mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 21:11:39 +00:00
1563 lines
37 KiB
Text
1563 lines
37 KiB
Text
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struct UserCmd native
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{
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native uint buttons;
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native int16 pitch; // up/down
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native int16 yaw; // left/right
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native int16 roll; // "tilt"
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native int16 forwardmove;
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native int16 sidemove;
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native int16 upmove;
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}
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class PlayerPawn : Actor native
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{
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const CROUCHSPEED = (1./12);
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// [RH] # of ticks to complete a turn180
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const TURN180_TICKS = ((TICRATE / 4) + 1);
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native int crouchsprite;
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native int MaxHealth;
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native int BonusHealth;
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native int MugShotMaxHealth;
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native int RunHealth;
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native int PlayerFlags;
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native clearscope Inventory InvFirst; // first inventory item displayed on inventory bar
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native clearscope Inventory InvSel; // selected inventory item
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native Name SoundClass; // Sound class
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native Name Face; // Doom status bar face (when used)
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native Name Portrait;
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native Name Slot[10];
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native double HexenArmor[5];
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native uint8 ColorRangeStart; // Skin color range
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native uint8 ColorRangeEnd;
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// [GRB] Player class properties
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native double JumpZ;
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native double GruntSpeed;
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native double FallingScreamMinSpeed, FallingScreamMaxSpeed;
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native double ViewHeight;
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native double ForwardMove1, ForwardMove2;
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native double SideMove1, SideMove2;
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native TextureID ScoreIcon;
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native int SpawnMask;
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native Name MorphWeapon;
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native double AttackZOffset; // attack height, relative to player center
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native double UseRange; // [NS] Distance at which player can +use
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native double AirCapacity; // Multiplier for air supply underwater.
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native Class<Actor> FlechetteType;
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native color DamageFade; // [CW] Fades for when you are being damaged.
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native double ViewBob; // [SP] ViewBob Multiplier
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native double FullHeight;
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meta Name HealingRadiusType;
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meta Name InvulMode;
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property prefix: Player;
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property HealRadiusType: HealingradiusType;
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property InvulnerabilityMode: InvulMode;
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property AttackZOffset: AttackZOffset;
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property JumpZ: JumpZ;
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property GruntSpeed: GruntSpeed;
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property FallingScreamSpeed: FallingScreamMinSpeed, FallingScreamMaxSpeed;
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property ViewHeight: ViewHeight;
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property UseRange: UseRange;
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property AirCapacity: AirCapacity;
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property MaxHealth: MaxHealth;
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property MugshotMaxHealth: MugshotMaxHealth;
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property RunHealth: RunHealth;
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property MorphWeapon: MorphWeapon;
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property FlechetteType: FlechetteType;
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property Portrait: Portrait;
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Default
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{
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Health 100;
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Radius 16;
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Height 56;
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Mass 100;
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Painchance 255;
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Speed 1;
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+SOLID
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+SHOOTABLE
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+DROPOFF
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+PICKUP
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+NOTDMATCH
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+FRIENDLY
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+SLIDESONWALLS
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+CANPASS
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+CANPUSHWALLS
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+FLOORCLIP
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+WINDTHRUST
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+TELESTOMP
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+NOBLOCKMONST
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Player.AttackZOffset 8;
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Player.JumpZ 8;
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Player.GruntSpeed 12;
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Player.FallingScreamSpeed 35,40;
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Player.ViewHeight 41;
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Player.UseRange 64;
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Player.ForwardMove 1,1;
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Player.SideMove 1,1;
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Player.ColorRange 0,0;
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Player.SoundClass "player";
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Player.DamageScreenColor "ff 00 00";
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Player.MugShotMaxHealth 0;
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Player.FlechetteType "ArtiPoisonBag3";
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Player.AirCapacity 1;
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Player.ViewBob 1;
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Obituary "$OB_MPDEFAULT";
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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virtual void PlayIdle ()
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{
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if (InStateSequence(CurState, SeeState))
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SetState (SpawnState);
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}
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virtual void PlayRunning ()
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{
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if (InStateSequence(CurState, SpawnState) && SeeState != NULL)
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SetState (SeeState);
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}
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virtual void PlayAttacking ()
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{
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if (MissileState != null) SetState (MissileState);
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}
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virtual void PlayAttacking2 ()
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{
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if (MeleeState != null) SetState (MeleeState);
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}
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virtual void MorphPlayerThink()
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{
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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virtual void OnRespawn()
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{
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if (sv_respawnprotect && (multiplayer || alwaysapplydmflags))
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{
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let invul = Powerup(Spawn("PowerInvulnerable"));
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invul.EffectTics = 3 * TICRATE;
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invul.BlendColor = 0; // don't mess with the view
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invul.bUndroppable = true; // Don't drop this
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bRespawnInvul = true; // [RH] special effect
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}
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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override String GetObituary(Actor victim, Actor inflictor, Name mod, bool playerattack)
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{
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if (victim.player != player && victim.IsTeammate(self))
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{
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victim = self;
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return String.Format("$OB_FRIENDLY%c", random[Obituary](49, 53));
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}
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else
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{
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if (mod == 'Telefrag') return "$OB_MPTELEFRAG";
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String message;
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if (inflictor != NULL && inflictor != self)
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{
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message = inflictor.GetObituary(victim, inflictor, mod, playerattack);
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}
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if (message.Length() == 0 && playerattack && player.ReadyWeapon != NULL)
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{
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message = player.ReadyWeapon.GetObituary(victim, inflictor, mod, playerattack);
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}
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if (message.Length() == 0)
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{
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if (mod == 'BFGSplash') return "$OB_MPBFG_SPLASH";
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if (mod == 'Railgun') return "$OB_RAILGUN";
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message = Obituary;
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}
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return message;
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}
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}
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//----------------------------------------------------------------------------
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//
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// This is for SBARINFO.
