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

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//-------------------------------------------------------------------------
/*
Copyright (C) 2005 - EDuke32 team
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 <time.h>
#include "duke3d.h"
#include "gamedef.h"
#include "scriplib.h"
#include "osd.h"
static short g_i,g_p;
static long g_x,*g_t;
static spritetype *g_sp;
extern int32 scripthandle;
void DoUserDef(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, short sPlayer, long lParm2)
{
int iPlayer;
long lValue;
if(sActor < 0 || sActor >= MAXSPRITES || sPlayer < 0 || sPlayer >= MAXPLAYERS)
return;
lValue=GetGameVarID((int)lVar2, sActor, sPlayer);
if(sPlayer != myconnectindex) return;
switch(lLabelID)
{
case USERDEFS_GOD:
if(bSet)
ud.god = lValue;
else
SetGameVarID((int)lVar2, ud.god, sActor, sPlayer);
break;
case USERDEFS_WARP_ON:
if(bSet)
ud.warp_on = lValue;
else
SetGameVarID((int)lVar2, ud.warp_on, sActor, sPlayer);
break;
case USERDEFS_CASHMAN:
if(bSet)
ud.cashman = lValue;
else
SetGameVarID((int)lVar2, ud.cashman, sActor, sPlayer);
break;
case USERDEFS_EOG:
if(bSet)
ud.eog = lValue;
else
SetGameVarID((int)lVar2, ud.eog, sActor, sPlayer);
break;
case USERDEFS_SHOWALLMAP:
if(bSet)
ud.showallmap = lValue;
else
SetGameVarID((int)lVar2, ud.showallmap, sActor, sPlayer);
break;
case USERDEFS_SHOW_HELP:
if(bSet)
ud.show_help = lValue;
else
SetGameVarID((int)lVar2, ud.show_help, sActor, sPlayer);
break;
case USERDEFS_SCROLLMODE:
if(bSet)
ud.scrollmode = lValue;
else
SetGameVarID((int)lVar2, ud.scrollmode, sActor, sPlayer);
break;
case USERDEFS_CLIPPING:
if(bSet)
ud.clipping = lValue;
else
SetGameVarID((int)lVar2, ud.clipping, sActor, sPlayer);
break;
// case USERDEFS_USER_NAME:
// if(bSet)
// {
// ud.user_name[MAXPLAYERS][32] = lValue;
// }
// else
// {
// SetGameVarID((int)lVar2, ud.user_name[MAXPLAYERS][32], sActor, sPlayer);
// }
// break;
// case USERDEFS_RIDECULE:
// if(bSet)
// {
// ud.ridecule = lValue;
// }
// else
// {
// SetGameVarID((int)lVar2, ud.ridecule, sActor, sPlayer);
// }
// break;
// case USERDEFS_SAVEGAME:
// if(bSet)
// {
// ud.savegame = lValue;
// }
// else
// {
// SetGameVarID((int)lVar2, ud.savegame, sActor, sPlayer);
// }
// break;
// case USERDEFS_PWLOCKOUT:
// if(bSet)
// {
// ud.pwlockout = lValue;
// }
// else
// {
// SetGameVarID((int)lVar2, ud.pwlockout, sActor, sPlayer);
// }
// break;
// case USERDEFS_RTSNAME:
// if(bSet)
// {
// ud.rtsname = lValue;
// }
// else
// {
// SetGameVarID((int)lVar2, ud.rtsname, sActor, sPlayer);
// }
// break;
case USERDEFS_OVERHEAD_ON:
if(bSet)
ud.overhead_on = lValue;
else
SetGameVarID((int)lVar2, ud.overhead_on, sActor, sPlayer);
break;
case USERDEFS_LAST_OVERHEAD:
if(bSet)
ud.last_overhead = lValue;
else
SetGameVarID((int)lVar2, ud.last_overhead, sActor, sPlayer);
break;
case USERDEFS_SHOWWEAPONS:
if(bSet)
ud.showweapons = lValue;
else
SetGameVarID((int)lVar2, ud.showweapons, sActor, sPlayer);
break;
case USERDEFS_PAUSE_ON:
if(bSet)
ud.pause_on = lValue;
else
SetGameVarID((int)lVar2, ud.pause_on, sActor, sPlayer);
break;
case USERDEFS_FROM_BONUS:
if(bSet)
ud.from_bonus = lValue;
else
SetGameVarID((int)lVar2, ud.from_bonus, sActor, sPlayer);
break;
case USERDEFS_CAMERASPRITE:
if(bSet)
ud.camerasprite = lValue;
else
SetGameVarID((int)lVar2, ud.camerasprite, sActor, sPlayer);
break;
case USERDEFS_LAST_CAMSPRITE:
if(bSet)
ud.last_camsprite = lValue;
else
SetGameVarID((int)lVar2, ud.last_camsprite, sActor, sPlayer);
break;
case USERDEFS_LAST_LEVEL:
if(bSet)
ud.last_level = lValue;
else
SetGameVarID((int)lVar2, ud.last_level, sActor, sPlayer);
break;
case USERDEFS_SECRETLEVEL:
if(bSet)
ud.secretlevel = lValue;
else
SetGameVarID((int)lVar2, ud.secretlevel, sActor, sPlayer);
break;
case USERDEFS_CONST_VISIBILITY:
if(bSet)
ud.const_visibility = lValue;
else
SetGameVarID((int)lVar2, ud.const_visibility, sActor, sPlayer);
break;
case USERDEFS_UW_FRAMERATE:
if(bSet)
ud.uw_framerate = lValue;
else
SetGameVarID((int)lVar2, ud.uw_framerate, sActor, sPlayer);
break;
case USERDEFS_CAMERA_TIME:
if(bSet)
ud.camera_time = lValue;
else
SetGameVarID((int)lVar2, ud.camera_time, sActor, sPlayer);
break;
case USERDEFS_FOLFVEL:
if(bSet)
ud.folfvel = lValue;
else
SetGameVarID((int)lVar2, ud.folfvel, sActor, sPlayer);
break;
case USERDEFS_FOLAVEL:
if(bSet)
ud.folavel = lValue;
else
SetGameVarID((int)lVar2, ud.folavel, sActor, sPlayer);
break;
case USERDEFS_FOLX:
if(bSet)
ud.folx = lValue;
else
SetGameVarID((int)lVar2, ud.folx, sActor, sPlayer);
break;
case USERDEFS_FOLY:
if(bSet)
ud.foly = lValue;
else
SetGameVarID((int)lVar2, ud.foly, sActor, sPlayer);
break;
case USERDEFS_FOLA:
if(bSet)
ud.fola = lValue;
else
SetGameVarID((int)lVar2, ud.fola, sActor, sPlayer);
break;
case USERDEFS_RECCNT:
if(bSet)
ud.reccnt = lValue;
else
SetGameVarID((int)lVar2, ud.reccnt, sActor, sPlayer);
break;
case USERDEFS_ENTERED_NAME:
if(bSet)
ud.entered_name = lValue;
else
SetGameVarID((int)lVar2, ud.entered_name, sActor, sPlayer);
break;
case USERDEFS_SCREEN_TILTING:
if(bSet)
ud.screen_tilting = lValue;
else
SetGameVarID((int)lVar2, ud.screen_tilting, sActor, sPlayer);
break;
case USERDEFS_SHADOWS:
if(bSet)
ud.shadows = lValue;
else
SetGameVarID((int)lVar2, ud.shadows, sActor, sPlayer);
break;
case USERDEFS_FTA_ON:
if(bSet)
ud.fta_on = lValue;
else
SetGameVarID((int)lVar2, ud.fta_on, sActor, sPlayer);
break;
case USERDEFS_EXECUTIONS:
if(bSet)
ud.executions = lValue;
else
SetGameVarID((int)lVar2, ud.executions, sActor, sPlayer);
break;
case USERDEFS_AUTO_RUN:
if(bSet)
ud.auto_run = lValue;
else
SetGameVarID((int)lVar2, ud.auto_run, sActor, sPlayer);
break;
case USERDEFS_COORDS:
if(bSet)
ud.coords = lValue;
else
SetGameVarID((int)lVar2, ud.coords, sActor, sPlayer);
break;
case USERDEFS_TICKRATE:
if(bSet)
ud.tickrate = lValue;
else
SetGameVarID((int)lVar2, ud.tickrate, sActor, sPlayer);
break;
case USERDEFS_M_COOP:
if(bSet)
ud.m_coop = lValue;
else
SetGameVarID((int)lVar2, ud.m_coop, sActor, sPlayer);
break;
case USERDEFS_COOP:
if(bSet)
ud.coop = lValue;
else
SetGameVarID((int)lVar2, ud.coop, sActor, sPlayer);
break;
case USERDEFS_SCREEN_SIZE:
if(bSet)
ud.screen_size = lValue;
else
SetGameVarID((int)lVar2, ud.screen_size, sActor, sPlayer);
break;
case USERDEFS_LOCKOUT:
if(bSet)
ud.lockout = lValue;
else
SetGameVarID((int)lVar2, ud.lockout, sActor, sPlayer);
break;
case USERDEFS_CROSSHAIR:
if(bSet)
ud.crosshair = lValue;
else
SetGameVarID((int)lVar2, ud.crosshair, sActor, sPlayer);
break;
// case USERDEFS_WCHOICE:
// if(bSet)
// {
// ud.wchoice = lValue;
// }
// else
// {
// SetGameVarID((int)lVar2, ud.wchoice, sActor, sPlayer);
// }
// break;
case USERDEFS_PLAYERAI:
if(bSet)
ud.playerai = lValue;
else
SetGameVarID((int)lVar2, ud.playerai, sActor, sPlayer);
break;
case USERDEFS_RESPAWN_MONSTERS:
if(bSet)
ud.respawn_monsters = lValue;
else
SetGameVarID((int)lVar2, ud.respawn_monsters, sActor, sPlayer);
break;
case USERDEFS_RESPAWN_ITEMS:
if(bSet)
ud.respawn_items = lValue;
else
SetGameVarID((int)lVar2, ud.respawn_items, sActor, sPlayer);
break;
case USERDEFS_RESPAWN_INVENTORY:
if(bSet)
ud.respawn_inventory = lValue;
else
SetGameVarID((int)lVar2, ud.respawn_inventory, sActor, sPlayer);
break;
case USERDEFS_RECSTAT:
if(bSet)
ud.recstat = lValue;
else
SetGameVarID((int)lVar2, ud.recstat, sActor, sPlayer);
break;
case USERDEFS_MONSTERS_OFF:
if(bSet)
ud.monsters_off = lValue;
else
SetGameVarID((int)lVar2, ud.monsters_off, sActor, sPlayer);
break;
case USERDEFS_BRIGHTNESS:
if(bSet)
ud.brightness = lValue;
else
SetGameVarID((int)lVar2, ud.brightness, sActor, sPlayer);
break;
case USERDEFS_M_RESPAWN_ITEMS:
if(bSet)
ud.m_respawn_items = lValue;
else
SetGameVarID((int)lVar2, ud.m_respawn_items, sActor, sPlayer);
break;
case USERDEFS_M_RESPAWN_MONSTERS:
if(bSet)
ud.m_respawn_monsters = lValue;
else
SetGameVarID((int)lVar2, ud.m_respawn_monsters, sActor, sPlayer);
break;
case USERDEFS_M_RESPAWN_INVENTORY:
if(bSet)
ud.m_respawn_inventory = lValue;
else
SetGameVarID((int)lVar2, ud.m_respawn_inventory, sActor, sPlayer);
break;
case USERDEFS_M_RECSTAT:
if(bSet)
ud.m_recstat = lValue;
else
SetGameVarID((int)lVar2, ud.m_recstat, sActor, sPlayer);
break;
case USERDEFS_M_MONSTERS_OFF:
if(bSet)
ud.m_monsters_off = lValue;
else
SetGameVarID((int)lVar2, ud.m_monsters_off, sActor, sPlayer);
break;
case USERDEFS_DETAIL:
if(bSet)
ud.detail = lValue;
else
SetGameVarID((int)lVar2, ud.detail, sActor, sPlayer);
break;
case USERDEFS_M_FFIRE:
if(bSet)
ud.m_ffire = lValue;
else
SetGameVarID((int)lVar2, ud.m_ffire, sActor, sPlayer);
break;
case USERDEFS_FFIRE:
if(bSet)
ud.ffire = lValue;
else
SetGameVarID((int)lVar2, ud.ffire, sActor, sPlayer);
break;
case USERDEFS_M_PLAYER_SKILL:
if(bSet)
ud.m_player_skill = lValue;
else
SetGameVarID((int)lVar2, ud.m_player_skill, sActor, sPlayer);
break;
case USERDEFS_M_LEVEL_NUMBER:
if(bSet)
ud.m_level_number = lValue;
else
SetGameVarID((int)lVar2, ud.m_level_number, sActor, sPlayer);
break;
case USERDEFS_M_VOLUME_NUMBER:
if(bSet)
ud.m_volume_number = lValue;
else
SetGameVarID((int)lVar2, ud.m_volume_number, sActor, sPlayer);
break;
case USERDEFS_MULTIMODE:
if(bSet)
ud.multimode = lValue;
else
SetGameVarID((int)lVar2, ud.multimode, sActor, sPlayer);
break;
case USERDEFS_PLAYER_SKILL:
if(bSet)
ud.player_skill = lValue;
else
SetGameVarID((int)lVar2, ud.player_skill, sActor, sPlayer);
break;
case USERDEFS_LEVEL_NUMBER:
if(bSet)
ud.level_number = lValue;
else
SetGameVarID((int)lVar2, ud.level_number, sActor, sPlayer);
break;
case USERDEFS_VOLUME_NUMBER:
if(bSet)
ud.volume_number = lValue;
else
SetGameVarID((int)lVar2, ud.volume_number, sActor, sPlayer);
break;
case USERDEFS_M_MARKER:
if(bSet)
ud.m_marker = lValue;
else
SetGameVarID((int)lVar2, ud.m_marker, sActor, sPlayer);
break;
case USERDEFS_MARKER:
if(bSet)
ud.marker = lValue;
else
SetGameVarID((int)lVar2, ud.marker, sActor, sPlayer);
break;
case USERDEFS_MOUSEFLIP:
if(bSet)
ud.mouseflip = lValue;
else
SetGameVarID((int)lVar2, ud.mouseflip, sActor, sPlayer);
break;
case USERDEFS_STATUSBARSCALE:
if(bSet)
ud.statusbarscale = lValue;
else
SetGameVarID((int)lVar2, ud.statusbarscale, sActor, sPlayer);
break;
case USERDEFS_DRAWWEAPON:
if(bSet)
ud.drawweapon = lValue;
else
SetGameVarID((int)lVar2, ud.drawweapon, sActor, sPlayer);
break;
case USERDEFS_MOUSEAIMING:
if(bSet)
ud.mouseaiming = lValue;
else
SetGameVarID((int)lVar2, ud.mouseaiming, sActor, sPlayer);
break;
case USERDEFS_WEAPONSWITCH:
if(bSet)
ud.weaponswitch = lValue;
else
SetGameVarID((int)lVar2, ud.weaponswitch, sActor, sPlayer);
break;
case USERDEFS_BRIGHTSKINS:
if(bSet)
ud.brightskins = lValue;
else
SetGameVarID((int)lVar2, ud.brightskins, sActor, sPlayer);
break;
case USERDEFS_DEMOCAMS:
if(bSet)
ud.democams = lValue;
else
SetGameVarID((int)lVar2, ud.democams, sActor, sPlayer);
break;
default:
break;
}
return;
}
void DoThisProjectile(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, short sPlayer)
{
long lValue,proj;
if(sActor < 0 || sActor >= MAXSPRITES || sPlayer < 0 || sPlayer >= MAXPLAYERS)
return;
if(lVar1 == g_iThisActorID )
// if they've asked for 'this', then use 'this'...
proj=sActor;
else
proj=GetGameVarID((int)lVar1, sActor, sPlayer);
lValue=GetGameVarID((int)lVar2, sActor, sPlayer);
switch(lLabelID)
{
case PROJ_WORKSLIKE:
if(bSet)
thisprojectile[proj].workslike=lValue;
else
SetGameVarID((int)lVar2, thisprojectile[proj].workslike, sActor, sPlayer);
break;
case PROJ_SPAWNS:
if(bSet)
thisprojectile[proj].spawns=lValue;
else
SetGameVarID((int)lVar2, thisprojectile[proj].spawns, sActor, sPlayer);
break;
case PROJ_SXREPEAT:
if(bSet)
thisprojectile[proj].sxrepeat=lValue;
else
SetGameVarID((int)lVar2, thisprojectile[proj].sxrepeat, sActor, sPlayer);
break;
case PROJ_SYREPEAT:
if(bSet)
thisprojectile[proj].syrepeat=lValue;
else
SetGameVarID((int)lVar2, thisprojectile[proj].syrepeat, sActor, sPlayer);
break;
case PROJ_SOUND:
if(bSet)
thisprojectile[proj].sound=lValue;
else
SetGameVarID((int)lVar2, thisprojectile[proj].sound, sActor, sPlayer);
break;
case PROJ_ISOUND:
if(bSet)
thisprojectile[proj].isound=lValue;
else
SetGameVarID((int)lVar2, thisprojectile[proj].isound, sActor, sPlayer);
break;
case PROJ_VEL:
if(bSet)
thisprojectile[proj].vel=lValue;
else
SetGameVarID((int)lVar2, thisprojectile[proj].vel, sActor, sPlayer);
break;
case PROJ_EXTRA:
if(bSet)
thisprojectile[proj].extra=lValue;
else
SetGameVarID((int)lVar2, thisprojectile[proj].extra, sActor, sPlayer);
break;
case PROJ_DECAL:
if(bSet)
thisprojectile[proj].decal=lValue;
else
SetGameVarID((int)lVar2, thisprojectile[proj].decal, sActor, sPlayer);
break;
case PROJ_TRAIL:
if(bSet)
thisprojectile[proj].trail=lValue;
else
SetGameVarID((int)lVar2, thisprojectile[proj].trail, sActor, sPlayer);
break;
case PROJ_TXREPEAT:
if(bSet)
thisprojectile[proj].txrepeat=lValue;
else
SetGameVarID((int)lVar2, thisprojectile[proj].txrepeat, sActor, sPlayer);
break;
case PROJ_TYREPEAT:
if(bSet)
thisprojectile[proj].tyrepeat=lValue;
else
SetGameVarID((int)lVar2, thisprojectile[proj].tyrepeat, sActor, sPlayer);
break;
case PROJ_TOFFSET:
if(bSet)
thisprojectile[proj].toffset=lValue;
else
SetGameVarID((int)lVar2, thisprojectile[proj].toffset, sActor, sPlayer);
break;
case PROJ_TNUM:
if(bSet)
thisprojectile[proj].tnum=lValue;
else
SetGameVarID((int)lVar2, thisprojectile[proj].tnum, sActor, sPlayer);
break;
case PROJ_DROP:
if(bSet)
thisprojectile[proj].drop=lValue;
else
SetGameVarID((int)lVar2, thisprojectile[proj].drop, sActor, sPlayer);
break;
case PROJ_CSTAT:
if(bSet)
thisprojectile[proj].cstat=lValue;
else
SetGameVarID((int)lVar2, thisprojectile[proj].cstat, sActor, sPlayer);
break;
case PROJ_CLIPDIST:
if(bSet)
thisprojectile[proj].clipdist=lValue;
else
SetGameVarID((int)lVar2, thisprojectile[proj].clipdist, sActor, sPlayer);
break;
case PROJ_SHADE:
if(bSet)
thisprojectile[proj].shade=lValue;
else
SetGameVarID((int)lVar2, thisprojectile[proj].shade, sActor, sPlayer);
break;
case PROJ_XREPEAT:
if(bSet)
thisprojectile[proj].xrepeat=lValue;
else
SetGameVarID((int)lVar2, thisprojectile[proj].xrepeat, sActor, sPlayer);
break;
case PROJ_YREPEAT:
if(bSet)
thisprojectile[proj].yrepeat=lValue;
else
SetGameVarID((int)lVar2, thisprojectile[proj].yrepeat, sActor, sPlayer);
break;
case PROJ_PAL:
if(bSet)
thisprojectile[proj].pal=lValue;
else
SetGameVarID((int)lVar2, thisprojectile[proj].pal, sActor, sPlayer);
break;
case PROJ_EXTRA_RAND:
if(bSet)
thisprojectile[proj].extra_rand=lValue;
else
SetGameVarID((int)lVar2, thisprojectile[proj].extra_rand, sActor, sPlayer);
break;
case PROJ_HITRADIUS:
if(bSet)
thisprojectile[proj].hitradius=lValue;
else
SetGameVarID((int)lVar2, thisprojectile[proj].hitradius, sActor, sPlayer);
break;
case PROJ_VEL_MULT:
if(bSet)
thisprojectile[proj].velmult=lValue;
else
SetGameVarID((int)lVar2, thisprojectile[proj].velmult, sActor, sPlayer);
break;
case PROJ_OFFSET:
if(bSet)
thisprojectile[proj].offset=lValue;
else
SetGameVarID((int)lVar2, thisprojectile[proj].offset, sActor, sPlayer);
break;
case PROJ_BOUNCES:
if(bSet)
thisprojectile[proj].bounces=lValue;
else
SetGameVarID((int)lVar2, thisprojectile[proj].bounces, sActor, sPlayer);
break;
case PROJ_BSOUND:
if(bSet)
thisprojectile[proj].bsound=lValue;
else
SetGameVarID((int)lVar2, thisprojectile[proj].bsound, sActor, sPlayer);
break;
case PROJ_RANGE:
if(bSet)
thisprojectile[proj].range=lValue;
else
SetGameVarID((int)lVar2, thisprojectile[proj].range, sActor, sPlayer);
break;
default:
break;
}
return;
}
void DoPlayer(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, short sPlayer, long lParm2)
{
int iPlayer;
long lValue;
long lTemp;
if(sActor < 0 || sActor >= MAXSPRITES || sPlayer < 0 || sPlayer >= MAXPLAYERS)
return;
lValue=GetGameVarID((int)lVar2, sActor, sPlayer);
if(lVar1 == g_iThisActorID )
// if they've asked for 'this', then use 'this player'...
