mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 14:52:01 +00:00
- finally got rid of SWBOOL.
This commit is contained in:
parent
e044582aef
commit
2ffb6a3580
51 changed files with 369 additions and 410 deletions
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@ -40,10 +40,10 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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BEGIN_SW_NS
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SWBOOL PlayerTakeDamage(PLAYERp, short);
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bool PlayerTakeDamage(PLAYERp, short);
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ANIMATOR InitActorRunToward;
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SWBOOL FAF_Sector(short);
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SWBOOL DropAhead(short SpriteNum, short min_height);
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bool FAF_Sector(short);
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bool DropAhead(short SpriteNum, short min_height);
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short FindTrackToPlayer(USERp u);
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ANIMATORp ChooseAction(DECISION decision[]);
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@ -114,7 +114,7 @@ void DebugMoveHit(short SpriteNum)
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}
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SWBOOL ActorMoveHitReact(short SpriteNum)
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bool ActorMoveHitReact(short SpriteNum)
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{
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USERp u = User[SpriteNum];
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@ -161,7 +161,7 @@ SWBOOL ActorMoveHitReact(short SpriteNum)
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}
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SWBOOL ActorFlaming(short SpriteNum)
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bool ActorFlaming(short SpriteNum)
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{
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USERp u = User[SpriteNum];
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SPRITEp sp = User[SpriteNum]->SpriteP;
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@ -398,7 +398,7 @@ DoActorPickClosePlayer(short SpriteNum)
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PLAYERp pp;
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// if actor can still see the player
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int look_height = SPRITEp_TOS(sp);
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SWBOOL found = false;
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bool found = false;
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int i,nexti;
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if (u->ID == ZOMBIE_RUN_R0 && gNet.MultiGameType == MULTI_GAME_COOPERATIVE)
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@ -474,7 +474,7 @@ DoActorPickClosePlayer(short SpriteNum)
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DISTANCE(sp->x, sp->y, pp->posx, pp->posy, dist, a, b, c);
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//SWBOOL ICanSee = FAFcansee(sp->x, sp->y, look_height, sp->sectnum, pp->SpriteP->x, pp->SpriteP->y, SPRITEp_UPPER(pp->SpriteP), pp->SpriteP->sectnum);
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//bool ICanSee = FAFcansee(sp->x, sp->y, look_height, sp->sectnum, pp->SpriteP->x, pp->SpriteP->y, SPRITEp_UPPER(pp->SpriteP), pp->SpriteP->sectnum);
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if (dist < near_dist && FAFcansee(sp->x, sp->y, look_height, sp->sectnum, pp->SpriteP->x, pp->SpriteP->y, SPRITEp_UPPER(pp->SpriteP), pp->SpriteP->sectnum))
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{
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near_dist = dist;
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@ -638,7 +638,7 @@ DoActorActionDecide(short SpriteNum)
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int dist;
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ANIMATORp action;
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USERp pu=NULL;
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SWBOOL ICanSee=false;
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bool ICanSee=false;
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// REMINDER: This function is not even called if SpriteControl doesn't let
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// it get called
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@ -71,8 +71,8 @@ extern ATTRIBUTE DefaultAttrib;
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// AI.C functions
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void DebugMoveHit(short SpriteNum);
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SWBOOL ActorMoveHitReact(short SpriteNum);
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SWBOOL ActorFlaming(short SpriteNum);
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bool ActorMoveHitReact(short SpriteNum);
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bool ActorFlaming(short SpriteNum);
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void DoActorSetSpeed(short SpriteNum,uint8_t speed);
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short ChooseActionNumber(short decision[]);
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int DoActorNoise(ANIMATORp Action,short SpriteNum);
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@ -59,7 +59,7 @@ struct NODETREEstruct
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{
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short SpriteNum; // Sprite number in sprite array of goal item
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NODEp tree; // This is the node tree used to navigate to goal
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SWBOOL Locked; // If list is locked, a bot is using/modifying it and
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bool Locked; // If list is locked, a bot is using/modifying it and
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// other bots cannot modify it while it's locked
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};
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@ -660,7 +660,7 @@ int AutoBreakWall(WALLp wallp, int hit_x, int hit_y, int hit_z, short ang, short
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return true;
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}
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SWBOOL UserBreakWall(WALLp wp, short)
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bool UserBreakWall(WALLp wp, short)
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{
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short SpriteNum;
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SPRITEp sp;
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@ -668,7 +668,7 @@ SWBOOL UserBreakWall(WALLp wp, short)
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int block_flags = CSTAT_WALL_BLOCK|CSTAT_WALL_BLOCK_HITSCAN;
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int type_flags = CSTAT_WALL_TRANSLUCENT|CSTAT_WALL_MASKED|CSTAT_WALL_1WAY;
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int flags = block_flags|type_flags;
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SWBOOL ret = false;
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bool ret = false;
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SpriteNum = FindBreakSpriteMatch(match);
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@ -817,7 +817,7 @@ int WallBreakPosition(short hit_wall, short *sectnum, int *x, int *y, int *z, sh
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}
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// If the tough parameter is not set, then it can't break tough walls and sprites
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SWBOOL HitBreakWall(WALLp wp, int hit_x, int hit_y, int hit_z, short ang, short type)
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bool HitBreakWall(WALLp wp, int hit_x, int hit_y, int hit_z, short ang, short type)
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{
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short match = wp->hitag;
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@ -1024,7 +1024,7 @@ int AutoBreakSprite(short BreakSprite, short type)
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return false;
