2006-02-24 04:48:15 +00:00
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// 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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// DESCRIPTION:
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//
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//
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//-----------------------------------------------------------------------------
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#ifndef __D_PLAYER_H__
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#define __D_PLAYER_H__
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// Finally, for odd reasons, the player input
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// is buffered within the player data struct,
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// as commands per game tick.
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#include "d_ticcmd.h"
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#include "a_artifacts.h"
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// The player data structure depends on a number
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// of other structs: items (internal inventory),
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// animation states (closely tied to the sprites
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// used to represent them, unfortunately).
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#include "p_pspr.h"
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// In addition, the player is just a special
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// case of the generic moving object/actor.
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#include "actor.h"
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//Added by MC:
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#include "b_bot.h"
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2006-07-13 10:17:56 +00:00
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enum
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{
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APMETA_BASE = 0x95000,
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APMETA_DisplayName, // display name (used in menus etc.)
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APMETA_SoundClass, // sound class
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2008-04-05 12:14:33 +00:00
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APMETA_Face, // doom status bar face (when used)
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2006-07-13 10:17:56 +00:00
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APMETA_ColorRange, // skin color range
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2006-11-07 10:20:09 +00:00
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APMETA_InvulMode,
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APMETA_HealingRadius,
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APMETA_Hexenarmor0,
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APMETA_Hexenarmor1,
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APMETA_Hexenarmor2,
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APMETA_Hexenarmor3,
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APMETA_Hexenarmor4,
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2006-07-13 10:17:56 +00:00
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};
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2008-06-01 07:52:33 +00:00
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class player_t;
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2006-02-24 04:48:15 +00:00
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class APlayerPawn : public AActor
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{
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2008-08-09 11:35:42 +00:00
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DECLARE_CLASS (APlayerPawn, AActor)
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- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
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HAS_OBJECT_POINTERS
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2006-02-24 04:48:15 +00:00
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public:
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virtual void Serialize (FArchive &arc);
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2006-05-14 14:30:13 +00:00
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virtual void Tick();
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2006-02-24 04:48:15 +00:00
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virtual void AddInventory (AInventory *item);
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virtual void RemoveInventory (AInventory *item);
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virtual bool UseInventory (AInventory *item);
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virtual void PlayIdle ();
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virtual void PlayRunning ();
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virtual void ThrowPoisonBag ();
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virtual void TweakSpeeds (int &forwardmove, int &sidemove);
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virtual void MorphPlayerThink ();
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virtual void ActivateMorphWeapon ();
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2008-12-27 20:18:31 +00:00
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AWeapon *PickNewWeapon (const PClass *ammotype);
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AWeapon *BestWeapon (const PClass *ammotype);
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void CheckWeaponSwitch(const PClass *ammotype);
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2006-06-18 04:10:47 +00:00
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virtual void GiveDeathmatchInventory ();
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virtual void FilterCoopRespawnInventory (APlayerPawn *oldplayer);
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2006-02-24 04:48:15 +00:00
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2007-01-12 15:24:10 +00:00
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void GiveDefaultInventory ();
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2006-07-16 10:23:14 +00:00
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void PlayAttacking ();
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void PlayAttacking2 ();
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2006-07-13 10:17:56 +00:00
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const char *GetSoundClass ();
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2006-02-24 04:48:15 +00:00
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enum EInvulState
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{
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INVUL_Start,
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INVUL_Active,
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2006-04-23 20:12:27 +00:00
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INVUL_Stop,
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INVUL_GetAlpha
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2006-02-24 04:48:15 +00:00
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};
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void BeginPlay ();
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void Die (AActor *source, AActor *inflictor);
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2006-05-15 15:28:46 +00:00
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int crouchsprite;
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2006-07-13 10:17:56 +00:00
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int MaxHealth;
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2007-01-12 15:24:10 +00:00
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int RunHealth;
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2008-03-12 02:56:11 +00:00
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TObjPtr<AInventory> InvFirst; // first inventory item displayed on inventory bar
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TObjPtr<AInventory> InvSel; // selected inventory item
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2006-07-13 10:17:56 +00:00
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// [GRB] Player class properties
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fixed_t JumpZ;
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fixed_t ViewHeight;
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fixed_t ForwardMove1, ForwardMove2;
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fixed_t SideMove1, SideMove2;
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2008-06-15 18:36:26 +00:00
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FTextureID ScoreIcon;
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2006-07-13 10:17:56 +00:00
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int SpawnMask;
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2006-08-31 00:16:12 +00:00
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FNameNoInit MorphWeapon;
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2007-03-07 17:31:40 +00:00
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fixed_t AttackZOffset; // attack height, relative to player center
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2006-07-13 10:17:56 +00:00
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2008-01-26 16:42:16 +00:00
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// [CW] Fades for when you are being damaged.