iPlayer=g_p;
else
iPlayer=GetGameVarID((int)lVar1, sActor, sPlayer);
if(iPlayer<0 || iPlayer >= MAXPLAYERS)
return;
switch(lLabelID)
{
case PLAYER_ZOOM:
if(bSet)
ps[iPlayer].zoom=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].zoom, sActor, sPlayer);
break;
case PLAYER_EXITX:
if(bSet)
ps[iPlayer].exitx=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].exitx, sActor, sPlayer);
break;
case PLAYER_EXITY:
if(bSet)
ps[iPlayer].exity=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].exity, sActor, sPlayer);
break;
case PLAYER_LOOGIEX:
lTemp=lParm2;
if(bSet)
ps[iPlayer].loogiex[lTemp]=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].loogiex[lTemp], sActor, sPlayer);
break;
case PLAYER_LOOGIEY:
lTemp=lParm2;
if(bSet)
ps[iPlayer].loogiey[lTemp]=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].loogiey[lTemp], sActor, sPlayer);
break;
case PLAYER_NUMLOOGS:
if(bSet)
ps[iPlayer].numloogs=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].numloogs, sActor, sPlayer);
break;
case PLAYER_LOOGCNT:
if(bSet)
ps[iPlayer].loogcnt=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].loogcnt, sActor, sPlayer);
break;
case PLAYER_POSX:
if(bSet)
ps[iPlayer].posx=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].posx, sActor, sPlayer);
break;
case PLAYER_POSY:
if(bSet)
ps[iPlayer].posy=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].posy, sActor, sPlayer);
break;
case PLAYER_POSZ:
if(bSet)
ps[iPlayer].posz=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].posz, sActor, sPlayer);
break;
case PLAYER_HORIZ:
if(bSet)
ps[iPlayer].horiz=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].horiz, sActor, sPlayer);
break;
case PLAYER_OHORIZ:
if(bSet)
ps[iPlayer].ohoriz=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].ohoriz, sActor, sPlayer);
break;
case PLAYER_OHORIZOFF:
if(bSet)
ps[iPlayer].ohorizoff=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].ohorizoff, sActor, sPlayer);
break;
case PLAYER_INVDISPTIME:
if(bSet)
ps[iPlayer].invdisptime=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].invdisptime, sActor, sPlayer);
break;
case PLAYER_BOBPOSX:
if(bSet)
ps[iPlayer].bobposx=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].bobposx, sActor, sPlayer);
break;
case PLAYER_BOBPOSY:
if(bSet)
ps[iPlayer].bobposy=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].bobposy, sActor, sPlayer);
break;
case PLAYER_OPOSX:
if(bSet)
ps[iPlayer].oposx=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].oposx, sActor, sPlayer);
break;
case PLAYER_OPOSY:
if(bSet)
ps[iPlayer].oposy=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].oposy, sActor, sPlayer);
break;
case PLAYER_OPOSZ:
if(bSet)
ps[iPlayer].oposz=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].oposz, sActor, sPlayer);
break;
case PLAYER_PYOFF:
if(bSet)
ps[iPlayer].pyoff=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].pyoff, sActor, sPlayer);
break;
case PLAYER_OPYOFF:
if(bSet)
ps[iPlayer].opyoff=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].opyoff, sActor, sPlayer);
break;
case PLAYER_POSXV:
if(bSet)
ps[iPlayer].posxv=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].posxv, sActor, sPlayer);
break;
case PLAYER_POSYV:
if(bSet)
ps[iPlayer].posyv=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].posyv, sActor, sPlayer);
break;
case PLAYER_POSZV:
if(bSet)
ps[iPlayer].poszv=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].poszv, sActor, sPlayer);
break;
case PLAYER_LAST_PISSED_TIME:
if(bSet)
ps[iPlayer].last_pissed_time=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].last_pissed_time, sActor, sPlayer);
break;
case PLAYER_TRUEFZ:
if(bSet)
ps[iPlayer].truefz=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].truefz, sActor, sPlayer);
break;
case PLAYER_TRUECZ:
if(bSet)
ps[iPlayer].truecz=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].truecz, sActor, sPlayer);
break;
case PLAYER_PLAYER_PAR:
if(bSet)
ps[iPlayer].player_par=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].player_par, sActor, sPlayer);
break;
case PLAYER_VISIBILITY:
if(bSet)
ps[iPlayer].visibility=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].visibility, sActor, sPlayer);
break;
case PLAYER_BOBCOUNTER:
if(bSet)
ps[iPlayer].bobcounter=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].bobcounter, sActor, sPlayer);
break;
case PLAYER_WEAPON_SWAY:
if(bSet)
ps[iPlayer].weapon_sway=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].weapon_sway, sActor, sPlayer);
break;
case PLAYER_PALS_TIME:
if(bSet)
ps[iPlayer].pals_time=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].pals_time, sActor, sPlayer);
break;
case PLAYER_RANDOMFLAMEX:
if(bSet)
ps[iPlayer].randomflamex=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].randomflamex, sActor, sPlayer);
break;
case PLAYER_CRACK_TIME:
if(bSet)
ps[iPlayer].crack_time=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].crack_time, sActor, sPlayer);
break;
case PLAYER_AIM_MODE:
if(bSet)
ps[iPlayer].aim_mode=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].aim_mode, sActor, sPlayer);
break;
case PLAYER_ANG:
if(bSet)
ps[iPlayer].ang=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].ang, sActor, sPlayer);
break;
case PLAYER_OANG:
if(bSet)
ps[iPlayer].oang=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].oang, sActor, sPlayer);
break;
case PLAYER_ANGVEL:
if(bSet)
ps[iPlayer].angvel=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].angvel, sActor, sPlayer);
break;
case PLAYER_CURSECTNUM:
if(bSet)
ps[iPlayer].cursectnum=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].cursectnum, sActor, sPlayer);
break;
case PLAYER_LOOK_ANG:
if(bSet)
ps[iPlayer].look_ang=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].look_ang, sActor, sPlayer);
break;
case PLAYER_LAST_EXTRA:
if(bSet)
ps[iPlayer].last_extra=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].last_extra, sActor, sPlayer);
break;
case PLAYER_SUBWEAPON:
if(bSet)
ps[iPlayer].subweapon=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].subweapon, sActor, sPlayer);
break;
case PLAYER_AMMO_AMOUNT:
lTemp=lParm2;
if(bSet)
ps[iPlayer].ammo_amount[lTemp]=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].ammo_amount[lTemp], sActor, sPlayer);
break;
case PLAYER_WACKEDBYACTOR:
if(bSet)
ps[iPlayer].wackedbyactor=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].wackedbyactor, sActor, sPlayer);
break;
case PLAYER_FRAG:
if(bSet)
ps[iPlayer].frag=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].frag, sActor, sPlayer);
break;
case PLAYER_FRAGGEDSELF:
if(bSet)
ps[iPlayer].fraggedself=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].fraggedself, sActor, sPlayer);
break;
case PLAYER_CURR_WEAPON:
if(bSet)
ps[iPlayer].curr_weapon=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].curr_weapon, sActor, sPlayer);
break;
case PLAYER_LAST_WEAPON:
if(bSet)
ps[iPlayer].last_weapon=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].last_weapon, sActor, sPlayer);
break;
case PLAYER_TIPINCS:
if(bSet)
ps[iPlayer].tipincs=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].tipincs, sActor, sPlayer);
break;
case PLAYER_HORIZOFF:
if(bSet)
ps[iPlayer].horizoff=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].horizoff, sActor, sPlayer);
break;
case PLAYER_WANTWEAPONFIRE:
if(bSet)
ps[iPlayer].wantweaponfire=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].wantweaponfire, sActor, sPlayer);
break;
case PLAYER_HOLODUKE_AMOUNT:
if(bSet)
ps[iPlayer].holoduke_amount=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].holoduke_amount, sActor, sPlayer);
break;
case PLAYER_NEWOWNER:
if(bSet)
ps[iPlayer].newowner=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].newowner, sActor, sPlayer);
break;
case PLAYER_HURT_DELAY:
if(bSet)
ps[iPlayer].hurt_delay=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].hurt_delay, sActor, sPlayer);
break;
case PLAYER_HBOMB_HOLD_DELAY:
if(bSet)
ps[iPlayer].hbomb_hold_delay=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].hbomb_hold_delay, sActor, sPlayer);
break;
case PLAYER_JUMPING_COUNTER:
if(bSet)
ps[iPlayer].jumping_counter=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].jumping_counter, sActor, sPlayer);
break;
case PLAYER_AIRLEFT:
if(bSet)
ps[iPlayer].airleft=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].airleft, sActor, sPlayer);
break;
case PLAYER_KNEE_INCS:
if(bSet)
ps[iPlayer].knee_incs=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].knee_incs, sActor, sPlayer);
break;
case PLAYER_ACCESS_INCS:
if(bSet)
ps[iPlayer].access_incs=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].access_incs, sActor, sPlayer);
break;
case PLAYER_FTA:
if(bSet)
ps[iPlayer].fta=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].fta, sActor, sPlayer);
break;
case PLAYER_FTQ:
if(bSet)
ps[iPlayer].ftq=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].ftq, sActor, sPlayer);
break;
case PLAYER_ACCESS_WALLNUM:
if(bSet)
ps[iPlayer].access_wallnum=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].access_wallnum, sActor, sPlayer);
break;
case PLAYER_ACCESS_SPRITENUM:
if(bSet)
ps[iPlayer].access_spritenum=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].access_spritenum, sActor, sPlayer);
break;
case PLAYER_KICKBACK_PIC:
if(bSet)
ps[iPlayer].kickback_pic=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].kickback_pic, sActor, sPlayer);
break;
case PLAYER_GOT_ACCESS:
if(bSet)
ps[iPlayer].got_access=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].got_access, sActor, sPlayer);
break;
case PLAYER_WEAPON_ANG:
if(bSet)
ps[iPlayer].weapon_ang=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].weapon_ang, sActor, sPlayer);
break;
case PLAYER_FIRSTAID_AMOUNT:
if(bSet)
ps[iPlayer].firstaid_amount=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].firstaid_amount, sActor, sPlayer);
break;
case PLAYER_SOMETHINGONPLAYER:
if(bSet)
ps[iPlayer].somethingonplayer=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].somethingonplayer, sActor, sPlayer);
break;
case PLAYER_ON_CRANE:
if(bSet)
ps[iPlayer].on_crane=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].on_crane, sActor, sPlayer);
break;
case PLAYER_I:
if(bSet)
ps[iPlayer].i=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].i, sActor, sPlayer);
break;
case PLAYER_ONE_PARALLAX_SECTNUM:
if(bSet)
ps[iPlayer].one_parallax_sectnum=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].one_parallax_sectnum, sActor, sPlayer);
break;
case PLAYER_OVER_SHOULDER_ON:
if(bSet)
ps[iPlayer].over_shoulder_on=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].over_shoulder_on, sActor, sPlayer);
break;
case PLAYER_RANDOM_CLUB_FRAME:
if(bSet)
ps[iPlayer].random_club_frame=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].random_club_frame, sActor, sPlayer);
break;
case PLAYER_FIST_INCS:
if(bSet)
ps[iPlayer].fist_incs=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].fist_incs, sActor, sPlayer);
break;
case PLAYER_ONE_EIGHTY_COUNT:
if(bSet)
ps[iPlayer].one_eighty_count=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].one_eighty_count, sActor, sPlayer);
break;
case PLAYER_CHEAT_PHASE:
if(bSet)
ps[iPlayer].cheat_phase=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].cheat_phase, sActor, sPlayer);
break;
case PLAYER_DUMMYPLAYERSPRITE:
if(bSet)
ps[iPlayer].dummyplayersprite=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].dummyplayersprite, sActor, sPlayer);
break;
case PLAYER_EXTRA_EXTRA8:
if(bSet)
ps[iPlayer].extra_extra8=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].extra_extra8, sActor, sPlayer);
break;
case PLAYER_QUICK_KICK:
if(bSet)
ps[iPlayer].quick_kick=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].quick_kick, sActor, sPlayer);
break;
case PLAYER_HEAT_AMOUNT:
if(bSet)
ps[iPlayer].heat_amount=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].heat_amount, sActor, sPlayer);
break;
case PLAYER_ACTORSQU:
if(bSet)
ps[iPlayer].actorsqu=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].actorsqu, sActor, sPlayer);
break;
case PLAYER_TIMEBEFOREEXIT:
if(bSet)
ps[iPlayer].timebeforeexit=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].timebeforeexit, sActor, sPlayer);
break;
case PLAYER_CUSTOMEXITSOUND:
if(bSet)
ps[iPlayer].customexitsound=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].customexitsound, sActor, sPlayer);
break;
case PLAYER_WEAPRECS:
if(bSet)
ps[iPlayer].weaprecs[16]=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].weaprecs[16], sActor, sPlayer);
break;
case PLAYER_WEAPRECCNT:
if(bSet)
ps[iPlayer].weapreccnt=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].weapreccnt, sActor, sPlayer);
break;
case PLAYER_INTERFACE_TOGGLE_FLAG:
if(bSet)
ps[iPlayer].interface_toggle_flag=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].interface_toggle_flag, sActor, sPlayer);
break;
case PLAYER_ROTSCRNANG:
if(bSet)
ps[iPlayer].rotscrnang=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].rotscrnang, sActor, sPlayer);
break;
case PLAYER_DEAD_FLAG:
if(bSet)
ps[iPlayer].dead_flag=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].dead_flag, sActor, sPlayer);
break;
case PLAYER_SHOW_EMPTY_WEAPON:
if(bSet)
ps[iPlayer].show_empty_weapon=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].show_empty_weapon, sActor, sPlayer);
break;
case PLAYER_SCUBA_AMOUNT:
if(bSet)
ps[iPlayer].scuba_amount=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].scuba_amount, sActor, sPlayer);
break;
case PLAYER_JETPACK_AMOUNT:
if(bSet)
ps[iPlayer].jetpack_amount=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].jetpack_amount, sActor, sPlayer);
break;
case PLAYER_STEROIDS_AMOUNT:
if(bSet)
ps[iPlayer].steroids_amount=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].steroids_amount, sActor, sPlayer);
break;
case PLAYER_SHIELD_AMOUNT:
if(bSet)
ps[iPlayer].shield_amount=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].shield_amount, sActor, sPlayer);
break;
case PLAYER_HOLODUKE_ON:
if(bSet)
ps[iPlayer].holoduke_on=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].holoduke_on, sActor, sPlayer);
break;
case PLAYER_PYCOUNT:
if(bSet)
ps[iPlayer].pycount=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].pycount, sActor, sPlayer);
break;
case PLAYER_WEAPON_POS:
if(bSet)
ps[iPlayer].weapon_pos=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].weapon_pos, sActor, sPlayer);
break;
case PLAYER_FRAG_PS:
if(bSet)
ps[iPlayer].frag_ps=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].frag_ps, sActor, sPlayer);
break;
case PLAYER_TRANSPORTER_HOLD:
if(bSet)
ps[iPlayer].transporter_hold=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].transporter_hold, sActor, sPlayer);
break;
case PLAYER_LAST_FULL_WEAPON:
if(bSet)
ps[iPlayer].last_full_weapon=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].last_full_weapon, sActor, sPlayer);
break;
case PLAYER_FOOTPRINTSHADE:
if(bSet)
ps[iPlayer].footprintshade=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].footprintshade, sActor, sPlayer);
break;
case PLAYER_BOOT_AMOUNT:
if(bSet)
ps[iPlayer].boot_amount=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].boot_amount, sActor, sPlayer);
break;
case PLAYER_SCREAM_VOICE:
if(bSet)
ps[iPlayer].scream_voice=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].scream_voice, sActor, sPlayer);
break;
case PLAYER_GM:
if(bSet)
ps[iPlayer].gm=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].gm, sActor, sPlayer);
break;
case PLAYER_ON_WARPING_SECTOR:
if(bSet)
ps[iPlayer].on_warping_sector=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].on_warping_sector, sActor, sPlayer);
break;
case PLAYER_FOOTPRINTCOUNT:
if(bSet)
ps[iPlayer].footprintcount=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].footprintcount, sActor, sPlayer);
break;
case PLAYER_HBOMB_ON:
if(bSet)
ps[iPlayer].hbomb_on=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].hbomb_on, sActor, sPlayer);
break;
case PLAYER_JUMPING_TOGGLE:
if(bSet)
ps[iPlayer].jumping_toggle=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].jumping_toggle, sActor, sPlayer);
break;
case PLAYER_RAPID_FIRE_HOLD:
if(bSet)
ps[iPlayer].rapid_fire_hold=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].rapid_fire_hold, sActor, sPlayer);
break;
case PLAYER_ON_GROUND:
if(bSet)
ps[iPlayer].on_ground=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].on_ground, sActor, sPlayer);
break;
case PLAYER_NAME:
if(bSet)
ps[iPlayer].name[32]=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].name[32], sActor, sPlayer);
break;
case PLAYER_INVEN_ICON:
if(bSet)
ps[iPlayer].inven_icon=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].inven_icon, sActor, sPlayer);
break;
case PLAYER_BUTTONPALETTE:
if(bSet)
ps[iPlayer].buttonpalette=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].buttonpalette, sActor, sPlayer);
break;
case PLAYER_JETPACK_ON:
if(bSet)
ps[iPlayer].jetpack_on=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].jetpack_on, sActor, sPlayer);
break;
case PLAYER_SPRITEBRIDGE:
if(bSet)
ps[iPlayer].spritebridge=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].spritebridge, sActor, sPlayer);
break;
case PLAYER_LASTRANDOMSPOT:
if(bSet)
ps[iPlayer].lastrandomspot=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].lastrandomspot, sActor, sPlayer);
break;
case PLAYER_SCUBA_ON:
if(bSet)
ps[iPlayer].scuba_on=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].scuba_on, sActor, sPlayer);
break;
case PLAYER_FOOTPRINTPAL:
if(bSet)
ps[iPlayer].footprintpal=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].footprintpal, sActor, sPlayer);
break;
case PLAYER_HEAT_ON:
if(bSet)
ps[iPlayer].heat_on=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].heat_on, sActor, sPlayer);
break;
case PLAYER_HOLSTER_WEAPON:
if(bSet)
ps[iPlayer].holster_weapon=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].holster_weapon, sActor, sPlayer);
break;
case PLAYER_FALLING_COUNTER:
if(bSet)
ps[iPlayer].falling_counter=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].falling_counter, sActor, sPlayer);
break;
case PLAYER_GOTWEAPON:
lTemp=lParm2;
if(bSet)
ps[iPlayer].gotweapon[lTemp]=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].gotweapon[lTemp], sActor, sPlayer);
break;
case PLAYER_REFRESH_INVENTORY:
if(bSet)
ps[iPlayer].refresh_inventory=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].refresh_inventory, sActor, sPlayer);
break;
// case PLAYER_PALETTE:
// if(bSet)
// {
// ps[iPlayer].palette=lValue;
// }
// else
// {
// SetGameVarID((int)lVar2, ps[iPlayer].palette, sActor, sPlayer);
// }
// break;
case PLAYER_TOGGLE_KEY_FLAG:
if(bSet)
ps[iPlayer].toggle_key_flag=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].toggle_key_flag, sActor, sPlayer);
break;
case PLAYER_KNUCKLE_INCS:
if(bSet)
ps[iPlayer].knuckle_incs=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].knuckle_incs, sActor, sPlayer);
break;
case PLAYER_WALKING_SND_TOGGLE:
if(bSet)
ps[iPlayer].walking_snd_toggle=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].walking_snd_toggle, sActor, sPlayer);
break;
case PLAYER_PALOOKUP:
if(bSet)
ps[iPlayer].palookup=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].palookup, sActor, sPlayer);
break;
case PLAYER_HARD_LANDING:
if(bSet)
ps[iPlayer].hard_landing=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].hard_landing, sActor, sPlayer);
break;
case PLAYER_MAX_SECRET_ROOMS:
if(bSet)
ps[iPlayer].max_secret_rooms=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].max_secret_rooms, sActor, sPlayer);
break;
case PLAYER_SECRET_ROOMS:
if(bSet)
ps[iPlayer].secret_rooms=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].secret_rooms, sActor, sPlayer);
break;
case PLAYER_PALS:
lTemp=lParm2;
if(bSet)
ps[iPlayer].pals[lTemp]=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].pals[lTemp], sActor, sPlayer);
break;
case PLAYER_MAX_ACTORS_KILLED:
if(bSet)
ps[iPlayer].max_actors_killed=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].max_actors_killed, sActor, sPlayer);
break;
case PLAYER_ACTORS_KILLED:
if(bSet)
ps[iPlayer].actors_killed=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].actors_killed, sActor, sPlayer);
break;
case PLAYER_RETURN_TO_CENTER:
if(bSet)
ps[iPlayer].return_to_center=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].return_to_center, sActor, sPlayer);
break;
case PLAYER_RUNSPEED:
if(bSet)
ps[iPlayer].runspeed=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].runspeed, sActor, sPlayer);
break;
case PLAYER_SBS:
if(bSet)
ps[iPlayer].sbs=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].sbs, sActor, sPlayer);
break;
case PLAYER_RELOADING:
if(bSet)
ps[iPlayer].reloading=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].reloading, sActor, sPlayer);
break;
case PLAYER_AUTO_AIM:
if(bSet)
ps[iPlayer].auto_aim=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].auto_aim, sActor, sPlayer);
break;
case PLAYER_MOVEMENT_LOCK:
lTemp=lParm2;
if(bSet)
ps[iPlayer].movement_lock[lTemp]=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].movement_lock[lTemp], sActor, sPlayer);
break;
case PLAYER_SOUND_PITCH:
if(bSet)
ps[iPlayer].sound_pitch=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].sound_pitch, sActor, sPlayer);
break;
case PLAYER_WEAPONSWITCH:
if(bSet)
ps[iPlayer].weaponswitch=lValue;
else
SetGameVarID((int)lVar2, ps[iPlayer].weaponswitch, sActor, sPlayer);
break;
default:
break;
}
return;
}
void DoInput(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, short sPlayer)
{
int iPlayer;
long lValue;
long lTemp;
if(sActor < 0 || sActor >= MAXSPRITES || sPlayer < 0 || sPlayer >= MAXPLAYERS)
return;
lValue=GetGameVarID((int)lVar2, sActor, sPlayer);
if(lVar1 == g_iThisActorID )
{
// if they've asked for 'this', then use 'this player'...