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//
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//----------------------------------------------------------------------------
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clearscope int, int GetEffectTicsForItem(class<Inventory> item) const
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{
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let pg = (class<PowerupGiver>)(item);
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if (pg != null)
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{
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let powerupType = (class<Powerup>)(GetDefaultByType(pg).PowerupType);
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let powerup = Powerup(FindInventory(powerupType));
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if(powerup != null)
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{
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let maxtics = GetDefaultByType(pg).EffectTics;
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if (maxtics == 0) maxtics = powerup.default.EffectTics;
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return powerup.EffectTics, maxtics;
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}
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}
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return -1, -1;
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}
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//===========================================================================
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//
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// APlayerPawn :: CheckWeaponSwitch
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//
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// Checks if weapons should be changed after picking up ammo
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//
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//===========================================================================
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void CheckWeaponSwitch(Class<Ammo> ammotype)
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{
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let player = self.player;
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if (!player.GetNeverSwitch() && player.PendingWeapon == WP_NOCHANGE &&
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(player.ReadyWeapon == NULL || player.ReadyWeapon.bWimpy_Weapon))
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{
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let best = BestWeapon (ammotype);
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if (best != NULL && (player.ReadyWeapon == NULL ||
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best.SelectionOrder < player.ReadyWeapon.SelectionOrder))
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{
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player.PendingWeapon = best;
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}
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC P_FireWeapon
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//
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//---------------------------------------------------------------------------
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virtual void FireWeapon (State stat)
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{
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let player = self.player;
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// [SO] 9/2/02: People were able to do an awful lot of damage
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// when they were observers...
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if (player.Bot == null && bot_observer)
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{
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return;
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}
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let weapn = player.ReadyWeapon;
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if (weapn == null || !weapn.CheckAmmo (Weapon.PrimaryFire, true))
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{
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return;
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}
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player.WeaponState &= ~WF_WEAPONBOBBING;
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PlayAttacking ();
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weapn.bAltFire = false;
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if (stat == null)
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{
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stat = weapn.GetAtkState(!!player.refire);
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}
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player.SetPsprite(PSP_WEAPON, stat);
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if (!weapn.bNoAlert)
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{
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SoundAlert (self, false);
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC P_FireWeaponAlt
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//
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//---------------------------------------------------------------------------
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virtual void FireWeaponAlt (State stat)
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{
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// [SO] 9/2/02: People were able to do an awful lot of damage
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// when they were observers...
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if (player.Bot == null && bot_observer)
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{
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return;
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}
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let weapn = player.ReadyWeapon;
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if (weapn == null || weapn.FindState('AltFire') == null || !weapn.CheckAmmo (Weapon.AltFire, true))
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{
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return;
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}
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player.WeaponState &= ~WF_WEAPONBOBBING;
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PlayAttacking ();
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weapn.bAltFire = true;
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if (stat == null)
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{
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stat = weapn.GetAltAtkState(!!player.refire);
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}
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player.SetPsprite(PSP_WEAPON, stat);
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if (!weapn.bNoAlert)
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{
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SoundAlert (self, false);
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC P_CheckWeaponFire
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//
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// The player can fire the weapon.
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// [RH] This was in A_WeaponReady before, but that only works well when the
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// weapon's ready frames have a one tic delay.
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//
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//---------------------------------------------------------------------------
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void CheckWeaponFire ()
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{
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let player = self.player;
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let weapon = player.ReadyWeapon;
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if (weapon == NULL)
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return;
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// Check for fire. Some weapons do not auto fire.
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if ((player.WeaponState & WF_WEAPONREADY) && (player.cmd.buttons & BT_ATTACK))
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{
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if (!player.attackdown || !weapon.bNoAutofire)
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{
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player.attackdown = true;
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FireWeapon (NULL);
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return;
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}
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}
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else if ((player.WeaponState & WF_WEAPONREADYALT) && (player.cmd.buttons & BT_ALTATTACK))
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{
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if (!player.attackdown || !weapon.bNoAutofire)
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{
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player.attackdown = true;
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FireWeaponAlt (NULL);
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return;
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}
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}
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else
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{
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player.attackdown = false;
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC P_CheckWeaponChange
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//
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// The player can change to another weapon at this time.
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// [GZ] This was cut from P_CheckWeaponFire.
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//
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//---------------------------------------------------------------------------
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virtual void CheckWeaponChange ()
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{
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let player = self.player;
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if ((player.WeaponState & WF_DISABLESWITCH) || // Weapon changing has been disabled.
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player.morphTics != 0) // Morphed classes cannot change weapons.
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{ // ...so throw away any pending weapon requests.
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player.PendingWeapon = WP_NOCHANGE;
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}
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// Put the weapon away if the player has a pending weapon or has died, and
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// we're at a place in the state sequence where dropping the weapon is okay.
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if ((player.PendingWeapon != WP_NOCHANGE || player.health <= 0) &&
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player.WeaponState & WF_WEAPONSWITCHOK)
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{
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player.DropWeapon();
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}
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}
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//------------------------------------------------------------------------
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//
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// PROC P_MovePsprites
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//
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// Called every tic by player thinking routine
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//
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//------------------------------------------------------------------------
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virtual void TickPSprites()
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{
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let player = self.player;
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let pspr = player.psprites;
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while (pspr)
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{
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// Destroy the psprite if it's from a weapon that isn't currently selected by the player
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// or if it's from an inventory item that the player no longer owns.