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float RedDamageFade;
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float GreenDamageFade;
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float BlueDamageFade;
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2007-02-04 00:22:56 +00:00
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bool UpdateWaterLevel (fixed_t oldz, bool splash);
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2008-07-19 12:40:10 +00:00
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bool ResetAirSupply (bool playgasp = true);
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2007-02-04 00:22:56 +00:00
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2006-07-13 10:17:56 +00:00
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int GetMaxHealth() const;
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2006-02-24 04:48:15 +00:00
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};
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class APlayerChunk : public APlayerPawn
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{
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2008-08-09 11:35:42 +00:00
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DECLARE_CLASS (APlayerChunk, APlayerPawn)
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2006-02-24 04:48:15 +00:00
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};
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//
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// Player states.
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//
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typedef enum
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{
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PST_LIVE, // Playing or camping.
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PST_DEAD, // Dead on the ground, view follows killer.
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PST_REBORN, // Ready to restart/respawn???
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PST_ENTER // [BC] Entered the game
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} playerstate_t;
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//
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// Player internal flags, for cheats and debug.
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//
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typedef enum
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{
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2008-03-04 00:56:22 +00:00
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CF_NOCLIP = 1 << 0, // No clipping, walk through barriers.
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CF_GODMODE = 1 << 1, // No damage, no health loss.
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CF_NOMOMENTUM = 1 << 2, // Not really a cheat, just a debug aid.
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CF_NOTARGET = 1 << 3, // [RH] Monsters don't target
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CF_FLY = 1 << 4, // [RH] Flying player
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CF_CHASECAM = 1 << 5, // [RH] Put camera behind player
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CF_FROZEN = 1 << 6, // [RH] Don't let the player move
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CF_REVERTPLEASE = 1 << 7, // [RH] Stick camera in player's head if (s)he moves
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CF_STEPLEFT = 1 << 9, // [RH] Play left footstep sound next time
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CF_FRIGHTENING = 1 << 10, // [RH] Scare monsters away
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CF_INSTANTWEAPSWITCH= 1 << 11, // [RH] Switch weapons instantly
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CF_TOTALLYFROZEN = 1 << 12, // [RH] All players can do is press +use
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CF_PREDICTING = 1 << 13, // [RH] Player movement is being predicted
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CF_WEAPONREADY = 1 << 14, // [RH] Weapon is in the ready state, so bob it when walking
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CF_TIMEFREEZE = 1 << 15, // Player has an active time freezer
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CF_DRAIN = 1 << 16, // Player owns a drain powerup
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CF_REGENERATION = 1 << 17, // Player owns a regeneration artifact
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CF_HIGHJUMP = 1 << 18, // more Skulltag flags. Implemetation not guaranteed though. ;)
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CF_REFLECTION = 1 << 19,
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CF_PROSPERITY = 1 << 20,
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CF_DOUBLEFIRINGSPEED= 1 << 21,
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CF_EXTREMELYDEAD = 1 << 22, // [RH] Reliably let the status bar know about extreme deaths.
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2006-02-24 04:48:15 +00:00
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} cheat_t;
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2006-05-26 04:38:22 +00:00
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#define WPIECE1 1
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#define WPIECE2 2
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#define WPIECE3 4
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2006-02-24 04:48:15 +00:00
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#define WP_NOCHANGE ((AWeapon*)~0)
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2008-09-15 00:47:31 +00:00
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#define MAXPLAYERNAME 15
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enum
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{
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GENDER_MALE,
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GENDER_FEMALE,
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GENDER_NEUTER
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};
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struct userinfo_t
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{
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char netname[MAXPLAYERNAME+1];
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BYTE team;
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int aimdist;
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int color;
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int skin;
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int gender;
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bool neverswitch;
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fixed_t MoveBob, StillBob;
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int PlayerClass;
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};
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FArchive &operator<< (FArchive &arc, userinfo_t &info);
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2006-02-24 04:48:15 +00:00
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//
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// Extended player object info: player_t
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//
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2008-06-01 07:52:33 +00:00
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class player_t
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2006-02-24 04:48:15 +00:00
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{
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public:
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2008-06-01 07:52:33 +00:00
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player_t();
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2006-05-16 02:50:18 +00:00
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2006-02-24 04:48:15 +00:00
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void Serialize (FArchive &arc);
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2008-03-13 23:00:33 +00:00
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size_t FixPointers (const DObject *obj, DObject *replacement);
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2008-03-12 02:56:11 +00:00
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size_t PropagateMark();
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2006-02-24 04:48:15 +00:00
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void SetLogNumber (int num);
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void SetLogText (const char *text);
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APlayerPawn *mo;
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BYTE playerstate;
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ticcmd_t cmd;
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2008-09-13 02:55:45 +00:00
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usercmd_t original_cmd;
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DWORD original_oldbuttons;
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2006-02-24 04:48:15 +00:00
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userinfo_t userinfo; // [RH] who is this?
