argc, char **argv)
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{
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gitem_t *item = FindItem (weaponnames[plyr->readyweapon]);
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int selected_weapon;
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int i, index;
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if (!item)
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return;
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selected_weapon = ITEM_INDEX(item);
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for (i = 1; i <= num_items; i++) {
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index = (selected_weapon + num_items - i) % num_items;
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if (!(itemlist[index].flags & IT_WEAPON))
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continue;
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if (!plyr->weaponowned[itemlist[index].offset])
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continue;
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if (!plyr->ammo[weaponinfo[itemlist[index].offset].ammo])
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continue;
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Impulse = itemlist[index].offset + 50;
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return;
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}
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}
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//
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// G_BuildTiccmd
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// Builds a ticcmd from all of the available inputs
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// or reads it from the demo buffer.
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// If recording a demo, write it out
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//
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void G_BuildTiccmd (ticcmd_t *cmd)
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{
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BOOL strafe;
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int speed;
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int tspeed;
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int forward;
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int side;
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int look;
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int fly;
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ticcmd_t* base;
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base = I_BaseTiccmd (); // empty, or external driver
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memcpy (cmd,base,sizeof(*cmd));
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cmd->consistancy = consistancy[consoleplayer][maketic%BACKUPTICS];
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strafe = Actions & ACTION_STRAFE;
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speed = ((Actions & ACTION_SPEED) || (cl_run->value)) ? 1 : 0;
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forward = side = look = fly = 0;
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// [RH] only use two stage accelerative turning on the keyboard
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// and not the joystick, since we treat the joystick as
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// the analog device it is.
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if ((Actions & ACTION_LEFT) || (Actions & ACTION_RIGHT))
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turnheld += ticdup;
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else
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turnheld = 0;
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if (turnheld < SLOWTURNTICS)
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tspeed = 2; // slow turn
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else
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tspeed = speed;
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// let movement keys cancel each other out
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if (strafe)
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{
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if (Actions & ACTION_RIGHT)
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{
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// fprintf(stderr, "strafe right\n");
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side += sidemove[speed];
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}
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if (Actions & ACTION_LEFT)
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{
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// fprintf(stderr, "strafe left\n");
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side -= sidemove[speed];
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}
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}
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else
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{
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if (Actions & ACTION_RIGHT)
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cmd->ucmd.yaw -= angleturn[tspeed];
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if (Actions & ACTION_LEFT)
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cmd->ucmd.yaw += angleturn[tspeed];
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}
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if (Actions & ACTION_LOOKUP)
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look += lookspeed[speed];
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if (Actions & ACTION_LOOKDOWN)
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look -= lookspeed[speed];
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if (Actions & ACTION_MOVEUP)
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fly += flyspeed[speed];
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if (Actions & ACTION_MOVEDOWN)
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fly -= flyspeed[speed];
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if (Actions & ACTION_KLOOK) {
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if (Actions & ACTION_FORWARD)
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look += lookspeed[speed];
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if (Actions & ACTION_BACK)
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look -= lookspeed[speed];
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} else {
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if (Actions & ACTION_FORWARD)
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forward += forwardmove[speed];
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if (Actions & ACTION_BACK)
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forward -= forwardmove[speed];
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}
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if (Actions & ACTION_MOVERIGHT)
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side += sidemove[speed];
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if (Actions & ACTION_MOVELEFT)
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side -= sidemove[speed];
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// buttons
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if (Actions & ACTION_ATTACK)
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cmd->ucmd.buttons |= BT_ATTACK;
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if (Actions & ACTION_USE)
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cmd->ucmd.buttons |= BT_USE;
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if (Actions & ACTION_JUMP)
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cmd->ucmd.buttons |= BT_JUMP;
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// [RH] Handle impulses. If they are between 1 and 7,
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// they get sent as weapon change events.
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if (Impulse >= 1 && Impulse <= 7) {
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cmd->ucmd.buttons |= BT_CHANGE;
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cmd->ucmd.buttons |= (Impulse - 1) << BT_WEAPONSHIFT;
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} else {
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cmd->ucmd.impulse = Impulse;
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}
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Impulse = 0;
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// [RH] Scale joystick moves to full range of allowed speeds
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if (strafe || lookstrafe->value)
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side += (MAXPLMOVE * joyxmove) / 256;
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else
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cmd->ucmd.yaw -= (angleturn[1] * joyxmove) / 256;
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// [RH] Scale joystick moves over full range
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if (Actions & ACTION_MLOOK) {
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if (invertmouse->value)
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look -= (joyymove * 32767) / 256;
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else
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look += (joyymove * 32767) / 256;
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} else {
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forward += (MAXPLMOVE * joyymove) / 256;
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}
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if ((Actions & ACTION_MLOOK) || freelook->value) {
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int val;
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val = (int)((float)(mousey * 256) * m_pitch->value);
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if (invertmouse->value)
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look -= val;
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else
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look += val;
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} else {
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forward += (int)((float)mousey * m_forward->value);
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}
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if (sendcenterview) {
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sendcenterview = false;
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look = -32768;
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} else {
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if (look > 32767)
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look = 32767;
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else if (look < -32767)
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look = -32767;
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}
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if (strafe || lookstrafe->value)
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side += (int)((float)mousex * m_side->value);
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else
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cmd->ucmd.yaw -= (int)((float)(mousex*0x8) * m_yaw->value);
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mousex = mousey = 0;
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if (forward > MAXPLMOVE)
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forward = MAXPLMOVE;
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else if (forward < -MAXPLMOVE)
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forward = -MAXPLMOVE;
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if (side > MAXPLMOVE)
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side = MAXPLMOVE;
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else if (side < -MAXPLMOVE)
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side = -MAXPLMOVE;
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cmd->ucmd.forwardmove += forward;
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cmd->ucmd.sidemove += side;
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cmd->ucmd.pitch = look;
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cmd->ucmd.upmove = fly;
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// special buttons
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if (sendpause)
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{
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sendpause = false;
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cmd->ucmd.buttons = BT_SPECIAL | BTS_PAUSE;
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}
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if (sendsave)
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{
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sendsave = false;
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cmd->ucmd.buttons = BT_SPECIAL | BTS_SAVEGAME | (savegameslot<<BTS_SAVESHIFT);
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}
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cmd->ucmd.forwardmove <<= 8;
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cmd->ucmd.sidemove <<= 8;
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// [RH] 180-degree turn overrides all other yaws
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if (turntick) {
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turntick--;
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cmd->ucmd.yaw = (ANG180 / TURN180_TICKS) >> 16;
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}
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joyxmove = 0;
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joyymove = 0;
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}
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// [RH] Spy mode has been separated into two console commands.
