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- SW: Rename all Tank-related function code to Vehicle.
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8625ac573d
commit
1e3199413c
6 changed files with 28 additions and 29 deletions
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@ -1058,9 +1058,8 @@ enum
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PF2_INPUT_CAN_AIM = (BIT(1)), // Allow calling DoPlayerHorizon() from processMovement()
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PF2_INPUT_CAN_TURN_GENERAL = (BIT(2)), // Allow calling DoPlayerTurn() from processMovement()
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PF2_INPUT_CAN_TURN_BOAT = (BIT(3)), // Allow calling DoPlayerTurnBoat() from processMovement()
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PF2_INPUT_CAN_TURN_TANK = (BIT(4)), // Allow calling DoPlayerTurnTank() from processMovement()
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PF2_INPUT_CAN_TURN_TANKRECT = (BIT(5)), // Allow calling DoPlayerTurnTankRect() from processMovement()
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PF2_INPUT_CAN_MOVE_TURRET = (BIT(6)), // Allow calling DoPlayerMoveTurret() from processMovement()
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PF2_INPUT_CAN_TURN_VEHICLE = (BIT(4)), // Allow calling DoPlayerTurnVehicle() from processMovement()
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PF2_INPUT_CAN_MOVE_TURRET = (BIT(5)), // Allow calling DoPlayerMoveTurret() from processMovement()
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};
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///////////////////////////////////////////////////////////////////////////////////////////
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@ -1831,7 +1830,7 @@ struct SECTOR_OBJECTstruct
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#define SO_OPERATE_TRACK_START 90
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#define SO_TURRET_MGUN 96 // machine gun
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#define SO_TURRET 97
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#define SO_TANK 98
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#define SO_VEHICLE 98
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// #define SO_SPEED_BOAT 99
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#define SO_EMPTY(sop) ((sop)->xmid == INT32_MAX)
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@ -37,7 +37,7 @@ BEGIN_SW_NS
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void DoPlayerHorizon(PLAYERp pp, fixed_t const q16horz, double const scaleAdjust);
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void DoPlayerTurn(PLAYERp pp, fixed_t const q16avel, double const scaleAdjust);
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// void DoPlayerTurnBoat(PLAYERp pp, fixed_t q16avel);
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void DoPlayerTurnTank(PLAYERp pp, fixed_t q16avel, int z, int floor_dist);
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void DoPlayerTurnVehicle(PLAYERp pp, fixed_t q16avel, int z, int floor_dist);
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void DoPlayerMoveTurret(PLAYERp pp, fixed_t q16avel, fixed_t q16horz, double const scaleAdjust);
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static InputPacket loc;
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@ -294,8 +294,8 @@ static void processMovement(PLAYERp const pp, ControlInfo* const hidInput, bool
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DoPlayerTurnBoat(pp, q16avel);
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#endif
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if (TEST(pp->Flags2, PF2_INPUT_CAN_TURN_TANK))
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DoPlayerTurnTank(pp, q16avel, pp->posz + Z(10), labs(pp->posz + Z(10) - pp->sop->floor_loz));
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if (TEST(pp->Flags2, PF2_INPUT_CAN_TURN_VEHICLE))
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DoPlayerTurnVehicle(pp, q16avel, pp->posz + Z(10), labs(pp->posz + Z(10) - pp->sop->floor_loz));
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if (TEST(pp->Flags2, PF2_INPUT_CAN_MOVE_TURRET))
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DoPlayerMoveTurret(pp, q16avel, q16horz, scaleAdjust);
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@ -457,7 +457,7 @@ int WeaponOperate(PLAYERp pp)
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{
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switch (pp->sop->track)
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{
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case SO_TANK:
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case SO_VEHICLE:
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case SO_TURRET:
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case SO_TURRET_MGUN:
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// case SO_SPEED_BOAT:
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@ -164,10 +164,10 @@ void DoPlayerClimb(PLAYERp pp);
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void DoPlayerBeginDie(PLAYERp pp);
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void DoPlayerDie(PLAYERp pp);
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// void DoPlayerBeginOperateBoat(PLAYERp pp);
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void DoPlayerBeginOperateTank(PLAYERp pp);
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void DoPlayerBeginOperateVehicle(PLAYERp pp);
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void DoPlayerBeginOperate(PLAYERp pp);
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// void DoPlayerOperateBoat(PLAYERp pp);
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void DoPlayerOperateTank(PLAYERp pp);