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2008-04-08 08:53:42 +00:00
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const PClass *cls; // class of associated PlayerPawn
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2006-02-24 04:48:15 +00:00
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float DesiredFOV; // desired field of vision
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float FOV; // current field of vision
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fixed_t viewz; // focal origin above r.z
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fixed_t viewheight; // base height above floor for viewz
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fixed_t deltaviewheight; // squat speed.
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fixed_t bob; // bounded/scaled total momentum
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// killough 10/98: used for realistic bobbing (i.e. not simply overall speed)
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// mo->momx and mo->momy represent true momenta experienced by player.
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// This only represents the thrust that the player applies himself.
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// This avoids anomolies with such things as Boom ice and conveyors.
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fixed_t momx, momy; // killough 10/98
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bool centering;
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2006-09-14 00:02:31 +00:00
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BYTE turnticks;
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2006-02-24 04:48:15 +00:00
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bool attackdown;
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2008-09-13 02:55:45 +00:00
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DWORD oldbuttons;
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2006-02-24 04:48:15 +00:00
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int health; // only used between levels, mo->health
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// is used during levels
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int inventorytics;
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BYTE CurrentPlayerClass; // class # for this player instance
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bool backpack;
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int frags[MAXPLAYERS]; // kills of other players
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int fragcount; // [RH] Cumulative frags for this player
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int lastkilltime; // [RH] For multikills
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2006-09-14 00:02:31 +00:00
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BYTE multicount;
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BYTE spreecount; // [RH] Keep track of killing sprees
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2006-02-24 04:48:15 +00:00
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AWeapon *ReadyWeapon;
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AWeapon *PendingWeapon; // WP_NOCHANGE if not changing
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int cheats; // bit flags
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short refire; // refired shots are less accurate
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short inconsistant;
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int killcount, itemcount, secretcount; // for intermission
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int damagecount, bonuscount;// for screen flashing
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int hazardcount; // for delayed Strife damage
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int poisoncount; // screen flash for poison damage
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2008-06-16 07:10:08 +00:00
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TObjPtr<AActor> poisoner; // NULL for non-player actors
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TObjPtr<AActor> attacker; // who did damage (NULL for floors)
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2006-02-24 04:48:15 +00:00
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int extralight; // so gun flashes light up areas
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int fixedcolormap; // can be set to REDCOLORMAP, etc.
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pspdef_t psprites[NUMPSPRITES]; // view sprites (gun, etc)
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int morphTics; // player is a chicken/pig if > 0
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2008-04-05 12:14:33 +00:00
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BYTE MorphedPlayerClass; // [MH] (for SBARINFO) class # for this player instance when morphed
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2008-04-08 08:53:42 +00:00
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int MorphStyle; // which effects to apply for this player instance when morphed
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const PClass *MorphExitFlash; // flash to apply when demorphing (cache of value given to P_MorphPlayer)
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2008-06-15 23:09:01 +00:00
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TObjPtr<AWeapon> PremorphWeapon; // ready weapon before morphing
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2006-02-24 04:48:15 +00:00
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int chickenPeck; // chicken peck countdown
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int jumpTics; // delay the next jump for a moment
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int respawn_time; // [RH] delay respawning until this tic
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2008-06-16 07:10:08 +00:00
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TObjPtr<AActor> camera; // [RH] Whose eyes this player sees through
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2006-02-24 04:48:15 +00:00
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int air_finished; // [RH] Time when you start drowning
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WORD accuracy, stamina; // [RH] Strife stats
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2007-01-28 04:59:04 +00:00
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FName LastDamageType; // [RH] For damage-specific pain and death sounds
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2006-02-24 04:48:15 +00:00
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//Added by MC:
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angle_t savedyaw;
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int savedpitch;
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angle_t angle; // The wanted angle that the bot try to get every tic.