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// One goes forward; the other goes backward.
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static void ChangeSpy (void)
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{
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players[consoleplayer].camera = players[displayplayer].mo;
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S_UpdateSounds(players[consoleplayer].camera);
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ST_Start(); // killough 3/7/98: switch status bar views too
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}
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void Cmd_SpyNext (player_t *plyr, int argc, char **argv)
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{
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// allow spy mode changes even during the demo
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if (gamestate == GS_LEVEL && (demoplayback || !deathmatch->value)) {
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do
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{
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displayplayer++;
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if (displayplayer == MAXPLAYERS)
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displayplayer = 0;
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} while (!playeringame[displayplayer] && displayplayer != consoleplayer);
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ChangeSpy ();
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}
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}
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void Cmd_SpyPrev (player_t *plyr, int argc, char **argv)
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{
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// allow spy mode changes even during the demo
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if (gamestate == GS_LEVEL && (demoplayback || !deathmatch->value)) {
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do
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{
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displayplayer--;
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if (displayplayer < 0)
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displayplayer = MAXPLAYERS - 1;
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} while (!playeringame[displayplayer] && displayplayer != consoleplayer);
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ChangeSpy ();
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}
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}
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//
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// G_Responder
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// Get info needed to make ticcmd_ts for the players.
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//
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BOOL G_Responder (event_t *ev)
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{
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// any other key pops up menu if in demos
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// [RH] But only if the key isn't bound to a "special" command
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if (gameaction == ga_nothing &&
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(demoplayback || gamestate == GS_DEMOSCREEN))
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{
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char *cmd = C_GetBinding (ev->data1);
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if (ev->type == ev_keydown)
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{
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if (!cmd || (
|
|
strnicmp (cmd, "menu_", 5) &&
|
|
stricmp (cmd, "toggleconsole") &&
|
|
stricmp (cmd, "sizeup") &&
|
|
stricmp (cmd, "sizedown") &&
|
|
stricmp (cmd, "togglemap") &&
|
|
stricmp (cmd, "spynext") &&
|
|
stricmp (cmd, "spyprev") &&
|
|
stricmp (cmd, "chase") &&
|
|
stricmp (cmd, "+showscores") &&
|
|
stricmp (cmd, "bumpgamma") &&
|
|
stricmp (cmd, "screenshot"))) {
|
|
M_StartControlPanel ();
|
|
return true;
|
|
} else {
|
|
return C_DoKey (ev);
|
|
}
|
|
}
|
|
if (cmd && cmd[0] == '+')
|
|
return C_DoKey (ev);
|
|
|
|
return false;
|
|
}
|
|
|
|
if (gamestate == GS_LEVEL)
|
|
{
|
|
if (CT_Responder (ev))
|
|
return true; // chat ate the event
|
|
if (ST_Responder (ev))
|
|
return true; // status window ate it
|
|
if (!viewactive)
|
|
if (AM_Responder (ev))
|
|
return true; // automap ate it
|
|
}
|
|
else if (gamestate == GS_FINALE)
|
|
{
|
|
if (F_Responder (ev))
|
|
return true; // finale ate the event
|
|
}
|
|
|
|
switch (ev->type)
|
|
{
|
|
case ev_keydown:
|
|
if (C_DoKey (ev))
|
|
return true;
|
|
break;
|
|
|
|
case ev_keyup:
|
|
C_DoKey (ev);
|
|
break;
|
|
|
|
// [RH] mouse buttons are now sent with key up/down events
|
|
case ev_mouse:
|
|
mousex = ev->data2*mouseSensitivity->value;
|
|
mousey = ev->data3*mouseSensitivity->value;
|
|
break;
|
|
|
|
case ev_joystick:
|
|
joyxmove = ev->data2;
|
|
joyymove = ev->data3;
|
|
break;
|
|
|
|
}
|
|
|
|
// [RH] If the view is active, give the automap a chance at
|
|
// the events *last* so that any bound keys get precedence.
|
|
|
|
if (gamestate == GS_LEVEL && viewactive)
|
|
return AM_Responder (ev);
|
|
|
|
if (ev->type == ev_keydown ||
|
|
ev->type == ev_mouse ||
|
|
ev->type == ev_joystick)
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// G_Ticker
|
|
// Make ticcmd_ts for the players.