iPlayer=g_p;
}
else
iPlayer=GetGameVarID((int)lVar1, sActor, sPlayer);
if(iPlayer<0 || iPlayer >= MAXPLAYERS)
return;
switch(lLabelID)
{
case INPUT_AVEL:
if(bSet)
sync[iPlayer].avel=lValue;
else
SetGameVarID((int)lVar2, sync[iPlayer].avel, sActor, sPlayer);
break;
case INPUT_HORZ:
if(bSet)
sync[iPlayer].horz=lValue;
else
SetGameVarID((int)lVar2, sync[iPlayer].horz, sActor, sPlayer);
break;
case INPUT_FVEL:
if(bSet)
sync[iPlayer].fvel=lValue;
else
SetGameVarID((int)lVar2, sync[iPlayer].fvel, sActor, sPlayer);
break;
case INPUT_SVEL:
if(bSet)
sync[iPlayer].svel=lValue;
else
SetGameVarID((int)lVar2, sync[iPlayer].svel, sActor, sPlayer);
break;
case INPUT_BITS:
if(bSet)
sync[iPlayer].bits=lValue;
else
SetGameVarID((int)lVar2, sync[iPlayer].bits, sActor, sPlayer);
break;
case INPUT_BITS2:
if(bSet)
sync[iPlayer].bits2=lValue;
else
SetGameVarID((int)lVar2, sync[iPlayer].bits2, sActor, sPlayer);
break;
default:
break;
}
return;
}
void DoWall(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, short sPlayer)
{
int iWall;
long lValue;
if(sActor < 0 || sActor >= MAXSPRITES || sPlayer < 0 || sPlayer >= MAXPLAYERS)
return;
lValue=GetGameVarID((int)lVar2, sActor, sPlayer);
iWall=GetGameVarID((int)lVar1, sActor, sPlayer);
if(iWall<0 || iWall >= MAXWALLS)
return;
switch(lLabelID)
{
case WALL_X:
if(bSet)
wall[iWall].x=lValue;
else
SetGameVarID((int)lVar2, wall[iWall].x, sActor, sPlayer);
break;
case WALL_Y:
if(bSet)
wall[iWall].y=lValue;
else
SetGameVarID((int)lVar2, wall[iWall].y, sActor, sPlayer);
break;
case WALL_POINT2:
if(bSet)
wall[iWall].point2=lValue;
else
SetGameVarID((int)lVar2, wall[iWall].point2, sActor, sPlayer);
break;
case WALL_NEXTWALL:
if(bSet)
wall[iWall].nextwall=lValue;
else
SetGameVarID((int)lVar2, wall[iWall].nextwall, sActor, sPlayer);
break;
case WALL_NEXTSECTOR:
if(bSet)
wall[iWall].nextsector=lValue;
else
SetGameVarID((int)lVar2, wall[iWall].nextsector, sActor, sPlayer);
break;
case WALL_CSTAT:
if(bSet)
wall[iWall].cstat=lValue;
else
SetGameVarID((int)lVar2, wall[iWall].cstat, sActor, sPlayer);
break;
case WALL_PICNUM:
if(bSet)
wall[iWall].picnum=lValue;
else
SetGameVarID((int)lVar2, wall[iWall].picnum, sActor, sPlayer);
break;
case WALL_OVERPICNUM:
if(bSet)
wall[iWall].overpicnum=lValue;
else
SetGameVarID((int)lVar2, wall[iWall].overpicnum, sActor, sPlayer);
break;
case WALL_SHADE:
if(bSet)
wall[iWall].shade=lValue;
else
SetGameVarID((int)lVar2, wall[iWall].shade, sActor, sPlayer);
break;
case WALL_PAL:
if(bSet)
wall[iWall].pal=lValue;
else
SetGameVarID((int)lVar2, wall[iWall].pal, sActor, sPlayer);
break;
case WALL_XREPEAT:
if(bSet)
wall[iWall].xrepeat=lValue;
else
SetGameVarID((int)lVar2, wall[iWall].xrepeat, sActor, sPlayer);
break;
case WALL_YREPEAT:
if(bSet)
wall[iWall].yrepeat=lValue;
else
SetGameVarID((int)lVar2, wall[iWall].yrepeat, sActor, sPlayer);
break;
case WALL_XPANNING:
if(bSet)
wall[iWall].xpanning=lValue;
else
SetGameVarID((int)lVar2, wall[iWall].xpanning, sActor, sPlayer);
break;
case WALL_YPANNING:
if(bSet)
wall[iWall].ypanning=lValue;
else
SetGameVarID((int)lVar2, wall[iWall].ypanning, sActor, sPlayer);
break;
case WALL_LOTAG:
if(bSet)
wall[iWall].lotag=lValue;
else
SetGameVarID((int)lVar2, wall[iWall].lotag, sActor, sPlayer);
break;
case WALL_HITAG:
if(bSet)
wall[iWall].hitag=lValue;
else
SetGameVarID((int)lVar2, wall[iWall].hitag, sActor, sPlayer);
break;
case WALL_EXTRA:
if(bSet)
wall[iWall].extra=lValue;
else
SetGameVarID((int)lVar2, wall[iWall].extra, sActor, sPlayer);
break;
default:
break;
}
return;
}
void DoSector(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, short sPlayer)
{
int iSector;
long lValue;
if(sActor < 0 || sActor >= MAXSPRITES || sPlayer < 0 || sPlayer >= MAXPLAYERS)
return;
if(lVar1 == g_iThisActorID )
// if they've asked for 'this', then use 'this'...
iSector=sprite[g_i].sectnum;
else
iSector=GetGameVarID((int)lVar1, sActor, sPlayer);
if(iSector<0 || iSector >= MAXSECTORS)
return;
lValue=GetGameVarID((int)lVar2, sActor, sPlayer);
switch(lLabelID)
{
case SECTOR_WALLPTR:
if(bSet)
sector[iSector].wallptr=lValue;
else
SetGameVarID((int)lVar2, sector[iSector].wallptr,sActor,sPlayer);
break;
case SECTOR_WALLNUM:
if(bSet)
sector[iSector].wallnum=lValue;
else
SetGameVarID((int)lVar2, sector[iSector].wallnum,sActor,sPlayer);
break;
case SECTOR_CEILINGZ:
if(bSet)
sector[iSector].ceilingz=lValue;
else
SetGameVarID((int)lVar2, sector[iSector].ceilingz,sActor,sPlayer);
break;
case SECTOR_FLOORZ:
if(bSet)
sector[iSector].floorz=lValue;
else
SetGameVarID((int)lVar2, sector[iSector].floorz,sActor,sPlayer);
break;
case SECTOR_CEILINGSTAT:
if(bSet)
sector[iSector].ceilingstat=lValue;
else
SetGameVarID((int)lVar2, sector[iSector].ceilingstat,sActor,sPlayer);
break;
case SECTOR_FLOORSTAT:
if(bSet)
sector[iSector].floorstat=lValue;
else
SetGameVarID((int)lVar2, sector[iSector].floorstat,sActor,sPlayer);
break;
case SECTOR_CEILINGPICNUM:
if(bSet)
sector[iSector].ceilingpicnum=lValue;
else
SetGameVarID((int)lVar2, sector[iSector].ceilingpicnum,sActor,sPlayer);
break;
case SECTOR_CEILINGSLOPE:
if(bSet)
sector[iSector].ceilingheinum=lValue;
else
SetGameVarID((int)lVar2, sector[iSector].ceilingheinum,sActor,sPlayer);
break;
case SECTOR_CEILINGSHADE:
if(bSet)
sector[iSector].ceilingshade=lValue;
else
SetGameVarID((int)lVar2, sector[iSector].ceilingshade,sActor,sPlayer);
break;
case SECTOR_CEILINGPAL:
if(bSet)
sector[iSector].ceilingpal=lValue;
else
SetGameVarID((int)lVar2, sector[iSector].ceilingpal,sActor,sPlayer);
break;
case SECTOR_CEILINGXPANNING:
if(bSet)
sector[iSector].ceilingxpanning=lValue;
else
SetGameVarID((int)lVar2, sector[iSector].ceilingypanning,sActor,sPlayer);
break;
case SECTOR_FLOORPICNUM:
if(bSet)
sector[iSector].floorpicnum=lValue;
else
SetGameVarID((int)lVar2, sector[iSector].floorpicnum,sActor,sPlayer);
break;
case SECTOR_FLOORSLOPE:
if(bSet)
sector[iSector].floorheinum=lValue;
else
SetGameVarID((int)lVar2, sector[iSector].floorheinum,sActor,sPlayer);
break;
case SECTOR_FLOORSHADE:
if(bSet)
sector[iSector].floorshade=lValue;
else
SetGameVarID((int)lVar2, sector[iSector].floorshade,sActor,sPlayer);
break;
case SECTOR_FLOORPAL:
if(bSet)
sector[iSector].floorpal=lValue;
else
SetGameVarID((int)lVar2, sector[iSector].floorpal,sActor,sPlayer);
break;
case SECTOR_FLOORXPANNING:
if(bSet)
sector[iSector].floorxpanning=lValue;
else
SetGameVarID((int)lVar2, sector[iSector].floorxpanning,sActor,sPlayer);
break;
case SECTOR_FLOORYPANNING:
if(bSet)
sector[iSector].floorypanning=lValue;
else
SetGameVarID((int)lVar2, sector[iSector].floorypanning,sActor,sPlayer);
break;
case SECTOR_VISIBILITY:
if(bSet)
sector[iSector].visibility=lValue;
else
SetGameVarID((int)lVar2, sector[iSector].visibility,sActor,sPlayer);
break;
case SECTOR_ALIGNTO:
if(bSet)
sector[iSector].filler=lValue;
else
SetGameVarID((int)lVar2, sector[iSector].filler,sActor,sPlayer);
break;
case SECTOR_LOTAG:
if(bSet)
sector[iSector].lotag=lValue;
else
SetGameVarID((int)lVar2, sector[iSector].lotag,sActor,sPlayer);
break;
case SECTOR_HITAG:
if(bSet)
sector[iSector].hitag=lValue;
else
SetGameVarID((int)lVar2, sector[iSector].hitag,sActor,sPlayer);
break;
case SECTOR_EXTRA:
if(bSet)
sector[iSector].extra=lValue;
else
SetGameVarID((int)lVar2, sector[iSector].extra,sActor,sPlayer);
break;
default:
break;
}
return;
}
void DoActor(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, short sPlayer, long lParm2)
{
int iActor;
long lValue;
long lTemp;
if(sActor < 0 || sActor >= MAXSPRITES || sPlayer < 0 || sPlayer >= MAXPLAYERS)
return;
lValue=GetGameVarID((int)lVar2, sActor, sPlayer);
if(lVar1 == g_iThisActorID )
// if they've asked for 'this', then use 'this'...
iActor=g_i;
else
iActor=GetGameVarID((int)lVar1, sActor, sPlayer);
if(iActor < 0 || iActor >= MAXSPRITES)
return;
switch(lLabelID)
{
case ACTOR_X:
if(bSet)
sprite[iActor].x=lValue;
else
SetGameVarID((int)lVar2, sprite[iActor].x,sActor,sPlayer);
break;
case ACTOR_Y:
if(bSet)
sprite[iActor].y=lValue;
else
SetGameVarID((int)lVar2, sprite[iActor].y,sActor,sPlayer);
break;
case ACTOR_Z:
if(bSet)
sprite[iActor].z=lValue;
else
SetGameVarID((int)lVar2, sprite[iActor].z,sActor,sPlayer);
break;
case ACTOR_CSTAT:
if(bSet)
sprite[iActor].cstat=lValue;
else
SetGameVarID((int)lVar2, sprite[iActor].cstat,sActor,sPlayer);
break;
case ACTOR_PICNUM:
if(bSet)
sprite[iActor].picnum=lValue;
else
SetGameVarID((int)lVar2, sprite[iActor].picnum,sActor,sPlayer);
break;
case ACTOR_SHADE:
if(bSet)
sprite[iActor].shade=lValue;
else
SetGameVarID((int)lVar2, sprite[iActor].shade,sActor,sPlayer);
break;
case ACTOR_PAL:
if(bSet)
sprite[iActor].pal=lValue;
else
SetGameVarID((int)lVar2, sprite[iActor].pal,sActor,sPlayer);
break;
case ACTOR_CLIPDIST:
if(bSet)
sprite[iActor].clipdist=lValue;
else
SetGameVarID((int)lVar2, sprite[iActor].clipdist,sActor,sPlayer);
break;
case ACTOR_DETAIL:
if(bSet)
sprite[iActor].filler=lValue;
else
SetGameVarID((int)lVar2, sprite[iActor].filler,sActor,sPlayer);
break;
case ACTOR_XREPEAT:
if(bSet)
sprite[iActor].xrepeat=lValue;
else
SetGameVarID((int)lVar2, sprite[iActor].xrepeat,sActor,sPlayer);
break;
case ACTOR_YREPEAT:
if(bSet)
sprite[iActor].yrepeat=lValue;
else
SetGameVarID((int)lVar2, sprite[iActor].yrepeat,sActor,sPlayer);
break;
case ACTOR_XOFFSET:
if(bSet)
sprite[iActor].xoffset=lValue;
else
SetGameVarID((int)lVar2, sprite[iActor].xoffset,sActor,sPlayer);
break;
case ACTOR_YOFFSET:
if(bSet)
sprite[iActor].yoffset=lValue;
else
SetGameVarID((int)lVar2, sprite[iActor].yoffset,sActor,sPlayer);
break;
case ACTOR_SECTNUM:
if(bSet)
changespritesect(iActor,lValue);
else
SetGameVarID((int)lVar2, sprite[iActor].sectnum,sActor,sPlayer);
break;
case ACTOR_STATNUM:
if(bSet)
changespritestat(iActor,lValue);
else
SetGameVarID((int)lVar2, sprite[iActor].statnum,sActor,sPlayer);
break;
case ACTOR_ANG:
if(bSet)
sprite[iActor].ang=lValue;
else
SetGameVarID((int)lVar2, sprite[iActor].ang,sActor,sPlayer);
break;
case ACTOR_OWNER:
if(bSet)
sprite[iActor].owner=lValue;
else
SetGameVarID((int)lVar2, sprite[iActor].owner,sActor,sPlayer);
break;
case ACTOR_XVEL:
if(bSet)
sprite[iActor].xvel=lValue;
else
SetGameVarID((int)lVar2, sprite[iActor].xvel,sActor,sPlayer);
break;
case ACTOR_YVEL:
if(bSet)
sprite[iActor].yvel=lValue;
else
SetGameVarID((int)lVar2, sprite[iActor].yvel,sActor,sPlayer);
break;
case ACTOR_ZVEL:
if(bSet)
sprite[iActor].zvel=lValue;
else
SetGameVarID((int)lVar2, sprite[iActor].zvel,sActor,sPlayer);
break;
case ACTOR_LOTAG:
if(bSet)
sprite[iActor].lotag=lValue;
else
SetGameVarID((int)lVar2, sprite[iActor].lotag,sActor,sPlayer);
break;
case ACTOR_HITAG:
if(bSet)
sprite[iActor].hitag=lValue;
else
SetGameVarID((int)lVar2, sprite[iActor].hitag,sActor,sPlayer);
break;
case ACTOR_EXTRA:
if(bSet)
sprite[iActor].extra=lValue;
else
SetGameVarID((int)lVar2, sprite[iActor].extra,sActor,sPlayer);
break;
case ACTOR_HTCGG:
if(bSet)
hittype[iActor].cgg=lValue;
else
SetGameVarID((int)lVar2, hittype[iActor].cgg, sActor, sPlayer);
break;
case ACTOR_HTPICNUM :
if(bSet)
hittype[iActor].picnum=lValue;
else
SetGameVarID((int)lVar2, hittype[iActor].picnum, sActor, sPlayer);
break;
case ACTOR_HTANG:
if(bSet)
hittype[iActor].ang=lValue;
else
SetGameVarID((int)lVar2, hittype[iActor].ang, sActor, sPlayer);
break;
case ACTOR_HTEXTRA:
if(bSet)
hittype[iActor].extra=lValue;
else
SetGameVarID((int)lVar2,hittype[iActor].extra, sActor, sPlayer);
break;
case ACTOR_HTOWNER:
if(bSet)
hittype[iActor].owner=lValue;
else
SetGameVarID((int)lVar2,hittype[iActor].owner, sActor, sPlayer);
break;
case ACTOR_HTMOVFLAG:
if(bSet)
hittype[iActor].movflag=lValue;
else
SetGameVarID((int)lVar2,hittype[iActor].movflag, sActor, sPlayer);
break;
case ACTOR_HTTEMPANG:
if(bSet)
hittype[iActor].tempang=lValue;
else
SetGameVarID((int)lVar2,hittype[iActor].tempang, sActor, sPlayer);
break;
case ACTOR_HTACTORSTAYPUT:
if(bSet)
hittype[iActor].actorstayput=lValue;
else
SetGameVarID((int)lVar2,hittype[iActor].actorstayput, sActor, sPlayer);
break;
case ACTOR_HTDISPICNUM:
if(bSet)
hittype[iActor].dispicnum=lValue;
else
SetGameVarID((int)lVar2,hittype[iActor].dispicnum, sActor, sPlayer);
break;
case ACTOR_HTTIMETOSLEEP:
if(bSet)
hittype[iActor].timetosleep=lValue;
else
SetGameVarID((int)lVar2,hittype[iActor].timetosleep, sActor, sPlayer);
break;
case ACTOR_HTFLOORZ:
if(bSet)
hittype[iActor].floorz=lValue;
else
SetGameVarID((int)lVar2,hittype[iActor].floorz, sActor, sPlayer);
break;
case ACTOR_HTCEILINGZ:
if(bSet)
hittype[iActor].ceilingz=lValue;
else
SetGameVarID((int)lVar2,hittype[iActor].ceilingz, sActor, sPlayer);
break;
case ACTOR_HTLASTVX:
if(bSet)
hittype[iActor].lastvx=lValue;
else
SetGameVarID((int)lVar2,hittype[iActor].lastvx, sActor, sPlayer);
break;
case ACTOR_HTLASTVY:
if(bSet)
hittype[iActor].lastvy=lValue;
else
SetGameVarID((int)lVar2,hittype[iActor].lastvy, sActor, sPlayer);
break;
case ACTOR_HTBPOSX:
if(bSet)
hittype[iActor].bposx=lValue;
else
SetGameVarID((int)lVar2,hittype[iActor].bposx, sActor, sPlayer);
break;
case ACTOR_HTBPOSY:
if(bSet)
hittype[iActor].bposy=lValue;
else
SetGameVarID((int)lVar2,hittype[iActor].bposy, sActor, sPlayer);
break;
case ACTOR_HTBPOSZ:
if(bSet)
hittype[iActor].bposz=lValue;
else
SetGameVarID((int)lVar2,hittype[iActor].bposz, sActor, sPlayer);
break;
case ACTOR_HTG_T:
lTemp=lParm2;
if(bSet)
hittype[iActor].temp_data[lTemp]=lValue;
else
SetGameVarID((int)lVar2, hittype[iActor].temp_data[lTemp], sActor, sPlayer);
break;
case ACTOR_ANGOFF:
if(bSet)
spriteext[iActor].angoff=lValue;
else
SetGameVarID((int)lVar2,spriteext[iActor].angoff, sActor, sPlayer);
break;
case ACTOR_PITCH:
if(bSet)
spriteext[iActor].pitch=lValue;
else
SetGameVarID((int)lVar2,spriteext[iActor].pitch, sActor, sPlayer);
break;
case ACTOR_ROLL:
if(bSet)
spriteext[iActor].roll=lValue;
else
SetGameVarID((int)lVar2,spriteext[iActor].roll, sActor, sPlayer);
break;
case ACTOR_MDXOFF:
if(bSet)
spriteext[iActor].xoff=lValue;
else
SetGameVarID((int)lVar2,spriteext[iActor].xoff, sActor, sPlayer);
break;
case ACTOR_MDYOFF:
if(bSet)
spriteext[iActor].yoff=lValue;
else
SetGameVarID((int)lVar2,spriteext[iActor].yoff, sActor, sPlayer);
break;
case ACTOR_MDZOFF:
if(bSet)
spriteext[iActor].zoff=lValue;
else
SetGameVarID((int)lVar2,spriteext[iActor].zoff, sActor, sPlayer);
break;
default:
break;
}
return;
}
void DoProjectile(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, short sPlayer)
{
long lValue,proj;
// proj=GetGameVarID((int)lVar1, sActor, sPlayer);
proj=lVar1;
if(sActor < 0 || sActor >= MAXSPRITES || sPlayer < 0 || sPlayer >= MAXPLAYERS)
return;
lValue=GetGameVarID((int)lVar2, sActor, sPlayer);
switch(lLabelID)
{
case PROJ_WORKSLIKE:
if(bSet)
projectile[proj].workslike=lValue;
else
SetGameVarID((int)lVar2, projectile[proj].workslike, sActor, sPlayer);
break;
case PROJ_SPAWNS:
if(bSet)
projectile[proj].spawns=lValue;
else
SetGameVarID((int)lVar2, projectile[proj].spawns, sActor, sPlayer);
break;
case PROJ_SXREPEAT:
if(bSet)
projectile[proj].sxrepeat=lValue;
else
SetGameVarID((int)lVar2, projectile[proj].sxrepeat, sActor, sPlayer);
break;
case PROJ_SYREPEAT:
if(bSet)
projectile[proj].syrepeat=lValue;
else
SetGameVarID((int)lVar2, projectile[proj].syrepeat, sActor, sPlayer);
break;
case PROJ_SOUND:
if(bSet)
projectile[proj].sound=lValue;
else
SetGameVarID((int)lVar2, projectile[proj].sound, sActor, sPlayer);
break;
case PROJ_ISOUND:
if(bSet)
projectile[proj].isound=lValue;
else
SetGameVarID((int)lVar2, projectile[proj].isound, sActor, sPlayer);
break;
case PROJ_VEL:
if(bSet)
projectile[proj].vel=lValue;
else
SetGameVarID((int)lVar2, projectile[proj].vel, sActor, sPlayer);
break;
case PROJ_EXTRA:
if(bSet)
projectile[proj].extra=lValue;
else
SetGameVarID((int)lVar2, projectile[proj].extra, sActor, sPlayer);
break;
case PROJ_DECAL:
if(bSet)
projectile[proj].decal=lValue;
else
SetGameVarID((int)lVar2, projectile[proj].decal, sActor, sPlayer);
break;
case PROJ_TRAIL:
if(bSet)
projectile[proj].trail=lValue;
else
SetGameVarID((int)lVar2, projectile[proj].trail, sActor, sPlayer);
break;
case PROJ_TXREPEAT:
if(bSet)
projectile[proj].txrepeat=lValue;
else
SetGameVarID((int)lVar2, projectile[proj].txrepeat, sActor, sPlayer);
break;
case PROJ_TYREPEAT:
if(bSet)
projectile[proj].tyrepeat=lValue;
else
SetGameVarID((int)lVar2, projectile[proj].tyrepeat, sActor, sPlayer);
break;
case PROJ_TOFFSET:
if(bSet)
projectile[proj].toffset=lValue;
else
SetGameVarID((int)lVar2, projectile[proj].toffset, sActor, sPlayer);
break;
case PROJ_TNUM:
if(bSet)
projectile[proj].tnum=lValue;
else
SetGameVarID((int)lVar2, projectile[proj].tnum, sActor, sPlayer);
break;
case PROJ_DROP:
if(bSet)
projectile[proj].drop=lValue;
else
SetGameVarID((int)lVar2, projectile[proj].drop, sActor, sPlayer);
break;
case PROJ_CSTAT:
if(bSet)
projectile[proj].cstat=lValue;
else
SetGameVarID((int)lVar2, projectile[proj].cstat, sActor, sPlayer);
break;
case PROJ_CLIPDIST:
if(bSet)
projectile[proj].clipdist=lValue;
else
SetGameVarID((int)lVar2, projectile[proj].clipdist, sActor, sPlayer);
break;
case PROJ_SHADE:
if(bSet)
projectile[proj].shade=lValue;
else
SetGameVarID((int)lVar2, projectile[proj].shade, sActor, sPlayer);
break;
case PROJ_XREPEAT:
if(bSet)
projectile[proj].xrepeat=lValue;
else
SetGameVarID((int)lVar2, projectile[proj].xrepeat, sActor, sPlayer);
break;
case PROJ_YREPEAT:
if(bSet)
projectile[proj].yrepeat=lValue;
else
SetGameVarID((int)lVar2, projectile[proj].yrepeat, sActor, sPlayer);
break;
case PROJ_PAL:
if(bSet)
projectile[proj].pal=lValue;
else
SetGameVarID((int)lVar2, projectile[proj].pal, sActor, sPlayer);
break;
case PROJ_EXTRA_RAND:
if(bSet)
projectile[proj].extra_rand=lValue;
else
SetGameVarID((int)lVar2, projectile[proj].extra_rand, sActor, sPlayer);
break;
case PROJ_HITRADIUS:
if(bSet)
projectile[proj].hitradius=lValue;
else
SetGameVarID((int)lVar2, projectile[proj].hitradius, sActor, sPlayer);
break;
case PROJ_VEL_MULT:
if(bSet)
projectile[proj].velmult=lValue;
else
SetGameVarID((int)lVar2, projectile[proj].velmult, sActor, sPlayer);
break;
case PROJ_OFFSET:
if(bSet)
projectile[proj].offset=lValue;
else
SetGameVarID((int)lVar2, projectile[proj].offset, sActor, sPlayer);
break;
case PROJ_BOUNCES:
if(bSet)
projectile[proj].bounces=lValue;
else
SetGameVarID((int)lVar2, projectile[proj].bounces, sActor, sPlayer);
break;
case PROJ_BSOUND:
if(bSet)
projectile[proj].bsound=lValue;
else
SetGameVarID((int)lVar2, projectile[proj].bsound, sActor, sPlayer);
break;
case PROJ_RANGE:
if(bSet)
projectile[proj].range=lValue;
else
SetGameVarID((int)lVar2, projectile[proj].range, sActor, sPlayer);
break;
default:
break;
}
return;
}
void OnEvent(int iEventID, short sActor,short sPlayer,long lDist)
{
short og_i,og_p;
long og_x;
long *og_t;
spritetype *og_sp;
char okillit_flag;
long *oinsptr;
char done;
if( iEventID >= MAXGAMEEVENTS)
{
AddLog("Invalid Event ID");
return;
}
if( apScriptGameEvent[iEventID] == 0 )
{
//Bsprintf(g_szBuf,"No event found for %d",iEventID);
//AddLog(g_szBuf);
return;
}
// save current values...