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void DoPlayerOperateVehicle(PLAYERp pp);
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void DoPlayerOperateTurret(PLAYERp pp);
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void DoPlayerBeginDive(PLAYERp pp);
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void DoPlayerDive(PLAYERp pp);
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@ -1646,7 +1646,7 @@ DoPlayerTurnBoat(PLAYERp pp, fixed_t q16avel)
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#endif
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void
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DoPlayerTurnTank(PLAYERp pp, fixed_t q16avel, int z, int floor_dist)
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DoPlayerTurnVehicle(PLAYERp pp, fixed_t q16avel, int z, int floor_dist)
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{
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SECTOR_OBJECTp sop = pp->sop;
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@ -1673,7 +1673,7 @@ DoPlayerTurnTank(PLAYERp pp, fixed_t q16avel, int z, int floor_dist)
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}
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void
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DoPlayerTurnTankRect(PLAYERp pp, int *x, int *y, int *ox, int *oy)
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DoPlayerTurnVehicleRect(PLAYERp pp, int *x, int *y, int *ox, int *oy)
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{
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fixed_t q16avel;
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SECTOR_OBJECTp sop = pp->sop;
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@ -2949,7 +2949,7 @@ DriveCrush(PLAYERp pp, int *x, int *y)
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}
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void
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DoPlayerMoveTank(PLAYERp pp)
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DoPlayerMoveVehicle(PLAYERp pp)
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{
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int z;
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int floor_dist;
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@ -3057,7 +3057,7 @@ DoPlayerMoveTank(PLAYERp pp)
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save_cstat = pp->SpriteP->cstat;
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RESET(pp->SpriteP->cstat, CSTAT_SPRITE_BLOCK);
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DoPlayerTurnTankRect(pp, x, y, ox, oy);
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DoPlayerTurnVehicleRect(pp, x, y, ox, oy);
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ret = RectClipMove(pp, x, y);
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DriveCrush(pp, x, y);
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@ -3107,11 +3107,11 @@ DoPlayerMoveTank(PLAYERp pp)
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{
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if (!cl_syncinput)
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{
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SET(pp->Flags2, PF2_INPUT_CAN_TURN_TANK);
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SET(pp->Flags2, PF2_INPUT_CAN_TURN_VEHICLE);
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}
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else
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{
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DoPlayerTurnTank(pp, pp->input.q16avel, z, floor_dist);
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DoPlayerTurnVehicle(pp, pp->input.q16avel, z, floor_dist);
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}
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save_cstat = pp->SpriteP->cstat;
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@ -5361,13 +5361,13 @@ DoPlayerBeginOperateBoat(PLAYERp pp)
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#endif
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void
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DoPlayerBeginOperateTank(PLAYERp pp)
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DoPlayerBeginOperateVehicle(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite];
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pp->floor_dist = PLAYER_RUN_FLOOR_DIST;
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pp->ceiling_dist = PLAYER_RUN_CEILING_DIST;
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pp->DoPlayerAction = DoPlayerOperateTank;
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pp->DoPlayerAction = DoPlayerOperateVehicle;
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// temporary set to get weapons down
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if (TEST(pp->sop->flags, SOBJ_HAS_WEAPON))
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@ -5523,13 +5523,13 @@ DoPlayerBeginOperate(PLAYERp pp)
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switch (sop->track)
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{
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case SO_TANK:
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case SO_VEHICLE:
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if (pp->input.fvel|pp->input.svel)
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PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
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else
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PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND);
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pp->posz = fz - PLAYER_HEIGHT;
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DoPlayerBeginOperateTank(pp);