|
|
//
|
|
void G_Ticker (void)
|
|
{
|
|
int i;
|
|
int buf;
|
|
ticcmd_t* cmd;
|
|
|
|
// do player reborns if needed
|
|
for (i=0 ; i<MAXPLAYERS ; i++)
|
|
if (playeringame[i] && players[i].playerstate == PST_REBORN)
|
|
G_DoReborn (i);
|
|
|
|
// do things to change the game state
|
|
while (gameaction != ga_nothing)
|
|
{
|
|
switch (gameaction)
|
|
{
|
|
case ga_loadlevel:
|
|
G_DoLoadLevel (-1);
|
|
break;
|
|
case ga_newgame:
|
|
G_DoNewGame ();
|
|
break;
|
|
case ga_loadgame:
|
|
G_DoLoadGame ();
|
|
break;
|
|
case ga_savegame:
|
|
G_DoSaveGame ();
|
|
break;
|
|
case ga_playdemo:
|
|
G_DoPlayDemo ();
|
|
break;
|
|
case ga_completed:
|
|
G_DoCompleted ();
|
|
break;
|
|
case ga_victory:
|
|
// F_StartFinale ();
|
|
gameaction = ga_nothing;
|
|
break;
|
|
case ga_worlddone:
|
|
G_DoWorldDone ();
|
|
break;
|
|
case ga_screenshot:
|
|
M_ScreenShot (shotfile);
|
|
if (shotfile) {
|
|
free (shotfile);
|
|
shotfile = NULL;
|
|
}
|
|
gameaction = ga_nothing;
|
|
break;
|
|
case ga_fullconsole:
|
|
C_FullConsole ();
|
|
gameaction = ga_nothing;
|
|
break;
|
|
case ga_nothing:
|
|
break;
|
|
}
|
|
C_AdjustBottom ();
|
|
}
|
|
|
|
// get commands, check consistancy,
|
|
// and build new consistancy check
|
|
buf = (gametic/ticdup)%BACKUPTICS;
|
|
|
|
for (i=0 ; i<MAXPLAYERS ; i++)
|
|
{
|
|
if (playeringame[i])
|
|
{
|
|
cmd = &players[i].cmd;
|
|
|
|
memcpy (cmd, &netcmds[i][buf], sizeof(ticcmd_t));
|
|
|
|
if (demorecording)
|
|
G_WriteDemoTiccmd (cmd, i);
|
|
if (demoplayback)
|
|
G_ReadDemoTiccmd (cmd, i);
|
|
|
|
// check for turbo cheats
|
|
if (cmd->ucmd.forwardmove > TURBOTHRESHOLD
|
|
&& !(gametic&31) && ((gametic>>5)&3) == i )
|
|
{
|
|
Printf (PRINT_HIGH, "%s is turbo!\n", players[i].userinfo.netname);
|
|
}
|
|
|
|
if (netgame && !netdemo && !(gametic%ticdup) )
|
|
{
|
|
if (gametic > BACKUPTICS
|
|
&& consistancy[i][buf] != cmd->consistancy)
|
|
{
|
|
Printf_Bold ("Consistency failure! %d: %i (!%i)\n",
|
|
i, cmd->consistancy, consistancy[i][buf]);
|
|
}
|
|
if (players[i].mo)
|
|
consistancy[i][buf] = players[i].mo->x;
|
|
else
|
|
consistancy[i][buf] = 0; // killough 2/14/98
|
|
}
|
|
}
|
|
}
|
|
|
|
// check for special buttons
|
|
for (i=0 ; i<MAXPLAYERS ; i++)
|
|
{
|
|
if (playeringame[i])
|
|
{
|
|
if (players[i].cmd.ucmd.buttons & BT_SPECIAL)
|
|
{
|
|
switch (players[i].cmd.ucmd.buttons & BT_SPECIALMASK)
|
|
{
|
|
case BTS_PAUSE:
|
|
paused ^= 1;
|
|
if (paused) {
|
|
S_PauseSound ();
|
|
I_PauseMouse ();
|
|
} else {
|
|
S_ResumeSound ();
|
|
I_ResumeMouse ();
|
|
}
|
|
break;
|
|
|
|
case BTS_SAVEGAME:
|
|
if (!savedescription[0])
|
|
strcpy (savedescription, "NET GAME");
|
|
savegameslot =
|
|
(players[i].cmd.ucmd.buttons & BTS_SAVEMASK)>>BTS_SAVESHIFT;
|
|
gameaction = ga_savegame;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// do main actions
|
|
switch (gamestate)
|
|
{
|
|
case GS_LEVEL:
|
|
P_Ticker ();
|
|
ST_Ticker ();
|
|
AM_Ticker ();
|
|
break;
|
|
|
|
case GS_INTERMISSION:
|
|
WI_Ticker ();
|
|
break;
|
|
|
|
case GS_FINALE:
|
|
F_Ticker ();
|
|
break;
|
|
|
|
case GS_DEMOSCREEN:
|
|
D_PageTicker ();
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// PLAYER STRUCTURE FUNCTIONS
|
|
// also see P_SpawnPlayer in P_Mobj
|
|
//
|
|
|
|
//
|
|
// G_InitPlayer
|
|
// Called at the start.
|
|
// Called by the game initialization functions.
|
|
//
|
|
void G_InitPlayer (int player)
|
|
{
|
|
// clear everything else to defaults
|
|
G_PlayerReborn (player);
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// G_PlayerFinishLevel
|
|
// Call when a player completes a level.
|
|
//
|
|
void G_PlayerFinishLevel (int player)
|
|
{
|
|
player_t *p;
|
|
|
|
p = &players[player];
|
|
|
|
memset (p->powers, 0, sizeof (p->powers));
|
|
memset (p->cards, 0, sizeof (p->cards));
|
|
p->mo->flags &= ~MF_SHADOW; // cancel invisibility
|
|
p->extralight = 0; // cancel gun flashes
|
|
p->fixedcolormap = 0; // cancel ir goggles
|
|
p->damagecount = 0; // no palette changes
|
|
p->bonuscount = 0;
|
|
}
|
|
|
|
|
|
//
|
|
// G_PlayerReborn
|
|
// Called after a player dies
|
|
// almost everything is cleared and initialized
|
|
//
|
|
void G_PlayerReborn (int player)
|
|
{
|
|
player_t* p;
|
|
int i;
|
|
int frags[MAXPLAYERS];
|
|
int fragcount; // [RH] Cumulative frags
|
|
int killcount;
|
|
int itemcount;
|
|
int secretcount;
|
|
userinfo_t userinfo; // [RH] Save userinfo
|
|
|
|
p = &players[player];
|
|
|
|
memcpy (frags,p->frags,sizeof(frags));
|
|
fragcount = p->fragcount;
|
|
killcount = p->killcount;
|
|
itemcount = p->itemcount;
|
|
secretcount = p->secretcount;
|
|
memcpy (&userinfo, &p->userinfo, sizeof(userinfo));
|
|
|
|
memset (p, 0, sizeof(*p));
|
|
|
|
memcpy (p->frags, frags, sizeof(p->frags));
|
|
p->fragcount = fragcount;
