# Conflicts:
#	src/posix/cocoa/i_video.mm
This commit is contained in:
Rachael Alexanderson 2017-04-30 22:16:01 -04:00
commit ebf33ed24e
23 changed files with 1295 additions and 1243 deletions

View file

@ -97,12 +97,9 @@ public:
bool ResetAirSupply (bool playgasp = true);
int GetMaxHealth(bool withupgrades = false) const;
void TweakSpeeds (double &forwardmove, double &sidemove);
void MorphPlayerThink ();
void ActivateMorphWeapon ();
AWeapon *PickNewWeapon (PClassActor *ammotype);
AWeapon *BestWeapon (PClassActor *ammotype);
void CheckWeaponSwitch(PClassActor *ammotype);
void GiveDeathmatchInventory ();
void FilterCoopRespawnInventory (APlayerPawn *oldplayer);
@ -111,8 +108,6 @@ public:
// These are virtual on the script side only.
void PlayIdle();
void PlayRunning();
void PlayAttacking ();
void PlayAttacking2 ();
const char *GetSoundClass () const;
@ -567,8 +562,6 @@ inline bool AActor::IsNoClip2() const
return false;
}
#define CROUCHSPEED (1./12)
bool P_IsPlayerTotallyFrozen(const player_t *player);
#endif // __D_PLAYER_H__

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@ -446,46 +446,6 @@ FState *AWeapon::GetReadyState ()
return nullptr;
}
//===========================================================================
//
// AWeapon :: GetAtkState
//
//===========================================================================
FState *AWeapon::GetAtkState (bool hold)
{
IFVIRTUAL(AWeapon, GetAtkState)
{
VMValue params[2] = { (DObject*)this, hold };
VMReturn ret;
FState *retval;
ret.PointerAt((void**)&retval);
VMCall(func, params, 2, &ret, 1);
return retval;
}
return nullptr;
}
//===========================================================================
//
// AWeapon :: GetAtkState
//
//===========================================================================
FState *AWeapon::GetAltAtkState (bool hold)
{
IFVIRTUAL(AWeapon, GetAltAtkState)
{
VMValue params[2] = { (DObject*)this, hold };
VMReturn ret;
FState *retval;
ret.PointerAt((void**)&retval);
VMCall(func, params, 2, &ret, 1);
return retval;
}
return nullptr;
}
//===========================================================================
//
// AWeapon :: GetStateForButtonName

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@ -132,8 +132,6 @@ public:
FState *GetUpState ();
FState *GetDownState ();
FState *GetReadyState ();
FState *GetAtkState (bool hold);
FState *GetAltAtkState (bool hold);
FState *GetStateForButtonName (FName button);

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@ -1450,6 +1450,13 @@ bool FLevelLocals::IsJumpingAllowed() const
return !(flags & LEVEL_JUMP_NO);
}
DEFINE_ACTION_FUNCTION(FLevelLocals, IsJumpingAllowed)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
ACTION_RETURN_BOOL(self->IsJumpingAllowed());
}
//==========================================================================
//
//
@ -1464,6 +1471,12 @@ bool FLevelLocals::IsCrouchingAllowed() const
return !(flags & LEVEL_CROUCH_NO);
}
DEFINE_ACTION_FUNCTION(FLevelLocals, IsCrouchingAllowed)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
ACTION_RETURN_BOOL(self->IsCrouchingAllowed());
}
//==========================================================================
//
//
@ -1478,6 +1491,13 @@ bool FLevelLocals::IsFreelookAllowed() const
return !(flags & LEVEL_FREELOOK_NO);
}
DEFINE_ACTION_FUNCTION(FLevelLocals, IsFreelookAllowed)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
ACTION_RETURN_BOOL(self->IsFreelookAllowed());
}
//==========================================================================
//
//
@ -1932,6 +1952,7 @@ DEFINE_FIELD_BIT(FLevelLocals, flags2, missilesactivateimpact, LEVEL2_MISSILESAC
DEFINE_FIELD_BIT(FLevelLocals, flags2, monsterfallingdamage, LEVEL2_MONSTERFALLINGDAMAGE)
DEFINE_FIELD_BIT(FLevelLocals, flags2, checkswitchrange, LEVEL2_CHECKSWITCHRANGE)
DEFINE_FIELD_BIT(FLevelLocals, flags2, polygrind, LEVEL2_POLYGRIND)
DEFINE_FIELD_BIT(FLevelLocals, flags2, allowrespawn, LEVEL2_ALLOWRESPAWN)
DEFINE_FIELD_BIT(FLevelLocals, flags2, nomonsters, LEVEL2_NOMONSTERS)
DEFINE_FIELD_BIT(FLevelLocals, flags2, frozen, LEVEL2_FROZEN)
DEFINE_FIELD_BIT(FLevelLocals, flags2, infinite_flight, LEVEL2_INFINITE_FLIGHT)