og_i=g_i;
og_p=g_p;
og_x=g_x;
og_sp=g_sp;
og_t=g_t;
okillit_flag=killit_flag;
oinsptr=insptr;
g_i = sActor; // current sprite ID
g_p = sPlayer; // current player ID
g_x = lDist; // ?
g_sp = &sprite[g_i];
g_t = &hittype[g_i].temp_data[0];
insptr = (apScriptGameEvent[iEventID]);
//Bsprintf(g_szBuf,"Executing event for %d at %lX",iEventID, insptr);
//AddLog(g_szBuf);
killit_flag = 0;
do
done = parse();
while( done == 0 );
// restore old values...
g_i=og_i;
g_p=og_p;
g_x=og_x;
g_sp=og_sp;
g_t=og_t;
killit_flag=okillit_flag;
insptr=oinsptr;
//AddLog("End of Execution");
}
char dodge(spritetype *s)
{
short i;
long bx,by,mx,my,bxvect,byvect,mxvect,myvect,d;
mx = s->x;
my = s->y;
mxvect = sintable[(s->ang+512)&2047]; myvect = sintable[s->ang&2047];
for(i=headspritestat[4];i>=0;i=nextspritestat[i]) //weapons list
{
if( OW == i || SECT != s->sectnum)
continue;
bx = SX-mx;
by = SY-my;
bxvect = sintable[(SA+512)&2047]; byvect = sintable[SA&2047];
if (mxvect*bx + myvect*by >= 0)
if (bxvect*bx + byvect*by < 0)
{
d = bxvect*by - byvect*bx;
if (klabs(d) < 65536*64)
{
s->ang -= 512+(TRAND&1024);
return 1;
}
}
}
return 0;
}
short furthestangle(short sActor,short angs)
{
short j, hitsect,hitwall,hitspr,furthest_angle=0, angincs;
long hx, hy, hz, d, greatestd;
spritetype *s = &sprite[sActor];
greatestd = -(1<<30);
angincs = 2048/angs;
if(s->picnum != APLAYER)
if( (g_t[0]&63) > 2 ) return( s->ang + 1024 );
for(j=s->ang;j<(2048+s->ang);j+=angincs)
{
hitscan(s->x, s->y, s->z-(8<<8), s->sectnum,
sintable[(j+512)&2047],
sintable[j&2047],0,
&hitsect,&hitwall,&hitspr,&hx,&hy,&hz,CLIPMASK1);
d = klabs(hx-s->x) + klabs(hy-s->y);
if(d > greatestd)
{
greatestd = d;
furthest_angle = j;
}
}
return (furthest_angle&2047);
}
short furthestcanseepoint(short sActor,spritetype *ts,long *dax,long *day)
{
short j, hitsect,hitwall,hitspr, angincs, tempang;
long hx, hy, hz, d, da;//, d, cd, ca,tempx,tempy,cx,cy;
spritetype *s = &sprite[sActor];
if( (g_t[0]&63) ) return -1;
if(ud.multimode < 2 && ud.player_skill < 3)
angincs = 2048/2;
else angincs = 2048/(1+(TRAND&1));
for(j=ts->ang;j<(2048+ts->ang);j+=(angincs-(TRAND&511)))
{
hitscan(ts->x, ts->y, ts->z-(16<<8), ts->sectnum,
sintable[(j+512)&2047],
sintable[j&2047],16384-(TRAND&32767),
&hitsect,&hitwall,&hitspr,&hx,&hy,&hz,CLIPMASK1);
d = klabs(hx-ts->x)+klabs(hy-ts->y);
da = klabs(hx-s->x)+klabs(hy-s->y);
if( d < da )
if(cansee(hx,hy,hz,hitsect,s->x,s->y,s->z-(16<<8),s->sectnum))
{
*dax = hx;
*day = hy;
return hitsect;
}
}
return -1;
}
void getglobalz(short sActor)
{
long hz,lz,zr;
spritetype *s = &sprite[sActor];
if( s->statnum == 10 || s->statnum == 6 || s->statnum == 2 || s->statnum == 1 || s->statnum == 4)
{
if(s->statnum == 4)
zr = 4L;
else zr = 127L;
getzrange(s->x,s->y,s->z-(FOURSLEIGHT),s->sectnum,&hittype[sActor].ceilingz,&hz,&hittype[sActor].floorz,&lz,zr,CLIPMASK0);
if( (lz&49152) == 49152 && (sprite[lz&(MAXSPRITES-1)].cstat&48) == 0 )
{
lz &= (MAXSPRITES-1);
if( badguy(&sprite[lz]) && sprite[lz].pal != 1)
{
if( s->statnum != 4 )
{
hittype[sActor].dispicnum = -4; // No shadows on actors
s->xvel = -256;
ssp(sActor,CLIPMASK0);
}
}
else if(sprite[lz].picnum == APLAYER && badguy(s) )
{
hittype[sActor].dispicnum = -4; // No shadows on actors
s->xvel = -256;
ssp(sActor,CLIPMASK0);
}
else if(s->statnum == 4 && sprite[lz].picnum == APLAYER)
if(s->owner == lz)
{
hittype[sActor].ceilingz = sector[s->sectnum].ceilingz;
hittype[sActor].floorz = sector[s->sectnum].floorz;
}
}
}
else
{
hittype[sActor].ceilingz = sector[s->sectnum].ceilingz;
hittype[sActor].floorz = sector[s->sectnum].floorz;
}
}
void makeitfall(short sActor)
{
spritetype *s = &sprite[sActor];
long hz,lz,c;
if( floorspace(s->sectnum) )
c = 0;
else
{
if( ceilingspace(s->sectnum) || sector[s->sectnum].lotag == 2)
c = gc/6;
else c = gc;
}
if( ( s->statnum == 1 || s->statnum == 10 || s->statnum == 2 || s->statnum == 6 ) )
getzrange(s->x,s->y,s->z-(FOURSLEIGHT),s->sectnum,&hittype[sActor].ceilingz,&hz,&hittype[sActor].floorz,&lz,127L,CLIPMASK0);
else
{
hittype[sActor].ceilingz = sector[s->sectnum].ceilingz;
hittype[sActor].floorz = sector[s->sectnum].floorz;
}
if( s->z < hittype[sActor].floorz-(FOURSLEIGHT) )
{
if( sector[s->sectnum].lotag == 2 && s->zvel > 3122 )
s->zvel = 3144;
if(s->zvel < 6144)
s->zvel += c;
else s->zvel = 6144;
s->z += s->zvel;
}
if( s->z >= hittype[sActor].floorz-(FOURSLEIGHT) )
{
s->z = hittype[sActor].floorz - FOURSLEIGHT;
s->zvel = 0;
}
}
short getincangle(short a,short na)
{
a &= 2047;
na &= 2047;
if(klabs(a-na) < 1024)
return (na-a);
else
{
if(na > 1024) na -= 2048;
if(a > 1024) a -= 2048;
na -= 2048;
a -= 2048;
return (na-a);
}
}
void alterang(short a)
{
short aang, angdif, goalang,j;
long ticselapsed, *moveptr;
moveptr = (long *)g_t[1];
ticselapsed = (g_t[0])&31;
aang = g_sp->ang;
g_sp->xvel += (*moveptr-g_sp->xvel)/5;
if(g_sp->zvel < 648) g_sp->zvel += ((*(moveptr+1)<<4)-g_sp->zvel)/5;
if(a&seekplayer)
{
j = ps[g_p].holoduke_on;
// NOTE: looks like 'owner' is set to target sprite ID...
if(j >= 0 && cansee(sprite[j].x,sprite[j].y,sprite[j].z,sprite[j].sectnum,g_sp->x,g_sp->y,g_sp->z,g_sp->sectnum) )
g_sp->owner = j;
else g_sp->owner = ps[g_p].i;
if(sprite[g_sp->owner].picnum == APLAYER)
goalang = getangle(hittype[g_i].lastvx-g_sp->x,hittype[g_i].lastvy-g_sp->y);
else
goalang = getangle(sprite[g_sp->owner].x-g_sp->x,sprite[g_sp->owner].y-g_sp->y);
if(g_sp->xvel && g_sp->picnum != DRONE)
{
angdif = getincangle(aang,goalang);
if(ticselapsed < 2)
{
if( klabs(angdif) < 256)
{
j = 128-(TRAND&256);
g_sp->ang += j;
if( hits(g_i) < 844 )
g_sp->ang -= j;
}
}
else if(ticselapsed > 18 && ticselapsed < 26) // choose
{
if(klabs(angdif>>2) < 128) g_sp->ang = goalang;
else g_sp->ang += angdif>>2;
}
}
else g_sp->ang = goalang;
}
if(ticselapsed < 1)
{
j = 2;
if(a&furthestdir)
{
goalang = furthestangle(g_i,j);
g_sp->ang = goalang;
g_sp->owner = ps[g_p].i;
}
if(a&fleeenemy)
{
goalang = furthestangle(g_i,j);
g_sp->ang = goalang; // += angdif; // = getincangle(aang,goalang)>>1;
}
}
}
void move()
{
long l, *moveptr;
short j, a, goalang, angdif;
long daxvel;
a = g_sp->hitag;
if(a == -1) a = 0;
g_t[0]++;
if(a&face_player)
{
if(ps[g_p].newowner >= 0)
goalang = getangle(ps[g_p].oposx-g_sp->x,ps[g_p].oposy-g_sp->y);
else goalang = getangle(ps[g_p].posx-g_sp->x,ps[g_p].posy-g_sp->y);
angdif = getincangle(g_sp->ang,goalang)>>2;
if(angdif > -8 && angdif < 0) angdif = 0;
g_sp->ang += angdif;
}
if(a&spin)
g_sp->ang += sintable[ ((g_t[0]<<3)&2047) ]>>6;
if(a&face_player_slow)
{
if(ps[g_p].newowner >= 0)
goalang = getangle(ps[g_p].oposx-g_sp->x,ps[g_p].oposy-g_sp->y);
else goalang = getangle(ps[g_p].posx-g_sp->x,ps[g_p].posy-g_sp->y);
angdif = ksgn(getincangle(g_sp->ang,goalang))<<5;
if(angdif > -32 && angdif < 0)
{
angdif = 0;
g_sp->ang = goalang;
}
g_sp->ang += angdif;
}
if((a&jumptoplayer) == jumptoplayer)
{
if(g_t[0] < 16)
g_sp->zvel -= (sintable[(512+(g_t[0]<<4))&2047]>>5);
}
if(a&face_player_smart)
{
long newx,newy;
newx = ps[g_p].posx+(ps[g_p].posxv/768);
newy = ps[g_p].posy+(ps[g_p].posyv/768);
goalang = getangle(newx-g_sp->x,newy-g_sp->y);
angdif = getincangle(g_sp->ang,goalang)>>2;
if(angdif > -8 && angdif < 0) angdif = 0;
g_sp->ang += angdif;
}
if( g_t[1] == 0 || a == 0 )
{
if( ( badguy(g_sp) && g_sp->extra <= 0 ) || (hittype[g_i].bposx != g_sp->x) || (hittype[g_i].bposy != g_sp->y) )
{
hittype[g_i].bposx = g_sp->x;
hittype[g_i].bposy = g_sp->y;
setsprite(g_i,g_sp->x,g_sp->y,g_sp->z);
}
return;
}
moveptr = (long *)g_t[1];
if(a&geth) g_sp->xvel += (*moveptr-g_sp->xvel)>>1;
if(a&getv) g_sp->zvel += ((*(moveptr+1)<<4)-g_sp->zvel)>>1;
if(a&dodgebullet)
dodge(g_sp);
if(g_sp->picnum != APLAYER)
alterang(a);
if(g_sp->xvel > -6 && g_sp->xvel < 6 ) g_sp->xvel = 0;
a = badguy(g_sp);
if(g_sp->xvel || g_sp->zvel)
{
if(a && g_sp->picnum != ROTATEGUN)
{
if( (g_sp->picnum == DRONE || g_sp->picnum == COMMANDER) && g_sp->extra > 0)
{
if(g_sp->picnum == COMMANDER)
{
hittype[g_i].floorz = l = getflorzofslope(g_sp->sectnum,g_sp->x,g_sp->y);
if( g_sp->z > (l-(8<<8)) )
{
if( g_sp->z > (l-(8<<8)) ) g_sp->z = l-(8<<8);
g_sp->zvel = 0;
}
hittype[g_i].ceilingz = l = getceilzofslope(g_sp->sectnum,g_sp->x,g_sp->y);
if( (g_sp->z-l) < (80<<8) )
{
g_sp->z = l+(80<<8);
g_sp->zvel = 0;
}
}
else
{
if( g_sp->zvel > 0 )
{
hittype[g_i].floorz = l = getflorzofslope(g_sp->sectnum,g_sp->x,g_sp->y);
if( g_sp->z > (l-(30<<8)) )
g_sp->z = l-(30<<8);
}
else
{
hittype[g_i].ceilingz = l = getceilzofslope(g_sp->sectnum,g_sp->x,g_sp->y);
if( (g_sp->z-l) < (50<<8) )
{
g_sp->z = l+(50<<8);
g_sp->zvel = 0;
}
}
}
}
else if(g_sp->picnum != ORGANTIC)
{
if(g_sp->zvel > 0 && hittype[g_i].floorz < g_sp->z)
g_sp->z = hittype[g_i].floorz;
if( g_sp->zvel < 0)
{
l = getceilzofslope(g_sp->sectnum,g_sp->x,g_sp->y);
if( (g_sp->z-l) < (66<<8) )
{
g_sp->z = l+(66<<8);
g_sp->zvel >>= 1;
}
}
}
}
else if(g_sp->picnum == APLAYER)
if( (g_sp->z-hittype[g_i].ceilingz) < (32<<8) )
g_sp->z = hittype[g_i].ceilingz+(32<<8);
daxvel = g_sp->xvel;
angdif = g_sp->ang;
if( a && g_sp->picnum != ROTATEGUN )
{
if( g_x < 960 && g_sp->xrepeat > 16 )
{
daxvel = -(1024-g_x);
angdif = getangle(ps[g_p].posx-g_sp->x,ps[g_p].posy-g_sp->y);
if(g_x < 512)
{
ps[g_p].posxv = 0;
ps[g_p].posyv = 0;
}
else
{
ps[g_p].posxv = mulscale(ps[g_p].posxv,ps[g_p].runspeed-0x2000,16);
ps[g_p].posyv = mulscale(ps[g_p].posyv,ps[g_p].runspeed-0x2000,16);
}
}
else if(g_sp->picnum != DRONE && g_sp->picnum != SHARK && g_sp->picnum != COMMANDER)
{
if( hittype[g_i].bposz != g_sp->z || ( ud.multimode < 2 && ud.player_skill < 2 ) )
{
if( (g_t[0]&1) || ps[g_p].actorsqu == g_i ) return;
else daxvel <<= 1;
}
else
{
if( (g_t[0]&3) || ps[g_p].actorsqu == g_i ) return;
else daxvel <<= 2;
}
}
}
hittype[g_i].movflag = movesprite(g_i,
(daxvel*(sintable[(angdif+512)&2047]))>>14,
(daxvel*(sintable[angdif&2047]))>>14,g_sp->zvel,CLIPMASK0);
}
if( a )
{
if (sector[g_sp->sectnum].ceilingstat&1)
g_sp->shade += (sector[g_sp->sectnum].ceilingshade-g_sp->shade)>>1;
else g_sp->shade += (sector[g_sp->sectnum].floorshade-g_sp->shade)>>1;
if( sector[g_sp->sectnum].floorpicnum == MIRROR )
deletesprite(g_i);
}
}
char parse(void);
void parseifelse(long condition)
{
if( condition )
{
// skip 'else' pointer.. and...
insptr+=2;
parse();
}
else
{
insptr = (long *) *(insptr+1);
if(*insptr == 10)
{
// else...
// skip 'else' and...
insptr+=2;
parse();
}
}
}
// long *it = 0x00589a04;
char parse(void)
{
long j, l, s, tw;
if (!(error || warning) && condebug)
{
// Bsprintf(g_szBuf," * DEBUG! Executing: %s",keyw[*insptr]);
// AddLog(g_szBuf);
}
if(killit_flag) return 1;
// if(*it == 1668249134L) gameexit("\nERR");
// Bsprintf(g_szBuf,"Parsing: %d",*insptr);
// AddLog(g_szBuf);
tw = *insptr;
switch(tw)
{
case CON_REDEFINEQUOTE:
{
int q, i;
insptr++;
q = *insptr++;
i = *insptr++;
Bstrcpy(fta_quotes[q],redefined_fta_quotes[i]);
break;
}
case CON_GETTHISPROJECTILE:
case CON_SETTHISPROJECTILE:
{
// syntax [gs]etplayer[<var>].x <VAR>
// <varid> <xxxid> <varid>
long lLabelID;
long lVar1, lVar2;
long lParm2;
insptr++;
lVar1=*insptr++;
lLabelID=*insptr++;
lVar2=*insptr++;
DoThisProjectile(tw==CON_SETTHISPROJECTILE,lVar1,lLabelID,lVar2,g_i,g_p);
break;
}
case CON_IFRND:
insptr++;
parseifelse( rnd(*insptr));
break;
case CON_IFCANSHOOTTARGET:
if(g_x > 1024)
{
short temphit, sclip, angdif;
if( badguy(g_sp) && g_sp->xrepeat > 56 )
{
sclip = 3084;
angdif = 48;
}
else
{
sclip = 768;
angdif = 16;
}
j = hitasprite(g_i,&temphit);
if(j == (1<<30))
{
parseifelse(1);
break;
}
if(j > sclip)
{
if(temphit >= 0 && sprite[temphit].picnum == g_sp->picnum)
j = 0;
else
{
g_sp->ang += angdif;j = hitasprite(g_i,&temphit);g_sp->ang -= angdif;
if(j > sclip)
{
if(temphit >= 0 && sprite[temphit].picnum == g_sp->picnum)
j = 0;
else
{
g_sp->ang -= angdif;j = hitasprite(g_i,&temphit);g_sp->ang += angdif;
if( j > 768 )
{
if(temphit >= 0 && sprite[temphit].picnum == g_sp->picnum)
j = 0;
else j = 1;
}
else j = 0;
}
}
else j = 0;
}
}
else j = 0;
}
else j = 1;
parseifelse(j);
break;
case CON_IFCANSEETARGET:
j = cansee(g_sp->x,g_sp->y,g_sp->z-((TRAND&41)<<8),g_sp->sectnum,ps[g_p].posx,ps[g_p].posy,ps[g_p].posz/*-((TRAND&41)<<8)*/,sprite[ps[g_p].i].sectnum);
parseifelse(j);
if( j ) hittype[g_i].timetosleep = SLEEPTIME;
break;
case CON_IFACTORNOTSTAYPUT:
parseifelse(hittype[g_i].actorstayput == -1);
break;
case CON_IFCANSEE:
{
spritetype *s;
short sect;
// select sprite for monster to target
// if holoduke is on, let them target holoduke first.