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// (used to get a smoth view movement)
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2008-06-16 07:40:28 +00:00
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TObjPtr<AActor> dest; // Move Destination.
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2008-06-16 07:10:08 +00:00
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TObjPtr<AActor> prev; // Previous move destination.
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2006-02-24 04:48:15 +00:00
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2008-06-16 07:10:08 +00:00
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TObjPtr<AActor> enemy; // The dead meat.
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TObjPtr<AActor> missile; // A threathing missile that got to be avoided.
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TObjPtr<AActor> mate; // Friend (used for grouping in templay or coop.
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TObjPtr<AActor> last_mate; // If bots mate dissapeared (not if died) that mate is
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2006-02-24 04:48:15 +00:00
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// pointed to by this. Allows bot to roam to it if
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// necessary.
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2008-02-16 15:02:52 +00:00
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bool settings_controller; // Player can control game settings.
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2006-02-24 04:48:15 +00:00
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//Skills
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struct botskill_t skill;
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//Tickers
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int t_active; // Open door, lower lift stuff, door must open and
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// lift must go down before bot does anything
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// radical like try a stuckmove
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int t_respawn;
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int t_strafe;
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int t_react;
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int t_fight;
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int t_roam;
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int t_rocket;
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//Misc booleans
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bool isbot;
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bool first_shot; // Used for reaction skill.
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bool sleft; // If false, strafe is right.
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bool allround;
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fixed_t oldx;
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fixed_t oldy;
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float BlendR; // [RH] Final blending values
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float BlendG;
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float BlendB;
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float BlendA;
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2006-05-11 04:00:58 +00:00
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FString LogText; // [RH] Log for Strife
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2006-04-11 16:27:41 +00:00
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2006-09-14 00:02:31 +00:00
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SBYTE crouching;
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SBYTE crouchdir;
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2006-05-14 14:30:13 +00:00
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fixed_t crouchfactor;
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fixed_t crouchoffset;
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fixed_t crouchviewdelta;
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2006-04-11 16:27:41 +00:00
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2008-03-26 08:29:02 +00:00
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// [CW] I moved these here for multiplayer conversation support.
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2008-06-16 07:10:08 +00:00
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TObjPtr<AActor> ConversationNPC, ConversationPC;
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2008-03-26 08:29:02 +00:00
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angle_t ConversationNPCAngle;
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bool ConversationFaceTalker;
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2006-04-11 16:27:41 +00:00
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fixed_t GetDeltaViewHeight() const
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{
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2006-07-13 10:17:56 +00:00
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return (mo->ViewHeight + crouchviewdelta - viewheight) >> 3;
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2006-05-14 14:30:13 +00:00
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}
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void Uncrouch()
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{
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crouchfactor = FRACUNIT;
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crouchoffset = 0;
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crouchdir = 0;
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crouching = 0;
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crouchviewdelta = 0;
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2006-04-11 16:27:41 +00:00
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}
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2006-07-13 10:17:56 +00:00
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int GetSpawnClass();
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2006-02-24 04:48:15 +00:00
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};
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// Bookkeeping on players - state.
|
2008-06-01 07:52:33 +00:00
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extern player_t players[MAXPLAYERS];
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2006-02-24 04:48:15 +00:00
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2008-06-01 07:52:33 +00:00
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inline FArchive &operator<< (FArchive &arc, player_t *&p)
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2006-02-24 04:48:15 +00:00
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{
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return arc.SerializePointer (players, (BYTE **)&p, sizeof(*players));
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}
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2006-06-11 11:28:48 +00:00
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void P_CheckPlayerSprites();
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2006-05-14 14:30:13 +00:00
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#define CROUCHSPEED (FRACUNIT/12)
|
2006-02-24 04:48:15 +00:00
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#define MAX_DN_ANGLE 56 // Max looking down angle
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#define MAX_UP_ANGLE 32 // Max looking up angle
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2006-07-13 10:17:56 +00:00
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// [GRB] Custom player classes
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enum
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{
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PCF_NOMENU = 1, // Hide in new game menu
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};
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class FPlayerClass
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{
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public:
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FPlayerClass ();
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FPlayerClass (const FPlayerClass &other);
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~FPlayerClass ();
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bool CheckSkin (int skin);
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const PClass *Type;
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DWORD Flags;
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TArray<int> Skins;
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};
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extern TArray<FPlayerClass> PlayerClasses;
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2006-02-24 04:48:15 +00:00
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#endif // __D_PLAYER_H__
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