raze-gles/polymer/eduke32/source/gamestructures.c

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
//-------------------------------------------------------------------------
/*
#include "duke3d.h"
#include "gamedef.h"
#include "osd.h"
*/
// this is all the crap for accessing the game's structs through the CON VM
// I got a 3-4 fps gain by inlining these...
#ifndef _gamevars_c_
static void __fastcall VM_AccessUserdef(int32_t iSet, int32_t lLabelID, int32_t lVar2)
{
int32_t lValue=0;
if (vm.g_p != myconnectindex)
{
// if (lVar2 == MAXGAMEVARS)
// insptr++;
insptr += (lVar2 == MAXGAMEVARS);
return;
}
if (iSet)
lValue=Gv_GetVarX(lVar2);
switch (lLabelID)
{
case USERDEFS_GOD:
if (iSet)
{
ud.god = lValue;
return;
}
Gv_SetVarX(lVar2, ud.god);
return;
case USERDEFS_WARP_ON:
if (iSet)
{
ud.warp_on = lValue;
return;
}
Gv_SetVarX(lVar2, ud.warp_on);
return;
case USERDEFS_CASHMAN:
if (iSet)
{
ud.cashman = lValue;
return;
}
Gv_SetVarX(lVar2, ud.cashman);
return;
case USERDEFS_EOG:
if (iSet)
{
ud.eog = lValue;
return;
}
Gv_SetVarX(lVar2, ud.eog);
return;
case USERDEFS_SHOWALLMAP:
if (iSet)
{
ud.showallmap = lValue;
return;
}
Gv_SetVarX(lVar2, ud.showallmap);
return;
case USERDEFS_SHOW_HELP:
if (iSet)
{
ud.show_help = lValue;
return;
}
Gv_SetVarX(lVar2, ud.show_help);
return;
case USERDEFS_SCROLLMODE:
if (iSet)
{
ud.scrollmode = lValue;
return;
}
Gv_SetVarX(lVar2, ud.scrollmode);
return;
case USERDEFS_CLIPPING:
if (iSet)
{
ud.noclip = lValue;
return;
}
Gv_SetVarX(lVar2, ud.noclip);
return;
// case USERDEFS_USER_NAME:
// if(iSet)
// {
// ud.user_name[MAXPLAYERS][32] = lValue;
// return;
// }
// Gv_SetVarX(lVar2, ud.user_name[MAXPLAYERS][32]);
// return;
// case USERDEFS_RIDECULE:
// if(iSet)
// {
// ud.ridecule = lValue;
// return;
// }
// Gv_SetVarX(lVar2, ud.ridecule);
// return;
// case USERDEFS_SAVEGAME:
// if(iSet)
// {
// ud.savegame = lValue;
// return;
// }
// Gv_SetVarX(lVar2, ud.savegame);
// return;
// case USERDEFS_PWLOCKOUT:
// if(iSet)
// {
// ud.pwlockout = lValue;
// return;
// }
// Gv_SetVarX(lVar2, ud.pwlockout);
// return;
// case USERDEFS_RTSNAME:
// if(iSet)
// {
// ud.rtsname = lValue;
// return;
// }
// Gv_SetVarX(lVar2, ud.rtsname);
// return;
case USERDEFS_OVERHEAD_ON:
if (iSet)
{
ud.overhead_on = lValue;
return;
}
Gv_SetVarX(lVar2, ud.overhead_on);
return;
case USERDEFS_LAST_OVERHEAD:
if (iSet)
{
ud.last_overhead = lValue;
return;
}
Gv_SetVarX(lVar2, ud.last_overhead);
return;
case USERDEFS_SHOWWEAPONS:
if (iSet)
{
ud.showweapons = lValue;
return;
}
Gv_SetVarX(lVar2, ud.showweapons);
return;
case USERDEFS_PAUSE_ON:
if (iSet)
{
ud.pause_on = lValue;
return;
}
Gv_SetVarX(lVar2, ud.pause_on);
return;
case USERDEFS_FROM_BONUS:
if (iSet)
{
ud.from_bonus = lValue;
return;
}
Gv_SetVarX(lVar2, ud.from_bonus);
return;
case USERDEFS_CAMERASPRITE:
if (iSet)
{
ud.camerasprite = lValue;
return;
}
Gv_SetVarX(lVar2, ud.camerasprite);
return;
case USERDEFS_LAST_CAMSPRITE:
if (iSet)
{
ud.last_camsprite = lValue;
return;
}
Gv_SetVarX(lVar2, ud.last_camsprite);
return;
case USERDEFS_LAST_LEVEL:
if (iSet)
{
ud.last_level = lValue;
return;
}
Gv_SetVarX(lVar2, ud.last_level);
return;
case USERDEFS_SECRETLEVEL:
if (iSet)
{
ud.secretlevel = lValue;
return;
}
Gv_SetVarX(lVar2, ud.secretlevel);
return;
case USERDEFS_CONST_VISIBILITY:
if (iSet)
{
ud.const_visibility = lValue;
return;
}
Gv_SetVarX(lVar2, ud.const_visibility);
return;
case USERDEFS_UW_FRAMERATE:
if (iSet)
{
ud.uw_framerate = lValue;
return;
}
Gv_SetVarX(lVar2, ud.uw_framerate);
return;
case USERDEFS_CAMERA_TIME:
if (iSet)
{
ud.camera_time = lValue;
return;
}
Gv_SetVarX(lVar2, ud.camera_time);
return;
case USERDEFS_FOLFVEL:
if (iSet)
{
ud.folfvel = lValue;
return;
}
Gv_SetVarX(lVar2, ud.folfvel);
return;
case USERDEFS_FOLAVEL:
if (iSet)
{
ud.folavel = lValue;
return;
}
Gv_SetVarX(lVar2, ud.folavel);
return;
case USERDEFS_FOLX:
if (iSet)
{
ud.folx = lValue;
return;
}
Gv_SetVarX(lVar2, ud.folx);
return;
case USERDEFS_FOLY:
if (iSet)
{
ud.foly = lValue;
return;
}
Gv_SetVarX(lVar2, ud.foly);
return;
case USERDEFS_FOLA:
if (iSet)
{
ud.fola = lValue;
return;
}
Gv_SetVarX(lVar2, ud.fola);
return;
case USERDEFS_RECCNT:
if (iSet)
{
ud.reccnt = lValue;
return;
}
Gv_SetVarX(lVar2, ud.reccnt);
return;
case USERDEFS_ENTERED_NAME:
if (iSet)
{
ud.entered_name = lValue;
return;
}
Gv_SetVarX(lVar2, ud.entered_name);
return;
case USERDEFS_SCREEN_TILTING:
if (iSet)
{
ud.screen_tilting = lValue;
return;
}
Gv_SetVarX(lVar2, ud.screen_tilting);
return;
case USERDEFS_SHADOWS:
if (iSet)
{
ud.shadows = lValue;
return;
}
Gv_SetVarX(lVar2, ud.shadows);
return;
case USERDEFS_FTA_ON:
if (iSet)
{
ud.fta_on = lValue;
return;
}
Gv_SetVarX(lVar2, ud.fta_on);
return;
case USERDEFS_EXECUTIONS:
if (iSet)
{
ud.executions = lValue;
return;
}
Gv_SetVarX(lVar2, ud.executions);
return;
case USERDEFS_AUTO_RUN:
if (iSet)
{
ud.auto_run = lValue;
return;
}
Gv_SetVarX(lVar2, ud.auto_run);
return;
case USERDEFS_COORDS:
if (iSet)
{
ud.coords = lValue;
return;
}
Gv_SetVarX(lVar2, ud.coords);
return;
case USERDEFS_TICKRATE:
if (iSet)
{
ud.tickrate = lValue;
return;
}
Gv_SetVarX(lVar2, ud.tickrate);
return;
case USERDEFS_M_COOP:
if (iSet)
{
ud.m_coop = lValue;
return;
}
Gv_SetVarX(lVar2, ud.m_coop);
return;
case USERDEFS_COOP:
if (iSet)
{
ud.coop = lValue;
return;
}
Gv_SetVarX(lVar2, ud.coop);
return;
case USERDEFS_SCREEN_SIZE:
if (iSet)
{
if (ud.screen_size != lValue)
{
ud.screen_size = lValue;
G_UpdateScreenArea();
}
return;
}
Gv_SetVarX(lVar2, ud.screen_size);
return;
case USERDEFS_LOCKOUT:
if (iSet)
{
ud.lockout = lValue;
return;
}
Gv_SetVarX(lVar2, ud.lockout);
return;
case USERDEFS_CROSSHAIR:
if (iSet)
{
ud.crosshair = lValue;
return;
}
Gv_SetVarX(lVar2, ud.crosshair);
return;
// case USERDEFS_WCHOICE:
// if(iSet)
// {
// ud.wchoice = lValue;
// return;
// }
// Gv_SetVarX(lVar2, ud.wchoice);
// return;
case USERDEFS_PLAYERAI:
if (iSet)
{
ud.playerai = lValue;
return;
}
Gv_SetVarX(lVar2, ud.playerai);
return;
case USERDEFS_RESPAWN_MONSTERS:
if (iSet)
{
ud.respawn_monsters = lValue;
return;
}
Gv_SetVarX(lVar2, ud.respawn_monsters);
return;
case USERDEFS_RESPAWN_ITEMS:
if (iSet)
{
ud.respawn_items = lValue;
return;
}
Gv_SetVarX(lVar2, ud.respawn_items);
return;
case USERDEFS_RESPAWN_INVENTORY:
if (iSet)
{
ud.respawn_inventory = lValue;
return;
}
Gv_SetVarX(lVar2, ud.respawn_inventory);
return;
case USERDEFS_RECSTAT:
if (iSet)
{
ud.recstat = lValue;
return;
}
Gv_SetVarX(lVar2, ud.recstat);
return;
case USERDEFS_MONSTERS_OFF:
if (iSet)
{
ud.monsters_off = lValue;
return;
}
Gv_SetVarX(lVar2, ud.monsters_off);
return;
case USERDEFS_BRIGHTNESS:
if (iSet)
{
ud.brightness = lValue;
return;
}
Gv_SetVarX(lVar2, ud.brightness);
return;
case USERDEFS_M_RESPAWN_ITEMS:
if (iSet)
{
ud.m_respawn_items = lValue;
return;
}
Gv_SetVarX(lVar2, ud.m_respawn_items);
return;
case USERDEFS_M_RESPAWN_MONSTERS:
if (iSet)
{
ud.m_respawn_monsters = lValue;
return;
}
Gv_SetVarX(lVar2, ud.m_respawn_monsters);
return;
case USERDEFS_M_RESPAWN_INVENTORY:
if (iSet)
{
ud.m_respawn_inventory = lValue;
return;
}
Gv_SetVarX(lVar2, ud.m_respawn_inventory);
return;
case USERDEFS_M_RECSTAT:
if (iSet)
{
ud.m_recstat = lValue;
return;
}
Gv_SetVarX(lVar2, ud.m_recstat);
return;
case USERDEFS_M_MONSTERS_OFF:
if (iSet)
{
ud.m_monsters_off = lValue;
return;
}
Gv_SetVarX(lVar2, ud.m_monsters_off);
return;
case USERDEFS_DETAIL:
if (iSet)
{
// REMINDER: must implement "boolean" setters like this in Lunatic, too.