|
|
p->killcount = killcount;
|
|
p->itemcount = itemcount;
|
|
p->secretcount = secretcount;
|
|
memcpy (&p->userinfo, &userinfo, sizeof(userinfo));
|
|
|
|
p->usedown = p->attackdown = true; // don't do anything immediately
|
|
p->playerstate = PST_LIVE;
|
|
p->health = deh.StartHealth; // [RH] Used to be MAXHEALTH
|
|
p->readyweapon = p->pendingweapon = wp_pistol;
|
|
p->weaponowned[wp_fist] = true;
|
|
p->weaponowned[wp_pistol] = true;
|
|
p->ammo[am_clip] = deh.StartBullets; // [RH] Used to be 50
|
|
|
|
for (i = 0; i < NUMAMMO; i++)
|
|
p->maxammo[i] = maxammo[i];
|
|
}
|
|
|
|
//
|
|
// G_CheckSpot
|
|
// Returns false if the player cannot be respawned
|
|
// at the given mapthing2_t spot
|
|
// because something is occupying it
|
|
//
|
|
void P_SpawnPlayer (mapthing2_t* mthing);
|
|
|
|
BOOL G_CheckSpot (int playernum, mapthing2_t *mthing)
|
|
{
|
|
fixed_t x;
|
|
fixed_t y;
|
|
fixed_t z, oldz;
|
|
subsector_t* ss;
|
|
unsigned an;
|
|
mobj_t* mo;
|
|
int i;
|
|
|
|
x = mthing->x << FRACBITS;
|
|
y = mthing->y << FRACBITS;
|
|
z = mthing->z << FRACBITS;
|
|
|
|
ss = R_PointInSubsector (x,y);
|
|
z += ss->sector->floorheight;
|
|
|
|
if (!players[playernum].mo)
|
|
{
|
|
// first spawn of level, before corpses
|
|
for (i = 0; i < playernum; i++)
|
|
if (players[i].mo->x == x && players[i].mo->y == y)
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
oldz = players[playernum].mo->z; // [RH] Need to save corpse's z-height
|
|
players[playernum].mo->z = z; // [RH] Checks are now full 3-D
|
|
|
|
// killough 4/2/98: fix bug where P_CheckPosition() uses a non-solid
|
|
// corpse to detect collisions with other players in DM starts
|
|
//
|
|
// Old code:
|
|
// if (!P_CheckPosition (players[playernum].mo, x, y))
|
|
// return false;
|
|
|
|
players[playernum].mo->flags |= MF_SOLID;
|
|
i = P_CheckPosition(players[playernum].mo, x, y);
|
|
players[playernum].mo->flags &= ~MF_SOLID;
|
|
players[playernum].mo->z = oldz; // [RH] Restore corpse's height
|
|
if (!i)
|
|
return false;
|
|
|
|
// flush an old corpse if needed
|
|
if (bodyqueslot >= BODYQUESIZE)
|
|
P_RemoveMobj (bodyque[bodyqueslot%BODYQUESIZE]);
|
|
bodyque[bodyqueslot%BODYQUESIZE] = players[playernum].mo;
|
|
bodyqueslot++;
|
|
|
|
// spawn a teleport fog
|
|
an = ( ANG45 * (mthing->angle/45) ) >> ANGLETOFINESHIFT;
|
|
|
|
mo = P_SpawnMobj (x+20*finecosine[an], y+20*finesine[an], z, MT_TFOG);
|
|
|
|
if (level.time)
|
|
S_Sound (mo, CHAN_VOICE, "misc/teleport", 1, ATTN_NORM); // don't start sound on first frame
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//
|
|
// G_DeathMatchSpawnPlayer
|
|
// Spawns a player at one of the random death match spots
|
|
// called at level load and each death
|
|
//
|
|
|
|
// [RH] Returns the distance of the closest player to the given mapthing2_t.
|
|
static fixed_t PlayersRangeFromSpot (mapthing2_t *spot)
|
|
{
|
|
fixed_t closest = MAXINT;
|
|
fixed_t distance;
|
|
int i;
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++) {
|
|
if (!playeringame[i] || !players[i].mo || players[i].health <= 0)
|
|
continue;
|
|
|
|
distance = P_AproxDistance (players[i].mo->x - spot->x * FRACUNIT,
|
|
players[i].mo->y - spot->y * FRACUNIT);
|
|
|
|
if (distance < closest)
|
|
closest = distance;
|
|
}
|
|
|
|
return closest;
|
|
}
|
|
|
|
// [RH] Select the deathmatch spawn spot farthest from everyone.
|
|
static mapthing2_t *SelectFarthestDeathmatchSpot (int selections)
|
|
{
|
|
fixed_t bestdistance = 0;
|
|
mapthing2_t *bestspot = NULL;
|
|
int i;
|
|
|
|
for (i = 0; i < selections; i++) {
|
|
fixed_t distance = PlayersRangeFromSpot (&deathmatchstarts[i]);
|
|
|
|
if (distance > bestdistance) {
|
|
bestdistance = distance;
|
|
bestspot = &deathmatchstarts[i];
|
|
}
|
|
}
|
|
|
|
return bestspot;
|
|
}
|
|
|
|
// [RH] Select a deathmatch spawn spot at random (original mechanism)
|
|
static mapthing2_t *SelectRandomDeathmatchSpot (int playernum, int selections)
|
|
{
|
|
int i, j;
|
|
|
|
for (j=0; j < 20; j++)
|
|
{
|
|
i = P_Random (pr_dmspawn) % selections;
|
|
if (G_CheckSpot (playernum, &deathmatchstarts[i]) )
|
|
{
|
|
return &deathmatchstarts[i];
|
|
}
|
|
}
|
|
|
|
// [RH] return a spot anyway, since we allow telefragging when a player spawns
|
|
return &deathmatchstarts[i];
|
|
}
|
|
|
|
void G_DeathMatchSpawnPlayer (int playernum)
|
|
{
|
|
int selections;
|
|
mapthing2_t *spot;
|
|
|
|
selections = deathmatch_p - deathmatchstarts;
|
|
// [RH] We can get by with just 1 deathmatch start
|
|
if (selections < 1)
|
|
I_Error ("No deathmatch starts");
|
|
|
|
// At level start, none of the players have mobjs attached to them,
|
|
// so we always use the random deathmatch spawn. During the game,
|
|
// though, we use whatever dmflags specifies.