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if ((pspr.Caller == null ||
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(pspr.Caller is "Inventory" && Inventory(pspr.Caller).Owner != pspr.Owner.mo) ||
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(pspr.Caller is "Weapon" && pspr.Caller != pspr.Owner.ReadyWeapon)))
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{
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pspr.Destroy();
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}
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else
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{
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pspr.Tick();
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}
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pspr = pspr.Next;
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}
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if ((health > 0) || (player.ReadyWeapon != null && !player.ReadyWeapon.bNoDeathInput))
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{
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if (player.ReadyWeapon == null)
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{
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if (player.PendingWeapon != WP_NOCHANGE)
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player.BringUpWeapon();
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}
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else
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{
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CheckWeaponChange();
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if (player.WeaponState & (WF_WEAPONREADY | WF_WEAPONREADYALT))
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{
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CheckWeaponFire();
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}
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// Check custom buttons
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CheckWeaponButtons();
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}
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}
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}
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//==========================================================================
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//
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// P_DeathThink
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//
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//==========================================================================
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virtual void DeathThink ()
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{
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let player = self.player;
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int dir;
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double delta;
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player.Uncrouch();
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TickPSprites();
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player.onground = (pos.Z <= floorz);
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if (self is "PlayerChunk")
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{ // Flying bloody skull or flying ice chunk
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player.viewheight = 6;
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player.deltaviewheight = 0;
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if (player.onground)
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{
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if (Pitch > -19.)
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{
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double lookDelta = (-19. - Pitch) / 8;
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Pitch += lookDelta;
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}
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}
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}
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else if (!bIceCorpse)
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{ // Fall to ground (if not frozen)
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player.deltaviewheight = 0;
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if (player.viewheight > 6)
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{
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player.viewheight -= 1;
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}
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if (player.viewheight < 6)
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{
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player.viewheight = 6;
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}
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if (Pitch < 0)
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{
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Pitch += 3;
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}
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else if (Pitch > 0)
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{
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Pitch -= 3;
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}
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if (abs(Pitch) < 3)
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{
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Pitch = 0.;
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}
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}
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player.mo.CalcHeight ();
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if (player.attacker && player.attacker != self)
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{ // Watch killer
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double diff = deltaangle(angle, AngleTo(player.attacker));
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double delta = abs(diff);
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if (delta < 10)
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{ // Looking at killer, so fade damage and poison counters
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if (player.damagecount)
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{
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player.damagecount--;
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}
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if (player.poisoncount)
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{
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player.poisoncount--;
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}
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}
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delta /= 8;
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Angle += clamp(diff, -5., 5.);
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}
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else
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{
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if (player.damagecount)
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{
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player.damagecount--;
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}
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if (player.poisoncount)
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{
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player.poisoncount--;
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}
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}
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if ((player.cmd.buttons & BT_USE ||
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((multiplayer || alwaysapplydmflags) && sv_forcerespawn)) && !sv_norespawn)
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{
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if (level.time >= player.respawn_time || ((player.cmd.buttons & BT_USE) && player.Bot == NULL))
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{
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player.cls = NULL; // Force a new class if the player is using a random class
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player.playerstate = (multiplayer || (level.AllowRespawn) || sv_singleplayerrespawn)? PST_REBORN : PST_ENTER;
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if (special1 > 2)
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{
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special1 = 0;
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}
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}
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}
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}
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|
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//----------------------------------------------------------------------------
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//
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// PROC P_CheckFOV
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//
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//----------------------------------------------------------------------------
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virtual void CheckFOV()
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{
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let player = self.player;
|
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// [RH] Zoom the player's FOV
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float desired = player.DesiredFOV;
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// Adjust FOV using on the currently held weapon.
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if (player.playerstate != PST_DEAD && // No adjustment while dead.
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player.ReadyWeapon != NULL && // No adjustment if no weapon.
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player.ReadyWeapon.FOVScale != 0) // No adjustment if the adjustment is zero.
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{
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// A negative scale is used to prevent G_AddViewAngle/G_AddViewPitch
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// from scaling with the FOV scale.
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desired *= abs(player.ReadyWeapon.FOVScale);
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}
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if (player.FOV != desired)
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{
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if (abs(player.FOV - desired) < 7.)
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{
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player.FOV = desired;
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}
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else
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{
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float zoom = MAX(7., abs(player.FOV - desired) * 0.025);
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if (player.FOV > desired)
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{
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player.FOV = player.FOV - zoom;
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}
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else
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{
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player.FOV = player.FOV + zoom;
|
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}
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}
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}
|
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}
|
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|
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//----------------------------------------------------------------------------
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//
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|
// PROC P_CheckCheats
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|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
virtual void CheckCheats()
|
|
{
|
|
let player = self.player;
|
|
// No-clip cheat
|
|
if ((player.cheats & (CF_NOCLIP | CF_NOCLIP2)) == CF_NOCLIP2)
|
|
{ // No noclip2 without noclip
|
|
player.cheats &= ~CF_NOCLIP2;
|
|
}
|
|
bNoClip = (player.cheats & (CF_NOCLIP | CF_NOCLIP2) || Default.bNoClip);
|
|
if (player.cheats & CF_NOCLIP2)
|
|
{
|
|
bNoGravity = true;
|
|
}
|
|
else if (!bFly && !Default.bNoGravity)
|
|
{
|
|
bNoGravity = false;
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC P_CheckFrozen
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
virtual bool CheckFrozen()
|
|
{
|
|
let player = self.player;
|
|
UserCmd cmd = player.cmd;
|
|
bool totallyfrozen = player.IsTotallyFrozen();
|
|
|
|
// [RH] Being totally frozen zeros out most input parameters.