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@ -76,7 +76,7 @@
#include "gl/system//gl_interface.h"
#include "vm.h"
EXTERN_CVAR(Int, vid_renderer)
extern int currentrenderer;
CUSTOM_CVAR (Bool, gl_lights, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
@ -164,7 +164,7 @@ void ADynamicLight::BeginPlay()
specialf1 = DAngle(double(SpawnAngle)).Normalized360().Degrees;
visibletoplayer = true;
if (vid_renderer == 1 && gl.legacyMode && (flags4 & MF4_ATTENUATE))
if (currentrenderer == 1 && gl.legacyMode && (flags4 & MF4_ATTENUATE))
{
args[LIGHT_INTENSITY] = args[LIGHT_INTENSITY] * 2 / 3;
args[LIGHT_SECONDARY_INTENSITY] = args[LIGHT_SECONDARY_INTENSITY] * 2 / 3;

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@ -378,9 +378,13 @@ void FGameConfigFile::DoGlobalSetup ()
if (var != NULL) var->ResetToDefault();
var = FindCVar("uiscale", NULL);
if (var != NULL) var->ResetToDefault();
}
if (last < 215)
{
// Previously a true/false boolean. Now an on/off/auto tri-state with auto as the default.
FBaseCVar *var = FindCVar("snd_hrtf", NULL);
if (var != NULL) var->ResetToDefault();
}
}
}
}

View file

@ -50,7 +50,7 @@
#include "g_levellocals.h"
#include "actorinlines.h"
EXTERN_CVAR(Int, vid_renderer)
extern int currentrenderer;
//==========================================================================
//
@ -197,7 +197,7 @@ static void P_Add3DFloor(sector_t* sec, sector_t* sec2, line_t* master, int flag
// kg3D - software renderer only hack
// this is really required because of ceilingclip and floorclip
if((vid_renderer == 0) && (flags & FF_BOTHPLANES))
if((currentrenderer == 0) && (flags & FF_BOTHPLANES))
{
P_Add3DFloor(sec, sec2, master, FF_EXISTS | FF_THISINSIDE | FF_RENDERPLANES | FF_NOSHADE | FF_SEETHROUGH | FF_SHOOTTHROUGH |
(flags & (FF_INVERTSECTOR | FF_TRANSLUCENT | FF_ADDITIVETRANS)), alpha);

View file

@ -3270,6 +3270,14 @@ void P_CheckFakeFloorTriggers (AActor *mo, double oldz, bool oldz_has_viewheight
}
}
DEFINE_ACTION_FUNCTION(AActor, CheckFakeFloorTriggers)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(oldz);
PARAM_BOOL_DEF(oldz_has_viewh);
P_CheckFakeFloorTriggers(self, oldz, oldz_has_viewh);
return 0;
}
//===========================================================================
//
// PlayerLandedOnThing