|
|
if (dmflags & DF_SPAWN_FARTHEST && players[playernum].mo)
|
|
spot = SelectFarthestDeathmatchSpot (selections);
|
|
else
|
|
spot = SelectRandomDeathmatchSpot (playernum, selections);
|
|
|
|
if (!spot) {
|
|
// no good spot, so the player will probably get stuck
|
|
spot = &playerstarts[playernum];
|
|
} else {
|
|
if (playernum < 4)
|
|
spot->type = playernum+1;
|
|
else
|
|
spot->type = playernum+4001-4; // [RH] > 4 players
|
|
}
|
|
|
|
P_SpawnPlayer (spot);
|
|
}
|
|
|
|
//
|
|
// G_DoReborn
|
|
//
|
|
void G_DoReborn (int playernum)
|
|
{
|
|
int i;
|
|
|
|
if (!netgame)
|
|
{
|
|
// reload the level from scratch
|
|
gameaction = ga_loadlevel;
|
|
}
|
|
else
|
|
{
|
|
// respawn at the start
|
|
|
|
// first dissasociate the corpse
|
|
if (players[playernum].mo)
|
|
players[playernum].mo->player = NULL;
|
|
|
|
// spawn at random spot if in death match
|
|
if (deathmatch->value)
|
|
{
|
|
G_DeathMatchSpawnPlayer (playernum);
|
|
return;
|
|
}
|
|
|
|
if (G_CheckSpot (playernum, &playerstarts[playernum]) )
|
|
{
|
|
P_SpawnPlayer (&playerstarts[playernum]);
|
|
return;
|
|
}
|
|
|
|
// try to spawn at one of the other players spots
|
|
for (i=0 ; i<MAXPLAYERS ; i++)
|
|
{
|
|
if (G_CheckSpot (playernum, &playerstarts[i]) )
|
|
{
|
|
int oldtype = playerstarts[i].type;
|
|
|
|
// fake as other player
|
|
playerstarts[i].type = (playernum < 4) ? playernum + 1 : playernum + 4001 - 4;
|
|
P_SpawnPlayer (&playerstarts[i]);
|
|
playerstarts[i].type = oldtype; // restore
|
|
return;
|
|
}
|
|
// he's going to be inside something. Too bad.
|
|
}
|
|
P_SpawnPlayer (&playerstarts[playernum]);
|
|
}
|
|
}
|
|
|
|
|
|
void G_ScreenShot (char *filename)
|
|
{
|
|
shotfile = filename;
|
|
gameaction = ga_screenshot;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//
|
|
// G_InitFromSavegame
|
|
// Can be called by the startup code or the menu task.
|
|
//
|
|
extern BOOL setsizeneeded;
|
|
void R_ExecuteSetViewSize (void);
|
|
|
|
char savename[256];
|
|
|
|
void G_LoadGame (char* name)
|
|
{
|
|
strcpy (savename, name);
|
|
gameaction = ga_loadgame;
|
|
}
|
|
|
|
|
|
void G_DoLoadGame (void)
|
|
{
|
|
int length;
|
|
int i;
|
|
char mapname[9];
|
|
|
|
gameaction = ga_nothing;
|
|
|
|
length = M_ReadFile (savename, &savebuffer);
|
|
save_p = savebuffer + SAVESTRINGSIZE; // skip the description field
|
|
|
|
if (strncmp (save_p, SAVESIG, 16)) // Bad version
|
|
I_Error ("Savegame is from a different version\n");
|
|
|
|
save_p += 16;
|
|
|
|
memcpy (mapname, save_p, 8);
|
|
mapname[8] = 0;
|
|
|
|
save_p += 8;
|
|
for (i=0 ; i<MAXPLAYERS ; i++)
|
|
playeringame[i] = *save_p++;
|
|
|
|
C_ReadCVars (&save_p); // [RH] read server info cvars
|
|
|
|
// dearchive all the modifications
|
|
G_UnArchiveSnapshots (); // [RH] restore all level snapshots
|
|
P_UnArchivePlayers ();
|
|
P_UnArchiveRNGState (); // [RH] retrieve the state of the RNG
|
|
P_UnArchiveACSDefereds (); // [RH] restore script info on other maps
|
|
|
|
// load a base level
|
|
{
|
|
// [RH] G_InitNew zaps these
|
|
byte *saved = save_p, *savedbuffer = savebuffer;
|
|
savegamerestore = true; // [RH] Use the player mobjs in the savegame
|
|
G_InitNew (mapname);
|
|
savegamerestore = false;
|
|
save_p = saved;
|
|
savebuffer = savedbuffer;
|
|
}
|
|
level.time = ReadLong (&save_p);
|
|
|
|
memcpy (WorldVars, save_p, sizeof(WorldVars)); // [RH] restore world vars
|
|
save_p += sizeof(WorldVars);
|
|
|
|
if (*save_p != 0x1d)
|
|
I_Error ("Bad savegame");
|
|
|
|
// done
|
|
Z_Free (savebuffer);
|
|
save_p = savebuffer = NULL;
|
|
}
|
|
|
|
|
|
//
|
|
// G_SaveGame
|
|
// Called by the menu task.