//
if(ps[g_p].holoduke_on >= 0)
{
s = &sprite[ps[g_p].holoduke_on];
j = cansee(g_sp->x,g_sp->y,g_sp->z-(TRAND&((32<<8)-1)),g_sp->sectnum,
s->x,s->y,s->z,s->sectnum);
if(j == 0)
{
// they can't see player's holoduke
// check for player...
s = &sprite[ps[g_p].i];
}
}
else s = &sprite[ps[g_p].i]; // holoduke not on. look for player
// can they see player, (or player's holoduke)
j = cansee(g_sp->x,g_sp->y,g_sp->z-(TRAND&((47<<8))),g_sp->sectnum,
s->x,s->y,s->z-(24<<8),s->sectnum);
if(j == 0)
{
// they can't see it.
// Huh?. This does nothing....
// (the result is always j==0....)
if( ( klabs(hittype[g_i].lastvx-g_sp->x)+klabs(hittype[g_i].lastvy-g_sp->y) ) <
( klabs(hittype[g_i].lastvx-s->x)+klabs(hittype[g_i].lastvy-s->y) ) )
j = 0;
// um yeah, this if() will always fire....
if( j == 0 )
{
// search around for target player
// also modifies 'target' x&y if found..
j = furthestcanseepoint(g_i,s,&hittype[g_i].lastvx,&hittype[g_i].lastvy);
if(j == -1) j = 0;
else j = 1;
}
}
else
{
// else, they did see it.
// save where we were looking...
hittype[g_i].lastvx = s->x;
hittype[g_i].lastvy = s->y;
}
if( j == 1 && ( g_sp->statnum == 1 || g_sp->statnum == 6 ) )
hittype[g_i].timetosleep = SLEEPTIME;
parseifelse(j == 1);
break;
}
case CON_IFHITWEAPON:
parseifelse(ifhitbyweapon(g_i) >= 0);
break;
case CON_IFSQUISHED:
parseifelse( ifsquished(g_i, g_p) == 1);
break;
case CON_IFDEAD:
{
j = g_sp->extra;
if(g_sp->picnum == APLAYER)
j--;
parseifelse(j < 0);
}
break;
case CON_AI:
insptr++;
g_t[5] = *insptr++;
g_t[4] = *(long *)(g_t[5]); // Action
g_t[1] = *(long *)(g_t[5]+4); // move
g_sp->hitag = *(long *)(g_t[5]+8); // Ai
g_t[0] = g_t[2] = g_t[3] = 0;
if(g_sp->hitag&random_angle)
g_sp->ang = TRAND&2047;
break;
case CON_ACTION:
insptr++;
g_t[2] = 0;
g_t[3] = 0;
g_t[4] = *insptr++;
break;
case CON_IFPDISTL:
insptr++;
parseifelse(g_x < *insptr);
if(g_x > MAXSLEEPDIST && hittype[g_i].timetosleep == 0)
hittype[g_i].timetosleep = SLEEPTIME;
break;
case CON_IFPDISTG:
insptr++;
parseifelse(g_x > *insptr);
if(g_x > MAXSLEEPDIST && hittype[g_i].timetosleep == 0)
hittype[g_i].timetosleep = SLEEPTIME;
break;
case CON_ELSE:
insptr = (long *) *(insptr+1);
break;
case CON_ADDSTRENGTH:
insptr++;
g_sp->extra += *insptr++;
break;
case CON_STRENGTH:
insptr++;
g_sp->extra = *insptr++;
break;
case CON_IFGOTWEAPONCE:
insptr++;
if((gametype_flags[ud.coop]&GAMETYPE_FLAG_WEAPSTAY) && ud.multimode > 1)
{
if(*insptr == 0)
{
for(j=0;j < ps[g_p].weapreccnt;j++)
if( ps[g_p].weaprecs[j] == g_sp->picnum )
break;
parseifelse(j < ps[g_p].weapreccnt && g_sp->owner == g_i);
}
else if(ps[g_p].weapreccnt < 16)
{
ps[g_p].weaprecs[ps[g_p].weapreccnt++] = g_sp->picnum;
parseifelse(g_sp->owner == g_i);
}
}
else parseifelse(0);
break;
case CON_GETLASTPAL:
insptr++;
if(g_sp->picnum == APLAYER)
g_sp->pal = ps[g_sp->yvel].palookup;
else g_sp->pal = hittype[g_i].tempang;
hittype[g_i].tempang = 0;
break;
case CON_TOSSWEAPON:
insptr++;
checkweapons(&ps[g_sp->yvel]);
break;
case CON_NULLOP:
insptr++;
break;
case CON_MIKESND:
insptr++;
if(!isspritemakingsound(g_i,g_sp->yvel))
spritesound(g_sp->yvel,g_i);
break;
case CON_PKICK:
insptr++;
if( ud.multimode > 1 && g_sp->picnum == APLAYER )
{
if(ps[otherp].quick_kick == 0)
ps[otherp].quick_kick = 14;
}
else if(g_sp->picnum != APLAYER && ps[g_p].quick_kick == 0)
ps[g_p].quick_kick = 14;
break;
case CON_SIZETO:
insptr++;
j = (*(insptr++)-g_sp->xrepeat)<<1;
g_sp->xrepeat += ksgn(j);
if( ( g_sp->picnum == APLAYER && g_sp->yrepeat < 36 ) || *insptr++ < g_sp->yrepeat || ((g_sp->yrepeat*(tilesizy[g_sp->picnum]+8))<<2) < (hittype[g_i].floorz - hittype[g_i].ceilingz) )
{
j = ((*insptr)-g_sp->yrepeat)<<1;
if( klabs(j) ) g_sp->yrepeat += ksgn(j);
}
break;
case CON_SIZEAT:
insptr++;
g_sp->xrepeat = (char) *insptr++;
g_sp->yrepeat = (char) *insptr++;
break;
case CON_SHOOT:
insptr++;
shoot(g_i,(short)*insptr++);
break;
case CON_SOUNDONCE:
insptr++;
if(!isspritemakingsound(g_i,*insptr))
spritesound((short) *insptr,g_i);
insptr++;
break;
case CON_IFSOUND:
insptr++;
parseifelse( Sound[*insptr].num > 0 );
// parseifelse(SoundOwner[*insptr][0].i == g_i);
break;
case CON_STOPSOUND:
insptr++;
if(isspritemakingsound(g_i,*insptr))
stopspritesound((short)*insptr,g_i);
insptr++;
break;
case CON_GLOBALSOUND:
insptr++;
if(g_p == screenpeek || (gametype_flags[ud.coop]&GAMETYPE_FLAG_COOPSOUND))
spritesound((short) *insptr,ps[screenpeek].i);
insptr++;
break;
case CON_SOUND:
insptr++;
spritesound((short) *insptr++,g_i);
break;
case CON_TIP:
insptr++;
ps[g_p].tipincs = 26;
break;
case CON_FALL:
insptr++;
g_sp->xoffset = 0;
g_sp->yoffset = 0;
// if(!gotz)
{
long c;
if( floorspace(g_sp->sectnum) )
c = 0;
else
{
if( ceilingspace(g_sp->sectnum) || sector[g_sp->sectnum].lotag == 2)
c = gc/6;
else c = gc;
}
if( hittype[g_i].cgg <= 0 || (sector[g_sp->sectnum].floorstat&2) )
{
getglobalz(g_i);
hittype[g_i].cgg = 6;
}
else hittype[g_i].cgg --;
if( g_sp->z < (hittype[g_i].floorz-FOURSLEIGHT) )
{
g_sp->zvel += c;
g_sp->z+=g_sp->zvel;
if(g_sp->zvel > 6144) g_sp->zvel = 6144;
}
else
{
g_sp->z = hittype[g_i].floorz - FOURSLEIGHT;
if( badguy(g_sp) || ( g_sp->picnum == APLAYER && g_sp->owner >= 0) )
{
if( g_sp->zvel > 3084 && g_sp->extra <= 1)
{
if(g_sp->pal != 1 && g_sp->picnum != DRONE)
{
if(g_sp->picnum == APLAYER && g_sp->extra > 0)
goto SKIPJIBS;
guts(g_sp,JIBS6,15,g_p);
spritesound(SQUISHED,g_i);
spawn(g_i,BLOODPOOL);
}
SKIPJIBS:
hittype[g_i].picnum = SHOTSPARK1;
hittype[g_i].extra = 1;
g_sp->zvel = 0;
}
else if(g_sp->zvel > 2048 && sector[g_sp->sectnum].lotag != 1)
{
j = g_sp->sectnum;
pushmove(&g_sp->x,&g_sp->y,&g_sp->z,(short*)&j,128L,(4L<<8),(4L<<8),CLIPMASK0);
if(j != g_sp->sectnum && j >= 0 && j < MAXSECTORS)
changespritesect(g_i,j);
spritesound(THUD,g_i);
}
}
if(sector[g_sp->sectnum].lotag == 1)
switch (dynamictostatic[g_sp->picnum])
{
case OCTABRAIN__STATIC:
case COMMANDER__STATIC:
case DRONE__STATIC:
break;
default:
g_sp->z += (24<<8);
break;
}
else g_sp->zvel = 0;
}
}
break;
case CON_ENDA:
case CON_BREAK:
case CON_ENDS:
return 1;
case CON_RIGHTBRACE:
insptr++;
return 1;
case CON_ADDAMMO:
insptr++;
if( ps[g_p].ammo_amount[*insptr] >= max_ammo_amount[*insptr] )
{
killit_flag = 2;
break;
}
addammo( *insptr, &ps[g_p], *(insptr+1) );
if(ps[g_p].curr_weapon == KNEE_WEAPON)
if( ps[g_p].gotweapon[*insptr]) {
if (!(ps[g_p].weaponswitch & 1)) addweaponnoswitch(&ps[g_p], *insptr);
else addweapon( &ps[g_p], *insptr );
}
insptr += 2;
break;
case CON_MONEY:
insptr++;
lotsofmoney(g_sp,*insptr++);
break;
case CON_MAIL:
insptr++;
lotsofmail(g_sp,*insptr++);
break;
case CON_SLEEPTIME:
insptr++;
hittype[g_i].timetosleep = (short)*insptr++;
break;
case CON_PAPER:
insptr++;
lotsofpaper(g_sp,*insptr++);
break;
case CON_ADDKILLS:
insptr++;
ps[g_p].actors_killed += *insptr++;
hittype[g_i].actorstayput = -1;
break;
case CON_LOTSOFGLASS:
insptr++;
spriteglass(g_i,*insptr++);
break;
case CON_KILLIT:
insptr++;
killit_flag = 1;
break;
case CON_ADDWEAPON:
insptr++;
if( ps[g_p].gotweapon[*insptr] == 0 ) {
if (!(ps[g_p].weaponswitch & 1)) addweaponnoswitch(&ps[g_p], *insptr);
else addweapon( &ps[g_p], *insptr );
}
else if( ps[g_p].ammo_amount[*insptr] >= max_ammo_amount[*insptr] )
{
killit_flag = 2;
break;
}
addammo( *insptr, &ps[g_p], *(insptr+1) );
if(ps[g_p].curr_weapon == KNEE_WEAPON)
if( ps[g_p].gotweapon[*insptr]) {
if (!(ps[g_p].weaponswitch & 1)) addweaponnoswitch(&ps[g_p], *insptr);
else addweapon( &ps[g_p], *insptr );
}
insptr+=2;
break;
case CON_DEBUG:
insptr++;
printf("%ld\n",*insptr++);
break;
case CON_ENDOFGAME:
insptr++;
ps[g_p].timebeforeexit = *insptr++;
ps[g_p].customexitsound = -1;
ud.eog = 1;
break;
case CON_ADDPHEALTH:
insptr++;
if(ps[g_p].newowner >= 0)
{
ps[g_p].newowner = -1;
ps[g_p].posx = ps[g_p].oposx;
ps[g_p].posy = ps[g_p].oposy;
ps[g_p].posz = ps[g_p].oposz;
ps[g_p].ang = ps[g_p].oang;
updatesector(ps[g_p].posx,ps[g_p].posy,&ps[g_p].cursectnum);
setpal(&ps[g_p]);
j = headspritestat[1];
while(j >= 0)
{
if(sprite[j].picnum==CAMERA1)
sprite[j].yvel = 0;
j = nextspritestat[j];
}
}
j = sprite[ps[g_p].i].extra;
if(g_sp->picnum != ATOMICHEALTH)
{
if( j > max_player_health && *insptr > 0 )
{
insptr++;
break;
}
else
{
if(j > 0)
j += *insptr;
if ( j > max_player_health && *insptr > 0 )
j = max_player_health;
}
}
else
{
if( j > 0 )
j += *insptr;
if ( j > (max_player_health<<1) )
j = (max_player_health<<1);
}
if(j < 0) j = 0;
if(ud.god == 0)
{
if(*insptr > 0)
{
if( ( j - *insptr ) < (max_player_health>>2) &&
j >= (max_player_health>>2) )
spritesound(DUKE_GOTHEALTHATLOW,ps[g_p].i);
ps[g_p].last_extra = j;
}
sprite[ps[g_p].i].extra = j;
}
insptr++;
break;
case CON_STATE:
{
long *tempscrptr;
tempscrptr = insptr+2;
insptr = (long *) *(insptr+1);
while(1) if(parse()) break;
insptr = tempscrptr;
}
break;
case CON_LEFTBRACE:
insptr++;
while(1) if(parse()) break;
break;
case CON_MOVE:
insptr++;
g_t[0]=0;
g_t[1] = *insptr++;
g_sp->hitag = *insptr++;
if(g_sp->hitag&random_angle)
g_sp->ang = TRAND&2047;
break;
case CON_ADDWEAPONVAR:
insptr++;
if( ps[g_p].gotweapon[GetGameVarID(*(insptr),g_i,g_p)] == 0 ) {
if (!(ps[g_p].weaponswitch & 1)) addweaponnoswitch(&ps[g_p], GetGameVarID(*(insptr),g_i,g_p));
else addweapon( &ps[g_p], GetGameVarID(*(insptr),g_i,g_p) );
}
else if( ps[g_p].ammo_amount[GetGameVarID(*(insptr),g_i,g_p)] >= max_ammo_amount[GetGameVarID(*(insptr),g_i,g_p)] )
{
killit_flag = 2;
break;
}
addammo( GetGameVarID(*(insptr),g_i,g_p), &ps[g_p], GetGameVarID(*(insptr+1),g_i,g_p) );
if(ps[g_p].curr_weapon == KNEE_WEAPON)
if( ps[g_p].gotweapon[GetGameVarID(*(insptr),g_i,g_p)] ) {
if (!(ps[g_p].weaponswitch & 1)) addweaponnoswitch(&ps[g_p], GetGameVarID(*(insptr),g_i,g_p));
else addweapon( &ps[g_p], GetGameVarID(*(insptr),g_i,g_p) );
}
insptr+=2;
break;
case CON_ACTIVATEBYSECTOR:
case CON_OPERATESECTORS:
case CON_OPERATEACTIVATORS:
case CON_SETASPECT:
case CON_SSP:
{
long var1, var2;
insptr++;
var1 = GetGameVarID(*insptr++,g_i,g_p);
var2 = GetGameVarID(*insptr++,g_i,g_p);
switch(tw)
{
case CON_ACTIVATEBYSECTOR:
activatebysector(var1, var2);
break;
case CON_OPERATESECTORS:
operatesectors(var1, var2);
break;
case CON_OPERATEACTIVATORS:
operateactivators(var1, var2);
break;
case CON_SETASPECT:
setaspect(var1, var2);
break;
case CON_SSP:
ssp(var1, var2);
break;
}
break;
}
case CON_OPERATERESPAWNS:
case CON_OPERATEMASTERSWITCHES:
case CON_CHECKACTIVATORMOTION:
{
long var1;
insptr++;
var1 = GetGameVarID(*insptr++,g_i,g_p);
switch(tw)
{
case CON_OPERATERESPAWNS:
operaterespawns(var1);
break;
case CON_OPERATEMASTERSWITCHES:
operatemasterswitches(var1);
break;
case CON_CHECKACTIVATORMOTION:
SetGameVarID(g_iReturnVarID, check_activator_motion(var1), g_i, g_p);
break;
}
break;
}
case CON_INSERTSPRITEQ:
insptr++;
insertspriteq(g_i);
break;
case CON_GETPNAME:
case CON_QSTRCAT:
case CON_QSTRCPY:
case CON_CHANGESPRITESTAT:
case CON_CHANGESPRITESECT:
{
int i,j;
insptr++;
i = GetGameVarID(*insptr++, g_i, g_p);
j = GetGameVarID(*insptr++, g_i, g_p);
switch(tw)
{
case CON_GETPNAME:
if (ud.user_name[j][0] != 0)
Bsprintf(fta_quotes[i],ud.user_name[j]);
else Bsprintf(fta_quotes[i],"%d",j);
break;
case CON_QSTRCAT:
Bstrncat(fta_quotes[i],fta_quotes[j],63-Bstrlen(fta_quotes[i]));
break;
case CON_QSTRCPY:
Bstrcpy(fta_quotes[i],fta_quotes[j]);
break;
case CON_CHANGESPRITESTAT:
changespritestat(i,j);
break;
case CON_CHANGESPRITESECT:
changespritesect(i,j);
break;
}
break;
}
case CON_STARTLEVEL:
{
// from 'level' cheat in game.c (about line 6250)
long volnume;
long levnume;
int i;
insptr++; // skip command
volnume=GetGameVarID(*insptr++,g_i,g_p);
levnume=GetGameVarID(*insptr++,g_i,g_p);
if(volnume > num_volumes || volnume < 0)
{
/*
if( g_cmddebug&CMDDEBUG_COMPILE)
{
Bsprintf(g_szBuf,"startlevel: Invalid Volume number: %ld. Command ignored.",volnume);
AddLog(g_szBuf);
}
*/
break;
}
if(levnume >= 11 || levnume <0)
{
/*
if( g_cmddebug&CMDDEBUG_COMPILE)
{
Bsprintf(g_szBuf,"startlevel: Invalid Level number: %ld. Command ignored.",levnume);
AddLog(g_szBuf);
}
*/
break;
}
ud.m_volume_number = ud.volume_number = volnume;
ud.m_level_number = ud.level_number = levnume;
if(numplayers > 1 && myconnectindex == connecthead)
{
tempbuf[0] = 5;
tempbuf[1] = ud.m_level_number;
tempbuf[2] = ud.m_volume_number;
tempbuf[3] = ud.m_player_skill;
tempbuf[4] = ud.m_monsters_off;
tempbuf[5] = ud.m_respawn_monsters;
tempbuf[6] = ud.m_respawn_items;
tempbuf[7] = ud.m_respawn_inventory;
tempbuf[8] = ud.m_coop;
tempbuf[9] = ud.m_marker;
tempbuf[10] = ud.m_ffire;
for(i=connecthead;i>=0;i=connectpoint2[i])
sendpacket(i,tempbuf,11);
}
else { ps[myconnectindex].gm |= MODE_EOL; display_bonus_screen = 0; } // MODE_RESTART;
break;
}
case CON_MYOSX:
case CON_MYOSPALX:
case CON_MYOS:
case CON_MYOSPAL:
{
long x,y;
short tilenum;
signed char shade;
char orientation;
char pal;
insptr++;
x=GetGameVarID(*insptr++,g_i,g_p);
y=GetGameVarID(*insptr++,g_i,g_p);
tilenum=GetGameVarID(*insptr++,g_i,g_p);
shade=GetGameVarID(*insptr++,g_i,g_p);
orientation=GetGameVarID(*insptr++,g_i,g_p);
switch(tw)
{
case CON_MYOS:
myos(x,y,tilenum,shade,orientation);
break;
case CON_MYOSPAL:
pal=GetGameVarID(*insptr++,g_i,g_p);
myospal(x,y,tilenum,shade,orientation,pal);
break;
case CON_MYOSX:
myosx(x,y,tilenum,shade,orientation);
break;
case CON_MYOSPALX:
pal=GetGameVarID(*insptr++,g_i,g_p);
myospalx(x,y,tilenum,shade,orientation,pal);
break;
}
break;
}
case CON_SWITCH:
{
long lVarID;
long lValue;
long *lpDefault;
long *lpCases;
long lCases;
long lEnd;
long lCheckCase;
char bMatched;
long *lTempInsPtr;
// command format:
// variable ID to check
// script offset to 'end'
// count of case statements
// script offset to default case (null if none)
// For each case: value, ptr to code
//AddLog("Processing Switch...");
insptr++; // p-code
lVarID=*insptr++;
lValue=GetGameVarID(lVarID, g_i, g_p);
lEnd=*insptr++;
lCases=*insptr++;
lpDefault=insptr++;
lpCases=insptr;
insptr+=lCases*2;
bMatched=0;
lTempInsPtr=insptr;
//Bsprintf(g_szBuf,"lEnd= %ld *lpDefault=%ld",lEnd,*lpDefault);
//AddLog(g_szBuf);
//Bsprintf(g_szBuf,"Checking %ld cases for %ld",lCases, lValue);
//AddLog(g_szBuf);
for(lCheckCase=0; lCheckCase<lCases && !bMatched; lCheckCase++)
{
//Bsprintf(g_szBuf,"Checking #%ld Value= %ld",lCheckCase, lpCases[lCheckCase*2]);
//AddLog(g_szBuf);
if (lpCases[lCheckCase*2] == lValue)
{
//AddLog("Found Case Match");
//Bsprintf(g_szBuf,"insptr=%ld. lCheckCase=%ld, offset=%ld, &script[0]=%ld",
// (long)insptr,(long)lCheckCase,lpCases[lCheckCase*2+1],(long)&script[0]);
//AddLog(g_szBuf);
// fake a 2-d Array
insptr=(long*)(lpCases[lCheckCase*2+1] + &script[0]);
//Bsprintf(g_szBuf,"insptr=%ld. ", (long)insptr);
//AddLog(g_szBuf);
while(1)
{
if(parse())
break;
}
//AddLog("Done Executing Case");
bMatched=1;
}
}
if(!bMatched)
{
if(*lpDefault)
{
//AddLog("No Matching Case: Using Default");
insptr=(long*)(*lpDefault + &script[0]);
while(1) if(parse()) break;
}
else
{
//AddLog("No Matching Case: No Default to use");
}
}
insptr=(long*)(lEnd + (long)&script[0]);
//Bsprintf(g_szBuf,"insptr=%ld. ", (long)insptr);
//AddLog(g_szBuf);
//AddLog("Done Processing Switch");
break;
}
case CON_ENDSWITCH:
case CON_ENDEVENT:
insptr++;
return 1;
break;
case CON_DISPLAYRAND:
{
int i;
insptr++;
i=*insptr++; // ID of def
SetGameVarID(i, rand(), g_i, g_p );