ud.detail = !!lValue;
return;
}
Gv_SetVarX(lVar2, ud.detail);
return;
case USERDEFS_M_FFIRE:
if (iSet)
{
ud.m_ffire = lValue;
return;
}
Gv_SetVarX(lVar2, ud.m_ffire);
return;
case USERDEFS_FFIRE:
if (iSet)
{
ud.ffire = lValue;
return;
}
Gv_SetVarX(lVar2, ud.ffire);
return;
case USERDEFS_M_PLAYER_SKILL:
if (iSet)
{
ud.m_player_skill = lValue;
return;
}
Gv_SetVarX(lVar2, ud.m_player_skill);
return;
case USERDEFS_M_LEVEL_NUMBER:
if (iSet)
{
ud.m_level_number = lValue;
return;
}
Gv_SetVarX(lVar2, ud.m_level_number);
return;
case USERDEFS_M_VOLUME_NUMBER:
if (iSet)
{
ud.m_volume_number = lValue;
return;
}
Gv_SetVarX(lVar2, ud.m_volume_number);
return;
case USERDEFS_MULTIMODE:
if (iSet)
{
ud.multimode = lValue;
return;
}
Gv_SetVarX(lVar2, ud.multimode);
return;
case USERDEFS_PLAYER_SKILL:
if (iSet)
{
ud.player_skill = lValue;
return;
}
Gv_SetVarX(lVar2, ud.player_skill);
return;
case USERDEFS_LEVEL_NUMBER:
if (iSet)
{
ud.level_number = lValue;
return;
}
Gv_SetVarX(lVar2, ud.level_number);
return;
case USERDEFS_VOLUME_NUMBER:
if (iSet)
{
ud.volume_number = lValue;
return;
}
Gv_SetVarX(lVar2, ud.volume_number);
return;
case USERDEFS_M_MARKER:
if (iSet)
{
ud.m_marker = lValue;
return;
}
Gv_SetVarX(lVar2, ud.m_marker);
return;
case USERDEFS_MARKER:
if (iSet)
{
ud.marker = lValue;
return;
}
Gv_SetVarX(lVar2, ud.marker);
return;
case USERDEFS_MOUSEFLIP:
if (iSet)
{
ud.mouseflip = lValue;
return;
}
Gv_SetVarX(lVar2, ud.mouseflip);
return;
case USERDEFS_STATUSBARSCALE:
if (iSet)
{
ud.statusbarscale = lValue;
return;
}
Gv_SetVarX(lVar2, ud.statusbarscale);
return;
case USERDEFS_DRAWWEAPON:
if (iSet)
{
ud.drawweapon = lValue;
return;
}
Gv_SetVarX(lVar2, ud.drawweapon);
return;
case USERDEFS_MOUSEAIMING:
if (iSet)
{
ud.mouseaiming = lValue;
return;
}
Gv_SetVarX(lVar2, ud.mouseaiming);
return;
case USERDEFS_WEAPONSWITCH:
if (iSet)
{
ud.weaponswitch = lValue;
return;
}
Gv_SetVarX(lVar2, ud.weaponswitch);
return;
case USERDEFS_DEMOCAMS:
if (iSet)
{
ud.democams = lValue;
return;
}
Gv_SetVarX(lVar2, ud.democams);
return;
case USERDEFS_COLOR:
if (iSet)
{
ud.color = lValue;
return;
}
Gv_SetVarX(lVar2, ud.color);
return;
case USERDEFS_MSGDISPTIME:
if (iSet)
{
ud.msgdisptime = lValue;
return;
}
Gv_SetVarX(lVar2, ud.msgdisptime);
return;
case USERDEFS_STATUSBARMODE:
if (iSet)
{
ud.statusbarmode = lValue;
return;
}
Gv_SetVarX(lVar2, ud.statusbarmode);
return;
case USERDEFS_M_NOEXITS:
if (iSet)
{
ud.m_noexits = lValue;
return;
}
Gv_SetVarX(lVar2, ud.m_noexits);
return;
case USERDEFS_NOEXITS:
if (iSet)
{
ud.noexits = lValue;
return;
}
Gv_SetVarX(lVar2, ud.noexits);
return;
case USERDEFS_AUTOVOTE:
if (iSet)
{
ud.autovote = lValue;
return;
}
Gv_SetVarX(lVar2, ud.autovote);
return;
case USERDEFS_AUTOMSG:
if (iSet)
{
ud.automsg = lValue;
return;
}
Gv_SetVarX(lVar2, ud.automsg);
return;
case USERDEFS_IDPLAYERS:
if (iSet)
{
ud.idplayers = lValue;
return;
}
Gv_SetVarX(lVar2, ud.idplayers);
return;
case USERDEFS_TEAM:
if (iSet)
{
ud.team = lValue;
return;
}
Gv_SetVarX(lVar2, ud.team);
return;
case USERDEFS_VIEWBOB:
if (iSet)
{
ud.viewbob = lValue;
return;
}
Gv_SetVarX(lVar2, ud.viewbob);
return;
case USERDEFS_WEAPONSWAY:
if (iSet)
{
ud.weaponsway = lValue;
return;
}
Gv_SetVarX(lVar2, ud.weaponsway);
return;
case USERDEFS_ANGLEINTERPOLATION:
if (iSet)
{
ud.angleinterpolation = lValue;
return;
}
Gv_SetVarX(lVar2, ud.angleinterpolation);
return;
case USERDEFS_OBITUARIES:
if (iSet)
{
ud.obituaries = lValue;
return;
}
Gv_SetVarX(lVar2, ud.obituaries);
return;
case USERDEFS_LEVELSTATS:
if (iSet)
{
ud.levelstats = lValue;
return;
}
Gv_SetVarX(lVar2, ud.levelstats);
return;
case USERDEFS_CROSSHAIRSCALE:
if (iSet)
{
ud.crosshairscale = lValue;
return;
}
Gv_SetVarX(lVar2, ud.crosshairscale);
return;
case USERDEFS_ALTHUD:
if (iSet)
{
ud.althud = lValue;
return;
}
Gv_SetVarX(lVar2, ud.althud);
return;
case USERDEFS_DISPLAY_BONUS_SCREEN:
if (iSet)
{
ud.display_bonus_screen = lValue;
return;
}
Gv_SetVarX(lVar2, ud.display_bonus_screen);
return;
case USERDEFS_SHOW_LEVEL_TEXT:
if (iSet)
{
ud.show_level_text = lValue;
return;
}
Gv_SetVarX(lVar2, ud.show_level_text);
return;
case USERDEFS_WEAPONSCALE:
if (iSet)
{
ud.weaponscale = lValue;
return;
}
Gv_SetVarX(lVar2, ud.weaponscale);
return;
case USERDEFS_TEXTSCALE:
if (iSet)
{
ud.textscale = lValue;
return;
}
Gv_SetVarX(lVar2, ud.textscale);
return;
default:
return;
}
}
static void __fastcall VM_AccessActiveProjectile(int32_t iSet, int32_t lVar1, int32_t lLabelID, int32_t lVar2)
{
int32_t lValue=0,proj=vm.g_i;
if (lVar1 != g_iThisActorID)
proj=Gv_GetVarX(lVar1);
if ((unsigned)proj >= MAXSPRITES)
{
// OSD_Printf("VM_AccessActiveProjectile(): invalid projectile (%d)\n",proj);
CON_ERRPRINTF("tried to %s %s on invalid target projectile (%d) %d %d from %s\n",
iSet?"set":"get",ProjectileLabels[lLabelID].name,proj,vm.g_i,vm.g_sp->picnum,
(lVar1<MAXGAMEVARS)?aGameVars[lVar1].szLabel:"extended");
insptr += (lVar2 == MAXGAMEVARS);
return;
}
if (iSet)
lValue=Gv_GetVarX(lVar2);
switch (lLabelID)
{
case PROJ_WORKSLIKE:
if (iSet)
{
SpriteProjectile[proj].workslike=lValue;
return;
}
Gv_SetVarX(lVar2, SpriteProjectile[proj].workslike);
return;
case PROJ_SPAWNS:
if (iSet)
{
SpriteProjectile[proj].spawns=lValue;
return;
}
Gv_SetVarX(lVar2, SpriteProjectile[proj].spawns);
return;
case PROJ_SXREPEAT:
if (iSet)
{
SpriteProjectile[proj].sxrepeat=lValue;
return;
}
Gv_SetVarX(lVar2, SpriteProjectile[proj].sxrepeat);
return;
case PROJ_SYREPEAT:
if (iSet)
{
SpriteProjectile[proj].syrepeat=lValue;
return;
}
Gv_SetVarX(lVar2, SpriteProjectile[proj].syrepeat);
return;
case PROJ_SOUND:
if (iSet)
{
SpriteProjectile[proj].sound=lValue;
return;
}
Gv_SetVarX(lVar2, SpriteProjectile[proj].sound);
return;
case PROJ_ISOUND:
if (iSet)
{
SpriteProjectile[proj].isound=lValue;
return;
}
Gv_SetVarX(lVar2, SpriteProjectile[proj].isound);
return;
case PROJ_VEL:
if (iSet)
{
SpriteProjectile[proj].vel=lValue;
return;
}
Gv_SetVarX(lVar2, SpriteProjectile[proj].vel);
return;
case PROJ_EXTRA:
if (iSet)
{
SpriteProjectile[proj].extra=lValue;
return;
}
Gv_SetVarX(lVar2, SpriteProjectile[proj].extra);
return;
case PROJ_DECAL:
if (iSet)
{
SpriteProjectile[proj].decal=lValue;
return;
}
Gv_SetVarX(lVar2, SpriteProjectile[proj].decal);
return;
case PROJ_TRAIL:
if (iSet)
{
SpriteProjectile[proj].trail=lValue;
return;
}
Gv_SetVarX(lVar2, SpriteProjectile[proj].trail);
return;
case PROJ_TXREPEAT:
if (iSet)
{
SpriteProjectile[proj].txrepeat=lValue;
return;
}
Gv_SetVarX(lVar2, SpriteProjectile[proj].txrepeat);
return;
case PROJ_TYREPEAT:
if (iSet)
{
SpriteProjectile[proj].tyrepeat=lValue;
return;
}
Gv_SetVarX(lVar2, SpriteProjectile[proj].tyrepeat);
return;
case PROJ_TOFFSET:
if (iSet)
{
SpriteProjectile[proj].toffset=lValue;
return;
}
Gv_SetVarX(lVar2, SpriteProjectile[proj].toffset);
return;
case PROJ_TNUM:
if (iSet)
{
SpriteProjectile[proj].tnum=lValue;
return;
}
Gv_SetVarX(lVar2, SpriteProjectile[proj].tnum);
return;
case PROJ_DROP:
if (iSet)
{
SpriteProjectile[proj].drop=lValue;
return;
}
Gv_SetVarX(lVar2, SpriteProjectile[proj].drop);
return;
case PROJ_CSTAT:
if (iSet)
{
SpriteProjectile[proj].cstat=lValue;
return;
}
Gv_SetVarX(lVar2, SpriteProjectile[proj].cstat);
return;
case PROJ_CLIPDIST:
if (iSet)
{
SpriteProjectile[proj].clipdist=lValue;
return;
}
Gv_SetVarX(lVar2, SpriteProjectile[proj].clipdist);
return;
case PROJ_SHADE:
if (iSet)
{
SpriteProjectile[proj].shade=lValue;
return;
}
Gv_SetVarX(lVar2, SpriteProjectile[proj].shade);
return;
case PROJ_XREPEAT:
if (iSet)
{
SpriteProjectile[proj].xrepeat=lValue;
return;
}
Gv_SetVarX(lVar2, SpriteProjectile[proj].xrepeat);
return;
case PROJ_YREPEAT:
if (iSet)
{
SpriteProjectile[proj].yrepeat=lValue;
return;
}
Gv_SetVarX(lVar2, SpriteProjectile[proj].yrepeat);
return;
case PROJ_PAL:
if (iSet)
{
SpriteProjectile[proj].pal=lValue;
return;
}
Gv_SetVarX(lVar2, SpriteProjectile[proj].pal);
return;
case PROJ_EXTRA_RAND:
if (iSet)
{
SpriteProjectile[proj].extra_rand=lValue;
return;
}
Gv_SetVarX(lVar2, SpriteProjectile[proj].extra_rand);
return;
case PROJ_HITRADIUS:
if (iSet)
{
SpriteProjectile[proj].hitradius=lValue;
return;
}
Gv_SetVarX(lVar2, SpriteProjectile[proj].hitradius);
return;
case PROJ_MOVECNT:
if (iSet)
{
SpriteProjectile[proj].movecnt=lValue;
return;
}
Gv_SetVarX(lVar2, SpriteProjectile[proj].movecnt);
return;
case PROJ_OFFSET:
if (iSet)
{
SpriteProjectile[proj].offset=lValue;
return;
}
Gv_SetVarX(lVar2, SpriteProjectile[proj].offset);
return;
case PROJ_BOUNCES:
if (iSet)
{
SpriteProjectile[proj].bounces=lValue;
return;
}
Gv_SetVarX(lVar2, SpriteProjectile[proj].bounces);
return;
case PROJ_BSOUND:
if (iSet)
{
SpriteProjectile[proj].bsound=lValue;
return;
}
Gv_SetVarX(lVar2, SpriteProjectile[proj].bsound);
return;
case PROJ_RANGE:
if (iSet)
{
SpriteProjectile[proj].range=lValue;
return;
}
Gv_SetVarX(lVar2, SpriteProjectile[proj].range);
return;
case PROJ_FLASH_COLOR:
if (iSet)
{
SpriteProjectile[proj].flashcolor=lValue;
return;
}
Gv_SetVarX(lVar2, SpriteProjectile[proj].flashcolor);
return;
default:
return;
}
}
static void __fastcall VM_GetPlayer(register int32_t lVar1, register int32_t lLabelID, register int32_t lVar2, int32_t lParm2)
{
register int32_t iPlayer=vm.g_p;
DukePlayer_t *ps;
if (lVar1 != g_iThisActorID)
iPlayer=Gv_GetVarX(lVar1);
if ((unsigned)iPlayer >= (unsigned)playerswhenstarted)
goto badplayer;
if (PlayerLabels[lLabelID].flags & LABEL_HASPARM2 && ((unsigned)lParm2 >= (unsigned)PlayerLabels[lLabelID].maxParm2))