|
|
// Description is a 24 byte text string
|
|
//
|
|
void G_SaveGame (int slot, char *description)
|
|
{
|
|
savegameslot = slot;
|
|
strcpy (savedescription, description);
|
|
sendsave = true;
|
|
}
|
|
|
|
void G_BuildSaveName (char *name, int slot)
|
|
{
|
|
if (M_CheckParm ("-cdrom"))
|
|
sprintf(name, "c:\\zdoomdat\\%s%d.zds", SAVEGAMENAME, slot);
|
|
else
|
|
sprintf (name, "%s%d.zds", SAVEGAMENAME, slot);
|
|
}
|
|
|
|
// Check for overrun and realloc if necessary -- Lee Killough 1/22/98
|
|
void CheckSaveGame (size_t size)
|
|
{
|
|
size_t pos = save_p - savebuffer;
|
|
size += 1024; // breathing room
|
|
if (pos+size > savegamesize)
|
|
save_p = (savebuffer = Realloc (savebuffer,
|
|
savegamesize += (size+1023) & ~1023)) + pos;
|
|
}
|
|
|
|
void G_DoSaveGame (void)
|
|
{
|
|
char name[100];
|
|
char* description;
|
|
int i;
|
|
|
|
G_SnapshotLevel ();
|
|
|
|
G_BuildSaveName (name, savegameslot);
|
|
description = savedescription;
|
|
|
|
save_p = savebuffer = Malloc (savegamesize);
|
|
|
|
CheckSaveGame (SAVESTRINGSIZE+16+sizeof(unsigned long));
|
|
memcpy (save_p, description, SAVESTRINGSIZE);
|
|
save_p += SAVESTRINGSIZE;
|
|
|
|
strncpy (save_p, SAVESIG, 16);
|
|
save_p += 16;
|
|
|
|
memcpy (save_p, level.mapname, 8);
|
|
save_p += 8;
|
|
|
|
for (i=0 ; i<MAXPLAYERS ; i++)
|
|
*save_p++ = playeringame[i];
|
|
C_WriteCVars (&save_p, CVAR_SERVERINFO); // [RH] Save serverinfo cvars
|
|
|
|
// killough 3/22/98: add Z_CheckHeap after each call to ensure consistency
|
|
Z_CheckHeap ();
|
|
G_ArchiveSnapshots (); // [RH] save level snapshots
|
|
Z_CheckHeap ();
|
|
P_ArchivePlayers ();
|
|
Z_CheckHeap ();
|
|
P_ArchiveRNGState (); // [RH] save the state of the RNG
|
|
Z_CheckHeap ();
|
|
P_ArchiveACSDefereds (); // [RH] archive script info on other maps
|
|
Z_CheckHeap ();
|
|
WriteLong (level.time, &save_p);
|
|
memcpy (save_p, WorldVars, sizeof(WorldVars)); // [RH] Save world vars
|
|
save_p += sizeof(WorldVars);
|
|
|
|
*save_p++ = 0x1d; // consistancy marker
|
|
|
|
{
|
|
FILE *file = fopen (name, "wb");
|
|
|
|
if (file) {
|
|
fwrite (savebuffer, 1, save_p - savebuffer, file);
|
|
fclose (file);
|
|
} else {
|
|
Printf (PRINT_HIGH, "Could not create savegame\n");
|
|
}
|
|
}
|
|
|
|
free (savebuffer);
|
|
savebuffer = save_p = NULL;
|
|
|
|
gameaction = ga_nothing;
|
|
savedescription[0] = 0;
|
|
|
|
Printf (PRINT_HIGH, GGSAVED);
|
|
}
|
|
|
|
|
|
|
|
|
|
//
|
|
// DEMO RECORDING
|
|
//
|
|
#define DEMOMARKER 0x80
|
|
|
|
static usercmd_t LastUserCmd;
|
|
|
|
static void MakeEmptyUserCmd (void)
|
|
{
|
|
memset (&LastUserCmd, 0, sizeof(usercmd_t));
|
|
}
|
|
|
|
void G_ReadDemoTiccmd (ticcmd_t *cmd, int player)
|
|
{
|
|
static int clonecount = 0;
|
|
int i;
|
|
int id = DEM_BAD;
|
|
|
|
while (!clonecount && id != DEM_USERCMD && id != DEM_USERCMDCLONE) {
|
|
if (!demorecording && demo_p >= zdembodyend) {
|
|
// nothing left in the BODY chunk, so end playback.
|
|
G_CheckDemoStatus ();
|
|
break;
|
|
}
|
|
|
|
id = ReadByte (&demo_p);
|
|
|
|
switch (id) {
|
|
case DEM_STOP:
|
|
// end of demo stream
|
|
G_CheckDemoStatus ();
|
|
break;
|
|
case DEM_USERCMD:
|
|
UnpackUserCmd (&cmd->ucmd, &demo_p);
|
|
memcpy (&LastUserCmd, &cmd->ucmd, sizeof(usercmd_t));
|
|
break;
|
|
case DEM_USERCMDCLONE:
|
|
clonecount = ReadByte (&demo_p) + 1;
|
|
break;
|
|
|
|
case DEM_DROPPLAYER:
|
|
i = ReadByte (&demo_p);
|
|
if (i < MAXPLAYERS)
|
|
playeringame[i] = false;
|
|
|
|
default:
|
|
Net_DoCommand (id, &demo_p, player);
|
|
break;
|
|
}
|
|
}
|
|
if (clonecount) {
|
|
clonecount--;
|
|
memcpy (&cmd->ucmd, &LastUserCmd, sizeof(usercmd_t));
|
|
}
|
|
}
|
|
|
|
BOOL stoprecording;
|
|
|
|
void Cmd_Stop (player_t *plyr, int argc, char **argv)
|
|
{
|
|
stoprecording = true;
|
|
}
|
|
extern byte *lenspot;
|
|
|
|
void G_WriteDemoTiccmd (ticcmd_t *cmd, int player)
|
|
{
|
|
static int clonecount = 0;
|
|
static byte *clonepos = NULL;
|
|
|
|
if (stoprecording) { // use "stop" console command to end demo recording
|
|
G_CheckDemoStatus ();
|
|
gameaction = ga_fullconsole;
|
|
return;
|
|
}
|
|
|
|
// [RH] Write any special "ticcmds" for this player to the demo
|
|
if (DemoQueue[player].size) {
|
|
memcpy (demo_p, DemoQueue[player].queue, DemoQueue[player].size);
|
|
demo_p += DemoQueue[player].size;
|
|
Z_Free (DemoQueue[player].queue);
|
|
DemoQueue[player].queue = NULL;
|
|
DemoQueue[player].size = 0;
|
|
}
|
|
|
|
// [RH] Now write out a "normal" ticcmd. Use the clone command if this
|
|
// one is identical to the previous one.