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DoPlayerBeginOperateVehicle(pp);
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break;
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case SO_TURRET_MGUN:
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case SO_TURRET:
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@ -5613,13 +5613,13 @@ DoPlayerBeginRemoteOperate(PLAYERp pp, SECTOR_OBJECTp sop)
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switch (sop->track)
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{
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case SO_TANK:
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case SO_VEHICLE:
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if (pp->input.fvel|pp->input.svel)
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PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
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else
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PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND);
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pp->posz = fz - PLAYER_HEIGHT;
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DoPlayerBeginOperateTank(pp);
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DoPlayerBeginOperateVehicle(pp);
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break;
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case SO_TURRET_MGUN:
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case SO_TURRET:
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@ -5829,7 +5829,7 @@ DoPlayerOperateBoat(PLAYERp pp)
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#endif
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void
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DoPlayerOperateTank(PLAYERp pp)
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DoPlayerOperateVehicle(PLAYERp pp)
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{
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short save_sectnum;
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@ -5858,7 +5858,7 @@ DoPlayerOperateTank(PLAYERp pp)
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if (pp->sop_remote)
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RemoteToPlayer(pp);
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DoPlayerMoveTank(pp);
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DoPlayerMoveVehicle(pp);
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if (pp->sop_remote)
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{
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@ -7439,7 +7439,7 @@ domovethings(void)
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ChopsCheck(pp);
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// Reset flags used while tying input to framerate
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RESET(pp->Flags2, PF2_INPUT_CAN_AIM|PF2_INPUT_CAN_TURN_GENERAL|PF2_INPUT_CAN_TURN_BOAT|PF2_INPUT_CAN_TURN_TANK|PF2_INPUT_CAN_TURN_TANKRECT|PF2_INPUT_CAN_MOVE_TURRET);
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RESET(pp->Flags2, PF2_INPUT_CAN_AIM|PF2_INPUT_CAN_TURN_GENERAL|PF2_INPUT_CAN_TURN_BOAT|PF2_INPUT_CAN_TURN_VEHICLE|PF2_INPUT_CAN_MOVE_TURRET);
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resetinputhelpers(pp);
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if (pp->DoPlayerAction) pp->DoPlayerAction(pp);
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@ -7866,10 +7866,10 @@ static saveable_code saveable_player_code[] =
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SAVE_CODE(DoPlayerBeginDie),
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//SAVE_CODE(DoPlayerDie),
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//SAVE_CODE(DoPlayerBeginOperateBoat),
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SAVE_CODE(DoPlayerBeginOperateTank),
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SAVE_CODE(DoPlayerBeginOperateVehicle),
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SAVE_CODE(DoPlayerBeginOperate),
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//SAVE_CODE(DoPlayerOperateBoat),
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SAVE_CODE(DoPlayerOperateTank),
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SAVE_CODE(DoPlayerOperateVehicle),
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SAVE_CODE(DoPlayerOperateTurret),
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SAVE_CODE(DoPlayerBeginDive),
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SAVE_CODE(DoPlayerDive),
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@ -1390,7 +1390,7 @@ SetupSectorObject(short sectnum, short tag)
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{
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case SO_TURRET_MGUN:
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case SO_TURRET:
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case SO_TANK:
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case SO_VEHICLE:
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sop->vel = 0;
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SET(sop->flags, SOBJ_OPERATIONAL);
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break;
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@ -5948,7 +5948,7 @@ DoDamage(short SpriteNum, short Weapon)
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{
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switch (wu->PlayerP->sop->track)
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{
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case SO_TANK:
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case SO_VEHICLE:
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damage = -200;
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if (u->sop_parent)
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