goto badpos;
ps = g_player[iPlayer].ps;
switch (lLabelID)
{
case PLAYER_ZOOM:
Gv_SetVarX(lVar2, ps->zoom); return;
case PLAYER_EXITX:
Gv_SetVarX(lVar2, ps->exitx); return;
case PLAYER_EXITY:
Gv_SetVarX(lVar2, ps->exity); return;
case PLAYER_LOOGIEX:
Gv_SetVarX(lVar2, ps->loogiex[lParm2]); return;
case PLAYER_LOOGIEY:
Gv_SetVarX(lVar2, ps->loogiey[lParm2]); return;
case PLAYER_NUMLOOGS:
Gv_SetVarX(lVar2, ps->numloogs); return;
case PLAYER_LOOGCNT:
Gv_SetVarX(lVar2, ps->loogcnt); return;
case PLAYER_POSX:
Gv_SetVarX(lVar2, ps->pos.x); return;
case PLAYER_POSY:
Gv_SetVarX(lVar2, ps->pos.y); return;
case PLAYER_POSZ:
Gv_SetVarX(lVar2, ps->pos.z); return;
case PLAYER_HORIZ:
Gv_SetVarX(lVar2, ps->horiz); return;
case PLAYER_OHORIZ:
Gv_SetVarX(lVar2, ps->ohoriz); return;
case PLAYER_OHORIZOFF:
Gv_SetVarX(lVar2, ps->ohorizoff); return;
case PLAYER_INVDISPTIME:
Gv_SetVarX(lVar2, ps->invdisptime); return;
case PLAYER_BOBPOSX:
Gv_SetVarX(lVar2, ps->bobposx); return;
case PLAYER_BOBPOSY:
Gv_SetVarX(lVar2, ps->bobposy); return;
case PLAYER_OPOSX:
Gv_SetVarX(lVar2, ps->opos.x); return;
case PLAYER_OPOSY:
Gv_SetVarX(lVar2, ps->opos.y); return;
case PLAYER_OPOSZ:
Gv_SetVarX(lVar2, ps->opos.z); return;
case PLAYER_PYOFF:
Gv_SetVarX(lVar2, ps->pyoff); return;
case PLAYER_OPYOFF:
Gv_SetVarX(lVar2, ps->opyoff); return;
case PLAYER_POSXV:
Gv_SetVarX(lVar2, ps->vel.x); return;
case PLAYER_POSYV:
Gv_SetVarX(lVar2, ps->vel.y); return;
case PLAYER_POSZV:
Gv_SetVarX(lVar2, ps->vel.z); return;
case PLAYER_LAST_PISSED_TIME:
Gv_SetVarX(lVar2, ps->last_pissed_time); return;
case PLAYER_TRUEFZ:
Gv_SetVarX(lVar2, ps->truefz); return;
case PLAYER_TRUECZ:
Gv_SetVarX(lVar2, ps->truecz); return;
case PLAYER_PLAYER_PAR:
Gv_SetVarX(lVar2, ps->player_par); return;
case PLAYER_VISIBILITY:
Gv_SetVarX(lVar2, ps->visibility); return;
case PLAYER_BOBCOUNTER:
Gv_SetVarX(lVar2, ps->bobcounter); return;
case PLAYER_WEAPON_SWAY:
Gv_SetVarX(lVar2, ps->weapon_sway); return;
case PLAYER_PALS_TIME:
Gv_SetVarX(lVar2, ps->pals.f); return;
case PLAYER_RANDOMFLAMEX:
Gv_SetVarX(lVar2, ps->randomflamex); return;
case PLAYER_CRACK_TIME:
Gv_SetVarX(lVar2, ps->crack_time); return;
case PLAYER_AIM_MODE:
Gv_SetVarX(lVar2, ps->aim_mode); return;
case PLAYER_ANG:
Gv_SetVarX(lVar2, ps->ang); return;
case PLAYER_OANG:
Gv_SetVarX(lVar2, ps->oang); return;
case PLAYER_ANGVEL:
Gv_SetVarX(lVar2, ps->angvel); return;
case PLAYER_CURSECTNUM:
Gv_SetVarX(lVar2, ps->cursectnum); return;
case PLAYER_LOOK_ANG:
Gv_SetVarX(lVar2, ps->look_ang); return;
case PLAYER_LAST_EXTRA:
Gv_SetVarX(lVar2, ps->last_extra); return;
case PLAYER_SUBWEAPON:
Gv_SetVarX(lVar2, ps->subweapon); return;
case PLAYER_AMMO_AMOUNT:
Gv_SetVarX(lVar2, ps->ammo_amount[lParm2]); return;
case PLAYER_WACKEDBYACTOR:
Gv_SetVarX(lVar2, ps->wackedbyactor); return;
case PLAYER_FRAG:
Gv_SetVarX(lVar2, ps->frag); return;
case PLAYER_FRAGGEDSELF:
Gv_SetVarX(lVar2, ps->fraggedself); return;
case PLAYER_CURR_WEAPON:
Gv_SetVarX(lVar2, ps->curr_weapon); return;
case PLAYER_LAST_WEAPON:
Gv_SetVarX(lVar2, ps->last_weapon); return;
case PLAYER_TIPINCS:
Gv_SetVarX(lVar2, ps->tipincs); return;
case PLAYER_HORIZOFF:
Gv_SetVarX(lVar2, ps->horizoff); return;
case PLAYER_WANTWEAPONFIRE:
Gv_SetVarX(lVar2, ps->wantweaponfire); return;
case PLAYER_HOLODUKE_AMOUNT:
Gv_SetVarX(lVar2, ps->inv_amount[GET_HOLODUKE]); return;
case PLAYER_NEWOWNER:
Gv_SetVarX(lVar2, ps->newowner); return;
case PLAYER_HURT_DELAY:
Gv_SetVarX(lVar2, ps->hurt_delay); return;
case PLAYER_HBOMB_HOLD_DELAY:
Gv_SetVarX(lVar2, ps->hbomb_hold_delay); return;
case PLAYER_JUMPING_COUNTER:
Gv_SetVarX(lVar2, ps->jumping_counter); return;
case PLAYER_AIRLEFT:
Gv_SetVarX(lVar2, ps->airleft); return;
case PLAYER_KNEE_INCS:
Gv_SetVarX(lVar2, ps->knee_incs); return;
case PLAYER_ACCESS_INCS:
Gv_SetVarX(lVar2, ps->access_incs); return;
case PLAYER_FTA:
Gv_SetVarX(lVar2, ps->fta); return;
case PLAYER_FTQ:
Gv_SetVarX(lVar2, ps->ftq); return;
case PLAYER_ACCESS_WALLNUM:
Gv_SetVarX(lVar2, ps->access_wallnum); return;
case PLAYER_ACCESS_SPRITENUM:
Gv_SetVarX(lVar2, ps->access_spritenum); return;
case PLAYER_KICKBACK_PIC:
Gv_SetVarX(lVar2, ps->kickback_pic); return;
case PLAYER_GOT_ACCESS:
Gv_SetVarX(lVar2, ps->got_access); return;
case PLAYER_WEAPON_ANG:
Gv_SetVarX(lVar2, ps->weapon_ang); return;
case PLAYER_FIRSTAID_AMOUNT:
Gv_SetVarX(lVar2, ps->inv_amount[GET_FIRSTAID]); return;
case PLAYER_SOMETHINGONPLAYER:
Gv_SetVarX(lVar2, ps->somethingonplayer); return;
case PLAYER_ON_CRANE:
Gv_SetVarX(lVar2, ps->on_crane); return;
case PLAYER_I:
Gv_SetVarX(lVar2, ps->i); return;
case PLAYER_ONE_PARALLAX_SECTNUM:
Gv_SetVarX(lVar2, ps->one_parallax_sectnum); return;
case PLAYER_OVER_SHOULDER_ON:
Gv_SetVarX(lVar2, ps->over_shoulder_on); return;
case PLAYER_RANDOM_CLUB_FRAME:
Gv_SetVarX(lVar2, ps->random_club_frame); return;
case PLAYER_FIST_INCS:
Gv_SetVarX(lVar2, ps->fist_incs); return;
case PLAYER_ONE_EIGHTY_COUNT:
Gv_SetVarX(lVar2, ps->one_eighty_count); return;
case PLAYER_CHEAT_PHASE:
Gv_SetVarX(lVar2, ps->cheat_phase); return;
case PLAYER_DUMMYPLAYERSPRITE:
Gv_SetVarX(lVar2, ps->dummyplayersprite); return;
case PLAYER_EXTRA_EXTRA8:
Gv_SetVarX(lVar2, ps->extra_extra8); return;
case PLAYER_QUICK_KICK:
Gv_SetVarX(lVar2, ps->quick_kick); return;
case PLAYER_HEAT_AMOUNT:
Gv_SetVarX(lVar2, ps->inv_amount[GET_HEATS]); return;
case PLAYER_ACTORSQU:
Gv_SetVarX(lVar2, ps->actorsqu); return;
case PLAYER_TIMEBEFOREEXIT:
Gv_SetVarX(lVar2, ps->timebeforeexit); return;
case PLAYER_CUSTOMEXITSOUND:
Gv_SetVarX(lVar2, ps->customexitsound); return;
case PLAYER_WEAPRECS:
Gv_SetVarX(lVar2, ps->weaprecs[lParm2]); return;
case PLAYER_WEAPRECCNT:
Gv_SetVarX(lVar2, ps->weapreccnt); return;
case PLAYER_INTERFACE_TOGGLE_FLAG:
Gv_SetVarX(lVar2, ps->interface_toggle_flag); return;
case PLAYER_ROTSCRNANG:
Gv_SetVarX(lVar2, ps->rotscrnang); return;
case PLAYER_DEAD_FLAG:
Gv_SetVarX(lVar2, ps->dead_flag); return;
case PLAYER_SHOW_EMPTY_WEAPON:
Gv_SetVarX(lVar2, ps->show_empty_weapon); return;
case PLAYER_SCUBA_AMOUNT:
Gv_SetVarX(lVar2, ps->inv_amount[GET_SCUBA]); return;
case PLAYER_JETPACK_AMOUNT:
Gv_SetVarX(lVar2, ps->inv_amount[GET_JETPACK]); return;
case PLAYER_STEROIDS_AMOUNT:
Gv_SetVarX(lVar2, ps->inv_amount[GET_STEROIDS]); return;
case PLAYER_SHIELD_AMOUNT:
Gv_SetVarX(lVar2, ps->inv_amount[GET_SHIELD]); return;
case PLAYER_HOLODUKE_ON:
Gv_SetVarX(lVar2, ps->holoduke_on); return;
case PLAYER_PYCOUNT:
Gv_SetVarX(lVar2, ps->pycount); return;
case PLAYER_WEAPON_POS:
Gv_SetVarX(lVar2, ps->weapon_pos); return;
case PLAYER_FRAG_PS:
Gv_SetVarX(lVar2, ps->frag_ps); return;
case PLAYER_TRANSPORTER_HOLD:
Gv_SetVarX(lVar2, ps->transporter_hold); return;
case PLAYER_LAST_FULL_WEAPON:
Gv_SetVarX(lVar2, ps->last_full_weapon); return;
case PLAYER_FOOTPRINTSHADE:
Gv_SetVarX(lVar2, ps->footprintshade); return;
case PLAYER_BOOT_AMOUNT:
Gv_SetVarX(lVar2, ps->inv_amount[GET_BOOTS]); return;
case PLAYER_SCREAM_VOICE:
Gv_SetVarX(lVar2, ps->scream_voice); return;
case PLAYER_GM:
Gv_SetVarX(lVar2, ps->gm); return;
case PLAYER_ON_WARPING_SECTOR:
Gv_SetVarX(lVar2, ps->on_warping_sector); return;
case PLAYER_FOOTPRINTCOUNT:
Gv_SetVarX(lVar2, ps->footprintcount); return;
case PLAYER_HBOMB_ON:
Gv_SetVarX(lVar2, ps->hbomb_on); return;
case PLAYER_JUMPING_TOGGLE:
Gv_SetVarX(lVar2, ps->jumping_toggle); return;
case PLAYER_RAPID_FIRE_HOLD:
Gv_SetVarX(lVar2, ps->rapid_fire_hold); return;
case PLAYER_ON_GROUND:
Gv_SetVarX(lVar2, ps->on_ground); return;
case PLAYER_INVEN_ICON:
Gv_SetVarX(lVar2, ps->inven_icon); return;
case PLAYER_BUTTONPALETTE:
Gv_SetVarX(lVar2, ps->buttonpalette); return;
case PLAYER_JETPACK_ON:
Gv_SetVarX(lVar2, ps->jetpack_on); return;
case PLAYER_SPRITEBRIDGE:
Gv_SetVarX(lVar2, ps->spritebridge); return;
case PLAYER_LASTRANDOMSPOT:
Gv_SetVarX(lVar2, ps->lastrandomspot); return;
case PLAYER_SCUBA_ON:
Gv_SetVarX(lVar2, ps->scuba_on); return;
case PLAYER_FOOTPRINTPAL:
Gv_SetVarX(lVar2, ps->footprintpal); return;
case PLAYER_HEAT_ON:
Gv_SetVarX(lVar2, ps->heat_on); return;
case PLAYER_HOLSTER_WEAPON:
Gv_SetVarX(lVar2, ps->holster_weapon); return;
case PLAYER_FALLING_COUNTER:
Gv_SetVarX(lVar2, ps->falling_counter); return;
case PLAYER_GOTWEAPON:
Gv_SetVarX(lVar2, (ps->gotweapon & (1<<lParm2)) != 0); return;
case PLAYER_REFRESH_INVENTORY:
Gv_SetVarX(lVar2, ps->refresh_inventory); return;
case PLAYER_PALETTE: // no set
Gv_SetVarX(lVar2, ps->palette); return;
case PLAYER_TOGGLE_KEY_FLAG:
Gv_SetVarX(lVar2, ps->toggle_key_flag); return;
case PLAYER_KNUCKLE_INCS:
Gv_SetVarX(lVar2, ps->knuckle_incs); return;
case PLAYER_WALKING_SND_TOGGLE:
Gv_SetVarX(lVar2, ps->walking_snd_toggle); return;
case PLAYER_PALOOKUP:
Gv_SetVarX(lVar2, ps->palookup); return;
case PLAYER_HARD_LANDING:
Gv_SetVarX(lVar2, ps->hard_landing); return;
case PLAYER_MAX_SECRET_ROOMS:
Gv_SetVarX(lVar2, ps->max_secret_rooms); return;
case PLAYER_SECRET_ROOMS:
Gv_SetVarX(lVar2, ps->secret_rooms); return;
case PLAYER_PALS:
switch (lParm2)
{
case 0:
Gv_SetVarX(lVar2, ps->pals.r); return;
case 1:
Gv_SetVarX(lVar2, ps->pals.g); return;
case 2:
Gv_SetVarX(lVar2, ps->pals.b); return;
}
return;
case PLAYER_MAX_ACTORS_KILLED:
Gv_SetVarX(lVar2, ps->max_actors_killed); return;
case PLAYER_ACTORS_KILLED:
Gv_SetVarX(lVar2, ps->actors_killed); return;
case PLAYER_RETURN_TO_CENTER:
Gv_SetVarX(lVar2, ps->return_to_center); return;
case PLAYER_RUNSPEED:
Gv_SetVarX(lVar2, ps->runspeed); return;
case PLAYER_SBS:
Gv_SetVarX(lVar2, ps->sbs); return;
case PLAYER_RELOADING:
Gv_SetVarX(lVar2, ps->reloading); return;
case PLAYER_AUTO_AIM:
Gv_SetVarX(lVar2, ps->auto_aim); return;
case PLAYER_MOVEMENT_LOCK:
Gv_SetVarX(lVar2, ps->movement_lock); return;
case PLAYER_SOUND_PITCH:
Gv_SetVarX(lVar2, ps->sound_pitch); return;
case PLAYER_WEAPONSWITCH:
Gv_SetVarX(lVar2, ps->weaponswitch); return;
case PLAYER_TEAM:
Gv_SetVarX(lVar2, ps->team); return;
case PLAYER_MAX_PLAYER_HEALTH:
Gv_SetVarX(lVar2, ps->max_player_health); return;
case PLAYER_MAX_SHIELD_AMOUNT:
Gv_SetVarX(lVar2, ps->max_shield_amount); return;
case PLAYER_MAX_AMMO_AMOUNT:
Gv_SetVarX(lVar2, ps->max_ammo_amount[lParm2]); return;
case PLAYER_LAST_QUICK_KICK:
Gv_SetVarX(lVar2, ps->last_quick_kick);
return;
default:
return;
}
badplayer:
// OSD_Printf("VM_AccessPlayer(): invalid target player (%d) %d\n",iPlayer,vm.g_i);
CON_ERRPRINTF("tried to get %s on invalid target player (%d) from spr %d gv %s\n",
PlayerLabels[lLabelID].name,iPlayer,vm.g_i,
(lVar1<MAXGAMEVARS)?aGameVars[lVar1].szLabel:"extended");
return;
badpos:
CON_ERRPRINTF("tried to get invalid %s position %d on player (%d) from spr %d\n",
PlayerLabels[lLabelID].name,lParm2,iPlayer,vm.g_i);
return;
}
static void __fastcall VM_SetPlayer(int32_t lVar1, int32_t lLabelID, int32_t lVar2, int32_t lParm2)
{
register int32_t iPlayer=vm.g_p;
DukePlayer_t *ps;
if (lVar1 != g_iThisActorID)
iPlayer=Gv_GetVarX(lVar1);
ps = g_player[iPlayer].ps;
if ((unsigned)iPlayer >= (unsigned)playerswhenstarted)
goto badplayer;
if (PlayerLabels[lLabelID].flags & LABEL_HASPARM2 && (unsigned)lParm2 >= (unsigned)PlayerLabels[lLabelID].maxParm2)
goto badpos;
lVar1=Gv_GetVarX(lVar2);
switch (lLabelID)
{
case PLAYER_ZOOM:
ps->zoom=lVar1; return;
case PLAYER_EXITX:
ps->exitx=lVar1; return;
case PLAYER_EXITY:
ps->exity=lVar1; return;
case PLAYER_LOOGIEX:
ps->loogiex[lParm2]=lVar1; return;
case PLAYER_LOOGIEY:
ps->loogiey[lParm2]=lVar1; return;
case PLAYER_NUMLOOGS:
ps->numloogs=lVar1; return;
case PLAYER_LOOGCNT:
ps->loogcnt=lVar1; return;
case PLAYER_POSX:
ps->pos.x=lVar1; return;
case PLAYER_POSY:
ps->pos.y=lVar1; return;
case PLAYER_POSZ:
ps->pos.z=lVar1; return;
case PLAYER_HORIZ:
ps->horiz=lVar1; return;
case PLAYER_OHORIZ:
ps->ohoriz=lVar1; return;
case PLAYER_OHORIZOFF:
ps->ohorizoff=lVar1; return;
case PLAYER_INVDISPTIME:
ps->invdisptime=lVar1; return;
case PLAYER_BOBPOSX:
ps->bobposx=lVar1; return;
case PLAYER_BOBPOSY:
ps->bobposy=lVar1; return;
case PLAYER_OPOSX:
ps->opos.x=lVar1; return;
case PLAYER_OPOSY:
ps->opos.y=lVar1; return;
case PLAYER_OPOSZ:
ps->opos.z=lVar1; return;
case PLAYER_PYOFF:
ps->pyoff=lVar1; return;
case PLAYER_OPYOFF:
ps->opyoff=lVar1; return;
case PLAYER_POSXV:
ps->vel.x=lVar1; return;
case PLAYER_POSYV:
ps->vel.y=lVar1; return;
case PLAYER_POSZV:
ps->vel.z=lVar1; return;
case PLAYER_LAST_PISSED_TIME:
ps->last_pissed_time=lVar1; return;
case PLAYER_TRUEFZ:
ps->truefz=lVar1; return;
case PLAYER_TRUECZ:
ps->truecz=lVar1; return;
case PLAYER_PLAYER_PAR:
ps->player_par=lVar1; return;
case PLAYER_VISIBILITY:
ps->visibility=lVar1; return;
case PLAYER_BOBCOUNTER:
ps->bobcounter=lVar1; return;
case PLAYER_WEAPON_SWAY:
ps->weapon_sway=lVar1; return;
case PLAYER_PALS_TIME:
ps->pals.f=lVar1; return;
case PLAYER_RANDOMFLAMEX:
ps->randomflamex=lVar1; return;
case PLAYER_CRACK_TIME:
ps->crack_time=lVar1; return;
case PLAYER_AIM_MODE:
ps->aim_mode=lVar1; return;
case PLAYER_ANG:
ps->ang=lVar1; return;
case PLAYER_OANG:
ps->oang=lVar1; return;
case PLAYER_ANGVEL:
ps->angvel=lVar1; return;
case PLAYER_CURSECTNUM:
ps->cursectnum=lVar1; return;
case PLAYER_LOOK_ANG:
ps->look_ang=lVar1; return;
case PLAYER_LAST_EXTRA:
ps->last_extra=lVar1; return;
case PLAYER_SUBWEAPON:
ps->subweapon=lVar1; return;
case PLAYER_AMMO_AMOUNT:
ps->ammo_amount[lParm2]=lVar1; return;
case PLAYER_WACKEDBYACTOR:
ps->wackedbyactor=lVar1; return;
case PLAYER_FRAG:
ps->frag=lVar1; return;
case PLAYER_FRAGGEDSELF:
ps->fraggedself=lVar1; return;
case PLAYER_CURR_WEAPON:
ps->curr_weapon=lVar1; return;
case PLAYER_LAST_WEAPON:
ps->last_weapon=lVar1; return;
case PLAYER_TIPINCS:
ps->tipincs=lVar1; return;
case PLAYER_HORIZOFF:
ps->horizoff=lVar1; return;
case PLAYER_WANTWEAPONFIRE:
ps->wantweaponfire=lVar1; return;
case PLAYER_HOLODUKE_AMOUNT:
ps->inv_amount[GET_HOLODUKE]=lVar1; return;
case PLAYER_NEWOWNER:
ps->newowner=lVar1; return;
case PLAYER_HURT_DELAY:
ps->hurt_delay=lVar1; return;
case PLAYER_HBOMB_HOLD_DELAY:
ps->hbomb_hold_delay=lVar1; return;
case PLAYER_JUMPING_COUNTER:
ps->jumping_counter=lVar1; return;
case PLAYER_AIRLEFT:
ps->airleft=lVar1; return;
case PLAYER_KNEE_INCS:
ps->knee_incs=lVar1; return;
case PLAYER_ACCESS_INCS:
ps->access_incs=lVar1; return;
case PLAYER_FTA:
ps->fta=lVar1; return;
case PLAYER_FTQ:
ps->ftq=lVar1; return;
case PLAYER_ACCESS_WALLNUM:
ps->access_wallnum=lVar1; return;
case PLAYER_ACCESS_SPRITENUM:
ps->access_spritenum=lVar1; return;
case PLAYER_KICKBACK_PIC:
ps->kickback_pic=lVar1; return;
case PLAYER_GOT_ACCESS:
ps->got_access=lVar1; return;
case PLAYER_WEAPON_ANG:
ps->weapon_ang=lVar1; return;
case PLAYER_FIRSTAID_AMOUNT:
ps->inv_amount[GET_FIRSTAID]=lVar1; return;
case PLAYER_SOMETHINGONPLAYER:
ps->somethingonplayer=lVar1; return;
case PLAYER_ON_CRANE:
ps->on_crane=lVar1; return;
case PLAYER_I:
ps->i=lVar1; return;
case PLAYER_ONE_PARALLAX_SECTNUM:
ps->one_parallax_sectnum=lVar1; return;
case PLAYER_OVER_SHOULDER_ON:
ps->over_shoulder_on=lVar1; return;
case PLAYER_RANDOM_CLUB_FRAME:
ps->random_club_frame=lVar1; return;
case PLAYER_FIST_INCS:
ps->fist_incs=lVar1; return;
case PLAYER_ONE_EIGHTY_COUNT:
ps->one_eighty_count=lVar1; return;
case PLAYER_CHEAT_PHASE:
ps->cheat_phase=lVar1; return;
case PLAYER_DUMMYPLAYERSPRITE:
ps->dummyplayersprite=lVar1; return;
case PLAYER_EXTRA_EXTRA8:
ps->extra_extra8=lVar1; return;
case PLAYER_QUICK_KICK:
ps->quick_kick=lVar1; return;
case PLAYER_HEAT_AMOUNT:
ps->inv_amount[GET_HEATS]=lVar1; return;
case PLAYER_ACTORSQU:
ps->actorsqu=lVar1; return;
case PLAYER_TIMEBEFOREEXIT:
ps->timebeforeexit=lVar1; return;
case PLAYER_CUSTOMEXITSOUND:
ps->customexitsound=lVar1; return;
case PLAYER_WEAPRECS:
ps->weaprecs[lParm2]=lVar1; return;
case PLAYER_WEAPRECCNT:
ps->weapreccnt=lVar1; return;
case PLAYER_INTERFACE_TOGGLE_FLAG:
ps->interface_toggle_flag=lVar1; return;
case PLAYER_ROTSCRNANG:
ps->rotscrnang=lVar1; return;
case PLAYER_DEAD_FLAG:
ps->dead_flag=lVar1; return;
case PLAYER_SHOW_EMPTY_WEAPON:
ps->show_empty_weapon=lVar1; return;
case PLAYER_SCUBA_AMOUNT:
ps->inv_amount[GET_SCUBA]=lVar1; return;
case PLAYER_JETPACK_AMOUNT:
ps->inv_amount[GET_JETPACK]=lVar1; return;
case PLAYER_STEROIDS_AMOUNT:
ps->inv_amount[GET_STEROIDS]=lVar1; return;
case PLAYER_SHIELD_AMOUNT:
ps->inv_amount[GET_SHIELD]=lVar1; return;
case PLAYER_HOLODUKE_ON:
ps->holoduke_on=lVar1; return;
case PLAYER_PYCOUNT:
ps->pycount=lVar1; return;
case PLAYER_WEAPON_POS:
ps->weapon_pos=lVar1; return;
case PLAYER_FRAG_PS:
ps->frag_ps=lVar1; return;
case PLAYER_TRANSPORTER_HOLD:
ps->transporter_hold=lVar1; return;
case PLAYER_LAST_FULL_WEAPON:
ps->last_full_weapon=lVar1; return;
case PLAYER_FOOTPRINTSHADE:
ps->footprintshade=lVar1; return;
case PLAYER_BOOT_AMOUNT:
ps->inv_amount[GET_BOOTS]=lVar1; return;
case PLAYER_SCREAM_VOICE:
ps->scream_voice=lVar1; return;
case PLAYER_GM:
ps->gm=lVar1; return;
case PLAYER_ON_WARPING_SECTOR:
ps->on_warping_sector=lVar1; return;
case PLAYER_FOOTPRINTCOUNT:
ps->footprintcount=lVar1; return;
case PLAYER_HBOMB_ON:
ps->hbomb_on=lVar1; return;
case PLAYER_JUMPING_TOGGLE:
ps->jumping_toggle=lVar1; return;
case PLAYER_RAPID_FIRE_HOLD:
ps->rapid_fire_hold=lVar1; return;
case PLAYER_ON_GROUND:
ps->on_ground=lVar1; return;
case PLAYER_INVEN_ICON:
ps->inven_icon=lVar1; return;
case PLAYER_BUTTONPALETTE:
ps->buttonpalette=lVar1; return;
case PLAYER_JETPACK_ON:
ps->jetpack_on=lVar1; return;
case PLAYER_SPRITEBRIDGE:
ps->spritebridge=lVar1; return;
case PLAYER_LASTRANDOMSPOT:
ps->lastrandomspot=lVar1; return;
case PLAYER_SCUBA_ON:
ps->scuba_on=lVar1; return;
case PLAYER_FOOTPRINTPAL:
ps->footprintpal=lVar1; return;
case PLAYER_HEAT_ON:
if (ps->heat_on != lVar1)
{
ps->heat_on=lVar1;
P_UpdateScreenPal(ps);
} return;
case PLAYER_HOLSTER_WEAPON:
ps->holster_weapon=lVar1; return;
case PLAYER_FALLING_COUNTER:
ps->falling_counter=lVar1; return;
case PLAYER_GOTWEAPON:
if (lVar1)
{
ps->gotweapon |= (1<<lParm2);
return;
}
ps->gotweapon &= ~(1<<lParm2);
return;
case PLAYER_REFRESH_INVENTORY:
ps->refresh_inventory=lVar1; return;
case PLAYER_TOGGLE_KEY_FLAG:
ps->toggle_key_flag=lVar1; return;
case PLAYER_KNUCKLE_INCS:
ps->knuckle_incs=lVar1; return;
case PLAYER_WALKING_SND_TOGGLE:
ps->walking_snd_toggle=lVar1; return;
case PLAYER_PALOOKUP:
ps->palookup=lVar1; return;
case PLAYER_HARD_LANDING:
ps->hard_landing=lVar1; return;
case PLAYER_MAX_SECRET_ROOMS:
ps->max_secret_rooms=lVar1; return;
case PLAYER_SECRET_ROOMS:
ps->secret_rooms=lVar1; return;
case PLAYER_PALS:
switch (lParm2)
{
case 0:
ps->pals.r = lVar1; return;
case 1:
ps->pals.g = lVar1; return;
case 2:
ps->pals.b = lVar1; return;
}
return;
case PLAYER_MAX_ACTORS_KILLED:
ps->max_actors_killed=lVar1; return;
case PLAYER_ACTORS_KILLED:
ps->actors_killed=lVar1; return;
case PLAYER_RETURN_TO_CENTER:
ps->return_to_center=lVar1; return;
case PLAYER_RUNSPEED:
ps->runspeed=lVar1; return;
case PLAYER_SBS:
ps->sbs=lVar1; return;
case PLAYER_RELOADING:
ps->reloading=lVar1; return;
case PLAYER_AUTO_AIM:
ps->auto_aim=lVar1; return;
case PLAYER_MOVEMENT_LOCK:
ps->movement_lock=lVar1; return;
case PLAYER_SOUND_PITCH:
ps->sound_pitch=lVar1; return;
case PLAYER_WEAPONSWITCH:
ps->weaponswitch=lVar1; return;
case PLAYER_TEAM:
ps->team=lVar1; return;
case PLAYER_MAX_PLAYER_HEALTH:
ps->max_player_health = lVar1; return;
case PLAYER_MAX_SHIELD_AMOUNT:
ps->max_shield_amount = lVar1; return;
case PLAYER_MAX_AMMO_AMOUNT:
ps->max_ammo_amount[lParm2]=lVar1; return;
case PLAYER_LAST_QUICK_KICK:
ps->last_quick_kick=lVar1;
return;
default:
return;
}
badplayer:
// OSD_Printf("VM_AccessPlayer(): invalid target player (%d) %d\n",iPlayer,vm.g_i);
CON_ERRPRINTF("tried to set %s on invalid target player (%d) from spr %d gv %s\n",
PlayerLabels[lLabelID].name,iPlayer,vm.g_i,
(lVar1<MAXGAMEVARS)?aGameVars[lVar1].szLabel:"extended");
insptr += (lVar2 == MAXGAMEVARS);
return;
badpos:
CON_ERRPRINTF("tried to set invalid %s position %d on player (%d) from spr %d\n",
PlayerLabels[lLabelID].name,lParm2,iPlayer,vm.g_i);
insptr += (lVar2 == MAXGAMEVARS);
return;
}
static void __fastcall VM_AccessPlayerInput(int32_t iSet, int32_t lVar1, int32_t lLabelID, int32_t lVar2)
{
int32_t lValue=0;
int32_t iPlayer=vm.g_p;
if (lVar1 != g_iThisActorID)
iPlayer=Gv_GetVarX(lVar1);
if ((unsigned)iPlayer >= (unsigned)playerswhenstarted)
goto badplayer;
if (iSet)
lValue=Gv_GetVarX(lVar2);
switch (lLabelID)
{
case INPUT_AVEL:
if (iSet)
{
g_player[iPlayer].sync->avel=lValue;
return;
}
Gv_SetVarX(lVar2, g_player[iPlayer].sync->avel);
return;
case INPUT_HORZ:
if (iSet)
{
g_player[iPlayer].sync->horz=lValue;
return;
}
Gv_SetVarX(lVar2, g_player[iPlayer].sync->horz);
return;
case INPUT_FVEL:
if (iSet)
{
g_player[iPlayer].sync->fvel=lValue;
return;
}
Gv_SetVarX(lVar2, g_player[iPlayer].sync->fvel);
return;
case INPUT_SVEL:
if (iSet)
{
g_player[iPlayer].sync->svel=lValue;
return;
}
Gv_SetVarX(lVar2, g_player[iPlayer].sync->svel);
return;
case INPUT_BITS:
if (iSet)
{
g_player[iPlayer].sync->bits=lValue;
return;
}
Gv_SetVarX(lVar2, g_player[iPlayer].sync->bits);
return;
case INPUT_EXTBITS:
if (iSet)
{
g_player[iPlayer].sync->extbits=lValue;
return;
}
Gv_SetVarX(lVar2, g_player[iPlayer].sync->extbits);
return;
default:
return;
}
badplayer:
insptr += (lVar2 == MAXGAMEVARS);
CON_ERRPRINTF("invalid target player (%d) %d\n", iPlayer,vm.g_i);
return;
}
static void __fastcall VM_AccessWall(int32_t iSet, int32_t lVar1, int32_t lLabelID, int32_t lVar2)
{
int32_t lValue=0;
int32_t iWall = Gv_GetVarX(lVar1);
if ((unsigned)iWall >= (unsigned)numwalls)
goto badwall;
if (iSet)
lValue=Gv_GetVarX(lVar2);
switch (lLabelID)
{
case WALL_X:
if (iSet)
{
wall[iWall].x=lValue;
return;
}
Gv_SetVarX(lVar2, wall[iWall].x);
return;
case WALL_Y:
if (iSet)
{
wall[iWall].y=lValue;
return;
}
Gv_SetVarX(lVar2, wall[iWall].y);
return;
case WALL_POINT2:
if (iSet)
{
wall[iWall].point2=lValue;
return;
}
Gv_SetVarX(lVar2, wall[iWall].point2);
return;
case WALL_NEXTWALL:
if (iSet)
{
wall[iWall].nextwall=lValue;
return;
}
Gv_SetVarX(lVar2, wall[iWall].nextwall);
return;
case WALL_NEXTSECTOR:
if (iSet)
{
wall[iWall].nextsector=lValue;
return;
}
Gv_SetVarX(lVar2, wall[iWall].nextsector);
return;
case WALL_CSTAT:
if (iSet)
{
wall[iWall].cstat=lValue;
return;
}
Gv_SetVarX(lVar2, wall[iWall].cstat);
return;
case WALL_PICNUM:
if (iSet)
{
wall[iWall].picnum=lValue;
return;
}
Gv_SetVarX(lVar2, wall[iWall].picnum);
return;
case WALL_OVERPICNUM:
if (iSet)
{
wall[iWall].overpicnum=lValue;
return;
}
Gv_SetVarX(lVar2, wall[iWall].overpicnum);
return;
case WALL_SHADE:
if (iSet)
{
wall[iWall].shade=lValue;
return;
}
Gv_SetVarX(lVar2, wall[iWall].shade);
return;
case WALL_PAL:
if (iSet)
{
wall[iWall].pal=lValue;
return;
}
Gv_SetVarX(lVar2, wall[iWall].pal);
return;
case WALL_XREPEAT:
if (iSet)
{
wall[iWall].xrepeat=lValue;
return;
}
Gv_SetVarX(lVar2, wall[iWall].xrepeat);
return;
case WALL_YREPEAT:
if (iSet)
{
wall[iWall].yrepeat=lValue;
return;
}
Gv_SetVarX(lVar2, wall[iWall].yrepeat);
return;
case WALL_XPANNING:
if (iSet)
{
wall[iWall].xpanning=lValue;
return;
}
Gv_SetVarX(lVar2, wall[iWall].xpanning);
return;
case WALL_YPANNING:
if (iSet)
{
wall[iWall].ypanning=lValue;
return;
}
Gv_SetVarX(lVar2, wall[iWall].ypanning);
return;
case WALL_LOTAG:
if (iSet)
{
wall[iWall].lotag=lValue;
return;
}
Gv_SetVarX(lVar2, wall[iWall].lotag);
return;
case WALL_HITAG:
if (iSet)
{
wall[iWall].hitag=lValue;
return;
}
Gv_SetVarX(lVar2, wall[iWall].hitag);
return;
case WALL_EXTRA:
if (iSet)
{
wall[iWall].extra=lValue;
return;
}
Gv_SetVarX(lVar2, wall[iWall].extra);
return;
default:
return;
}
badwall:
insptr += (lVar2 == MAXGAMEVARS);
CON_ERRPRINTF("Invalid wall %d\n", iWall);
return;
}
static void __fastcall VM_AccessSector(int32_t iSet, int32_t lVar1, int32_t lLabelID, int32_t lVar2)
{
int32_t lValue=0;
int32_t iSector=sprite[vm.g_i].sectnum;
if (lVar1 != g_iThisActorID)
iSector=Gv_GetVarX(lVar1);
if ((unsigned)iSector >= (unsigned)numsectors)
goto badsector;
if (iSet)
lValue=Gv_GetVarX(lVar2);
switch (lLabelID)
{
case SECTOR_WALLPTR:
if (iSet)
{
sector[iSector].wallptr=lValue;
return;
}
Gv_SetVarX(lVar2, sector[iSector].wallptr);
return;
case SECTOR_WALLNUM:
if (iSet)
{
sector[iSector].wallnum=lValue;
return;
}
Gv_SetVarX(lVar2, sector[iSector].wallnum);
return;
case SECTOR_CEILINGZ:
if (iSet)
{
sector[iSector].ceilingz=lValue;
return;
}
Gv_SetVarX(lVar2, sector[iSector].ceilingz);
return;
case SECTOR_FLOORZ:
if (iSet)
{
sector[iSector].floorz=lValue;
return;
}
Gv_SetVarX(lVar2, sector[iSector].floorz);
return;
case SECTOR_CEILINGSTAT:
if (iSet)
{
sector[iSector].ceilingstat=lValue;
return;
}
Gv_SetVarX(lVar2, sector[iSector].ceilingstat);
return;
case SECTOR_FLOORSTAT:
if (iSet)
{
sector[iSector].floorstat=lValue;
return;
}
Gv_SetVarX(lVar2, sector[iSector].floorstat);
return;
case SECTOR_CEILINGPICNUM:
if (iSet)
{
sector[iSector].ceilingpicnum=lValue;
return;
}
Gv_SetVarX(lVar2, sector[iSector].ceilingpicnum);
return;
case SECTOR_CEILINGSLOPE:
if (iSet)
{
sector[iSector].ceilingheinum=lValue;
return;
}
Gv_SetVarX(lVar2, sector[iSector].ceilingheinum);
return;
case SECTOR_CEILINGSHADE:
if (iSet)
{
sector[iSector].ceilingshade=lValue;
return;
}
Gv_SetVarX(lVar2, sector[iSector].ceilingshade);
return;
case SECTOR_CEILINGPAL:
if (iSet)
{
sector[iSector].ceilingpal=lValue;
return;
}
Gv_SetVarX(lVar2, sector[iSector].ceilingpal);
return;
case SECTOR_CEILINGXPANNING:
if (iSet)
{
sector[iSector].ceilingxpanning=lValue;
return;
}
Gv_SetVarX(lVar2, sector[iSector].ceilingxpanning);
return;
case SECTOR_CEILINGYPANNING:
if (iSet)
{
sector[iSector].ceilingypanning=lValue;
return;
}
Gv_SetVarX(lVar2, sector[iSector].ceilingypanning);
return;
case SECTOR_FLOORPICNUM:
if (iSet)
{
sector[iSector].floorpicnum=lValue;
return;
}
Gv_SetVarX(lVar2, sector[iSector].floorpicnum);
return;
case SECTOR_FLOORSLOPE:
if (iSet)
{
sector[iSector].floorheinum=lValue;
return;
}
Gv_SetVarX(lVar2, sector[iSector].floorheinum);
return;
case SECTOR_FLOORSHADE:
if (iSet)
{
sector[iSector].floorshade=lValue;
return;
}
Gv_SetVarX(lVar2, sector[iSector].floorshade);
return;
case SECTOR_FLOORPAL:
if (iSet)
{
sector[iSector].floorpal=lValue;
return;
}
Gv_SetVarX(lVar2, sector[iSector].floorpal);
return;
case SECTOR_FLOORXPANNING:
if (iSet)
{
sector[iSector].floorxpanning=lValue;
return;
}
Gv_SetVarX(lVar2, sector[iSector].floorxpanning);
return;
case SECTOR_FLOORYPANNING:
if (iSet)
{
sector[iSector].floorypanning=lValue;
return;
}
Gv_SetVarX(lVar2, sector[iSector].floorypanning);
return;
case SECTOR_VISIBILITY:
if (iSet)
{
sector[iSector].visibility=lValue;
return;
}
Gv_SetVarX(lVar2, sector[iSector].visibility);
return;
case SECTOR_ALIGNTO:
if (iSet)
{
sector[iSector].filler=lValue;
return;
}
Gv_SetVarX(lVar2, sector[iSector].filler);
return;
case SECTOR_LOTAG:
if (iSet)
{
sector[iSector].lotag=lValue;
return;
}
Gv_SetVarX(lVar2, sector[iSector].lotag);
return;
case SECTOR_HITAG:
if (iSet)
{
sector[iSector].hitag=lValue;
return;
}
Gv_SetVarX(lVar2, sector[iSector].hitag);
return;
case SECTOR_EXTRA:
if (iSet)
{
sector[iSector].extra=lValue;
return;
}
Gv_SetVarX(lVar2, sector[iSector].extra);
return;
case SECTOR_CEILINGBUNCH:
case SECTOR_FLOORBUNCH:
if (!iSet)
{
#ifdef YAX_ENABLE
Gv_SetVarX(lVar2, yax_getbunch(iSector, lLabelID==SECTOR_FLOORBUNCH));
#else
Gv_SetVarX(lVar2, -1);
#endif
}
return;
default:
return;
}
badsector:
CON_ERRPRINTF("Invalid sector %d\n", iSector);
insptr += (lVar2 == MAXGAMEVARS);
return;
}
static void __fastcall VM_SetSprite(int32_t lVar1, int32_t lLabelID, int32_t lVar2, int32_t lParm2)
{
register int32_t iActor=vm.g_i;
if (lVar1 != g_iThisActorID)
iActor=Gv_GetVarX(lVar1);
if ((unsigned)iActor >= MAXSPRITES)
goto badactor;
if (ActorLabels[lLabelID].flags & LABEL_HASPARM2 && (unsigned)lParm2 >= (unsigned)ActorLabels[lLabelID].maxParm2)
goto badpos;
lVar1=Gv_GetVarX(lVar2);
switch (lLabelID)
{
case ACTOR_X:
sprite[iActor].x=lVar1;
return;
case ACTOR_Y:
sprite[iActor].y=lVar1;
return;
case ACTOR_Z:
sprite[iActor].z=lVar1;
return;
case ACTOR_CSTAT:
sprite[iActor].cstat=lVar1;
return;
case ACTOR_PICNUM:
sprite[iActor].picnum=lVar1;
return;
case ACTOR_SHADE:
sprite[iActor].shade=lVar1;
return;
case ACTOR_PAL:
sprite[iActor].pal=lVar1;
return;
case ACTOR_CLIPDIST:
sprite[iActor].clipdist=lVar1;
return;
case ACTOR_DETAIL:
sprite[iActor].filler=lVar1;
return;
case ACTOR_XREPEAT:
sprite[iActor].xrepeat=lVar1;
return;
case ACTOR_YREPEAT:
sprite[iActor].yrepeat=lVar1;
return;