View file

@ -126,6 +126,7 @@ DEFINE_FIELD(DPSprite, Next)
DEFINE_FIELD(DPSprite, Owner)
DEFINE_FIELD(DPSprite, Sprite)
DEFINE_FIELD(DPSprite, Frame)
DEFINE_FIELD(DPSprite, Flags)
DEFINE_FIELD(DPSprite, ID)
DEFINE_FIELD(DPSprite, processPending)
DEFINE_FIELD(DPSprite, x)
@ -601,82 +602,6 @@ DEFINE_ACTION_FUNCTION(_PlayerInfo, BringUpWeapon)
return 0;
}
//---------------------------------------------------------------------------
//
// PROC P_FireWeapon
//
//---------------------------------------------------------------------------
void P_FireWeapon (player_t *player, FState *state)
{
AWeapon *weapon;
// [SO] 9/2/02: People were able to do an awful lot of damage
// when they were observers...
if (player->Bot == nullptr && bot_observer)
{
return;
}
weapon = player->ReadyWeapon;
if (weapon == nullptr || !weapon->CheckAmmo (AWeapon::PrimaryFire, true))
{
return;
}
player->WeaponState &= ~WF_WEAPONBOBBING;
player->mo->PlayAttacking ();
weapon->bAltFire = false;
if (state == nullptr)
{
state = weapon->GetAtkState(!!player->refire);
}
P_SetPsprite(player, PSP_WEAPON, state);
if (!(weapon->WeaponFlags & WIF_NOALERT))
{
P_NoiseAlert (player->mo, player->mo, false);
}
}
//---------------------------------------------------------------------------
//
// PROC P_FireWeaponAlt
//
//---------------------------------------------------------------------------
void P_FireWeaponAlt (player_t *player, FState *state)
{
AWeapon *weapon;
// [SO] 9/2/02: People were able to do an awful lot of damage
// when they were observers...
if (player->Bot == nullptr && bot_observer)
{
return;
}
weapon = player->ReadyWeapon;
if (weapon == nullptr || weapon->FindState(NAME_AltFire) == nullptr || !weapon->CheckAmmo (AWeapon::AltFire, true))
{
return;
}
player->WeaponState &= ~WF_WEAPONBOBBING;
player->mo->PlayAttacking ();
weapon->bAltFire = true;
if (state == nullptr)
{
state = weapon->GetAltAtkState(!!player->refire);
}
P_SetPsprite(player, PSP_WEAPON, state);
if (!(weapon->WeaponFlags & WIF_NOALERT))
{
P_NoiseAlert (player->mo, player->mo, false);
}
}
//---------------------------------------------------------------------------
//
// PROC P_DropWeapon
@ -935,78 +860,6 @@ DEFINE_ACTION_FUNCTION(AStateProvider, A_WeaponReady)
return 0;
}
//---------------------------------------------------------------------------
//
// PROC P_CheckWeaponFire
//
// The player can fire the weapon.
// [RH] This was in A_WeaponReady before, but that only works well when the
// weapon's ready frames have a one tic delay.
//
//---------------------------------------------------------------------------
void P_CheckWeaponFire (player_t *player)
{
AWeapon *weapon = player->ReadyWeapon;
if (weapon == NULL)
return;
// Check for fire. Some weapons do not auto fire.
if ((player->WeaponState & WF_WEAPONREADY) && (player->cmd.ucmd.buttons & BT_ATTACK))
{
if (!player->attackdown || !(weapon->WeaponFlags & WIF_NOAUTOFIRE))
{
player->attackdown = true;
P_FireWeapon (player, NULL);
return;
}
}
else if ((player->WeaponState & WF_WEAPONREADYALT) && (player->cmd.ucmd.buttons & BT_ALTATTACK))
{
if (!player->attackdown || !(weapon->WeaponFlags & WIF_NOAUTOFIRE))
{
player->attackdown = true;
P_FireWeaponAlt (player, NULL);
return;
}
}
else
{
player->attackdown = false;
}
}
//---------------------------------------------------------------------------
//
// PROC P_CheckWeaponSwitch
//
// The player can change to another weapon at this time.
// [GZ] This was cut from P_CheckWeaponFire.
//
//---------------------------------------------------------------------------
void P_CheckWeaponSwitch (player_t *player)
{
if (player == NULL)
{
return;
}
if ((player->WeaponState & WF_DISABLESWITCH) || // Weapon changing has been disabled.