|
|
if (!memcmp (&LastUserCmd, &cmd->ucmd, sizeof(usercmd_t))) {
|
|
if (!clonecount || clonecount == 256 || clonepos != demo_p) {
|
|
WriteByte (DEM_USERCMDCLONE, &demo_p);
|
|
WriteByte (0, &demo_p);
|
|
clonecount = 1;
|
|
clonepos = demo_p;
|
|
} else {
|
|
*(demo_p - 1) = clonecount++;
|
|
}
|
|
} else {
|
|
WriteUserCmdMessage (&cmd->ucmd, &demo_p);
|
|
clonecount = 0;
|
|
memcpy (&LastUserCmd, &cmd->ucmd, sizeof(usercmd_t));
|
|
}
|
|
|
|
// [RH] Bigger safety margin
|
|
if (demo_p > demobuffer + maxdemosize - 64) {
|
|
ptrdiff_t pos = demo_p - demobuffer;
|
|
ptrdiff_t spot = lenspot - demobuffer;
|
|
// [RH] Allocate more space for the demo
|
|
maxdemosize += 0x20000;
|
|
demobuffer = Realloc (demobuffer, maxdemosize);
|
|
demo_p = demobuffer + pos;
|
|
lenspot = demobuffer + spot;
|
|
}
|
|
|
|
// if (!clonecount)
|
|
// G_ReadDemoTiccmd (cmd); // make SURE it is exactly the same
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// G_RecordDemo
|
|
//
|
|
void G_RecordDemo (char* name)
|
|
{
|
|
int i;
|
|
|
|
usergame = false;
|
|
strcpy (demoname, name);
|
|
FixPathSeperator (demoname);
|
|
DefaultExtension (demoname, ".lmp");
|
|
i = M_CheckParm ("-maxdemo");
|
|
if (i && i<myargc-1)
|
|
maxdemosize = atoi(myargv[i+1])*1024;
|
|
if (maxdemosize < 0x20000)
|
|
maxdemosize = 0x20000;
|
|
demobuffer = Malloc (maxdemosize);
|
|
|
|
demorecording = true;
|
|
}
|
|
|
|
|
|
// [RH] Demos are now saved as IFF FORMs. I've also removed support
|
|
// for earlier ZDEMs since I didn't want to bother supporting
|
|
// something that probably wasn't used much (if at all).
|
|
|
|
void G_BeginRecording (void)
|
|
{
|
|
int i;
|
|
|
|
MakeEmptyUserCmd();
|
|
|
|
demo_p = demobuffer;
|
|
|
|
WriteLong (FORM_ID, &demo_p); // Write FORM ID
|
|
demo_p += 4; // Leave space for len
|
|
WriteLong (ZDEM_ID, &demo_p); // Write ZDEM ID
|
|
|
|
// Write header chunk
|
|
StartChunk (ZDHD_ID, &demo_p);
|
|
WriteWord (GAMEVER, &demo_p); // Write ZDoom version
|
|
*demo_p++ = 1; // Write minimum version needed to use this demo.
|
|
*demo_p++ = 13; // (Useful?)
|
|
for (i = 0; i < 8; i++) { // Write name of map demo was recorded on.
|
|
*demo_p++ = level.mapname[i];
|
|
}
|
|
WriteLong (rngseed, &demo_p); // Write RNG seed
|
|
*demo_p++ = consoleplayer;
|
|
FinishChunk (&demo_p);
|
|
|
|
// Write player info chunks
|
|
for (i = 0; i < MAXPLAYERS; i++) {
|
|
if (playeringame[i]) {
|
|
StartChunk (UINF_ID, &demo_p);
|
|
WriteByte ((byte)i, &demo_p);
|
|
D_WriteUserInfoStrings (i, &demo_p);
|
|
FinishChunk (&demo_p);
|
|
}
|
|
}
|
|
|
|
// Write cvars chunk
|
|
StartChunk (VARS_ID, &demo_p);
|
|
C_WriteCVars (&demo_p, CVAR_SERVERINFO|CVAR_DEMOSAVE);
|
|
FinishChunk (&demo_p);
|
|
|
|
// Begin BODY chunk
|
|
StartChunk (BODY_ID, &demo_p);
|
|
}
|
|
|
|
|
|
//
|
|
// G_PlayDemo
|
|
//
|
|
|
|
char defdemoname[128];
|
|
|
|
void G_DeferedPlayDemo (char *name)
|
|
{
|
|
strncpy (defdemoname, name, 127);
|
|
gameaction = ga_playdemo;
|
|
}
|
|
|
|
void Cmd_PlayDemo (player_t *player, int argc, char **argv)
|
|
{
|
|
if (argc > 1) {
|
|
G_DeferedPlayDemo (argv[1]);
|
|
singledemo = true;
|
|
}
|
|
}
|
|
|
|
void Cmd_TimeDemo (player_t *player, int argc, char **argv)
|
|
{
|
|
if (argc > 1) {
|
|
G_TimeDemo (argv[1]);
|
|
singledemo = true;
|
|
}
|
|
}
|
|
|
|
// [RH] Process all the information in a FORM ZDEM
|
|
// until a BODY chunk is entered.
|
|
BOOL G_ProcessIFFDemo (char *mapname)
|
|
{
|
|
BOOL headerHit = false;
|
|
BOOL bodyHit = false;
|
|
int numPlayers = 0;
|
|
int id, len, i;
|
|
byte *nextchunk;
|
|
|
|
demoplayback = true;
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
playeringame[i] = 0;
|
|
|
|
len = ReadLong (&demo_p);
|
|
zdemformend = demo_p + len + (len & 1);
|
|
|
|
// Check to make sure this is a ZDEM chunk file.
|
|
// TODO: Support multiple FORM ZDEMs in a CAT.
|
|
|
|
id = ReadLong (&demo_p);
|
|
if (id != ZDEM_ID) {
|
|
Printf (PRINT_HIGH, "Not a ZDoom demo file!\n");
|
|
return true;
|
|
}
|
|
|
|
// Process all chunks until a BODY chunk is encountered.