break;
}
case CON_DRAGPOINT:
{
short wallnum;
long newx, newy;
insptr++;
wallnum = GetGameVarID(*insptr++, g_i, g_p);
newx = GetGameVarID(*insptr++, g_i, g_p);
newy = GetGameVarID(*insptr++, g_i, g_p);
dragpoint(wallnum,newx,newy);
break;
}
case CON_DIST:
case CON_LDIST:
case CON_TXDIST:
{
long distvar, xvar, yvar, distx=0;
insptr++;
distvar = *insptr++;
xvar = *insptr++;
yvar = *insptr++;
switch(tw)
{
case CON_DIST:
distx = dist(&sprite[GetGameVarID(xvar, g_i, g_p)],&sprite[GetGameVarID(yvar, g_i, g_p)]);
break;
case CON_LDIST:
distx = ldist(&sprite[GetGameVarID(xvar, g_i, g_p)],&sprite[GetGameVarID(yvar, g_i, g_p)]);
break;
case CON_TXDIST:
distx = txdist(&sprite[GetGameVarID(xvar, g_i, g_p)],&sprite[GetGameVarID(yvar, g_i, g_p)]);
break;
}
SetGameVarID(distvar, distx, g_i, g_p);
break;
}
case CON_GETANGLE:
{
long angvar, xvar, yvar;
short ang;
insptr++;
angvar = *insptr++;
xvar = *insptr++;
yvar = *insptr++;
ang = getangle(GetGameVarID(xvar, g_i, g_p),GetGameVarID(yvar, g_i, g_p));
SetGameVarID(angvar, ang, g_i, g_p);
break;
}
case CON_MULSCALE:
{
long var1, var2, var3, var4;
long what;
insptr++;
var1 = *insptr++;
var2 = GetGameVarID(*insptr++, g_i, g_p);
var3 = GetGameVarID(*insptr++, g_i, g_p);
var4 = GetGameVarID(*insptr++, g_i, g_p);
what = mulscale(var2, var3, var4);
SetGameVarID(var1, what, g_i, g_p );
break;
}
case CON_INITTIMER:
{
short i;
insptr++;
i = GetGameVarID(*insptr++, g_i, g_p);
if (timer != i)
{
uninittimer();
inittimer(i);
timer = i;
}
break;
}
case CON_TIME:
{
insptr += 2;
break;
}
case CON_ESPAWNVAR:
case CON_EQSPAWNVAR:
case CON_QSPAWNVAR:
{
long lIn, lReturn=-1;
insptr++;
lIn=*insptr++;
lIn=GetGameVarID(lIn, g_i, g_p);
if(g_sp->sectnum >= 0 && g_sp->sectnum < MAXSECTORS)
lReturn = spawn(g_i, lIn);
switch(tw) {
case CON_EQSPAWNVAR:
insertspriteq(lReturn);
case CON_ESPAWNVAR:
SetGameVarID(g_iReturnVarID, lReturn, g_i, g_p);
break;
case CON_QSPAWNVAR:
insertspriteq(lReturn);
break;
}
break;
}
case CON_ESPAWN:
case CON_EQSPAWN:
case CON_QSPAWN:
{
long lReturn=-1;
insptr++;
if(g_sp->sectnum >= 0 && g_sp->sectnum < MAXSECTORS)
lReturn = spawn(g_i,*insptr++);
switch(tw) {
case CON_EQSPAWN:
insertspriteq(lReturn);
case CON_ESPAWN:
SetGameVarID(g_iReturnVarID, lReturn, g_i, g_p);
break;
case CON_QSPAWN:
insertspriteq(lReturn);
break;
}
break;
}
case CON_ESHOOT:
{
long lReturn=-1;
insptr++;
if(g_sp->sectnum >= 0 && g_sp->sectnum < MAXSECTORS)
lReturn = shoot(g_i,*insptr);
insptr++;
SetGameVarID(g_iReturnVarID, lReturn, g_i, g_p);
break;
}
case CON_ZSHOOT:
{
insptr++;
hittype[g_i].temp_data[9] = GetGameVarID(*insptr++, g_i, g_p);
if (hittype[g_i].temp_data[9] == 0)
hittype[g_i].temp_data[9] = 1;
shoot(g_i,*insptr++);
hittype[g_i].temp_data[9]=0;
break;
}
case CON_SHOOTVAR:
case CON_ESHOOTVAR:
{
long lIn, lReturn=-1;
insptr++;
lIn=GetGameVarID(*insptr++, g_i, g_p);
if(g_sp->sectnum >= 0 && g_sp->sectnum < MAXSECTORS)
lReturn = shoot(g_i, lIn);
if (tw == CON_ESHOOTVAR)
SetGameVarID(g_iReturnVarID, lReturn, g_i, g_p);
break;
}
case CON_SOUNDVAR:
case CON_STOPSOUNDVAR:
case CON_SOUNDONCEVAR:
case CON_GLOBALSOUNDVAR:
{
int sound;
insptr++;
sound=GetGameVarID(*insptr++, g_i, g_p);
switch(tw)
{
case CON_SOUNDONCEVAR:
if(!isspritemakingsound(g_i,sound))
spritesound((short)sound,g_i);
break;
case CON_GLOBALSOUNDVAR:
spritesound((short)sound,ps[screenpeek].i);
break;
case CON_STOPSOUNDVAR:
if(isspritemakingsound(g_i,sound))
stopspritesound((short)sound,g_i);
break;
case CON_SOUNDVAR:
spritesound((short)sound,g_i);
break;
}
break;
}
case CON_GUNIQHUDID:
{
int i;
insptr++;
i=GetGameVarID(*insptr++, g_i, g_p);
if (i < MAXUNIQHUDID-1)
guniqhudid = i;
break;
}
case CON_SAVEGAMEVAR:
case CON_READGAMEVAR:
{
int32 i=0;
insptr++;
if (scripthandle < 0) break;
switch(tw)
{
case CON_SAVEGAMEVAR:
i=GetGameVarID(*insptr, g_i, g_p);
SCRIPT_PutNumber( scripthandle, "Gamevars",aGameVars[*insptr++].szLabel,i,false,false);
break;
case CON_READGAMEVAR:
SCRIPT_GetNumber( scripthandle, "Gamevars",aGameVars[*insptr].szLabel,&i);
SetGameVarID(*insptr++, i, g_i, g_p);
break;
}
break;
}
case CON_ROTATESPRITE:
{
long x,y,z;
short tilenum;
short a;
signed char shade;
char orientation;
char pal;
long x1, y1, x2, y2;
insptr++;
x=GetGameVarID(*insptr++,g_i,g_p);
y=GetGameVarID(*insptr++,g_i,g_p);
z=GetGameVarID(*insptr++,g_i,g_p);
a=GetGameVarID(*insptr++,g_i,g_p);
tilenum=GetGameVarID(*insptr++,g_i,g_p);
shade=GetGameVarID(*insptr++,g_i,g_p);
pal=GetGameVarID(*insptr++,g_i,g_p);
orientation=GetGameVarID(*insptr++,g_i,g_p);
x1=GetGameVarID(*insptr++,g_i,g_p);
y1=GetGameVarID(*insptr++,g_i,g_p);
x2=GetGameVarID(*insptr++,g_i,g_p);
y2=GetGameVarID(*insptr++,g_i,g_p);
rotatesprite(x<<16,y<<16,z,a,tilenum,shade,pal,2|orientation,x1,y1,x2,y2);
break;
}
case CON_MINITEXT:
case CON_GAMETEXT:
case CON_DIGITALNUMBER:
{
long x,y,z;
short tilenum=0;
short a;
signed char shade;
char orientation=0;
char pal;
long x1=0, y1=0, x2=0, y2=0;
long q;
insptr++;
if (tw == CON_GAMETEXT || tw == CON_DIGITALNUMBER)
tilenum=GetGameVarID(*insptr++,g_i,g_p);
x=GetGameVarID(*insptr++,g_i,g_p);
y=GetGameVarID(*insptr++,g_i,g_p);
q=GetGameVarID(*insptr++,g_i,g_p);
shade=GetGameVarID(*insptr++,g_i,g_p);
pal=GetGameVarID(*insptr++,g_i,g_p);
if (tw == CON_GAMETEXT || tw == CON_DIGITALNUMBER)
{
orientation=GetGameVarID(*insptr++,g_i,g_p);
x1=GetGameVarID(*insptr++,g_i,g_p);
y1=GetGameVarID(*insptr++,g_i,g_p);
x2=GetGameVarID(*insptr++,g_i,g_p);
y2=GetGameVarID(*insptr++,g_i,g_p);
}
if (tw == CON_MINITEXT) minitextshade(x,y,fta_quotes[q],shade,pal,26);
else if (tw == CON_GAMETEXT) txgametext(tilenum,x>>1,y,fta_quotes[q],shade,pal,orientation,x1,y1,x2,y2);
else if (tw == CON_DIGITALNUMBER) txdigitalnumber(tilenum,x,y,q,shade,pal,orientation,x1,y1,x2,y2);
break;
}
case CON_ANGOFF:
insptr++;
spriteext[g_i].angoff=*insptr++;
break;
case CON_GETZRANGE:
{
long x, y, z, ceilz, ceilhit, florz, florhit, walldist, clipmask;
long ceilzvar, ceilhitvar, florzvar, florhitvar;
short sectnum;
insptr++;
x=GetGameVarID(*insptr++,g_i,g_p);
y=GetGameVarID(*insptr++,g_i,g_p);
z=GetGameVarID(*insptr++,g_i,g_p);
sectnum=GetGameVarID(*insptr++,g_i,g_p);
ceilzvar=*insptr++;
ceilhitvar=*insptr++;
florzvar=*insptr++;
florhitvar=*insptr++;
walldist=GetGameVarID(*insptr++,g_i,g_p);
clipmask=GetGameVarID(*insptr++,g_i,g_p);
getzrange(x, y, z, sectnum, &ceilz, &ceilhit, &florz, &florhit, walldist, clipmask);
SetGameVarID(ceilzvar, ceilz, g_i, g_p);
SetGameVarID(ceilhitvar, ceilhit, g_i, g_p);
SetGameVarID(florzvar, florz, g_i, g_p);
SetGameVarID(florhitvar, florhit, g_i, g_p);
break;
}
case CON_HITSCAN:
{
long xs, ys, zs, vx, vy, vz, hitx, hity, hitz;
short sectnum, hitsect, hitwall, hitsprite;
unsigned long cliptype;
long hitxvar, hityvar, hitzvar;
short hitsectvar, hitwallvar, hitspritevar;
insptr++;
xs=GetGameVarID(*insptr++,g_i,g_p);
ys=GetGameVarID(*insptr++,g_i,g_p);
zs=GetGameVarID(*insptr++,g_i,g_p);
sectnum=GetGameVarID(*insptr++,g_i,g_p);
vx=GetGameVarID(*insptr++,g_i,g_p);
vy=GetGameVarID(*insptr++,g_i,g_p);
vz=GetGameVarID(*insptr++,g_i,g_p);
hitsectvar=*insptr++;
hitwallvar=*insptr++;
hitspritevar=*insptr++;
hitxvar=*insptr++;
hityvar=*insptr++;
hitzvar=*insptr++;
cliptype=GetGameVarID(*insptr++,g_i,g_p);
hitscan(xs, ys, zs, sectnum, vx, vy, vz, &hitsect, &hitwall, &hitsprite, &hitx, &hity, &hitz, cliptype);
SetGameVarID(hitsectvar, hitsect, g_i, g_p);
SetGameVarID(hitwallvar, hitwall, g_i, g_p);
SetGameVarID(hitspritevar, hitsprite, g_i, g_p);
SetGameVarID(hitxvar, hitx, g_i, g_p);
SetGameVarID(hityvar, hity, g_i, g_p);
SetGameVarID(hitzvar, hitz, g_i, g_p);
break;
}
case CON_ROTATEPOINT:
{
long xpivot, ypivot, x, y, x2, y2, x2var, y2var;
short daang;
insptr++;
xpivot=GetGameVarID(*insptr++,g_i,g_p);
ypivot=GetGameVarID(*insptr++,g_i,g_p);
x=GetGameVarID(*insptr++,g_i,g_p);
y=GetGameVarID(*insptr++,g_i,g_p);
daang=GetGameVarID(*insptr++,g_i,g_p);
x2var=*insptr++;
y2var=*insptr++;
rotatepoint(xpivot,ypivot,x,y,daang,&x2,&y2);
SetGameVarID(x2var, x2, g_i, g_p);
SetGameVarID(y2var, y2, g_i, g_p);
break;
}
case CON_NEARTAG:
{
// neartag(long x, long y, long z, short sectnum, short ang, //Starting position & angle
// short *neartagsector, //Returns near sector if sector[].tag != 0
// short *neartagwall, //Returns near wall if wall[].tag != 0
// short *neartagsprite, //Returns near sprite if sprite[].tag != 0
// long *neartaghitdist, //Returns actual distance to object (scale: 1024=largest grid size)
// long neartagrange, //Choose maximum distance to scan (scale: 1024=largest grid size)
// char tagsearch) //1-lotag only, 2-hitag only, 3-lotag&hitag
long x, y, z, neartaghitdist, neartagrange;
short sectnum, ang, neartagsector, neartagwall, neartagsprite;
long neartagsectorvar, neartagwallvar, neartagspritevar, neartaghitdistvar;
char tagsearch;
insptr++;
x=GetGameVarID(*insptr++,g_i,g_p);
y=GetGameVarID(*insptr++,g_i,g_p);
z=GetGameVarID(*insptr++,g_i,g_p);
sectnum=GetGameVarID(*insptr++,g_i,g_p);
ang=GetGameVarID(*insptr++,g_i,g_p);
neartagsectorvar=*insptr++;
neartagwallvar=*insptr++;
neartagspritevar=*insptr++;
neartaghitdistvar=*insptr++;
neartagrange=GetGameVarID(*insptr++,g_i,g_p);
tagsearch=GetGameVarID(*insptr++,g_i,g_p);
neartag(x, y, z, sectnum, ang, &neartagsector, &neartagwall, &neartagsprite, &neartaghitdist, neartagrange, tagsearch);
SetGameVarID(neartagsectorvar, neartagsector, g_i, g_p);
SetGameVarID(neartagwallvar, neartagwall, g_i, g_p);
SetGameVarID(neartagspritevar, neartagsprite, g_i, g_p);
SetGameVarID(neartaghitdistvar, neartaghitdist, g_i, g_p);
break;
}
case CON_MOVESPRITE:
case CON_SETSPRITE:
{
short spritenum;
long x, y, z;
unsigned long cliptype, returnvar;
insptr++;
spritenum = GetGameVarID(*insptr++,g_i,g_p);
x = GetGameVarID(*insptr++,g_i,g_p);
y = GetGameVarID(*insptr++,g_i,g_p);
z = GetGameVarID(*insptr++,g_i,g_p);
switch(tw)
{
case CON_MOVESPRITE:
cliptype = GetGameVarID(*insptr++,g_i,g_p);
returnvar = *insptr++;
SetGameVarID(returnvar, movesprite(spritenum, x, y, z, cliptype), g_i, g_p);
break;
case CON_SETSPRITE:
setsprite(spritenum, x, y, z);
break;
}
break;
}
case CON_GETFLORZOFSLOPE:
case CON_GETCEILZOFSLOPE:
{
short sectnum;
long x, y;
unsigned long returnvar;
insptr++;
sectnum = GetGameVarID(*insptr++,g_i,g_p);
x = GetGameVarID(*insptr++,g_i,g_p);
y = GetGameVarID(*insptr++,g_i,g_p);
returnvar = *insptr++;
switch(tw)
{
case CON_GETFLORZOFSLOPE:
SetGameVarID(returnvar, getflorzofslope(sectnum,x,y), g_i, g_p);
break;
case CON_GETCEILZOFSLOPE:
SetGameVarID(returnvar, getceilzofslope(sectnum,x,y), g_i, g_p);
break;
}
break;
}
case CON_UPDATESECTOR:
case CON_UPDATESECTORZ:
{
long x,y,z=0;
int var;
short w;
w=sprite[g_i].sectnum;
insptr++;
x=GetGameVarID(*insptr++,g_i,g_p);
y=GetGameVarID(*insptr++,g_i,g_p);
if (tw==CON_UPDATESECTORZ) z=GetGameVarID(*insptr++,g_i,g_p);
var=*insptr++;
if (tw==CON_UPDATESECTOR) updatesector(x,y,&w);
else if (tw==CON_UPDATESECTORZ) updatesectorz(x,y,z,&w);
SetGameVarID(var, w, g_i, g_p);
break;
}
case CON_SPAWN:
insptr++;
if(g_sp->sectnum >= 0 && g_sp->sectnum < MAXSECTORS)
spawn(g_i,*insptr);
insptr++;
break;
case CON_IFWASWEAPON:
insptr++;
parseifelse( hittype[g_i].picnum == *insptr);
break;
case CON_IFAI:
insptr++;
parseifelse(g_t[5] == *insptr);
break;
case CON_IFACTION:
insptr++;
parseifelse(g_t[4] == *insptr);
break;
case CON_IFACTIONCOUNT:
insptr++;
parseifelse(g_t[2] >= *insptr);
break;
case CON_RESETACTIONCOUNT:
insptr++;
g_t[2] = 0;
break;
case CON_DEBRIS:
{
short dnum;
insptr++;
dnum = *insptr++;
if(g_sp->sectnum >= 0 && g_sp->sectnum < MAXSECTORS)
for(j=(*insptr)-1;j>=0;j--)
{
if(g_sp->picnum == BLIMP && dnum == SCRAP1)
s = 0;
else s = (TRAND%3);
l = EGS(g_sp->sectnum,
g_sp->x+(TRAND&255)-128,g_sp->y+(TRAND&255)-128,g_sp->z-(8<<8)-(TRAND&8191),
dnum+s,g_sp->shade,32+(TRAND&15),32+(TRAND&15),
TRAND&2047,(TRAND&127)+32,
-(TRAND&2047),g_i,5);
if(g_sp->picnum == BLIMP && dnum == SCRAP1)
sprite[l].yvel = weaponsandammosprites[j%14];
else sprite[l].yvel = -1;
sprite[l].pal = g_sp->pal;
}
insptr++;
}
break;
case CON_COUNT:
insptr++;
g_t[0] = (short) *insptr++;
break;
case CON_CSTATOR:
insptr++;
g_sp->cstat |= (short) *insptr++;
break;
case CON_CLIPDIST:
insptr++;
g_sp->clipdist = (short) *insptr++;
break;
case CON_CSTAT:
insptr++;
g_sp->cstat = (short) *insptr++;
break;
case CON_SAVE:
{
int i;
time_t curtime;
insptr++;
i = *insptr++;
if(movesperpacket == 4 && connecthead != myconnectindex)
break;
lastsavedpos = i;
curtime = time(NULL);
Bstrcpy(tempbuf,asctime(localtime(&curtime)));
clearbuf(ud.savegame[lastsavedpos],sizeof(ud.savegame[lastsavedpos]),0);
Bsprintf(ud.savegame[lastsavedpos],"Auto");
for(i=0;i<13;i++)
Bmemcpy(&ud.savegame[lastsavedpos][i+4],&tempbuf[i+3],sizeof(tempbuf[i+3]));
ud.savegame[lastsavedpos][i+4] = '\0';
OSD_Printf("Saving to slot %d\n",lastsavedpos);
KB_FlushKeyboardQueue();
screencapt = 1;
displayrooms(myconnectindex,65536);
//savetemp("duke3d.tmp",waloff[TILE_SAVESHOT],160*100);
screencapt = 0;
if(ud.multimode > 1)
saveplayer(-1-(lastsavedpos));
else saveplayer(lastsavedpos);
break;
}
case CON_IFMOVE:
insptr++;
parseifelse(g_t[1] == *insptr);
break;
case CON_RESETPLAYER:
{
insptr++;
//AddLog("resetplayer");
if(ud.multimode < 2)
{
if( lastsavedpos >= 0 && ud.recstat != 2 )
{
ps[g_p].gm = MODE_MENU;
KB_ClearKeyDown(sc_Space);
cmenu(15000);
}
else ps[g_p].gm = MODE_RESTART;
killit_flag = 2;
}
else
{
pickrandomspot(g_p);
g_sp->x = hittype[g_i].bposx = ps[g_p].bobposx = ps[g_p].oposx = ps[g_p].posx;
g_sp->y = hittype[g_i].bposy = ps[g_p].bobposy = ps[g_p].oposy =ps[g_p].posy;
g_sp->z = hittype[g_i].bposy = ps[g_p].oposz =ps[g_p].posz;
updatesector(ps[g_p].posx,ps[g_p].posy,&ps[g_p].cursectnum);
setsprite(ps[g_p].i,ps[g_p].posx,ps[g_p].posy,ps[g_p].posz+PHEIGHT);
g_sp->cstat = 257;
g_sp->shade = -12;
g_sp->clipdist = 64;
g_sp->xrepeat = 42;
g_sp->yrepeat = 36;
g_sp->owner = g_i;
g_sp->xoffset = 0;
g_sp->pal = ps[g_p].palookup;
ps[g_p].last_extra = g_sp->extra = max_player_health;
ps[g_p].wantweaponfire = -1;
ps[g_p].horiz = 100;
ps[g_p].on_crane = -1;
ps[g_p].frag_ps = g_p;
ps[g_p].horizoff = 0;
ps[g_p].opyoff = 0;
ps[g_p].wackedbyactor = -1;
ps[g_p].shield_amount = max_armour_amount;
ps[g_p].dead_flag = 0;
ps[g_p].pals_time = 0;
ps[g_p].footprintcount = 0;
ps[g_p].weapreccnt = 0;
ps[g_p].fta = 0;
ps[g_p].ftq = 0;
ps[g_p].posxv = ps[g_p].posyv = 0;
ps[g_p].rotscrnang = 0;
ps[g_p].runspeed = dukefriction;
ps[g_p].falling_counter = 0;
hittype[g_i].extra = -1;
hittype[g_i].owner = g_i;
hittype[g_i].cgg = 0;
hittype[g_i].movflag = 0;
hittype[g_i].tempang = 0;
hittype[g_i].actorstayput = -1;
hittype[g_i].dispicnum = 0;
hittype[g_i].owner = ps[g_p].i;
resetinventory(g_p);
resetweapons(g_p);
ps[g_p].reloading = 0;
ps[g_p].movement_lock[1] = 0;
ps[g_p].movement_lock[2] = 0;
ps[g_p].movement_lock[3] = 0;
ps[g_p].movement_lock[4] = 0;
OnEvent(EVENT_RESETPLAYER, ps[g_p].i, g_p, -1);
cameradist = 0;
cameraclock = totalclock;
}
setpal(&ps[g_p]);
//AddLog("EOF: resetplayer");
}
break;
case CON_IFONWATER:
parseifelse( klabs(g_sp->z-sector[g_sp->sectnum].floorz) < (32<<8) && sector[g_sp->sectnum].lotag == 1);
break;
case CON_IFINWATER:
parseifelse( sector[g_sp->sectnum].lotag == 2);
break;
case CON_IFCOUNT:
insptr++;