|
|
if (totallyfrozen)
|
|
{
|
|
if (gamestate == GS_TITLELEVEL)
|
|
{
|
|
cmd.buttons = 0;
|
|
}
|
|
else
|
|
{
|
|
cmd.buttons &= BT_USE;
|
|
}
|
|
cmd.pitch = 0;
|
|
cmd.yaw = 0;
|
|
cmd.roll = 0;
|
|
cmd.forwardmove = 0;
|
|
cmd.sidemove = 0;
|
|
cmd.upmove = 0;
|
|
player.turnticks = 0;
|
|
}
|
|
else if (player.cheats & CF_FROZEN)
|
|
{
|
|
cmd.forwardmove = 0;
|
|
cmd.sidemove = 0;
|
|
cmd.upmove = 0;
|
|
}
|
|
return totallyfrozen;
|
|
}
|
|
|
|
virtual bool CanCrouch() const
|
|
{
|
|
return player.morphTics == 0 || bCrouchableMorph;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC P_CrouchMove
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
virtual void CrouchMove(int direction)
|
|
{
|
|
let player = self.player;
|
|
|
|
double defaultheight = FullHeight;
|
|
double savedheight = Height;
|
|
double crouchspeed = direction * CROUCHSPEED;
|
|
double oldheight = player.viewheight;
|
|
|
|
player.crouchdir = direction;
|
|
player.crouchfactor += crouchspeed;
|
|
|
|
// check whether the move is ok
|
|
Height = defaultheight * player.crouchfactor;
|
|
if (!TryMove(Pos.XY, false, NULL))
|
|
{
|
|
Height = savedheight;
|
|
if (direction > 0)
|
|
{
|
|
// doesn't fit
|
|
player.crouchfactor -= crouchspeed;
|
|
return;
|
|
}
|
|
}
|
|
Height = savedheight;
|
|
|
|
player.crouchfactor = clamp(player.crouchfactor, 0.5, 1.);
|
|
player.viewheight = ViewHeight * player.crouchfactor;
|
|
player.crouchviewdelta = player.viewheight - ViewHeight;
|
|
|
|
// Check for eyes going above/below fake floor due to crouching motion.
|
|
CheckFakeFloorTriggers(pos.Z + oldheight, true);
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC P_CheckCrouch
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
virtual void CheckCrouch(bool totallyfrozen)
|
|
{
|
|
let player = self.player;
|
|
UserCmd cmd = player.cmd;
|
|
|
|
if (cmd.buttons & BT_JUMP)
|
|
{
|
|
cmd.buttons &= ~BT_CROUCH;
|
|
}
|
|
if (CanCrouch() && player.health > 0 && level.IsCrouchingAllowed())
|
|
{
|
|
if (!totallyfrozen)
|
|
{
|
|
int crouchdir = player.crouching;
|
|
|
|
if (crouchdir == 0)
|
|
{
|
|
crouchdir = (cmd.buttons & BT_CROUCH) ? -1 : 1;
|
|
}
|
|
else if (cmd.buttons & BT_CROUCH)
|
|
{
|
|
player.crouching = 0;
|
|
}
|
|
if (crouchdir == 1 && player.crouchfactor < 1 && pos.Z + height < ceilingz)
|
|
{
|
|
CrouchMove(1);
|
|
}
|
|
else if (crouchdir == -1 && player.crouchfactor > 0.5)
|
|
{
|
|
CrouchMove(-1);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
player.Uncrouch();
|
|
}
|
|
|
|
player.crouchoffset = -(ViewHeight) * (1 - player.crouchfactor);
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// P_Thrust
|
|
//
|
|
// moves the given origin along a given angle
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
void ForwardThrust (double move, double angle)
|
|
{
|
|
if ((waterlevel || bNoGravity) && Pitch != 0)
|
|
{
|
|
double zpush = move * sin(Pitch);
|
|
if (waterlevel && waterlevel < 2 && zpush < 0) zpush = 0;
|
|
Vel.Z -= zpush;
|
|
move *= cos(Pitch);
|
|
}
|
|
Thrust(move);
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// P_Bob
|
|
// Same as P_Thrust, but only affects bobbing.
|
|
//
|
|
// killough 10/98: We apply thrust separately between the real physical player
|
|
// and the part which affects bobbing. This way, bobbing only comes from player
|
|
// motion, nothing external, avoiding many problems, e.g. bobbing should not
|
|
// occur on conveyors, unless the player walks on one, and bobbing should be
|
|
// reduced at a regular rate, even on ice (where the player coasts).
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
void Bob (double angle, double move, bool forward)
|
|
{
|
|
if (forward && (waterlevel || bNoGravity) && Pitch != 0)
|
|
{
|
|
move *= cos(Pitch);
|
|
}
|
|
player.Vel += AngleToVector(angle, move);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// APlayerPawn :: TweakSpeeds
|
|
//
|
|
//===========================================================================
|
|
|
|
double, double TweakSpeeds (double forward, double side)
|
|
{
|
|
// Strife's player can't run when its health is below 10
|
|
if (health <= RunHealth)
|
|
{
|
|
forward = clamp(forward, -0x1900, 0x1900);
|
|
side = clamp(side, -0x1800, 0x1800);
|
|
}
|
|
|
|
// [GRB]
|
|
if (abs(forward) < 0x3200)
|
|
{
|
|
forward *= ForwardMove1;
|
|
}
|
|
else
|
|
{
|
|
forward *= ForwardMove2;
|
|
}
|
|
|
|
if (abs(side) < 0x2800)
|
|
{
|
|
side *= SideMove1;
|
|
}
|
|
else
|
|
{
|
|
side *= SideMove2;
|
|
}
|
|
|
|
if (!player.morphTics)
|
|
{
|
|
double factor = 1.;
|
|
for(let it = Inv; it != null; it = it.Inv)
|
|
{
|
|
factor *= it.GetSpeedFactor ();
|
|
}
|
|
forward *= factor;
|
|
side *= factor;
|
|
}
|
|
return forward, side;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC P_MovePlayer
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
virtual void MovePlayer ()
|
|
{
|
|
let player = self.player;
|
|
UserCmd cmd = player.cmd;
|
|
|
|
// [RH] 180-degree turn overrides all other yaws
|
|
if (player.turnticks)
|
|
{
|
|
player.turnticks--;
|
|
Angle += (180. / TURN180_TICKS);
|
|
}
|
|
else
|
|
{
|
|
Angle += cmd.yaw * (360./65536.);
|
|
}
|
|
|
|
player.onground = (pos.z <= floorz) || bOnMobj || bMBFBouncer || (player.cheats & CF_NOCLIP2);
|
|
|
|
// killough 10/98:
|
|
//
|
|
// We must apply thrust to the player and bobbing separately, to avoid
|
|
// anomalies. The thrust applied to bobbing is always the same strength on
|
|
// ice, because the player still "works just as hard" to move, while the
|
|
// thrust applied to the movement varies with 'movefactor'.