player->morphTics != 0) // Morphed classes cannot change weapons.
{ // ...so throw away any pending weapon requests.
player->PendingWeapon = WP_NOCHANGE;
}
// Put the weapon away if the player has a pending weapon or has died, and
// we're at a place in the state sequence where dropping the weapon is okay.
if ((player->PendingWeapon != WP_NOCHANGE || player->health <= 0) &&
player->WeaponState & WF_WEAPONSWITCHOK)
{
P_DropWeapon(player);
}
}
//---------------------------------------------------------------------------
//
// PROC P_CheckWeaponButtons
@ -1046,53 +899,13 @@ static void P_CheckWeaponButtons (player_t *player)
}
}
//---------------------------------------------------------------------------
//
// PROC A_ReFire
//
// The player can re-fire the weapon without lowering it entirely.
//
//---------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AStateProvider, A_ReFire)
DEFINE_ACTION_FUNCTION(APlayerPawn, CheckWeaponButtons)
{
PARAM_ACTION_PROLOGUE(AStateProvider);
PARAM_STATE_ACTION_DEF(state);
A_ReFire(self, state);
PARAM_SELF_PROLOGUE(APlayerPawn);
P_CheckWeaponButtons(self->player);
return 0;
}
void A_ReFire(AActor *self, FState *state)
{
player_t *player = self->player;
bool pending;
if (NULL == player)
{
return;
}
pending = player->PendingWeapon != WP_NOCHANGE && (player->WeaponState & WF_REFIRESWITCHOK);
if ((player->cmd.ucmd.buttons & BT_ATTACK)
&& !player->ReadyWeapon->bAltFire && !pending && player->health > 0)
{
player->refire++;
P_FireWeapon (player, state);
}
else if ((player->cmd.ucmd.buttons & BT_ALTATTACK)
&& player->ReadyWeapon->bAltFire && !pending && player->health > 0)
{
player->refire++;
P_FireWeaponAlt (player, state);
}
else
{
player->refire = 0;
player->ReadyWeapon->CheckAmmo (player->ReadyWeapon->bAltFire
? AWeapon::AltFire : AWeapon::PrimaryFire, true);
}
}
//---------------------------------------------------------------------------
//
// PROC A_OverlayOffset
@ -1459,80 +1272,6 @@ void P_SetupPsprites(player_t *player, bool startweaponup)
P_BringUpWeapon (player);
}
//------------------------------------------------------------------------
//
// PROC P_MovePsprites
//
// Called every tic by player thinking routine
//
//------------------------------------------------------------------------
void player_t::TickPSprites()
{
DPSprite *pspr = psprites;
while (pspr)
{
// Destroy the psprite if it's from a weapon that isn't currently selected by the player
// or if it's from an inventory item that the player no longer owns.
if ((pspr->Caller == nullptr ||
(pspr->Caller->IsKindOf(RUNTIME_CLASS(AInventory)) && barrier_cast<AInventory *>(pspr->Caller)->Owner != pspr->Owner->mo) ||
(pspr->Caller->IsKindOf(NAME_Weapon) && pspr->Caller != pspr->Owner->ReadyWeapon)))
{
pspr->Destroy();
}
else
{
pspr->Tick();
}
pspr = pspr->Next;
}
if ((health > 0) || (ReadyWeapon != nullptr && !(ReadyWeapon->WeaponFlags & WIF_NODEATHINPUT)))
{
if (ReadyWeapon == nullptr)
{
if (PendingWeapon != WP_NOCHANGE)
P_BringUpWeapon(this);
}
else
{
P_CheckWeaponSwitch(this);
if (WeaponState & (WF_WEAPONREADY | WF_WEAPONREADYALT))
{
P_CheckWeaponFire(this);
}
// Check custom buttons
P_CheckWeaponButtons(this);
}
}
}
//------------------------------------------------------------------------
//
//
//
//------------------------------------------------------------------------
void DPSprite::Tick()
{
if (processPending)
{
// drop tic count and possibly change state
if (Tics != -1) // a -1 tic count never changes
{
Tics--;
// [BC] Apply double firing speed.
if ((Flags & PSPF_POWDOUBLE) && Tics && (Owner->mo->FindInventory (PClass::FindActor(NAME_PowerDoubleFiringSpeed), true)))
Tics--;
if (!Tics)
SetState(State->GetNextState());
}
}
}
//------------------------------------------------------------------------
//
//