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}
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SWBOOL NullActor(USERp u)
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bool NullActor(USERp u)
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{
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// a Null Actor is defined as an actor that has no real controlling programming attached
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@ -48,9 +48,9 @@ void SortBreakInfo(void);
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BREAK_INFOp SetupWallForBreak(WALLp wallp);
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BREAK_INFOp SetupSpriteForBreak(SPRITEp sp);
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short FindBreakSpriteMatch(short match);
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SWBOOL HitBreakWall(WALLp wp, int, int, int, short ang, short type);
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bool HitBreakWall(WALLp wp, int, int, int, short ang, short type);
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int HitBreakSprite(short BreakSprite, short type);
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SWBOOL CheckBreakToughness(BREAK_INFOp break_info, short ID);
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bool CheckBreakToughness(BREAK_INFOp break_info, short ID);
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int WallBreakPosition(short hit_wall, short *sectnum, int *x, int *y, int *z, short *ang);
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void SortBreakInfo(void);
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@ -930,7 +930,7 @@ DoPickCloseBunny(short SpriteNum)
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// if actor can still see the player
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int look_height = SPRITEp_TOS(sp);
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SWBOOL ICanSee = false;
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bool ICanSee = false;
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TRAVERSE_SPRITE_STAT(headspritestat[STAT_ENEMY], i, nexti)
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{
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@ -47,7 +47,7 @@ BEGIN_SW_NS
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// It will save out the tile and sound number every time one caches.
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//
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// sw -map $bullet -cacheprint > foofile
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extern SWBOOL PreCaching;
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extern bool PreCaching;
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void PreCacheTable(short table[], int num);
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void PreCacheGhost(void);
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@ -45,10 +45,10 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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BEGIN_SW_NS
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SWBOOL CheatInputMode = false;
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SWBOOL EveryCheat = false;
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SWBOOL mapcheat = false;
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extern SWBOOL FAF_DebugView;
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bool CheatInputMode = false;
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bool EveryCheat = false;
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bool mapcheat = false;
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extern bool FAF_DebugView;
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const char *CheatKeyType;
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void KeysCheat(PLAYERp pp, const char *cheat_string);
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@ -59,10 +59,10 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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BEGIN_SW_NS
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static int OverlapDraw = false;
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extern SWBOOL QuitFlag, SpriteInfo;
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extern SWBOOL Voxel;
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extern bool QuitFlag, SpriteInfo;
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extern bool Voxel;
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extern char buffer[];
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SWBOOL DrawScreen;
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bool DrawScreen;
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extern short f_c;
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extern ParentalStruct aVoxelArray[MAXTILES];
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@ -261,7 +261,7 @@ DoShadowFindGroundPoint(tspriteptr_t sp)
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}
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void
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DoShadows(tspriteptr_t tsp, int viewz, SWBOOL mirror)
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DoShadows(tspriteptr_t tsp, int viewz, bool mirror)
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{
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tspriteptr_t New = &tsprite[spritesortcnt];
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USERp tu = User[tsp->owner];
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@ -560,7 +560,7 @@ void DoStarView(tspriteptr_t tsp, USERp tu, int viewz)
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}
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void
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analyzesprites(int viewx, int viewy, int viewz, SWBOOL mirror)
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analyzesprites(int viewx, int viewy, int viewz, bool mirror)
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{
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int tSpriteNum;
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short SpriteNum;
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@ -708,7 +708,7 @@ analyzesprites(int viewx, int viewy, int viewz, SWBOOL mirror)
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// if sector pal is something other than default
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SECT_USERp sectu = SectUser[tsp->sectnum];
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uint8_t pal = sector[tsp->sectnum].floorpal;
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SWBOOL nosectpal=false;
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bool nosectpal=false;
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// sprite does not take on the new pal if sector flag is set
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if (sectu && TEST(sectu->flags, SECTFU_DONT_COPY_PALETTE))
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@ -1257,7 +1257,7 @@ void SpriteSortList2D(int tx, int ty)
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void DrawCrosshair(PLAYERp pp)
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{
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extern SWBOOL CameraTestMode;
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extern bool CameraTestMode;
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if (!(CameraTestMode) && !TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE))
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{
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@ -1271,10 +1271,10 @@ void CameraView(PLAYERp pp, int *tx, int *ty, int *tz, short *tsectnum, fixed_t
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int i,nexti;
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short ang;
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SPRITEp sp;
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SWBOOL found_camera = false;
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SWBOOL player_in_camera = false;
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SWBOOL FAFcansee_test;
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SWBOOL ang_test;
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bool found_camera = false;
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bool player_in_camera = false;
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bool FAFcansee_test;