|
|
|
|
if (cmd.forwardmove | cmd.sidemove)
|
|
{
|
|
double forwardmove, sidemove;
|
|
double bobfactor;
|
|
double friction, movefactor;
|
|
double fm, sm;
|
|
|
|
[friction, movefactor] = GetFriction();
|
|
bobfactor = friction < ORIG_FRICTION ? movefactor : ORIG_FRICTION_FACTOR;
|
|
if (!player.onground && !bNoGravity && !waterlevel)
|
|
{
|
|
// [RH] allow very limited movement if not on ground.
|
|
movefactor *= level.aircontrol;
|
|
bobfactor*= level.aircontrol;
|
|
}
|
|
|
|
fm = cmd.forwardmove;
|
|
sm = cmd.sidemove;
|
|
[fm, sm] = TweakSpeeds (fm, sm);
|
|
fm *= Speed / 256;
|
|
sm *= Speed / 256;
|
|
|
|
// When crouching, speed and bobbing have to be reduced
|
|
if (CanCrouch() && player.crouchfactor != 1)
|
|
{
|
|
fm *= player.crouchfactor;
|
|
sm *= player.crouchfactor;
|
|
bobfactor *= player.crouchfactor;
|
|
}
|
|
|
|
forwardmove = fm * movefactor * (35 / TICRATE);
|
|
sidemove = sm * movefactor * (35 / TICRATE);
|
|
|
|
if (forwardmove)
|
|
{
|
|
Bob(Angle, cmd.forwardmove * bobfactor / 256., true);
|
|
ForwardThrust(forwardmove, Angle);
|
|
}
|
|
if (sidemove)
|
|
{
|
|
let a = Angle - 90;
|
|
Bob(a, cmd.sidemove * bobfactor / 256., false);
|
|
Thrust(sidemove, a);
|
|
}
|
|
|
|
if (!(player.cheats & CF_PREDICTING) && (forwardmove != 0 || sidemove != 0))
|
|
{
|
|
PlayRunning ();
|
|
}
|
|
|
|
if (player.cheats & CF_REVERTPLEASE)
|
|
{
|
|
player.cheats &= ~CF_REVERTPLEASE;
|
|
player.camera = player.mo;
|
|
}
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC P_CheckPitch
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
virtual void CheckPitch()
|
|
{
|
|
let player = self.player;
|
|
// [RH] Look up/down stuff
|
|
if (!level.IsFreelookAllowed())
|
|
{
|
|
Pitch = 0.;
|
|
}
|
|
else
|
|
{
|
|
// The player's view pitch is clamped between -32 and +56 degrees,
|
|
// which translates to about half a screen height up and (more than)
|
|
// one full screen height down from straight ahead when view panning
|
|
// is used.
|
|
int clook = player.cmd.pitch;
|
|
if (clook != 0)
|
|
{
|
|
if (clook == -32768)
|
|
{ // center view
|
|
player.centering = true;
|
|
}
|
|
else if (!player.centering)
|
|
{
|
|
// no more overflows with floating point. Yay! :)
|
|
Pitch = clamp(Pitch - clook * (360. / 65536.), player.MinPitch, player.MaxPitch);
|
|
}
|
|
}
|
|
}
|
|
if (player.centering)
|
|
{
|
|
if (abs(Pitch) > 2.)
|
|
{
|
|
Pitch *= (2. / 3.);
|
|
}
|
|
else
|
|
{
|
|
Pitch = 0.;
|
|
player.centering = false;
|
|
if (PlayerNumber() == consoleplayer)
|
|
{
|
|
LocalViewPitch = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC P_CheckJump
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
virtual void CheckJump()
|
|
{
|
|
let player = self.player;
|
|
// [RH] check for jump
|
|
if (player.cmd.buttons & BT_JUMP)
|
|
{
|
|
if (player.crouchoffset != 0)
|
|
{
|
|
// Jumping while crouching will force an un-crouch but not jump
|
|
player.crouching = 1;
|
|
}
|
|
else if (waterlevel >= 2)
|
|
{
|
|
Vel.Z = 4 * Speed;
|
|
}
|
|
else if (bNoGravity)
|
|
{
|
|
Vel.Z = 3.;
|
|
}
|
|
else if (level.IsJumpingAllowed() && player.onground && player.jumpTics == 0)
|
|
{
|
|
double jumpvelz = JumpZ * 35 / TICRATE;
|
|
double jumpfac = 0;
|
|
|
|
// [BC] If the player has the high jump power, double his jump velocity.
|
|
// (actually, pick the best factors from all active items.)