View file

@ -103,7 +103,6 @@ private:
DPSprite () {}
void Serialize(FSerializer &arc);
void Tick();
public: // must be public to be able to generate the field export tables. Grrr...
TObjPtr<AActor*> Caller;

File diff suppressed because it is too large Load diff

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@ -116,6 +116,8 @@
DFrameBuffer *CreateGLSWFrameBuffer(int width, int height, bool bgra, bool fullscreen);
int currentrenderer;
CUSTOM_CVAR(Bool, vid_glswfb, true, CVAR_NOINITCALL | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
{
Printf("This won't take effect until " GAMENAME " is restarted.\n");
@ -135,11 +137,14 @@ CUSTOM_CVAR(Bool, swtruecolor, TRUECOLOR_DEFAULT, CVAR_ARCHIVE | CVAR_GLOBALCONF
{
// Strictly speaking this doesn't require a mode switch, but it is the easiest
// way to force a CreateFramebuffer call without a lot of refactoring.
extern int NewWidth, NewHeight, NewBits, DisplayBits;
NewWidth = screen->GetWidth();
NewHeight = screen->GetHeight();
NewBits = DisplayBits;
setmodeneeded = true;
if (currentrenderer == 0)
{
extern int NewWidth, NewHeight, NewBits, DisplayBits;
NewWidth = screen->GetWidth();
NewHeight = screen->GetHeight();
NewBits = DisplayBits;
setmodeneeded = true;
}
}
CUSTOM_CVAR(Bool, fullscreen, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
@ -157,14 +162,12 @@ CUSTOM_CVAR(Bool, vid_autoswitch, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_
Printf("You must restart " GAMENAME " to apply graphics switching mode\n");
}
static int s_currentRenderer;
CUSTOM_CVAR(Int, vid_renderer, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
{
// 0: Software renderer
// 1: OpenGL renderer
if (self != s_currentRenderer)
if (self != currentrenderer)
{
switch (self)
{
@ -657,7 +660,7 @@ DFrameBuffer* CocoaVideo::CreateFrameBuffer(const int width, const int height, c
DFrameBuffer* fb = NULL;
if (1 == s_currentRenderer)
if (1 == currentrenderer)
{
fb = new OpenGLFrameBuffer(NULL, width, height, 32, 60, fullscreen);
}
@ -1360,13 +1363,13 @@ static void I_DeleteRenderer()
void I_CreateRenderer()
{
s_currentRenderer = vid_renderer;
currentrenderer = vid_renderer;
if (NULL == Renderer)
{
extern FRenderer* gl_CreateInterface();
Renderer = 1 == s_currentRenderer
Renderer = 1 == currentrenderer
? gl_CreateInterface()
: new FSoftwareRenderer;
atterm(I_DeleteRenderer);

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@ -323,10 +323,13 @@ CUSTOM_CVAR(Bool, swtruecolor, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITC
{
// Strictly speaking this doesn't require a mode switch, but it is the easiest
// way to force a CreateFramebuffer call without a lot of refactoring.
NewWidth = screen->GetWidth();
NewHeight = screen->GetHeight();
NewBits = DisplayBits;
setmodeneeded = true;
if (currentrenderer == 0)
{
NewWidth = screen->GetWidth();
NewHeight = screen->GetHeight();
NewBits = DisplayBits;
setmodeneeded = true;
}
}
CUSTOM_CVAR (Bool, fullscreen, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)

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@ -154,6 +154,7 @@ FCanvasTextureInfo *FCanvasTextureInfo::List;
DVector3a view;
DAngle viewpitch;
DEFINE_GLOBAL(LocalViewPitch);
// CODE --------------------------------------------------------------------
static void R_Shutdown ();

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@ -66,7 +66,7 @@ EXTERN_CVAR (Float, snd_sfxvolume)
CVAR (Int, snd_samplerate, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Int, snd_buffersize, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (String, snd_output, "default", CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Int, snd_hrtf, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Int, snd_hrtf, -1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
#if !defined(NO_OPENAL)
#define DEF_BACKEND "openal"

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@ -756,7 +756,7 @@ OpenALSoundRenderer::OpenALSoundRenderer()
if(ALC.SOFT_HRTF)
{
attribs.Push(ALC_HRTF_SOFT);
if(*snd_hrtf < 0)
if(*snd_hrtf == 0)
attribs.Push(ALC_FALSE);
else if(*snd_hrtf > 0)
attribs.Push(ALC_TRUE);

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@ -68,7 +68,7 @@ const char *GetVersionString();
// Version stored in the ini's [LastRun] section.
// Bump it if you made some configuration change that you want to
// be able to migrate in FGameConfigFile::DoGlobalSetup().
#define LASTRUNVERSION "214"
#define LASTRUNVERSION "215"
// Protocol version used in demos.
// Bump it if you change existing DEM_ commands or add new ones.

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@ -309,10 +309,10 @@ OptionValue "OffOn"
1, "$OPTVAL_OFF"
}
OptionValue OffAutoOn
OptionValue AutoOffOn
{
-1, "$OPTVAL_OFF"
0, "$OPTVAL_AUTO"
-1, "$OPTVAL_AUTO"
0, "$OPTVAL_OFF"
1, "$OPTVAL_ON"
}
@ -1636,7 +1636,7 @@ OptionMenu AdvSoundOptions
{
Title "$ADVSNDMNU_TITLE"
Option "$ADVSNDMNU_SAMPLERATE", "snd_samplerate", "SampleRates"
Option "$ADVSNDMNU_HRTF", "snd_hrtf", "OffAutoOn"
Option "$ADVSNDMNU_HRTF", "snd_hrtf", "AutoOffOn"
StaticText " "
StaticText "$ADVSNDMNU_OPLSYNTHESIS", 1
Slider "$ADVSNDMNU_OPLNUMCHIPS", "opl_numchips", 1, 8, 1, 0