|
|
|
|
while (demo_p < zdemformend && !bodyHit) {
|
|
id = ReadLong (&demo_p);
|
|
len = ReadLong (&demo_p);
|
|
nextchunk = demo_p + len + (len & 1);
|
|
if (nextchunk > zdemformend) {
|
|
Printf (PRINT_HIGH, "Demo is mangled!\n");
|
|
return true;
|
|
}
|
|
|
|
switch (id) {
|
|
case ZDHD_ID:
|
|
headerHit = true;
|
|
|
|
demover = ReadWord (&demo_p); // ZDoom version demo was created with
|
|
if (ReadWord (&demo_p) > GAMEVER) { // Minimum ZDoom version
|
|
Printf (PRINT_HIGH, "Demo requires a newer version of ZDoom!\n");
|
|
return true;
|
|
}
|
|
memcpy (mapname, demo_p, 8); // Read map name
|
|
mapname[8] = 0;
|
|
demo_p += 8;
|
|
rngseed = ReadLong (&demo_p);
|
|
consoleplayer = displayplayer = *demo_p++;
|
|
break;
|
|
|
|
case VARS_ID:
|
|
C_ReadCVars (&demo_p);
|
|
break;
|
|
|
|
case UINF_ID:
|
|
i = ReadByte (&demo_p);
|
|
if (!playeringame[i]) {
|
|
playeringame[i] = 1;
|
|
numPlayers++;
|
|
}
|
|
D_ReadUserInfoStrings (i, &demo_p, false);
|
|
break;
|
|
|
|
case BODY_ID:
|
|
bodyHit = true;
|
|
zdembodyend = demo_p + len;
|
|
break;
|
|
}
|
|
|
|
if (!bodyHit)
|
|
demo_p = nextchunk;
|
|
}
|
|
|
|
if (!numPlayers) {
|
|
Printf (PRINT_HIGH, "Demo has no players!\n");
|
|
return true;
|
|
}
|
|
|
|
if (!bodyHit) {
|
|
zdembodyend = NULL;
|
|
Printf (PRINT_HIGH, "Demo has no BODY chunk!\n");
|
|
return true;
|
|
}
|
|
|
|
if (numPlayers > 1)
|
|
netgame = netdemo = true;
|
|
|
|
return false;
|
|
}
|
|
|
|
void G_DoPlayDemo (void)
|
|
{
|
|
char mapname[9];
|
|
int demolump;
|
|
|
|
gameaction = ga_nothing;
|
|
|
|
// [RH] Allow for demos not loaded as lumps
|
|
demolump = W_CheckNumForName (defdemoname);
|
|
if (demolump >= 0) {
|
|
demobuffer = demo_p = W_CacheLumpNum (demolump, PU_STATIC);
|
|
} else {
|
|
FixPathSeperator (defdemoname);
|
|
DefaultExtension (defdemoname, ".lmp");
|
|
M_ReadFile (defdemoname, &demobuffer);
|
|
demo_p = demobuffer;
|
|
}
|
|
|
|
Printf (PRINT_HIGH, "Playing demo %s\n", defdemoname);
|
|
|
|
C_BackupCVars (); // [RH] Save cvars that might be affected by demo
|
|
MakeEmptyUserCmd ();
|
|
|
|
if (ReadLong (&demo_p) != FORM_ID) {
|
|
if (singledemo)
|
|
I_Error ("Doom v1.9 demos are no longer supported.");
|
|
else {
|
|
Printf (PRINT_HIGH, "Doom v1.9 demos are no longer supported.\n");
|
|
gameaction = ga_nothing;
|
|
}
|
|
} else if (G_ProcessIFFDemo (mapname)) {
|
|
gameaction = ga_nothing;
|
|
demoplayback = false;
|
|
} else {
|
|
// don't spend a lot of time in loadlevel
|
|
precache = false;
|
|
demonew = true;
|
|
G_InitNew (mapname);
|
|
C_HideConsole ();
|
|
demonew = false;
|
|
precache = true;
|
|
|
|
usergame = false;
|
|
demoplayback = true;
|
|
}
|
|
}
|
|
|
|
//
|
|
// G_TimeDemo
|
|
//
|
|
void G_TimeDemo (char* name)
|
|
{
|
|
nodrawers = M_CheckParm ("-nodraw");
|
|
noblit = M_CheckParm ("-noblit");
|
|
timingdemo = true;
|
|
singletics = true;
|
|
|
|
strncpy (defdemoname, name, 128);
|
|
gameaction = ga_playdemo;
|
|
}
|
|
|
|
|
|
/*
|
|
===================
|
|
=
|
|
= G_CheckDemoStatus
|
|
=
|
|
= Called after a death or level completion to allow demos to be cleaned up
|
|
= Returns true if a new demo loop action will take place
|
|
===================
|
|
*/
|
|
|
|
extern cvar_t *name;
|
|
extern cvar_t *autoaim;
|
|
extern cvar_t *color;
|
|
|
|
BOOL G_CheckDemoStatus (void)
|
|
{
|
|
if (!demorecording) {
|
|
// [RH] Restore the player's userinfo settings.
|
|
D_UserInfoChanged (name);
|
|
D_UserInfoChanged (autoaim);
|
|
D_UserInfoChanged (color);
|
|
}
|
|
|
|
if (demoplayback)
|
|
{
|
|
extern int starttime;
|
|
int endtime;
|
|
|
|
if (timingdemo)
|
|
endtime = I_GetTimeReally () - starttime;
|
|
|
|
C_RestoreCVars (); // [RH] Restore cvars demo might have changed
|
|
|
|
Z_Free (demobuffer);
|
|
demoplayback = false;
|
|
netdemo = false;
|
|
netgame = false;
|
|
singletics = false;
|
|
{
|
|
int i;
|
|
|
|
for (i = 1; i < MAXPLAYERS; i++)
|
|
playeringame[i] = 0;
|
|
}
|
|
consoleplayer = 0;
|
|
|
|
if (singledemo || timingdemo) {
|
|
if (timingdemo)
|
|
// Trying to get back to a stable state after timing a demo
|
|
// seems to cause problems. I don't feel like fixing that
|
|
// right now.
|
|
I_FatalError ("timed %i gametics in %i realtics (%.1f fps)", gametic,
|
|
endtime, (float)gametic/(float)endtime*(float)TICRATE);
|
|
else
|
|
Printf (PRINT_HIGH, "Demo ended.\n");
|
|
gameaction = ga_fullconsole;
|
|
timingdemo = false;
|
|
return false;
|
|
} else {
|
|
D_AdvanceDemo ();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
if (demorecording)
|
|
{
|
|
byte *formlen;
|
|
|
|
WriteByte (DEM_STOP, &demo_p);
|
|
FinishChunk (&demo_p);
|
|
formlen = demobuffer + 4;
|
|
WriteLong (demo_p - demobuffer - 8, &formlen);
|
|
|
|
M_WriteFile (demoname, demobuffer, demo_p - demobuffer);
|
|
free (demobuffer);
|
|
demorecording = false;
|
|
stoprecording = false;
|
|
Printf (PRINT_HIGH, "Demo %s recorded\n", demoname);
|
|
}
|
|
|
|
return false;
|
|
}
|