|
|
for (let p = Inv; p != null; p = p.Inv)
|
|
{
|
|
let pp = PowerHighJump(p);
|
|
if (pp)
|
|
{
|
|
double f = pp.Strength;
|
|
if (f > jumpfac) jumpfac = f;
|
|
}
|
|
}
|
|
if (jumpfac > 0) jumpvelz *= jumpfac;
|
|
|
|
Vel.Z += jumpvelz;
|
|
bOnMobj = false;
|
|
player.jumpTics = -1;
|
|
if (!(player.cheats & CF_PREDICTING)) A_PlaySound("*jump", CHAN_BODY);
|
|
}
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC P_CheckMoveUpDown
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
virtual void CheckMoveUpDown()
|
|
{
|
|
let player = self.player;
|
|
UserCmd cmd = player.cmd;
|
|
|
|
if (cmd.upmove == -32768)
|
|
{ // Only land if in the air
|
|
if (bNoGravity && waterlevel < 2)
|
|
{
|
|
bNoGravity = false;
|
|
}
|
|
}
|
|
else if (cmd.upmove != 0)
|
|
{
|
|
// Clamp the speed to some reasonable maximum.
|
|
cmd.upmove = clamp(cmd.upmove, -0x300, 0x300);
|
|
if (waterlevel >= 2 || bFly || (player.cheats & CF_NOCLIP2))
|
|
{
|
|
Vel.Z = Speed * cmd.upmove / 128.;
|
|
if (waterlevel < 2 && !bNoGravity)
|
|
{
|
|
bFly = true;
|
|
bNoGravity = true;
|
|
if ((Vel.Z <= -39) && !(player.cheats & CF_PREDICTING))
|
|
{ // Stop falling scream
|
|
A_StopSound(CHAN_VOICE);
|
|
}
|
|
}
|
|
}
|
|
else if (cmd.upmove > 0 && !(player.cheats & CF_PREDICTING))
|
|
{
|
|
let fly = FindInventory("ArtiFly");
|
|
if (fly != NULL)
|
|
{
|
|
UseInventory(fly);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC P_HandleMovement
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
virtual void HandleMovement()
|
|
{
|
|
let player = self.player;
|
|
// [RH] Check for fast turn around
|
|
if (player.cmd.buttons & BT_TURN180 && !(player.oldbuttons & BT_TURN180))
|
|
{
|
|
player.turnticks = TURN180_TICKS;
|
|
}
|
|
|
|
// Handle movement
|
|
if (reactiontime)
|
|
{ // Player is frozen
|
|
reactiontime--;
|
|
}
|
|
else
|
|
{
|
|
MovePlayer();
|
|
CheckJump();
|
|
CheckMoveUpDown();
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC P_CheckUndoMorph
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
virtual void CheckUndoMorph()
|
|
{
|
|
let player = self.player;
|
|
// Morph counter
|
|
if (player.morphTics)
|
|
{
|
|
if (player.chickenPeck)
|
|
{ // Chicken attack counter
|
|
player.chickenPeck -= 3;
|
|
}
|
|
if (!--player.morphTics)
|
|
{ // Attempt to undo the chicken/pig
|
|
player.UndoPlayerMorph(player, MRF_UNDOBYTIMEOUT);
|
|
}
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC P_CheckPoison
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
virtual void CheckPoison()
|
|
{
|
|
let player = self.player;
|
|
if (player.poisoncount && !(level.time & 15))
|
|
{
|
|
player.poisoncount -= 5;
|
|
if (player.poisoncount < 0)
|
|
{
|
|
player.poisoncount = 0;
|
|
}
|
|
player.PoisonDamage(player.poisoner, 1, true);
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC P_CheckDegeneration
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
virtual void CheckDegeneration()
|
|
{
|
|
// Apply degeneration.
|
|
if (sv_degeneration)
|
|
{
|
|
let player = self.player;
|
|
int maxhealth = GetMaxHealth(true);
|
|
if ((level.time % TICRATE) == 0 && player.health > maxhealth)
|
|
{
|
|
if (player.health - 5 < maxhealth)
|
|
player.health = maxhealth;
|
|
else
|
|
player.health--;
|
|
|
|
health = player.health;
|
|
}
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC P_CheckAirSupply
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
virtual void CheckAirSupply()
|
|
{
|
|
// Handle air supply
|
|
//if (level.airsupply > 0)
|
|
{
|
|
let player = self.player;
|
|
if (waterlevel < 3 || (bInvulnerable) || (player.cheats & (CF_GODMODE | CF_NOCLIP2)) || (player.cheats & CF_GODMODE2))
|
|
{
|
|
ResetAirSupply();
|
|
}
|
|
else if (player.air_finished <= level.time && !(level.time & 31))
|
|
{
|
|
DamageMobj(NULL, NULL, 2 + ((level.time - player.air_finished) / TICRATE), 'Drowning');
|
|
}
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC P_PlayerThink
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
virtual void PlayerThink()
|
|
{
|
|
let player = self.player;
|
|
UserCmd cmd = player.cmd;
|
|
|
|
CheckFOV();
|
|
|
|
if (player.inventorytics)
|
|
{
|
|
player.inventorytics--;
|
|
}
|
|
CheckCheats();
|
|
|
|
if (bJustAttacked)
|
|
{ // Chainsaw/Gauntlets attack auto forward motion
|
|
cmd.yaw = 0;
|
|
cmd.forwardmove = 0xc800/2;
|
|
cmd.sidemove = 0;
|
|
bJustAttacked = false;
|
|
}
|
|
|
|
bool totallyfrozen = CheckFrozen();
|
|
|
|
// Handle crouching
|
|
CheckCrouch(totallyfrozen);
|
|
CheckMusicChange();
|
|
|
|
if (player.playerstate == PST_DEAD)
|
|
{
|
|
DeathThink ();
|
|
return;
|
|
}
|
|
if (player.jumpTics != 0)
|
|
{
|
|
player.jumpTics--;
|
|
if (player.onground && player.jumpTics < -18)
|
|
{
|
|
player.jumpTics = 0;
|
|
}
|
|
}
|
|
if (player.morphTics && !(player.cheats & CF_PREDICTING))
|
|
{
|
|
MorphPlayerThink ();
|
|
}
|
|
|
|
CheckPitch();
|
|
HandleMovement();
|
|
CalcHeight ();
|
|
|
|
if (!(player.cheats & CF_PREDICTING))
|
|
{
|
|
CheckEnvironment();
|
|
CheckUse();
|
|
CheckUndoMorph();
|
|
// Cycle psprites.