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@ -44,6 +44,8 @@ class Actor : Thinker native
const TELEFRAG_DAMAGE = 1000000;
const MinVel = 1./65536;
const LARGE_MASS = 10000000; // not INT_MAX on purpose
const ORIG_FRICTION = (0xE800/65536.); // original value
const ORIG_FRICTION_FACTOR = (2048/65536.); // original value
// flags are not defined here, the native fields for those get synthesized from the internal tables.
@ -540,6 +542,7 @@ class Actor : Thinker native
native void SetXYZ(vector3 newpos);
native Actor GetPointer(int aaptr);
native double BulletSlope(out FTranslatedLineTarget pLineTarget = null, int aimflags = 0);
native void CheckFakeFloorTriggers (double oldz, bool oldz_has_viewheight = false);
native bool CheckMissileSpawn(double maxdist);
native bool CheckPosition(Vector2 pos, bool actorsonly = false, FCheckPosition tm = null);

View file

@ -42,6 +42,7 @@ struct _ native // These are the global variables, the struct is only here to av
native readonly int Net_Arbitrator;
native ui BaseStatusBar StatusBar;
native readonly Weapon WP_NOCHANGE;
native int LocalViewPitch;
}
@ -513,6 +514,7 @@ struct LevelLocals native
native readonly bool checkswitchrange;
native readonly bool polygrind;
native readonly bool nomonsters;
native readonly bool allowrespawn;
native bool frozen;
native readonly bool infinite_flight;
native readonly bool no_dlg_freeze;
@ -530,6 +532,9 @@ struct LevelLocals native
native static void RemoveAllBots(bool fromlist);
native void SetInterMusic(String nextmap);
native String FormatMapName(int mapnamecolor);
native bool IsJumpingAllowed() const;
native bool IsCrouchingAllowed() const;
native bool IsFreelookAllowed() const;
String TimeFormatted(bool totals = false)
{

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@ -8,7 +8,43 @@ class StateProvider : Inventory native
action native void A_RailAttack(int damage, int spawnofs_xy = 0, bool useammo = true, color color1 = 0, color color2 = 0, int flags = 0, double maxdiff = 0, class<Actor> pufftype = "BulletPuff", double spread_xy = 0, double spread_z = 0, double range = 0, int duration = 0, double sparsity = 1.0, double driftspeed = 1.0, class<Actor> spawnclass = "none", double spawnofs_z = 0, int spiraloffset = 270, int limit = 0);
action native void A_WeaponReady(int flags = 0);
action native void A_ReFire(statelabel flash = null);
//---------------------------------------------------------------------------
//
// PROC A_ReFire
//
// The player can re-fire the weapon without lowering it entirely.
//
//---------------------------------------------------------------------------
action void A_ReFire(statelabel flash = null)
{
let player = self.player;
bool pending;
if (NULL == player)
{
return;
}
pending = player.PendingWeapon != WP_NOCHANGE && (player.WeaponState & WF_REFIRESWITCHOK);
if ((player.cmd.buttons & BT_ATTACK)
&& !player.ReadyWeapon.bAltFire && !pending && player.health > 0)
{
player.refire++;
player.mo.FireWeapon(ResolveState(flash));
}
else if ((player.cmd.buttons & BT_ALTATTACK)
&& player.ReadyWeapon.bAltFire && !pending && player.health > 0)
{
player.refire++;
player.mo.FireWeaponAlt(ResolveState(flash));
}
else
{
player.refire = 0;
player.ReadyWeapon.CheckAmmo (player.ReadyWeapon.bAltFire? Weapon.AltFire : Weapon.PrimaryFire, true);
}
}
action native state A_CheckForReload(int counter, statelabel label, bool dontincrement = false);
action native void A_ResetReloadCounter();

File diff suppressed because it is too large Load diff

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@ -592,8 +592,8 @@ class StatusScreen abstract play version("2.5")
PlayerInfo player = players[i];
if (playeringame[i])
{
if ((player.buttons ^ player.oldbuttons) &&
((player.buttons & player.oldbuttons) == player.oldbuttons) && player.Bot == NULL)
if ((player.cmd.buttons ^ player.oldbuttons) &&
((player.cmd.buttons & player.oldbuttons) == player.oldbuttons) && player.Bot == NULL)
{
acceleratestage = 1;
playerready[i] = true;