parseifelse(g_t[0] >= *insptr);
break;
case CON_IFACTOR:
insptr++;
parseifelse(g_sp->picnum == *insptr);
break;
case CON_RESETCOUNT:
insptr++;
g_t[0] = 0;
break;
case CON_ADDINVENTORY:
insptr+=2;
switch(*(insptr-1))
{
case GET_STEROIDS:
ps[g_p].steroids_amount = *insptr;
ps[g_p].inven_icon = 2;
break;
case GET_SHIELD:
ps[g_p].shield_amount += *insptr;// 100;
if(ps[g_p].shield_amount > max_player_health)
ps[g_p].shield_amount = max_player_health;
break;
case GET_SCUBA:
ps[g_p].scuba_amount = *insptr;// 1600;
ps[g_p].inven_icon = 6;
break;
case GET_HOLODUKE:
ps[g_p].holoduke_amount = *insptr;// 1600;
ps[g_p].inven_icon = 3;
break;
case GET_JETPACK:
ps[g_p].jetpack_amount = *insptr;// 1600;
ps[g_p].inven_icon = 4;
break;
case GET_ACCESS:
switch(g_sp->pal)
{
case 0: ps[g_p].got_access |= 1;break;
case 21: ps[g_p].got_access |= 2;break;
case 23: ps[g_p].got_access |= 4;break;
}
break;
case GET_HEATS:
ps[g_p].heat_amount = *insptr;
ps[g_p].inven_icon = 5;
break;
case GET_FIRSTAID:
ps[g_p].inven_icon = 1;
ps[g_p].firstaid_amount = *insptr;
break;
case GET_BOOTS:
ps[g_p].inven_icon = 7;
ps[g_p].boot_amount = *insptr;
break;
}
insptr++;
break;
case CON_HITRADIUS:
hitradius(g_i,*(insptr+1),*(insptr+2),*(insptr+3),*(insptr+4),*(insptr+5));
insptr+=6;
break;
case CON_IFP:
{
insptr++;
l = *insptr;
j = 0;
s = g_sp->xvel;
if( (l&8) && ps[g_p].on_ground && (sync[g_p].bits&2) )
j = 1;
else if( (l&16) && ps[g_p].jumping_counter == 0 && !ps[g_p].on_ground &&
ps[g_p].poszv > 2048 )
j = 1;
else if( (l&32) && ps[g_p].jumping_counter > 348 )
j = 1;
else if( (l&1) && s >= 0 && s < 8)
j = 1;
else if( (l&2) && s >= 8 && !(sync[g_p].bits&(1<<5)) )
j = 1;
else if( (l&4) && s >= 8 && sync[g_p].bits&(1<<5) )
j = 1;
else if( (l&64) && ps[g_p].posz < (g_sp->z-(48<<8)) )
j = 1;
else if( (l&128) && s <= -8 && !(sync[g_p].bits&(1<<5)) )
j = 1;
else if( (l&256) && s <= -8 && (sync[g_p].bits&(1<<5)) )
j = 1;
else if( (l&512) && ( ps[g_p].quick_kick > 0 || ( ps[g_p].curr_weapon == KNEE_WEAPON && ps[g_p].kickback_pic > 0 ) ) )
j = 1;
else if( (l&1024) && sprite[ps[g_p].i].xrepeat < 32 )
j = 1;
else if( (l&2048) && ps[g_p].jetpack_on )
j = 1;
else if( (l&4096) && ps[g_p].steroids_amount > 0 && ps[g_p].steroids_amount < 400 )
j = 1;
else if( (l&8192) && ps[g_p].on_ground)
j = 1;
else if( (l&16384) && sprite[ps[g_p].i].xrepeat > 32 && sprite[ps[g_p].i].extra > 0 && ps[g_p].timebeforeexit == 0 )
j = 1;
else if( (l&32768) && sprite[ps[g_p].i].extra <= 0)
j = 1;
else if( (l&65536L) )
{
if(g_sp->picnum == APLAYER && ud.multimode > 1)
j = getincangle(ps[otherp].ang,getangle(ps[g_p].posx-ps[otherp].posx,ps[g_p].posy-ps[otherp].posy));
else
j = getincangle(ps[g_p].ang,getangle(g_sp->x-ps[g_p].posx,g_sp->y-ps[g_p].posy));
if( j > -128 && j < 128 )
j = 1;
else
j = 0;
}
parseifelse((long) j);
}
break;
case CON_IFSTRENGTH:
insptr++;
parseifelse(g_sp->extra <= *insptr);
break;
case CON_GUTS:
insptr += 2;
guts(g_sp,*(insptr-1),*insptr,g_p);
insptr++;
break;
case CON_IFSPAWNEDBY:
insptr++;
// if(g_sp->owner >= 0 && sprite[g_sp->owner].picnum == *insptr)
// parseifelse(1);
// else
parseifelse( hittype[g_i].picnum == *insptr);
break;
case CON_WACKPLAYER:
insptr++;
forceplayerangle(&ps[g_p]);
return 0;
case CON_FLASH:
insptr++;
sprite[g_i].shade = -127;
ps[g_p].visibility = -127;
lastvisinc = totalclock+32;
return 0;
case CON_STOPALLSOUNDS:
insptr++;
if (screenpeek == g_p)
FX_StopAllSounds();
return 0;
case CON_IFGAPZL:
insptr++;
parseifelse( (( hittype[g_i].floorz - hittype[g_i].ceilingz ) >> 8 ) < *insptr);
break;
case CON_IFHITSPACE:
parseifelse( sync[g_p].bits&(1<<29));
break;
case CON_IFOUTSIDE:
parseifelse(sector[g_sp->sectnum].ceilingstat&1);
break;
case CON_IFMULTIPLAYER:
parseifelse(ud.multimode > 1);
break;
case CON_OPERATE:
insptr++;
if( sector[g_sp->sectnum].lotag == 0 )
{
neartag(g_sp->x,g_sp->y,g_sp->z-(32<<8),g_sp->sectnum,g_sp->ang,&neartagsector,&neartagwall,&neartagsprite,&neartaghitdist,768L,1);
if( neartagsector >= 0 && isanearoperator(sector[neartagsector].lotag) )
if( (sector[neartagsector].lotag&0xff) == 23 || sector[neartagsector].floorz == sector[neartagsector].ceilingz )
if( (sector[neartagsector].lotag&16384) == 0 )
if( (sector[neartagsector].lotag&32768) == 0 )
{
j = headspritesect[neartagsector];
while(j >= 0)
{
if(sprite[j].picnum == ACTIVATOR)
break;
j = nextspritesect[j];
}
if(j == -1)
operatesectors(neartagsector,g_i);
}
}
break;
case CON_IFINSPACE:
parseifelse(ceilingspace(g_sp->sectnum));
break;
case CON_SPRITEPAL:
insptr++;
if(g_sp->picnum != APLAYER)
hittype[g_i].tempang = g_sp->pal;
g_sp->pal = *insptr++;
break;
case CON_CACTOR:
insptr++;
g_sp->picnum = *insptr++;
break;
case CON_IFBULLETNEAR:
parseifelse( dodge(g_sp) == 1);
break;
case CON_IFRESPAWN:
if( badguy(g_sp) )
parseifelse( ud.respawn_monsters );
else if( inventory(g_sp) )
parseifelse( ud.respawn_inventory );
else
parseifelse( ud.respawn_items );
break;
case CON_IFFLOORDISTL:
insptr++;
// getglobalz(g_i);
parseifelse( (hittype[g_i].floorz - g_sp->z) <= ((*insptr)<<8));
break;
case CON_IFCEILINGDISTL:
insptr++;
// getglobalz(g_i);
parseifelse( ( g_sp->z - hittype[g_i].ceilingz ) <= ((*insptr)<<8));
break;
case CON_PALFROM:
insptr++;
ps[g_p].pals_time = *insptr++;
for(j=0;j<3;j++)
ps[g_p].pals[j] = *insptr++;
break;
case CON_DYNQUOTE:
{
long var1, var2, var3, var4;
insptr++;
Bstrcpy(tempbuf,fta_quotes[*insptr++]);
var1 = GetGameVarID(*insptr++, g_i, g_p);
var2 = GetGameVarID(*insptr++, g_i, g_p);
var3 = GetGameVarID(*insptr++, g_i, g_p);
var4 = GetGameVarID(*insptr++, g_i, g_p);
Bsprintf(fta_quotes[122],tempbuf,var1,var2,var3,var4);
FTA(122,&ps[g_p]);
break;
}
/* case 74:
insptr++;
getglobalz(g_i);
parseifelse( (( hittype[g_i].floorz - hittype[g_i].ceilingz ) >> 8 ) >= *insptr);
break;
*/
case CON_ADDLOG:
{
long l;
insptr++;
l=*insptr++; // var
Bsprintf(g_szBuf,"CONLOG: L=%ld",l);
AddLog(g_szBuf);
break;
}
case CON_ADDLOGVAR:
{
long l,m=1,lVarID;
char szBuf[256];
insptr++;
l=*insptr++; // l=Line number, *instpr=varID
lVarID = *insptr;
if( (lVarID >= iGameVarCount) || lVarID < 0)
{
if(*insptr==MAXGAMEVARS) // addlogvar for a constant? Har.
insptr++;
else if(*insptr&(MAXGAMEVARS<<1))
{
m = -1;
lVarID ^= (MAXGAMEVARS<<1);
goto good;
}
// invalid varID
insptr++;
Bsprintf(g_szBuf,"CONLOGVAR: L=%ld INVALID VARIABLE",l);
AddLog(g_szBuf);
break; // out of switch
}
good:
Bsprintf(szBuf,"CONLOGVAR: L=%ld %s ",l, aGameVars[lVarID].szLabel);
strcpy(g_szBuf,szBuf);
if( aGameVars[lVarID].dwFlags & GAMEVAR_FLAG_READONLY)
{
Bsprintf(szBuf," (read-only)");
strcat(g_szBuf,szBuf);
}
if( aGameVars[lVarID].dwFlags & GAMEVAR_FLAG_PERPLAYER)
{
Bsprintf(szBuf," (Per Player. Player=%d)",g_p);
}
else if( aGameVars[lVarID].dwFlags & GAMEVAR_FLAG_PERACTOR)
{
Bsprintf(szBuf," (Per Actor. Actor=%d)",g_i);
}
else
{
Bsprintf(szBuf," (Global)");
}
strcat(g_szBuf,szBuf);
Bsprintf(szBuf," =%ld", GetGameVarID(lVarID, g_i, g_p)*m);
strcat(g_szBuf,szBuf);
AddLog(g_szBuf);
insptr++;
break;
}
case CON_SETSECTOR:
case CON_GETSECTOR:
{
// syntax [gs]etsector[<var>].x <VAR>
// <varid> <xxxid> <varid>
long lLabelID;
long lVar1, lVar2;
insptr++;
lVar1=*insptr++;
lLabelID=*insptr++;
lVar2=*insptr++;
DoSector(tw==CON_SETSECTOR, lVar1, lLabelID, lVar2, g_i, g_p);
break;
}
case CON_SQRT:
{
// syntax sqrt <invar> <outvar>
long lInVarID;
long lOutVarID;
long lIn;
insptr++;
lInVarID=*insptr++;
lOutVarID=*insptr++;
lIn=GetGameVarID(lInVarID, g_i, g_p);
SetGameVarID(lOutVarID, ksqrt(lIn), g_i, g_p);
break;
}
case CON_FINDNEARACTOR:
case CON_FINDNEARSPRITE:
{
// syntax findnearactorvar <type> <maxdist> <getvar>
// gets the sprite ID of the nearest actor within max dist
// that is of <type> into <getvar>
// -1 for none found
// <type> <maxdist> <varid>
long lType;
long lMaxDist;
long lVarID;
long lTemp;
long lFound;
long lDist;
short j, k;
insptr++;
lType=*insptr++;
lMaxDist=*insptr++;
lVarID=*insptr++;
lFound=-1;
lDist=32767; // big number
for (k=0;k<MAXSTATUS;k++)
{
j=headspritestat[tw==CON_FINDNEARACTOR?1:k]; // all sprites
while(j>=0)
{
if(sprite[j].picnum == lType && j != g_i)
{
lTemp=ldist(&sprite[g_i], &sprite[j]);
if( lTemp < lMaxDist )
{
if (lTemp < lDist)
{
lFound=j;
j = MAXSPRITES;
break;
}
}
}
j = nextspritestat[j];
}
if(tw==CON_FINDNEARACTOR || j == MAXSPRITES)
break;
}
SetGameVarID(lVarID, lFound, g_i, g_p);
break;
}
case CON_FINDNEARACTORVAR:
case CON_FINDNEARSPRITEVAR:
{
// syntax findnearactorvar <type> <maxdistvar> <getvar>
// gets the sprite ID of the nearest actor within max dist
// that is of <type> into <getvar>
// -1 for none found
// <type> <maxdistvarid> <varid>
long lType, lMaxDistVar, lMaxDist;
long lVarID, lTemp, lFound, lDist;
short j, k;
insptr++;
lType=*insptr++;
lMaxDistVar=*insptr++;
lVarID=*insptr++;
lMaxDist=GetGameVarID(lMaxDistVar, g_i, g_p);
lFound=-1;
lDist=32767; // big number
for (k=0;k<MAXSTATUS;k++)
{
j=headspritestat[tw==CON_FINDNEARACTORVAR?1:k]; // all sprites
while(j>=0)
{
if(sprite[j].picnum == lType && j != g_i)
{
lTemp=ldist(&sprite[g_i], &sprite[j]);
if( lTemp < lMaxDist )
{
if (lTemp < lDist)
{
lFound=j;
j = MAXSPRITES;
break;
}
}
}
j = nextspritestat[j];
}
if(tw==CON_FINDNEARACTORVAR || j == MAXSPRITES)
break;
}
SetGameVarID(lVarID, lFound, g_i, g_p);
break;
}
case CON_FINDPLAYER:
case CON_FINDOTHERPLAYER:
{
// syntax findnearactorvar <type> <maxdistvar> <getvar>
// gets the sprite ID of the nearest actor within max dist
// that is of <type> into <getvar>
// -1 for none found
// <type> <maxdistvarid> <varid>
short j=0;
long var1, d;
insptr++;
var1 = *insptr++;
if (tw == CON_FINDPLAYER) j=findplayer(&sprite[g_i],&d);
else if (tw == CON_FINDOTHERPLAYER) j=findotherplayer(g_i,&d);
SetGameVarID(g_iReturnVarID, j, g_i, g_p);
SetGameVarID(var1, d, g_i, g_p);
break;
}
case CON_FINDNEARACTOR3DVAR:
case CON_FINDNEARSPRITE3DVAR:
{
// syntax findnearactorvar <type> <maxdistvar> <getvar>
// gets the sprite ID of the nearest actor within max dist
// that is of <type> into <getvar>
// -1 for none found
// <type> <maxdistvarid> <varid>
long lType, lMaxDistVar, lMaxZDistVar, lMaxDist, lMaxZDist;
long lVarID, lTemp, lTemp2, lFound, lDist;
short j, k;
insptr++;
lType=*insptr++;
lMaxDistVar=*insptr++;
lMaxZDistVar=*insptr++;
lVarID=*insptr++;
lMaxDist=GetGameVarID(lMaxDistVar, g_i, g_p);
lMaxZDist=GetGameVarID(lMaxZDistVar, g_i, g_p);
lFound=-1;
lDist=32767; // big number
for (k=0;k<MAXSTATUS;k++)
{
j=headspritestat[tw==CON_FINDNEARACTOR3DVAR?1:k]; // all sprites
while(j>=0)
{
if(sprite[j].picnum == lType && j != g_i)
{
lTemp=ldist(&sprite[g_i], &sprite[j]);
if(lTemp < lMaxDist && lTemp < lDist)
{
lTemp2=txdist(&sprite[g_i], &sprite[j]);
if (lTemp2 < lMaxZDist)
{
lFound=j;
j = MAXSPRITES;
break;
}
}
}
j = nextspritestat[j];
}
if(tw==CON_FINDNEARACTOR3DVAR || j == MAXSPRITES)
break;
}
SetGameVarID(lVarID, lFound, g_i, g_p);
break;
}
case CON_FINDNEARACTOR3D:
case CON_FINDNEARSPRITE3D:
{
// syntax findnearactorvar <type> <maxdist> <getvar>
// gets the sprite ID of the nearest actor within max dist
// that is of <type> into <getvar>
// -1 for none found
// <type> <maxdist> <varid>
long lType, lMaxDist, lMaxZDist, lVarID;
long lTemp, lTemp2, lFound, lDist;
short j, k;
insptr++;
lType=*insptr++;
lMaxDist=*insptr++;
lMaxZDist=*insptr++;
lVarID=*insptr++;
lFound=-1;
lDist=32767; // big number
for (k=0;k<MAXSTATUS;k++)
{
j=headspritestat[tw==CON_FINDNEARACTOR3D?1:k]; // all sprites
while(j>=0)
{
if(sprite[j].picnum == lType && j != g_i)
{
lTemp=ldist(&sprite[g_i], &sprite[j]);
if(lTemp < lMaxDist && lTemp < lDist)
{
lTemp2=txdist(&sprite[g_i], &sprite[j]);
if (lTemp2 < lMaxZDist)
{
lFound=j;
j = MAXSPRITES;
break;
}
}
}
j = nextspritestat[j];
}
if(tw==CON_FINDNEARACTOR3D || j == MAXSPRITES)
break;
}
SetGameVarID(lVarID, lFound, g_i, g_p);
break;
}
case CON_SETPLAYER:
case CON_GETPLAYER:
{
// syntax [gs]etplayer[<var>].x <VAR>
// <varid> <xxxid> <varid>
long lLabelID;
long lVar1, lVar2;
long lParm2;
insptr++;
lVar1=*insptr++;
lLabelID=*insptr++;
// HACK: need to have access to labels structure at run-time...
switch(lLabelID)
{
case PLAYER_AMMO_AMOUNT:
case PLAYER_GOTWEAPON:
case PLAYER_PALS:
case PLAYER_MOVEMENT_LOCK:
case PLAYER_LOOGIEX:
case PLAYER_LOOGIEY:
lParm2=GetGameVarID(*insptr++, g_i, g_p);
break;
default:
lParm2=0;
break;
}
lVar2=*insptr++;
DoPlayer(tw==CON_SETPLAYER, lVar1, lLabelID, lVar2, g_i, g_p, lParm2);
break;
}
case CON_SETINPUT:
case CON_GETINPUT:
{
// syntax [gs]etplayer[<var>].x <VAR>
// <varid> <xxxid> <varid>
long lLabelID;
long lVar1, lVar2;
insptr++;
lVar1=*insptr++;
lLabelID=*insptr++;
lVar2=*insptr++;
DoInput(tw==CON_SETINPUT, lVar1, lLabelID, lVar2, g_i, g_p);
break;
}
case CON_GETUSERDEF:
case CON_SETUSERDEF:
{
// syntax [gs]etuserdef.xxx <VAR>
// <xxxid> <varid>
long lLabelID;
long lVar1, lVar2;
long lParm2=0;
insptr++;
lVar1=-1;
lLabelID=*insptr++;
lVar2=*insptr++;
DoUserDef(tw==CON_SETUSERDEF, lVar1, lLabelID, lVar2, g_i, g_p, lParm2);
break;
}
case CON_GETPROJECTILE:
case CON_SETPROJECTILE:
{
// syntax [gs]etplayer[<var>].x <VAR>
// <varid> <xxxid> <varid>
long lLabelID;
long lVar1, lVar2;
long lParm2;
insptr++;
lVar1=GetGameVarID(*insptr++, g_i, g_p);
lLabelID=*insptr++;
lVar2=*insptr++;
DoProjectile(tw==CON_SETPROJECTILE,lVar1,lLabelID,lVar2,g_i,g_p);
break;
}
case CON_SETWALL:
case CON_GETWALL:
{
// syntax [gs]etwall[<var>].x <VAR>
// <varid> <xxxid> <varid>
long lLabelID;
long lVar1, lVar2;
insptr++;
lVar1=*insptr++;
lLabelID=*insptr++;
lVar2=*insptr++;
DoWall(tw==CON_SETWALL, lVar1, lLabelID, lVar2, g_i, g_p);
break;
}
case CON_SETACTORVAR:
case CON_GETACTORVAR:
{
// syntax [gs]etactorvar[<var>].<varx> <VAR>
// gets the value of the per-actor variable varx into VAR
// <var> <varx> <VAR>
long lVar1, lVar2, lVar3;
long lTemp,lSprite;
insptr++;
lVar1=*insptr++;
lVar2=*insptr++;
lVar3=*insptr++;
lSprite=GetGameVarID(lVar1, g_i, g_p);
if(lSprite >= 0)
{
switch(tw)
{
case CON_SETACTORVAR:
lTemp=GetGameVarID(lVar3, g_i, g_p);
SetGameVarID(lVar2, lTemp, lSprite, g_p);
break;
case CON_GETACTORVAR:
lTemp=GetGameVarID(lVar2, lSprite, g_p);
SetGameVarID(lVar3, lTemp, g_i, g_p);
break;
}
}
break;
}
case CON_SETPLAYERVAR:
case CON_GETPLAYERVAR:
{
// syntax [gs]etactorvar[<var>].<varx> <VAR>
// gets the value of the per-actor variable varx into VAR
// <var> <varx> <VAR>
long lVar1, lVar2, lVar3;
long lTemp,lSprite;
insptr++;
lVar1=*insptr++;
lVar2=*insptr++;
lVar3=*insptr++;
lSprite=GetGameVarID(lVar1, g_i, g_p);
if(lSprite >= 0)
{
switch(tw)
{
case CON_SETPLAYERVAR:
lTemp=GetGameVarID(lVar3, g_i, g_p);
SetGameVarID(lVar2, lTemp, g_i, lSprite);
break;
case CON_GETPLAYERVAR:
lTemp=GetGameVarID(lVar2, g_i, lSprite);
SetGameVarID(lVar3, lTemp, g_i, g_p);
break;
}
}
break;
}
case CON_SETACTOR:
case CON_GETACTOR:
{
// syntax [gs]etactor[<var>].x <VAR>
// <varid> <xxxid> <varid>
long lLabelID;
long lVar1, lVar2;
long lParm2;
insptr++;
lVar1=*insptr++;
lLabelID=*insptr++;
switch(lLabelID)
{
case ACTOR_HTG_T:
lParm2=GetGameVarID(*insptr++, g_i, g_p);
break;
default:
lParm2=0;
break;
}
lVar2=*insptr++;
DoActor(tw==CON_SETACTOR, lVar1, lLabelID, lVar2, g_i, g_p, lParm2);
break;
}
case CON_GETANGLETOTARGET:
{
int i;
short ang;
insptr++;
i=*insptr++; // ID of def
// hittype[g_i].lastvx and lastvy are last known location of target.