|
|
// Note that after this point the PlayerPawn may have changed due to getting unmorphed so 'self' is no longer safe to use.
|
|
player.mo.TickPSprites();
|
|
// Other Counters
|
|
if (player.damagecount) player.damagecount--;
|
|
if (player.bonuscount) player.bonuscount--;
|
|
|
|
if (player.hazardcount)
|
|
{
|
|
player.hazardcount--;
|
|
if (!(level.time % player.hazardinterval) && player.hazardcount > 16*TICRATE)
|
|
player.mo.DamageMobj (NULL, NULL, 5, player.hazardtype);
|
|
}
|
|
player.mo.CheckPoison();
|
|
player.mo.CheckDegeneration();
|
|
player.mo.CheckAirSupply();
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
native clearscope int GetMaxHealth(bool withupgrades = false) const;
|
|
native bool ResetAirSupply (bool playgasp = false);
|
|
native clearscope static String GetPrintableDisplayName(Class<Actor> cls);
|
|
native void CheckMusicChange();
|
|
native void CalcHeight ();
|
|
native void CheckEnvironment();
|
|
native void CheckUse();
|
|
native void CheckWeaponButtons();
|
|
native Weapon BestWeapon(class<Ammo> ammotype);
|
|
|
|
}
|
|
|
|
class PlayerChunk : PlayerPawn
|
|
{
|
|
Default
|
|
{
|
|
+NOSKIN
|
|
-SOLID
|
|
-SHOOTABLE
|
|
-PICKUP
|
|
-NOTDMATCH
|
|
-FRIENDLY
|
|
-SLIDESONWALLS
|
|
-CANPUSHWALLS
|
|
-FLOORCLIP
|
|
-WINDTHRUST
|
|
-TELESTOMP
|
|
}
|
|
}
|
|
|
|
class PSprite : Object native play
|
|
{
|
|
enum PSPLayers
|
|
{
|
|
STRIFEHANDS = -1,
|
|
WEAPON = 1,
|
|
FLASH = 1000,
|
|
TARGETCENTER = 0x7fffffff - 2,
|
|
TARGETLEFT,
|
|
TARGETRIGHT,
|
|
};
|
|
|
|
native readonly State CurState;
|
|
native Actor Caller;
|
|
native readonly PSprite Next;
|
|
native readonly PlayerInfo Owner;
|
|
native SpriteID Sprite;
|
|
native int Frame;
|
|
//native readonly int RenderStyle; had to be blocked because the internal representation was not ok. Renderstyle is still pending a proper solution.
|
|
native readonly int ID;
|
|
native Bool processPending;
|
|
native double x;
|
|
native double y;
|
|
native double oldx;
|
|
native double oldy;
|
|
native double alpha;
|
|
native Bool firstTic;
|
|
native int Tics;
|
|
native bool bAddWeapon;
|
|
native bool bAddBob;
|
|
native bool bPowDouble;
|
|
native bool bCVarFast;
|
|
native bool bFlip;
|
|
|
|
native void SetState(State newstate, bool pending = false);
|
|
|
|
//------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//------------------------------------------------------------------------
|
|
|
|
void 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 (bPowDouble && Tics && (Owner.mo.FindInventory ("PowerDoubleFiringSpeed", true))) Tics--;
|
|
if (!Tics) SetState(CurState.NextState);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
enum EPlayerState
|
|
{
|
|
PST_LIVE, // Playing or camping.
|
|
PST_DEAD, // Dead on the ground, view follows killer.
|
|
PST_REBORN, // Ready to restart/respawn???
|
|
PST_ENTER, // [BC] Entered the game
|
|
PST_GONE // Player has left the game
|
|
}
|
|
|
|
struct PlayerInfo native play // this is what internally is known as player_t
|
|
{
|
|
// technically engine constants but the only part of the playsim using them is the player.