case ACTOR_XOFFSET:
sprite[iActor].xoffset=lVar1;
return;
case ACTOR_YOFFSET:
sprite[iActor].yoffset=lVar1;
return;
case ACTOR_SECTNUM:
changespritesect(iActor,lVar1);
return;
case ACTOR_STATNUM:
changespritestat(iActor,lVar1);
return;
case ACTOR_ANG:
sprite[iActor].ang=lVar1;
return;
case ACTOR_OWNER:
sprite[iActor].owner=lVar1;
return;
case ACTOR_XVEL:
sprite[iActor].xvel=lVar1;
return;
case ACTOR_YVEL:
sprite[iActor].yvel=lVar1;
return;
case ACTOR_ZVEL:
sprite[iActor].zvel=lVar1;
return;
case ACTOR_LOTAG:
sprite[iActor].lotag=lVar1;
return;
case ACTOR_HITAG:
sprite[iActor].hitag=lVar1;
return;
case ACTOR_EXTRA:
sprite[iActor].extra=lVar1;
return;
case ACTOR_HTCGG:
actor[iActor].cgg=lVar1;
return;
case ACTOR_HTPICNUM :
actor[iActor].picnum=lVar1;
return;
case ACTOR_HTANG:
actor[iActor].ang=lVar1;
return;
case ACTOR_HTEXTRA:
actor[iActor].extra=lVar1;
return;
case ACTOR_HTOWNER:
actor[iActor].owner=lVar1;
return;
case ACTOR_HTMOVFLAG:
actor[iActor].movflag=lVar1;
return;
case ACTOR_HTTEMPANG:
actor[iActor].tempang=lVar1;
return;
case ACTOR_HTACTORSTAYPUT:
actor[iActor].actorstayput=lVar1;
return;
case ACTOR_HTDISPICNUM:
actor[iActor].dispicnum=lVar1;
return;
case ACTOR_HTTIMETOSLEEP:
actor[iActor].timetosleep=lVar1;
return;
case ACTOR_HTFLOORZ:
actor[iActor].floorz=lVar1;
return;
case ACTOR_HTCEILINGZ:
actor[iActor].ceilingz=lVar1;
return;
case ACTOR_HTLASTVX:
actor[iActor].lastvx=lVar1;
return;
case ACTOR_HTLASTVY:
actor[iActor].lastvy=lVar1;
return;
case ACTOR_HTBPOSX:
actor[iActor].bposx=lVar1;
return;
case ACTOR_HTBPOSY:
actor[iActor].bposy=lVar1;
return;
case ACTOR_HTBPOSZ:
actor[iActor].bposz=lVar1;
return;
case ACTOR_HTG_T:
actor[iActor].t_data[lParm2]=lVar1;
return;
case ACTOR_ANGOFF:
spriteext[iActor].angoff=lVar1;
return;
case ACTOR_PITCH:
spriteext[iActor].pitch=lVar1;
return;
case ACTOR_ROLL:
spriteext[iActor].roll=lVar1;
return;
case ACTOR_MDXOFF:
spriteext[iActor].xoff=lVar1;
return;
case ACTOR_MDYOFF:
spriteext[iActor].yoff=lVar1;
return;
case ACTOR_MDZOFF:
spriteext[iActor].zoff=lVar1;
return;
case ACTOR_MDFLAGS:
spriteext[iActor].flags=lVar1;
return;
case ACTOR_XPANNING:
spriteext[iActor].xpanning=lVar1;
return;
case ACTOR_YPANNING:
spriteext[iActor].ypanning=lVar1;
return;
case ACTOR_HTFLAGS:
actor[iActor].flags=lVar1;
return;
case ACTOR_ALPHA:
spriteext[iActor].alpha=(float)(lVar1/255.0f);
return;
default:
return;
}
badactor:
CON_ERRPRINTF("tried to set %s on invalid target sprite (%d) from spr %d pic %d gv %s\n",
ActorLabels[lLabelID].name,iActor,vm.g_i,vm.g_sp->picnum,
(lVar1<MAXGAMEVARS)?aGameVars[lVar1].szLabel:"extended");
insptr += (lVar2 == MAXGAMEVARS);
return;
badpos:
CON_ERRPRINTF("tried to set invalid %s position %d on sprite (%d) from spr %d\n",
ActorLabels[lLabelID].name,lParm2,iActor,vm.g_i);
insptr += (lVar2 == MAXGAMEVARS);
return;
}
static void __fastcall VM_GetSprite(int32_t lVar1, int32_t lLabelID, int32_t lVar2, int32_t lParm2)
{
register int32_t iActor=vm.g_i;
if (lVar1 != g_iThisActorID)
iActor=Gv_GetVarX(lVar1);
if ((unsigned)iActor >= MAXSPRITES)
goto badactor;
if (ActorLabels[lLabelID].flags & LABEL_HASPARM2 && (unsigned)lParm2 >= (unsigned)ActorLabels[lLabelID].maxParm2)
goto badpos;
switch (lLabelID)
{
case ACTOR_X:
Gv_SetVarX(lVar2, sprite[iActor].x);
return;
case ACTOR_Y:
Gv_SetVarX(lVar2, sprite[iActor].y);
return;
case ACTOR_Z:
Gv_SetVarX(lVar2, sprite[iActor].z);
return;
case ACTOR_CSTAT:
Gv_SetVarX(lVar2, sprite[iActor].cstat);
return;
case ACTOR_PICNUM:
Gv_SetVarX(lVar2, sprite[iActor].picnum);
return;
case ACTOR_SHADE:
Gv_SetVarX(lVar2, sprite[iActor].shade);
return;
case ACTOR_PAL:
Gv_SetVarX(lVar2, sprite[iActor].pal);
return;
case ACTOR_CLIPDIST:
Gv_SetVarX(lVar2, sprite[iActor].clipdist);
return;
case ACTOR_DETAIL:
Gv_SetVarX(lVar2, sprite[iActor].filler);
return;
case ACTOR_XREPEAT:
Gv_SetVarX(lVar2, sprite[iActor].xrepeat);
return;
case ACTOR_YREPEAT:
Gv_SetVarX(lVar2, sprite[iActor].yrepeat);
return;
case ACTOR_XOFFSET:
Gv_SetVarX(lVar2, sprite[iActor].xoffset);
return;
case ACTOR_YOFFSET:
Gv_SetVarX(lVar2, sprite[iActor].yoffset);
return;
case ACTOR_SECTNUM:
Gv_SetVarX(lVar2, sprite[iActor].sectnum);
return;
case ACTOR_STATNUM:
Gv_SetVarX(lVar2, sprite[iActor].statnum);
return;
case ACTOR_ANG:
Gv_SetVarX(lVar2, sprite[iActor].ang);
return;
case ACTOR_OWNER:
Gv_SetVarX(lVar2, sprite[iActor].owner);
return;
case ACTOR_XVEL:
Gv_SetVarX(lVar2, sprite[iActor].xvel);
return;
case ACTOR_YVEL:
Gv_SetVarX(lVar2, sprite[iActor].yvel);
return;
case ACTOR_ZVEL:
Gv_SetVarX(lVar2, sprite[iActor].zvel);
return;
case ACTOR_LOTAG:
Gv_SetVarX(lVar2, sprite[iActor].lotag);
return;
case ACTOR_HITAG:
Gv_SetVarX(lVar2, sprite[iActor].hitag);
return;
case ACTOR_EXTRA:
Gv_SetVarX(lVar2, sprite[iActor].extra);
return;
case ACTOR_HTCGG:
Gv_SetVarX(lVar2, actor[iActor].cgg);
return;
case ACTOR_HTPICNUM :
Gv_SetVarX(lVar2, actor[iActor].picnum);
return;
case ACTOR_HTANG:
Gv_SetVarX(lVar2, actor[iActor].ang);
return;
case ACTOR_HTEXTRA:
Gv_SetVarX(lVar2,actor[iActor].extra);
return;
case ACTOR_HTOWNER:
Gv_SetVarX(lVar2,actor[iActor].owner);
return;
case ACTOR_HTMOVFLAG:
Gv_SetVarX(lVar2,actor[iActor].movflag);
return;
case ACTOR_HTTEMPANG:
Gv_SetVarX(lVar2,actor[iActor].tempang);
return;
case ACTOR_HTACTORSTAYPUT:
Gv_SetVarX(lVar2,actor[iActor].actorstayput);
return;
case ACTOR_HTDISPICNUM:
Gv_SetVarX(lVar2,actor[iActor].dispicnum);
return;
case ACTOR_HTTIMETOSLEEP:
Gv_SetVarX(lVar2,actor[iActor].timetosleep);
return;
case ACTOR_HTFLOORZ:
Gv_SetVarX(lVar2,actor[iActor].floorz);
return;
case ACTOR_HTCEILINGZ:
Gv_SetVarX(lVar2,actor[iActor].ceilingz);
return;
case ACTOR_HTLASTVX:
Gv_SetVarX(lVar2,actor[iActor].lastvx);
return;
case ACTOR_HTLASTVY:
Gv_SetVarX(lVar2,actor[iActor].lastvy);
return;
case ACTOR_HTBPOSX:
Gv_SetVarX(lVar2,actor[iActor].bposx);
return;
case ACTOR_HTBPOSY:
Gv_SetVarX(lVar2,actor[iActor].bposy);
return;
case ACTOR_HTBPOSZ:
Gv_SetVarX(lVar2,actor[iActor].bposz);
return;
case ACTOR_HTG_T:
Gv_SetVarX(lVar2, actor[iActor].t_data[lParm2]);
return;
case ACTOR_ANGOFF:
Gv_SetVarX(lVar2,spriteext[iActor].angoff);
return;
case ACTOR_PITCH:
Gv_SetVarX(lVar2,spriteext[iActor].pitch);
return;
case ACTOR_ROLL:
Gv_SetVarX(lVar2,spriteext[iActor].roll);
return;
case ACTOR_MDXOFF:
Gv_SetVarX(lVar2,spriteext[iActor].xoff);
return;
case ACTOR_MDYOFF:
Gv_SetVarX(lVar2,spriteext[iActor].yoff);
return;
case ACTOR_MDZOFF:
Gv_SetVarX(lVar2,spriteext[iActor].zoff);
return;
case ACTOR_MDFLAGS:
Gv_SetVarX(lVar2,spriteext[iActor].flags);
return;
case ACTOR_XPANNING:
Gv_SetVarX(lVar2, spriteext[iActor].xpanning);
return;
case ACTOR_YPANNING:
Gv_SetVarX(lVar2, spriteext[iActor].ypanning);
return;
case ACTOR_HTFLAGS:
Gv_SetVarX(lVar2,actor[iActor].flags);
return;
case ACTOR_ALPHA:
Gv_SetVarX(lVar2, (uint8_t)(spriteext[iActor].alpha * 255.0f));
return;
default:
return;
}
badactor:
CON_ERRPRINTF("tried to get %s on invalid target sprite (%d) from spr %d pic %d gv %s\n",
ActorLabels[lLabelID].name,iActor,vm.g_i,vm.g_sp->picnum,
(lVar1<MAXGAMEVARS)?aGameVars[lVar1].szLabel:"extended");
insptr += (lVar2 == MAXGAMEVARS);
return;
badpos:
CON_ERRPRINTF("tried to get invalid %s position %d on sprite (%d) from spr %d\n",
ActorLabels[lLabelID].name,lParm2,iActor,vm.g_i);
insptr += (lVar2 == MAXGAMEVARS);
return;
}
static void __fastcall VM_AccessTsprite(int32_t iSet, int32_t lVar1, int32_t lLabelID, int32_t lVar2)
{
int32_t lValue=0;
int32_t iActor=vm.g_i;
if (lVar1 != g_iThisActorID)
iActor=Gv_GetVarX(lVar1);
if ((unsigned)iActor >= MAXSPRITES)
goto badsprite;
if (iSet)
lValue=Gv_GetVarX(lVar2);
if (!spriteext[iActor].tspr)
goto badtspr;
switch (lLabelID)
{
case ACTOR_X:
if (iSet)
{
spriteext[iActor].tspr->x=lValue;
return;
}
Gv_SetVarX(lVar2, spriteext[iActor].tspr->x);
return;
case ACTOR_Y:
if (iSet)
{
spriteext[iActor].tspr->y=lValue;
return;
}
Gv_SetVarX(lVar2, spriteext[iActor].tspr->y);
return;
case ACTOR_Z:
if (iSet)
{
spriteext[iActor].tspr->z=lValue;
return;
}
Gv_SetVarX(lVar2, spriteext[iActor].tspr->z);
return;
case ACTOR_CSTAT:
if (iSet)
{
spriteext[iActor].tspr->cstat=lValue;
return;
}
Gv_SetVarX(lVar2, spriteext[iActor].tspr->cstat);
return;
case ACTOR_PICNUM:
if (iSet)
{
spriteext[iActor].tspr->picnum=lValue;
return;
}
Gv_SetVarX(lVar2, spriteext[iActor].tspr->picnum);
return;
case ACTOR_SHADE:
if (iSet)
{
spriteext[iActor].tspr->shade=lValue;
return;
}
Gv_SetVarX(lVar2, spriteext[iActor].tspr->shade);
return;
case ACTOR_PAL:
if (iSet)
{
spriteext[iActor].tspr->pal=lValue;
return;
}
Gv_SetVarX(lVar2, spriteext[iActor].tspr->pal);
return;
case ACTOR_CLIPDIST:
if (iSet)
{
spriteext[iActor].tspr->clipdist=lValue;
return;
}
Gv_SetVarX(lVar2, spriteext[iActor].tspr->clipdist);
return;
case ACTOR_DETAIL:
if (iSet)
{
spriteext[iActor].tspr->filler=lValue;
return;
}
Gv_SetVarX(lVar2, spriteext[iActor].tspr->filler);
return;
case ACTOR_XREPEAT:
if (iSet)
{
spriteext[iActor].tspr->xrepeat=lValue;
return;
}
Gv_SetVarX(lVar2, spriteext[iActor].tspr->xrepeat);
return;
case ACTOR_YREPEAT:
if (iSet)
{
spriteext[iActor].tspr->yrepeat=lValue;
return;
}
Gv_SetVarX(lVar2, spriteext[iActor].tspr->yrepeat);
return;
case ACTOR_XOFFSET:
if (iSet)
{
spriteext[iActor].tspr->xoffset=lValue;
return;
}
Gv_SetVarX(lVar2, spriteext[iActor].tspr->xoffset);
return;
case ACTOR_YOFFSET:
if (iSet)
{
spriteext[iActor].tspr->yoffset=lValue;
return;
}
Gv_SetVarX(lVar2, spriteext[iActor].tspr->yoffset);
return;
case ACTOR_SECTNUM:
if (iSet)
{
spriteext[iActor].tspr->sectnum=lValue;
return;
}
Gv_SetVarX(lVar2, spriteext[iActor].tspr->sectnum);
return;
case ACTOR_STATNUM:
if (iSet)
{
spriteext[iActor].tspr->statnum=lValue;
return;
}
Gv_SetVarX(lVar2, spriteext[iActor].tspr->statnum);
return;
case ACTOR_ANG:
if (iSet)
{
spriteext[iActor].tspr->ang=lValue;
return;
}
Gv_SetVarX(lVar2, spriteext[iActor].tspr->ang);
return;
case ACTOR_OWNER:
if (iSet)
{
spriteext[iActor].tspr->owner=lValue;
return;
}
Gv_SetVarX(lVar2, spriteext[iActor].tspr->owner);
return;
#if 1
case ACTOR_XVEL:
if (iSet)
{
spriteext[iActor].tspr->xvel=lValue;
return;
}
Gv_SetVarX(lVar2, spriteext[iActor].tspr->xvel);
return;
case ACTOR_YVEL:
if (iSet)
{
spriteext[iActor].tspr->yvel=lValue;
return;
}
Gv_SetVarX(lVar2, spriteext[iActor].tspr->yvel);
return;
case ACTOR_ZVEL:
if (iSet)
{
spriteext[iActor].tspr->zvel=lValue;
return;
}
Gv_SetVarX(lVar2, spriteext[iActor].tspr->zvel);
return;
case ACTOR_LOTAG:
if (iSet)
{
spriteext[iActor].tspr->lotag=lValue;
return;
}
Gv_SetVarX(lVar2, spriteext[iActor].tspr->lotag);
return;
case ACTOR_HITAG:
if (iSet)
{
spriteext[iActor].tspr->hitag=lValue;
return;
}
Gv_SetVarX(lVar2, spriteext[iActor].tspr->hitag);
return;
case ACTOR_EXTRA:
if (iSet)
{
spriteext[iActor].tspr->extra=lValue;
return;
}
Gv_SetVarX(lVar2, spriteext[iActor].tspr->extra);
return;
#endif
default:
return;
}
badsprite:
CON_ERRPRINTF("invalid target sprite (%d) %d %d\n", iActor, vm.g_i, vm.g_sp->picnum);
insptr += (lVar2 == MAXGAMEVARS);
return;
badtspr:
CON_ERRPRINTF("Internal bug, tsprite is unavailable\n");
return;
}
static void __fastcall VM_AccessProjectile(int32_t iSet, int32_t lVar1, int32_t lLabelID, int32_t lVar2)
{
int32_t lValue=0;
if ((unsigned)lVar1 >= MAXTILES)
goto badtile;
if (iSet)
lValue=Gv_GetVarX(lVar2);
switch (lLabelID)
{
case PROJ_WORKSLIKE:
if (iSet)
{
ProjectileData[lVar1].workslike=lValue;
return;
}
Gv_SetVarX(lVar2, ProjectileData[lVar1].workslike);
return;
case PROJ_SPAWNS:
if (iSet)
{
ProjectileData[lVar1].spawns=lValue;
return;
}
Gv_SetVarX(lVar2, ProjectileData[lVar1].spawns);
return;
case PROJ_SXREPEAT:
if (iSet)
{
ProjectileData[lVar1].sxrepeat=lValue;
return;
}
Gv_SetVarX(lVar2, ProjectileData[lVar1].sxrepeat);
return;
case PROJ_SYREPEAT:
if (iSet)
{
ProjectileData[lVar1].syrepeat=lValue;
return;
}
Gv_SetVarX(lVar2, ProjectileData[lVar1].syrepeat);
return;
case PROJ_SOUND:
if (iSet)
{
ProjectileData[lVar1].sound=lValue;
return;
}
Gv_SetVarX(lVar2, ProjectileData[lVar1].sound);
return;
case PROJ_ISOUND:
if (iSet)
{
ProjectileData[lVar1].isound=lValue;
return;
}
Gv_SetVarX(lVar2, ProjectileData[lVar1].isound);
return;
case PROJ_VEL:
if (iSet)
{
ProjectileData[lVar1].vel=lValue;
return;
}
Gv_SetVarX(lVar2, ProjectileData[lVar1].vel);
return;
case PROJ_EXTRA:
if (iSet)
{
ProjectileData[lVar1].extra=lValue;
return;
}
Gv_SetVarX(lVar2, ProjectileData[lVar1].extra);
return;
case PROJ_DECAL:
if (iSet)
{
ProjectileData[lVar1].decal=lValue;
return;
}
Gv_SetVarX(lVar2, ProjectileData[lVar1].decal);
return;
case PROJ_TRAIL:
if (iSet)
{
ProjectileData[lVar1].trail=lValue;
return;
}
Gv_SetVarX(lVar2, ProjectileData[lVar1].trail);
return;
case PROJ_TXREPEAT:
if (iSet)
{
ProjectileData[lVar1].txrepeat=lValue;
return;
}
Gv_SetVarX(lVar2, ProjectileData[lVar1].txrepeat);
return;
case PROJ_TYREPEAT:
if (iSet)
{
ProjectileData[lVar1].tyrepeat=lValue;
return;
}
Gv_SetVarX(lVar2, ProjectileData[lVar1].tyrepeat);
return;
case PROJ_TOFFSET:
if (iSet)
{
ProjectileData[lVar1].toffset=lValue;
return;
}
Gv_SetVarX(lVar2, ProjectileData[lVar1].toffset);
return;
case PROJ_TNUM:
if (iSet)
{
ProjectileData[lVar1].tnum=lValue;
return;
}
Gv_SetVarX(lVar2, ProjectileData[lVar1].tnum);
return;
case PROJ_DROP:
if (iSet)
{
ProjectileData[lVar1].drop=lValue;
return;
}
Gv_SetVarX(lVar2, ProjectileData[lVar1].drop);
return;
case PROJ_CSTAT:
if (iSet)
{
ProjectileData[lVar1].cstat=lValue;
return;
}
Gv_SetVarX(lVar2, ProjectileData[lVar1].cstat);
return;
case PROJ_CLIPDIST:
if (iSet)
{
ProjectileData[lVar1].clipdist=lValue;
return;
}
Gv_SetVarX(lVar2, ProjectileData[lVar1].clipdist);
return;
case PROJ_SHADE:
if (iSet)
{
ProjectileData[lVar1].shade=lValue;
return;
}
Gv_SetVarX(lVar2, ProjectileData[lVar1].shade);
return;
case PROJ_XREPEAT:
if (iSet)
{
ProjectileData[lVar1].xrepeat=lValue;
return;
}
Gv_SetVarX(lVar2, ProjectileData[lVar1].xrepeat);
return;
case PROJ_YREPEAT:
if (iSet)
{
ProjectileData[lVar1].yrepeat=lValue;
return;
}
Gv_SetVarX(lVar2, ProjectileData[lVar1].yrepeat);
return;
case PROJ_PAL:
if (iSet)
{
ProjectileData[lVar1].pal=lValue;
return;
}
Gv_SetVarX(lVar2, ProjectileData[lVar1].pal);
return;
case PROJ_EXTRA_RAND:
if (iSet)
{
ProjectileData[lVar1].extra_rand=lValue;
return;
}
Gv_SetVarX(lVar2, ProjectileData[lVar1].extra_rand);
return;
case PROJ_HITRADIUS:
if (iSet)
{
ProjectileData[lVar1].hitradius=lValue;
return;
}
Gv_SetVarX(lVar2, ProjectileData[lVar1].hitradius);
return;
case PROJ_MOVECNT:
if (iSet)
{
ProjectileData[lVar1].movecnt=lValue;
return;
}
Gv_SetVarX(lVar2, ProjectileData[lVar1].movecnt);
return;
case PROJ_OFFSET:
if (iSet)
{
ProjectileData[lVar1].offset=lValue;
return;
}
Gv_SetVarX(lVar2, ProjectileData[lVar1].offset);
return;
case PROJ_BOUNCES:
if (iSet)
{
ProjectileData[lVar1].bounces=lValue;
return;
}
Gv_SetVarX(lVar2, ProjectileData[lVar1].bounces);
return;
case PROJ_BSOUND:
if (iSet)
{
ProjectileData[lVar1].bsound=lValue;
return;
}
Gv_SetVarX(lVar2, ProjectileData[lVar1].bsound);
return;
case PROJ_RANGE:
if (iSet)
{
ProjectileData[lVar1].range=lValue;
return;
}
Gv_SetVarX(lVar2, ProjectileData[lVar1].range);
return;
default:
return;
}
badtile:
CON_ERRPRINTF("invalid tile (%d)\n", lVar1);
insptr += (lVar2 == MAXGAMEVARS);
return;
}
#else
static int32_t __fastcall VM_AccessSpriteX(int32_t iActor, int32_t lLabelID, int32_t lParm2)
{
if (ActorLabels[lLabelID].flags & LABEL_HASPARM2 && (unsigned)lParm2 >= (unsigned)ActorLabels[lLabelID].maxParm2)
goto badpos;
switch (lLabelID)
{
case ACTOR_X: return sprite[iActor].x;
case ACTOR_Y: return sprite[iActor].y;
case ACTOR_Z: return sprite[iActor].z;
case ACTOR_CSTAT: return sprite[iActor].cstat;
case ACTOR_PICNUM: return sprite[iActor].picnum;
case ACTOR_SHADE: return sprite[iActor].shade;
case ACTOR_PAL: return sprite[iActor].pal;
case ACTOR_CLIPDIST: return sprite[iActor].clipdist;
case ACTOR_DETAIL: return sprite[iActor].filler;
case ACTOR_XREPEAT: return sprite[iActor].xrepeat;
case ACTOR_YREPEAT: return sprite[iActor].yrepeat;
case ACTOR_XOFFSET: return sprite[iActor].xoffset;
case ACTOR_YOFFSET: return sprite[iActor].yoffset;
case ACTOR_SECTNUM: return sprite[iActor].sectnum;
case ACTOR_STATNUM: return sprite[iActor].statnum;
case ACTOR_ANG: return sprite[iActor].ang;
case ACTOR_OWNER: return sprite[iActor].owner;
case ACTOR_XVEL: return sprite[iActor].xvel;
case ACTOR_YVEL: return sprite[iActor].yvel;
case ACTOR_ZVEL: return sprite[iActor].zvel;
case ACTOR_LOTAG: return sprite[iActor].lotag;
case ACTOR_HITAG: return sprite[iActor].hitag;
case ACTOR_EXTRA: return sprite[iActor].extra;
case ACTOR_HTCGG: return actor[iActor].cgg;
case ACTOR_HTPICNUM : return actor[iActor].picnum;
case ACTOR_HTANG: return actor[iActor].ang;
case ACTOR_HTEXTRA: return actor[iActor].extra;
case ACTOR_HTOWNER: return actor[iActor].owner;
case ACTOR_HTMOVFLAG: return actor[iActor].movflag;
case ACTOR_HTTEMPANG: return actor[iActor].tempang;
case ACTOR_HTACTORSTAYPUT: return actor[iActor].actorstayput;
case ACTOR_HTDISPICNUM: return actor[iActor].dispicnum;
case ACTOR_HTTIMETOSLEEP: return actor[iActor].timetosleep;
case ACTOR_HTFLOORZ: return actor[iActor].floorz;
case ACTOR_HTCEILINGZ: return actor[iActor].ceilingz;
case ACTOR_HTLASTVX: return actor[iActor].lastvx;
case ACTOR_HTLASTVY: return actor[iActor].lastvy;
case ACTOR_HTBPOSX: return actor[iActor].bposx;
case ACTOR_HTBPOSY: return actor[iActor].bposy;
case ACTOR_HTBPOSZ: return actor[iActor].bposz;
case ACTOR_HTG_T: return actor[iActor].t_data[lParm2];
case ACTOR_ANGOFF: return spriteext[iActor].angoff;
case ACTOR_PITCH: return spriteext[iActor].pitch;
case ACTOR_ROLL: return spriteext[iActor].roll;
case ACTOR_MDXOFF: return spriteext[iActor].xoff;
case ACTOR_MDYOFF: return spriteext[iActor].yoff;
case ACTOR_MDZOFF: return spriteext[iActor].zoff;
case ACTOR_MDFLAGS: return spriteext[iActor].flags;
case ACTOR_XPANNING: return spriteext[iActor].xpanning;
case ACTOR_YPANNING: return spriteext[iActor].ypanning;
case ACTOR_HTFLAGS: return actor[iActor].flags;
case ACTOR_ALPHA: return (uint8_t)(spriteext[iActor].alpha*255.0f);
default: return -1;
}
badpos:
CON_ERRPRINTF("tried to get invalid %s position %d on sprite (%d) from spr %d\n",
ActorLabels[lLabelID].name,lParm2,iActor,vm.g_i);
return -1;
}
static int32_t __fastcall VM_AccessSectorX(int32_t iSector, int32_t lLabelID)
{
switch (lLabelID)
{
case SECTOR_WALLPTR: return sector[iSector].wallptr;
case SECTOR_WALLNUM: return sector[iSector].wallnum;
case SECTOR_CEILINGZ: return sector[iSector].ceilingz;
case SECTOR_FLOORZ: return sector[iSector].floorz;
case SECTOR_CEILINGSTAT: return sector[iSector].ceilingstat;
case SECTOR_FLOORSTAT: return sector[iSector].floorstat;
case SECTOR_CEILINGPICNUM: return sector[iSector].ceilingpicnum;
case SECTOR_CEILINGSLOPE: return sector[iSector].ceilingheinum;
case SECTOR_CEILINGSHADE: return sector[iSector].ceilingshade;
case SECTOR_CEILINGPAL: return sector[iSector].ceilingpal;