ang=getangle(hittype[g_i].lastvx-g_sp->x,hittype[g_i].lastvy-g_sp->y);
SetGameVarID(i, ang, g_i, g_p );
break;
}
case CON_ANGOFFVAR:
{
int i;
insptr++;
i=*insptr++; // ID of def
spriteext[g_i].angoff=GetGameVarID(i, g_i, g_p);
break;
}
case CON_LOCKPLAYER:
{
int i;
insptr++;
i=*insptr++; // ID of def
ps[g_p].transporter_hold=GetGameVarID(i, g_i, g_p);
break;
}
case CON_CHECKAVAILWEAPON:
case CON_CHECKAVAILINVEN:
{
int i;
insptr++;
if (*insptr == g_iThisActorID)
{
i = g_p;
insptr++;
}
else
i=GetGameVarID(*insptr++, g_i, g_p);
if (i < MAXPLAYERS)
{
if (tw == CON_CHECKAVAILWEAPON)
checkavailweapon(&ps[i]);
else checkavailinven(&ps[i]);
}
break;
}
case CON_GETPLAYERANGLE:
{
int i;
insptr++;
i=*insptr++; // ID of def
SetGameVarID(i, ps[g_p].ang, g_i, g_p );
break;
}
case CON_SETPLAYERANGLE:
{
int i;
insptr++;
i=*insptr++; // ID of def
ps[g_p].ang=GetGameVarID(i, g_i, g_p);
ps[g_p].ang &= 2047;
break;
}
case CON_GETACTORANGLE:
{
int i;
insptr++;
i=*insptr++; // ID of def
SetGameVarID(i, g_sp->ang, g_i, g_p );
break;
}
case CON_SETACTORANGLE:
{
int i;
insptr++;
i=*insptr++; // ID of def
g_sp->ang=GetGameVarID(i, g_i, g_p);
g_sp->ang &= 2047;
break;
}
case CON_SETVAR:
{
int i;
insptr++;
i=*insptr++; // ID of def
SetGameVarID(i, *insptr++, g_i, g_p );
break;
}
case CON_SETVARVAR:
{
int i;
insptr++;
i=*insptr++; // ID of def
SetGameVarID(i, GetGameVarID(*insptr++, g_i, g_p), g_i, g_p );
break;
}
case CON_RANDVAR:
{
int i;
insptr++;
i=*insptr++; // ID of def
SetGameVarID(i, mulscale(krand(), *insptr++, 16), g_i, g_p );
break;
}
case CON_DISPLAYRANDVAR:
{
int i;
insptr++;
i=*insptr++; // ID of def
SetGameVarID(i, mulscale(rand(), *insptr++, 15), g_i, g_p );
break;
}
case CON_MULVAR:
{
int i;
insptr++;
i=*insptr++; // ID of def
SetGameVarID(i, GetGameVarID(i, g_i, g_p) * *insptr++, g_i, g_p );
break;
}
case CON_DIVVAR:
{
int i;
insptr++;
i=*insptr++; // ID of def
if( (*insptr) == 0 )
gameexit("CON_DIVVAR: Divide by zero.");
SetGameVarID(i, GetGameVarID(i, g_i, g_p) / *insptr++, g_i, g_p );
break;
}
case CON_MODVAR:
{
int i;
long l;
insptr++;
i=*insptr++; // ID of def
l=*insptr++;
if( l == 0 )
gameexit("CON_MODVAR: Mod by zero.");
SetGameVarID(i,GetGameVarID(i, g_i, g_p)%l, g_i, g_p );
break;
}
case CON_ANDVAR:
{
int i;
long l;
insptr++;
i=*insptr++; // ID of def
l=*insptr++;
SetGameVarID(i,GetGameVarID(i, g_i, g_p) & l, g_i, g_p );
break;
}
case CON_ORVAR:
{
int i;
long l;
insptr++;
i=*insptr++; // ID of def
l=*insptr++;
SetGameVarID(i,GetGameVarID(i, g_i, g_p) | l, g_i, g_p );
break;
}
case CON_XORVAR:
{
int i;
long l;
insptr++;
i=*insptr++; // ID of def
l=*insptr++;
SetGameVarID(i,GetGameVarID(i, g_i, g_p) ^ l, g_i, g_p );
break;
}
case CON_RANDVARVAR:
{
int i;
long l1;
insptr++;
i=*insptr++; // ID of def
l1=GetGameVarID(*insptr++, g_i, g_p);
SetGameVarID(i,mulscale(krand(), l1+1, 16), g_i, g_p );
break;
}
case CON_DISPLAYRANDVARVAR:
{
int i;
long l1;
insptr++;
i=*insptr++; // ID of def
l1=GetGameVarID(*insptr++, g_i, g_p);
SetGameVarID(i,mulscale(rand(), l1+1, 15), g_i, g_p );
break;
}
case CON_GMAXAMMO:
{
int i;
long l1; // l2;
insptr++;
i=*insptr++; // ID of def
l1=GetGameVarID(i, g_i, g_p);
SetGameVarID(*insptr++, max_ammo_amount[l1], g_i, g_p );
break;
}
case CON_SMAXAMMO:
{
int i;
long l1,l2;
insptr++;
i=*insptr++; // ID of def
l1=GetGameVarID(i, g_i, g_p);
l2=GetGameVarID(*insptr++, g_i, g_p);
max_ammo_amount[l1]=l2;
break;
}
case CON_MULVARVAR:
{
int i;
long l1,l2;
insptr++;
i=*insptr++; // ID of def
l1=GetGameVarID(i, g_i, g_p);
l2=GetGameVarID(*insptr++, g_i, g_p);
SetGameVarID(i, l1*l2, g_i, g_p );
break;
}
case CON_DIVVARVAR:
{
int i;
long l1,l2;
insptr++;
i=*insptr++; // ID of def
l1=GetGameVarID(i, g_i, g_p);
l2=GetGameVarID(*insptr++, g_i, g_p);
if(l2==0)
{
gameexit("CON_DIVVARVAR: Divide by zero.");
}
SetGameVarID(i, l1/l2 , g_i, g_p );
break;
}
case CON_MODVARVAR:
{
int i;
long l1,l2;
insptr++;
i=*insptr++; // ID of def
l1=GetGameVarID(i, g_i, g_p);
l2=GetGameVarID(*insptr++, g_i, g_p);
if(l2==0)
gameexit("CON_MODVARVAR: Mod by zero.");
SetGameVarID(i, l1 % l2, g_i, g_p );
break;
}
case CON_ANDVARVAR:
{
int i;
long l1,l2;
insptr++;
i=*insptr++; // ID of def
l1=GetGameVarID(i, g_i, g_p);
l2=GetGameVarID(*insptr++, g_i, g_p);
SetGameVarID(i, l1 & l2 , g_i, g_p );
break;
}
case CON_XORVARVAR:
{
int i;
long l1,l2;
insptr++;
i=*insptr++; // ID of def
l1=GetGameVarID(i, g_i, g_p);
l2=GetGameVarID(*insptr++, g_i, g_p);
SetGameVarID(i, l1 ^ l2 , g_i, g_p );
break;
}
case CON_ORVARVAR:
{
int i;
long l1,l2;
insptr++;
i=*insptr++; // ID of def
l1=GetGameVarID(i, g_i, g_p);
l2=GetGameVarID(*insptr++, g_i, g_p);
SetGameVarID(i, l1 | l2 , g_i, g_p );
break;
}
case CON_SUBVAR:
{
int i;
insptr++;
i=*insptr++; // ID of def
SetGameVarID(i, GetGameVarID(i, g_i, g_p) - *insptr++, g_i, g_p );
break;
}
case CON_SUBVARVAR:
{
int i;
insptr++;
i=*insptr++; // ID of def
SetGameVarID(i, GetGameVarID(i, g_i, g_p) - GetGameVarID(*insptr++, g_i, g_p), g_i, g_p );
break;
}
case CON_ADDVAR:
{
int i;
insptr++;
i=*insptr++; // ID of def
SetGameVarID(i, GetGameVarID(i, g_i, g_p) + *insptr++, g_i, g_p );
break;
}
case CON_SHIFTVARL:
{
int i;
insptr++;
i=*insptr++; // ID of def
SetGameVarID(i, GetGameVarID(i, g_i, g_p) << *insptr++, g_i, g_p );
break;
}
case CON_SHIFTVARR:
{
int i;
insptr++;
i=*insptr++; // ID of def
SetGameVarID(i, GetGameVarID(i, g_i, g_p) >> *insptr++, g_i, g_p );
break;
}
case CON_SIN:
{
int i;
long lValue;
insptr++;
i=*insptr++; // ID of def
lValue=GetGameVarID(*insptr++, g_i, g_p);
lValue=sintable[lValue&2047];
SetGameVarID(i, lValue , g_i, g_p );
break;
}
case CON_COS:
{
int i;
long lValue;
insptr++;
i=*insptr++; // ID of def
lValue=GetGameVarID(*insptr++, g_i, g_p);
lValue=sintable[(lValue+512)&2047];
SetGameVarID(i, lValue , g_i, g_p );
break;
}
case CON_ADDVARVAR:
{
int i;
insptr++;
i=*insptr++; // ID of def
SetGameVarID(i, GetGameVarID(i, g_i, g_p) + GetGameVarID(*insptr++, g_i, g_p), g_i, g_p );
break;
}
case CON_SPGETLOTAG:
{
insptr++;
SetGameVarID(g_iLoTagID, g_sp->lotag, g_i, g_p);
break;
}
case CON_SPGETHITAG:
{
insptr++;
SetGameVarID(g_iHiTagID, g_sp->hitag, g_i, g_p);
break;
}
case CON_SECTGETLOTAG:
{
insptr++;
SetGameVarID(g_iLoTagID, sector[g_sp->sectnum].lotag, g_i, g_p);
break;
}
case CON_SECTGETHITAG:
{
insptr++;
SetGameVarID(g_iHiTagID, sector[g_sp->sectnum].hitag, g_i, g_p);
break;
}
case CON_GETTEXTUREFLOOR:
{
insptr++;
SetGameVarID(g_iTextureID, sector[g_sp->sectnum].floorpicnum, g_i, g_p);
break;
}
case CON_STARTTRACK:
{
insptr++;
music_select=*insptr++;
playmusic(&music_fn[ud.volume_number][music_select][0]);
break;
}
case CON_GETTEXTURECEILING:
{
insptr++;
SetGameVarID(g_iTextureID, sector[g_sp->sectnum].ceilingpicnum, g_i, g_p);
break;
}
case CON_IFVARVARAND:
{
int i;
insptr++;
i=*insptr++; // ID of def
j=0;
if(GetGameVarID(i, g_i, g_p) & GetGameVarID(*(insptr), g_i, g_p) )
j=1;
parseifelse( j );
break;
}
case CON_IFVARVARN:
{
int i;
insptr++;
i=*insptr++; // ID of def
j=0;
if(GetGameVarID(i, g_i, g_p) != GetGameVarID(*(insptr), g_i, g_p) )
j=1;
parseifelse( j );
break;
}
case CON_IFVARVARE:
{
int i;
insptr++;
i=*insptr++; // ID of def
j=0;
if(GetGameVarID(i, g_i, g_p) == GetGameVarID(*(insptr), g_i, g_p) )
j=1;
parseifelse( j );
break;
}
case CON_IFVARVARG:
{
int i;
insptr++;
i=*insptr++; // ID of def
j=0;
if(GetGameVarID(i, g_i, g_p) > GetGameVarID(*(insptr), g_i, g_p) )
j=1;
parseifelse( j );
break;
}
case CON_IFVARVARL:
{
int i;
insptr++;
i=*insptr++; // ID of def
j=0;
if(GetGameVarID(i, g_i, g_p) < GetGameVarID(*(insptr), g_i, g_p) )
j=1;
parseifelse( j );
break;
}
case CON_IFVARE:
{
int i;
insptr++;
i=*insptr++; // ID of def
j=0;
if(GetGameVarID(i, g_i, g_p) == *insptr)
j=1;
parseifelse( j );
break;
}
case CON_IFVARN:
{
int i;
insptr++;
i=*insptr++; // ID of def
j=0;
if(GetGameVarID(i, g_i, g_p) != *insptr)
j=1;
parseifelse( j );
break;
}
case CON_WHILEVARN:
{
int i;
long *savedinsptr;
savedinsptr=insptr;
j=1;
while (j)
{
insptr=savedinsptr;
insptr++;
i=*insptr++; // ID of def
j=0;
if(GetGameVarID(i, g_i, g_p) != *insptr)
j=1;
parseifelse( j );
}
break;
}
case CON_WHILEVARVARN:
{
int i,k;
long *savedinsptr;
savedinsptr=insptr;
j=1;
while (j)
{
insptr=savedinsptr;
insptr++;
i=*insptr++; // ID of def
k=*(insptr); // ID of def
j=0;
if(GetGameVarID(i, g_i, g_p) != GetGameVarID(k, g_i, g_p))
j=1;
parseifelse( j );
}
break;
}
case CON_IFVARAND:
{
int i;
insptr++;
i=*insptr++; // ID of def
j=0;
if(GetGameVarID(i, g_i, g_p) & *insptr)
j=1;
parseifelse( j );
break;
}
case CON_IFVARG:
{
int i;
insptr++;
i=*insptr++; // ID of def
j=0;
if(GetGameVarID(i, g_i, g_p) > *insptr)
j=1;
parseifelse( j );
break;
}
case CON_IFVARL:
{
int i;
insptr++;
i=*insptr++; // ID of def
j=0;
if(GetGameVarID(i, g_i, g_p) < *insptr)
j=1;
parseifelse( j );
break;
}
case CON_IFPHEALTHL:
insptr++;
parseifelse( sprite[ps[g_p].i].extra < *insptr);
break;
case CON_IFPINVENTORY:
{
insptr++;
j = 0;
switch(*insptr++)
{
case GET_STEROIDS:if( ps[g_p].steroids_amount != *insptr)
j = 1;
break;
case GET_SHIELD:if(ps[g_p].shield_amount != max_player_health )
j = 1;
break;
case GET_SCUBA:if(ps[g_p].scuba_amount != *insptr) j = 1;break;
case GET_HOLODUKE:if(ps[g_p].holoduke_amount != *insptr) j = 1;break;
case GET_JETPACK:if(ps[g_p].jetpack_amount != *insptr) j = 1;break;
case GET_ACCESS:
switch(g_sp->pal)
{
case 0: if(ps[g_p].got_access&1) j = 1;break;
case 21: if(ps[g_p].got_access&2) j = 1;break;
case 23: if(ps[g_p].got_access&4) j = 1;break;
}
break;
case GET_HEATS:if(ps[g_p].heat_amount != *insptr) j = 1;break;
case GET_FIRSTAID:
if(ps[g_p].firstaid_amount != *insptr) j = 1;break;
case GET_BOOTS:
if(ps[g_p].boot_amount != *insptr) j = 1;break;
}
parseifelse(j);
break;
}
case CON_PSTOMP:
insptr++;
if( ps[g_p].knee_incs == 0 && sprite[ps[g_p].i].xrepeat >= 40 )
if( cansee(g_sp->x,g_sp->y,g_sp->z-(4<<8),g_sp->sectnum,ps[g_p].posx,ps[g_p].posy,ps[g_p].posz+(16<<8),sprite[ps[g_p].i].sectnum) )
{
ps[g_p].knee_incs = 1;
if(ps[g_p].weapon_pos == 0)
ps[g_p].weapon_pos = -1;
ps[g_p].actorsqu = g_i;
}
break;
case CON_IFAWAYFROMWALL:
{
short s1;
s1 = g_sp->sectnum;
j = 0;
updatesector(g_sp->x+108,g_sp->y+108,&s1);
if( s1 == g_sp->sectnum )
{
updatesector(g_sp->x-108,g_sp->y-108,&s1);
if( s1 == g_sp->sectnum )
{
updatesector(g_sp->x+108,g_sp->y-108,&s1);
if( s1 == g_sp->sectnum )
{
updatesector(g_sp->x-108,g_sp->y+108,&s1);
if( s1 == g_sp->sectnum )
j = 1;
}
}
}
parseifelse( j );
}
break;
case CON_QUOTE:
insptr++;
FTA(*insptr++,&ps[g_p]);
break;
case CON_USERQUOTE:
insptr++;
adduserquote(fta_quotes[*insptr]);
insptr++;
break;
case CON_IFINOUTERSPACE:
parseifelse( floorspace(g_sp->sectnum));
break;
case CON_IFNOTMOVING:
parseifelse( (hittype[g_i].movflag&49152) > 16384 );
break;
case CON_RESPAWNHITAG:
insptr++;
switch(dynamictostatic[g_sp->picnum])
{
case FEM1__STATIC:
case FEM2__STATIC:
case FEM3__STATIC:
case FEM4__STATIC:
case FEM5__STATIC:
case FEM6__STATIC:
case FEM7__STATIC:
case FEM8__STATIC:
case FEM9__STATIC:
case FEM10__STATIC:
case PODFEM1__STATIC:
case NAKED1__STATIC:
case STATUE__STATIC:
if(g_sp->yvel) operaterespawns(g_sp->yvel);
break;
default:
if(g_sp->hitag >= 0) operaterespawns(g_sp->hitag);
break;
}
break;
case CON_IFSPRITEPAL:
insptr++;
parseifelse( g_sp->pal == *insptr);
break;
case CON_IFANGDIFFL:
insptr++;
j = klabs(getincangle(ps[g_p].ang,g_sp->ang));
parseifelse( j <= *insptr);
break;
case CON_IFNOSOUNDS:
for(j=1;j<NUM_SOUNDS;j++)
if( SoundOwner[j][0].i == g_i )
break;
parseifelse( j == NUM_SOUNDS );
break;
case CON_SPRITEFLAGS:
{
insptr++;
actorspriteflags[g_i] = GetGameVarID(*insptr++, g_i, g_p);
break;
}
default:
Bsprintf(tempbuf,"fatal error: Default processing in parse(): %ld, %ld",*insptr,*(insptr-1));
AddLog(tempbuf);
gameexit("An error has occurred in the EDuke32 CON parser.\n\nPlease mail all of your CON files along with the file eduke32.log\nto terminx@gmail.com.\n\nThank you.");
break;
}
return 0;
}
void LoadActor(short sActor,short sPlayer,long lDist)
{
char done;
g_i = sActor; // Sprite ID
g_p = sPlayer; // Player ID
g_x = lDist; // ??
g_sp = &sprite[g_i]; // Pointer to sprite structure
g_t = &hittype[g_i].temp_data[0]; // Sprite's 'extra' data
if( actorLoadEventScrptr[g_sp->picnum] == 0 ) return;
insptr = actorLoadEventScrptr[g_sp->picnum];
killit_flag = 0;
if(g_sp->sectnum < 0 || g_sp->sectnum >= MAXSECTORS)
{
// if(badguy(g_sp))
// ps[g_p].actors_killed++;
deletesprite(g_i);
return;
}
do
done = parse();
while( done == 0 );
if(killit_flag == 1)
{
// if player was set to squish, first stop that...
if (g_p >= 0 )
{
if(ps[g_p].actorsqu == g_i)
ps[g_p].actorsqu = -1;
}
deletesprite(g_i);
}
}
void execute(short sActor,short sPlayer,long lDist)
{
char done;
g_i = sActor; // Sprite ID
g_p = sPlayer; // Player ID
g_x = lDist; // ??
g_sp = &sprite[g_i]; // Pointer to sprite structure
g_t = &hittype[g_i].temp_data[0]; // Sprite's 'extra' data
if( actorscrptr[g_sp->picnum] == 0 ) return;
insptr = 4 + (actorscrptr[g_sp->picnum]);
killit_flag = 0;
if(g_sp->sectnum < 0 || g_sp->sectnum >= MAXSECTORS)
{
if(badguy(g_sp))
ps[g_p].actors_killed++;
deletesprite(g_i);
return;
}
if(g_t[4])
{
g_sp->lotag += TICSPERFRAME;
if(g_sp->lotag > *(long *)(g_t[4]+16) )
{
g_t[2]++;
g_sp->lotag = 0;
g_t[3] += *(long *)( g_t[4]+12 );
}
if( klabs(g_t[3]) >= klabs( *(long *)(g_t[4]+4) * *(long *)(g_t[4]+12) ) )
g_t[3] = 0;
}
do
done = parse();
while( done == 0 );
if(killit_flag == 1)
{
// if player was set to squish, first stop that...
if(ps[g_p].actorsqu == g_i)
ps[g_p].actorsqu = -1;
deletesprite(g_i);
}
else
{
move();
if( g_sp->statnum == 1)
{
if( badguy(g_sp) )
{
if( g_sp->xrepeat > 60 ) return;
if( ud.respawn_monsters == 1 && g_sp->extra <= 0 ) return;
}
else if( ud.respawn_items == 1 && (g_sp->cstat&32768) ) return;
if(hittype[g_i].timetosleep > 1)
hittype[g_i].timetosleep--;
else if(hittype[g_i].timetosleep == 1)
changespritestat(g_i,2);
}
else if(g_sp->statnum == 6)
switch(dynamictostatic[g_sp->picnum])
{
case RUBBERCAN__STATIC:
case EXPLODINGBARREL__STATIC:
case WOODENHORSE__STATIC:
case HORSEONSIDE__STATIC:
case CANWITHSOMETHING__STATIC:
case FIREBARREL__STATIC:
case NUKEBARREL__STATIC:
case NUKEBARRELDENTED__STATIC:
case NUKEBARRELLEAKED__STATIC:
case TRIPBOMB__STATIC:
case EGG__STATIC:
if(hittype[g_i].timetosleep > 1)
hittype[g_i].timetosleep--;
else if(hittype[g_i].timetosleep == 1)
changespritestat(g_i,2);
break;
}
}
}