|
|
const NOFIXEDCOLORMAP = -1;
|
|
const NUMCOLORMAPS = 32;
|
|
|
|
native PlayerPawn mo;
|
|
native uint8 playerstate;
|
|
native readonly uint buttons;
|
|
native uint original_oldbuttons;
|
|
native Class<PlayerPawn> cls;
|
|
native float DesiredFOV;
|
|
native float FOV;
|
|
native double viewz;
|
|
native double viewheight;
|
|
native double deltaviewheight;
|
|
native double bob;
|
|
native vector2 vel;
|
|
native bool centering;
|
|
native uint8 turnticks;
|
|
native bool attackdown;
|
|
native bool usedown;
|
|
native uint oldbuttons;
|
|
native int health;
|
|
native clearscope int inventorytics;
|
|
native uint8 CurrentPlayerClass;
|
|
native int frags[MAXPLAYERS];
|
|
native int fragcount;
|
|
native int lastkilltime;
|
|
native uint8 multicount;
|
|
native uint8 spreecount;
|
|
native uint16 WeaponState;
|
|
native Weapon ReadyWeapon;
|
|
native Weapon PendingWeapon;
|
|
native PSprite psprites;
|
|
native int cheats;
|
|
native int timefreezer;
|
|
native int16 refire;
|
|
native int16 inconsistent;
|
|
native bool waiting;
|
|
native int killcount;
|
|
native int itemcount;
|
|
native int secretcount;
|
|
native int damagecount;
|
|
native int bonuscount;
|
|
native int hazardcount;
|
|
native int hazardinterval;
|
|
native Name hazardtype;
|
|
native int poisoncount;
|
|
native Name poisontype;
|
|
native Name poisonpaintype;
|
|
native Actor poisoner;
|
|
native Actor attacker;
|
|
native int extralight;
|
|
native int16 fixedcolormap;
|
|
native int16 fixedlightlevel;
|
|
native int morphtics;
|
|
native Class<PlayerPawn>MorphedPlayerClass;
|
|
native int MorphStyle;
|
|
native Class<Actor> MorphExitFlash;
|
|
native Class<Weapon> PremorphWeapon;
|
|
native int chickenPeck;
|
|
native int jumpTics;
|
|
native bool onground;
|
|
native int respawn_time;
|
|
native Actor camera;
|
|
native int air_finished;
|
|
native Name LastDamageType;
|
|
native Actor MUSINFOactor;
|
|
native int8 MUSINFOtics;
|
|
native bool settings_controller;
|
|
native int8 crouching;
|
|
native int8 crouchdir;
|
|
native Bot bot;
|
|
native float BlendR;
|
|
native float BlendG;
|
|
native float BlendB;
|
|
native float BlendA;
|
|
native String LogText;
|
|
native double MinPitch;
|
|
native double MaxPitch;
|
|
native double crouchfactor;
|
|
native double crouchoffset;
|
|
native double crouchviewdelta;
|
|
native Actor ConversationNPC;
|
|
native Actor ConversationPC;
|
|
native double ConversationNPCAngle;
|
|
native bool ConversationFaceTalker;
|
|
native @WeaponSlots weapons;
|
|
native @UserCmd cmd;
|
|
native readonly @UserCmd original_cmd;
|
|
|
|
|
|
native bool MorphPlayer(playerinfo p, Class<PlayerPawn> spawntype, int duration, int style, Class<Actor> enter_flash = null, Class<Actor> exit_flash = null);
|
|
native bool UndoPlayerMorph(playerinfo player, int unmorphflag = 0, bool force = false);
|
|
native bool PoisonPlayer(Actor poisoner, Actor source, int poison);
|
|
native void PoisonDamage(Actor source, int damage, bool playPainSound);
|
|
native void SetPsprite(int id, State stat, bool pending = false);
|
|
native void SetSafeFlash(Weapon weap, State flashstate, int index);
|
|
native PSprite GetPSprite(int id) const;
|
|
native PSprite FindPSprite(int id) const;
|
|
native void SetLogNumber (int text);
|
|
native void SetLogText (String text);
|
|
native void DropWeapon();
|
|
native void BringUpWeapon();
|
|
native bool Resurrect();
|
|
|
|
native String GetUserName() const;
|
|
native Color GetColor() const;
|
|
native Color GetDisplayColor() const;
|
|
native int GetColorSet() const;
|
|
native int GetPlayerClassNum() const;
|
|
native int GetSkin() const;
|
|
native bool GetNeverSwitch() const;
|
|
native int GetGender() const;
|
|
native int GetTeam() const;
|
|
native float GetAutoaim() const;
|
|
native bool GetNoAutostartMap() const;
|
|
native void SetFOV(float fov);
|
|
native clearscope bool HasWeaponsInSlot(int slot) const;
|
|
|
|
bool IsTotallyFrozen()
|
|
{
|
|
return
|
|
gamestate == GS_TITLELEVEL ||
|
|
(cheats & CF_TOTALLYFROZEN) ||
|
|
(level.frozen && timefreezer == 0);
|
|
}
|
|
|
|
void Uncrouch()
|
|
{
|
|
if (crouchfactor != 1)
|
|
{
|
|
crouchfactor = 1;
|
|
crouchoffset = 0;
|
|
crouchdir = 0;
|
|
crouching = 0;
|
|
crouchviewdelta = 0;
|
|
viewheight = mo.ViewHeight;
|
|
}
|
|
}
|
|
|
|
|
|
clearscope int fragSum () const
|
|
{
|
|
int i;
|
|
int allfrags = 0;
|
|
int playernum = mo.PlayerNumber();
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i]
|
|
&& i!=playernum)
|
|
{
|
|
allfrags += frags[i];
|
|
}
|
|
}
|
|
|
|
// JDC hack - negative frags.
|
|
allfrags -= frags[playernum];
|
|
return allfrags;
|
|
}
|
|
|
|
}
|
|
|
|
struct PlayerClass native
|
|
{
|
|
native class<Actor> Type;
|
|
native uint Flags;
|
|
native Array<int> Skins;
|
|
|
|
native bool CheckSkin(int skin);
|
|
native void EnumColorsets(out Array<int> data);
|
|
native Name GetColorsetName(int setnum);
|
|
}
|
|
|
|
struct PlayerSkin native
|
|
{
|
|
native readonly String SkinName;
|
|
native readonly String Face;
|
|
native readonly uint8 gender;
|
|
native readonly uint8 range0start;
|
|
native readonly uint8 range0end;
|
|
native readonly bool othergame;
|
|
native readonly Vector2 Scale;
|
|
native readonly int sprite;
|
|
native readonly int crouchsprite;
|
|
native readonly int namespc;
|
|
};
|
|
|
|
struct Team native
|
|
{
|
|
const NoTeam = 255;
|
|
const Max = 16;
|
|
native String mName;
|
|
}
|