case SECTOR_CEILINGXPANNING: return sector[iSector].ceilingxpanning;
case SECTOR_CEILINGYPANNING: return sector[iSector].ceilingypanning;
case SECTOR_FLOORPICNUM: return sector[iSector].floorpicnum;
case SECTOR_FLOORSLOPE: return sector[iSector].floorheinum;
case SECTOR_FLOORSHADE: return sector[iSector].floorshade;
case SECTOR_FLOORPAL: return sector[iSector].floorpal;
case SECTOR_FLOORXPANNING: return sector[iSector].floorxpanning;
case SECTOR_FLOORYPANNING: return sector[iSector].floorypanning;
case SECTOR_VISIBILITY: return sector[iSector].visibility;
case SECTOR_ALIGNTO: return sector[iSector].filler;
case SECTOR_LOTAG: return sector[iSector].lotag;
case SECTOR_HITAG: return sector[iSector].hitag;
case SECTOR_EXTRA: return sector[iSector].extra;
case SECTOR_CEILINGBUNCH:
case SECTOR_FLOORBUNCH:
#ifdef YAX_ENABLE
return yax_getbunch(iSector, lLabelID==SECTOR_FLOORBUNCH);
#else
return -1;
#endif
default: return -1;
}
}
static int32_t __fastcall VM_AccessPlayerX(int32_t iPlayer, int32_t lLabelID, int32_t lParm2)
{
DukePlayer_t *const ps = g_player[iPlayer].ps;
if (PlayerLabels[lLabelID].flags & LABEL_HASPARM2 && (unsigned)lParm2 >= (unsigned)PlayerLabels[lLabelID].maxParm2)
goto badpos;
switch (lLabelID)
{
case PLAYER_ZOOM:
return ps->zoom;
case PLAYER_EXITX:
return ps->exitx;
case PLAYER_EXITY:
return ps->exity;
case PLAYER_LOOGIEX:
return ps->loogiex[lParm2];
case PLAYER_LOOGIEY:
return ps->loogiey[lParm2];
case PLAYER_NUMLOOGS:
return ps->numloogs;
case PLAYER_LOOGCNT:
return ps->loogcnt;
case PLAYER_POSX:
return ps->pos.x;
case PLAYER_POSY:
return ps->pos.y;
case PLAYER_POSZ:
return ps->pos.z;
case PLAYER_HORIZ:
return ps->horiz;
case PLAYER_OHORIZ:
return ps->ohoriz;
case PLAYER_OHORIZOFF:
return ps->ohorizoff;
case PLAYER_INVDISPTIME:
return ps->invdisptime;
case PLAYER_BOBPOSX:
return ps->bobposx;
case PLAYER_BOBPOSY:
return ps->bobposy;
case PLAYER_OPOSX:
return ps->opos.x;
case PLAYER_OPOSY:
return ps->opos.y;
case PLAYER_OPOSZ:
return ps->opos.z;
case PLAYER_PYOFF:
return ps->pyoff;
case PLAYER_OPYOFF:
return ps->opyoff;
case PLAYER_POSXV:
return ps->vel.x;
case PLAYER_POSYV:
return ps->vel.y;
case PLAYER_POSZV:
return ps->vel.z;
case PLAYER_LAST_PISSED_TIME:
return ps->last_pissed_time;
case PLAYER_TRUEFZ:
return ps->truefz;
case PLAYER_TRUECZ:
return ps->truecz;
case PLAYER_PLAYER_PAR:
return ps->player_par;
case PLAYER_VISIBILITY:
return ps->visibility;
case PLAYER_BOBCOUNTER:
return ps->bobcounter;
case PLAYER_WEAPON_SWAY:
return ps->weapon_sway;
case PLAYER_PALS_TIME:
return ps->pals.f;
case PLAYER_RANDOMFLAMEX:
return ps->randomflamex;
case PLAYER_CRACK_TIME:
return ps->crack_time;
case PLAYER_AIM_MODE:
return ps->aim_mode;
case PLAYER_ANG:
return ps->ang;
case PLAYER_OANG:
return ps->oang;
case PLAYER_ANGVEL:
return ps->angvel;
case PLAYER_CURSECTNUM:
return ps->cursectnum;
case PLAYER_LOOK_ANG:
return ps->look_ang;
case PLAYER_LAST_EXTRA:
return ps->last_extra;
case PLAYER_SUBWEAPON:
return ps->subweapon;
case PLAYER_AMMO_AMOUNT:
return ps->ammo_amount[lParm2];
case PLAYER_WACKEDBYACTOR:
return ps->wackedbyactor;
case PLAYER_FRAG:
return ps->frag;
case PLAYER_FRAGGEDSELF:
return ps->fraggedself;
case PLAYER_CURR_WEAPON:
return ps->curr_weapon;
case PLAYER_LAST_WEAPON:
return ps->last_weapon;
case PLAYER_TIPINCS:
return ps->tipincs;
case PLAYER_HORIZOFF:
return ps->horizoff;
case PLAYER_WANTWEAPONFIRE:
return ps->wantweaponfire;
case PLAYER_HOLODUKE_AMOUNT:
return ps->inv_amount[GET_HOLODUKE];
case PLAYER_NEWOWNER:
return ps->newowner;
case PLAYER_HURT_DELAY:
return ps->hurt_delay;
case PLAYER_HBOMB_HOLD_DELAY:
return ps->hbomb_hold_delay;
case PLAYER_JUMPING_COUNTER:
return ps->jumping_counter;
case PLAYER_AIRLEFT:
return ps->airleft;
case PLAYER_KNEE_INCS:
return ps->knee_incs;
case PLAYER_ACCESS_INCS:
return ps->access_incs;
case PLAYER_FTA:
return ps->fta;
case PLAYER_FTQ:
return ps->ftq;
case PLAYER_ACCESS_WALLNUM:
return ps->access_wallnum;
case PLAYER_ACCESS_SPRITENUM:
return ps->access_spritenum;
case PLAYER_KICKBACK_PIC:
return ps->kickback_pic;
case PLAYER_GOT_ACCESS:
return ps->got_access;
case PLAYER_WEAPON_ANG:
return ps->weapon_ang;
case PLAYER_FIRSTAID_AMOUNT:
return ps->inv_amount[GET_FIRSTAID];
case PLAYER_SOMETHINGONPLAYER:
return ps->somethingonplayer;
case PLAYER_ON_CRANE:
return ps->on_crane;
case PLAYER_I:
return ps->i;
case PLAYER_ONE_PARALLAX_SECTNUM:
return ps->one_parallax_sectnum;
case PLAYER_OVER_SHOULDER_ON:
return ps->over_shoulder_on;
case PLAYER_RANDOM_CLUB_FRAME:
return ps->random_club_frame;
case PLAYER_FIST_INCS:
return ps->fist_incs;
case PLAYER_ONE_EIGHTY_COUNT:
return ps->one_eighty_count;
case PLAYER_CHEAT_PHASE:
return ps->cheat_phase;
case PLAYER_DUMMYPLAYERSPRITE:
return ps->dummyplayersprite;
case PLAYER_EXTRA_EXTRA8:
return ps->extra_extra8;
case PLAYER_QUICK_KICK:
return ps->quick_kick;
case PLAYER_HEAT_AMOUNT:
return ps->inv_amount[GET_HEATS];
case PLAYER_ACTORSQU:
return ps->actorsqu;
case PLAYER_TIMEBEFOREEXIT:
return ps->timebeforeexit;
case PLAYER_CUSTOMEXITSOUND:
return ps->customexitsound;
case PLAYER_WEAPRECS:
return ps->weaprecs[lParm2];
case PLAYER_WEAPRECCNT:
return ps->weapreccnt;
case PLAYER_INTERFACE_TOGGLE_FLAG:
return ps->interface_toggle_flag;
case PLAYER_ROTSCRNANG:
return ps->rotscrnang;
case PLAYER_DEAD_FLAG:
return ps->dead_flag;
case PLAYER_SHOW_EMPTY_WEAPON:
return ps->show_empty_weapon;
case PLAYER_SCUBA_AMOUNT:
return ps->inv_amount[GET_SCUBA];
case PLAYER_JETPACK_AMOUNT:
return ps->inv_amount[GET_JETPACK];
case PLAYER_STEROIDS_AMOUNT:
return ps->inv_amount[GET_STEROIDS];
case PLAYER_SHIELD_AMOUNT:
return ps->inv_amount[GET_SHIELD];
case PLAYER_HOLODUKE_ON:
return ps->holoduke_on;
case PLAYER_PYCOUNT:
return ps->pycount;
case PLAYER_WEAPON_POS:
return ps->weapon_pos;
case PLAYER_FRAG_PS:
return ps->frag_ps;
case PLAYER_TRANSPORTER_HOLD:
return ps->transporter_hold;
case PLAYER_LAST_FULL_WEAPON:
return ps->last_full_weapon;
case PLAYER_FOOTPRINTSHADE:
return ps->footprintshade;
case PLAYER_BOOT_AMOUNT:
return ps->inv_amount[GET_BOOTS];
case PLAYER_SCREAM_VOICE:
return ps->scream_voice;
case PLAYER_GM:
return ps->gm;
case PLAYER_ON_WARPING_SECTOR:
return ps->on_warping_sector;
case PLAYER_FOOTPRINTCOUNT:
return ps->footprintcount;
case PLAYER_HBOMB_ON:
return ps->hbomb_on;
case PLAYER_JUMPING_TOGGLE:
return ps->jumping_toggle;
case PLAYER_RAPID_FIRE_HOLD:
return ps->rapid_fire_hold;
case PLAYER_ON_GROUND:
return ps->on_ground;
case PLAYER_INVEN_ICON:
return ps->inven_icon;
case PLAYER_BUTTONPALETTE:
return ps->buttonpalette;
case PLAYER_JETPACK_ON:
return ps->jetpack_on;
case PLAYER_SPRITEBRIDGE:
return ps->spritebridge;
case PLAYER_LASTRANDOMSPOT:
return ps->lastrandomspot;
case PLAYER_SCUBA_ON:
return ps->scuba_on;
case PLAYER_FOOTPRINTPAL:
return ps->footprintpal;
case PLAYER_HEAT_ON:
return ps->heat_on;
case PLAYER_HOLSTER_WEAPON:
return ps->holster_weapon;
case PLAYER_FALLING_COUNTER:
return ps->falling_counter;
case PLAYER_GOTWEAPON:
return (ps->gotweapon & (1<<lParm2)) != 0;
case PLAYER_REFRESH_INVENTORY:
return ps->refresh_inventory;
case PLAYER_TOGGLE_KEY_FLAG:
return ps->toggle_key_flag;
case PLAYER_KNUCKLE_INCS:
return ps->knuckle_incs;
case PLAYER_WALKING_SND_TOGGLE:
return ps->walking_snd_toggle;
case PLAYER_PALOOKUP:
return ps->palookup;
case PLAYER_HARD_LANDING:
return ps->hard_landing;
case PLAYER_MAX_SECRET_ROOMS:
return ps->max_secret_rooms;
case PLAYER_SECRET_ROOMS:
return ps->secret_rooms;
case PLAYER_PALS:
switch (lParm2)
{
case 0:
return ps->pals.r;
case 1:
return ps->pals.g;
case 2:
return ps->pals.b;
}
return -1;
case PLAYER_MAX_ACTORS_KILLED:
return ps->max_actors_killed;
case PLAYER_ACTORS_KILLED:
return ps->actors_killed;
case PLAYER_RETURN_TO_CENTER:
return ps->return_to_center;
case PLAYER_RUNSPEED:
return ps->runspeed;
case PLAYER_SBS:
return ps->sbs;
case PLAYER_RELOADING:
return ps->reloading;
case PLAYER_AUTO_AIM:
return ps->auto_aim;
case PLAYER_MOVEMENT_LOCK:
return ps->movement_lock;
case PLAYER_SOUND_PITCH:
return ps->sound_pitch;
case PLAYER_WEAPONSWITCH:
return ps->weaponswitch;
case PLAYER_TEAM:
return ps->team;
case PLAYER_MAX_PLAYER_HEALTH:
return ps->max_player_health;
case PLAYER_MAX_SHIELD_AMOUNT:
return ps->max_shield_amount;
case PLAYER_MAX_AMMO_AMOUNT:
return ps->max_ammo_amount[lParm2];
case PLAYER_LAST_QUICK_KICK:
return ps->last_quick_kick;
default:
return -1;
}
badpos:
CON_ERRPRINTF("tried to get invalid %s position %d on player (%d) from spr %d\n",
PlayerLabels[lLabelID].name,lParm2,iPlayer,vm.g_i);
return -1;
}
static int32_t __fastcall VM_AccessWallX(int32_t iWall, int32_t lLabelID)
{
switch (lLabelID)
{
case WALL_X:
return wall[iWall].x;
case WALL_Y:
return wall[iWall].y;
case WALL_POINT2:
return wall[iWall].point2;
case WALL_NEXTWALL:
return wall[iWall].nextwall;
case WALL_NEXTSECTOR:
return wall[iWall].nextsector;
case WALL_CSTAT:
return wall[iWall].cstat;
case WALL_PICNUM:
return wall[iWall].picnum;
case WALL_OVERPICNUM:
return wall[iWall].overpicnum;
case WALL_SHADE:
return wall[iWall].shade;
case WALL_PAL:
return wall[iWall].pal;
case WALL_XREPEAT:
return wall[iWall].xrepeat;
case WALL_YREPEAT:
return wall[iWall].yrepeat;
case WALL_XPANNING:
return wall[iWall].xpanning;
case WALL_YPANNING:
return wall[iWall].ypanning;
case WALL_LOTAG:
return wall[iWall].lotag;
case WALL_HITAG:
return wall[iWall].hitag;
case WALL_EXTRA:
return wall[iWall].extra;
default:
return -1;
}
}
#endif // _gamevars_c_