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bool ang_test;
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if (pp == &Player[screenpeek])
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{
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@ -1603,13 +1603,13 @@ void FAF_DrawRooms(int x, int y, int z, fixed_t q16ang, fixed_t q16horiz, short
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short ScreenSavePic = false;
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SWBOOL PicInView(short, SWBOOL);
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bool PicInView(short, bool);
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void DoPlayerDiveMeter(PLAYERp pp);
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void
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drawscreen(PLAYERp pp, double smoothratio)
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{
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extern SWBOOL CameraTestMode;
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extern bool CameraTestMode;
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int tx, ty, tz;
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fixed_t tq16horiz, tq16ang;
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short tsectnum;
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@ -1617,7 +1617,7 @@ drawscreen(PLAYERp pp, double smoothratio)
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int bob_amt = 0;
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int quake_z, quake_x, quake_y;
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short quake_ang;
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extern SWBOOL FAF_DebugView;
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extern bool FAF_DebugView;
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PLAYERp camerapp; // prediction player if prediction is on, else regular player
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// last valid stuff
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@ -96,16 +96,16 @@ extern int sw_snd_scratch;
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int GameVersion = 20;
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SWBOOL NoMeters = false;
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bool NoMeters = false;
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int FinishAnim = 0;
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SWBOOL ReloadPrompt = false;
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SWBOOL NewGame = false;
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SWBOOL SavegameLoaded = false;
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bool ReloadPrompt = false;
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bool NewGame = false;
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bool SavegameLoaded = false;
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//Miscellaneous variables
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SWBOOL FinishedLevel = false;
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bool FinishedLevel = false;
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short screenpeek = 0;
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SWBOOL PreCaching = true;
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bool PreCaching = true;
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int GodMode = false;
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short Skill = 2;
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short TotalKillable;
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};
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GAME_SET gs;
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SWBOOL PlayerTrackingMode = false;
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SWBOOL SlowMode = false;
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bool PlayerTrackingMode = false;
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bool SlowMode = false;
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SWBOOL DebugOperate = false;
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bool DebugOperate = false;
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void LoadingLevelScreen(void);
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uint8_t FakeMultiNumPlayers;
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@ -137,14 +137,14 @@ int totalsynctics;
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int OrigCommPlayers=0;
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extern uint8_t CommPlayers;
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extern SWBOOL CommEnabled;
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extern bool CommEnabled;
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SWBOOL CameraTestMode = false;
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bool CameraTestMode = false;
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char ds[645]; // debug string
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extern short NormalVisibility;
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SWBOOL CommandSetup = false;
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bool CommandSetup = false;
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char buffer[80], ch;
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@ -62,13 +62,13 @@ typedef struct
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// Net Options from Menus
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uint8_t NetGameType; // 0=DeathMatch [spawn], 1=Cooperative 2=DeathMatch [no spawn]
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uint8_t NetMonsters; // Cycle skill levels
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SWBOOL NetHurtTeammate; // Allow friendly kills
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SWBOOL NetSpawnMarkers; // Respawn markers on/off
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SWBOOL NetTeamPlay; // Team play
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bool NetHurtTeammate; // Allow friendly kills
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bool NetSpawnMarkers; // Respawn markers on/off
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bool NetTeamPlay; // Team play
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uint8_t NetKillLimit; // Number of frags at which game ends
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uint8_t NetTimeLimit; // Limit time of game
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uint8_t NetColor; // Chosen color for player
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SWBOOL NetNuke;
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bool NetNuke;
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} GAME_SET, * GAME_SETp;
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extern const GAME_SET gs_defaults;
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@ -155,7 +155,7 @@ y++
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//
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//////////////////////////////////////////////////////
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extern SWBOOL MenuInputMode;
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extern bool MenuInputMode;
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//
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// Defines
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extern char *DLL_path; // DLL path name
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int DLL_Load(char *DLLpathname);
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SWBOOL DLL_Unload(int procHandle);
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SWBOOL DLL_ExecFunc(int procHandle, char *fName);
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bool DLL_Unload(int procHandle);
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bool DLL_ExecFunc(int procHandle, char *fName);
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///////////////////////////////////////////////////////////////////////////////////////////
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//
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@ -805,7 +805,7 @@ enum
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#define PACK 1
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extern SWBOOL CameraTestMode;
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extern bool CameraTestMode;
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enum PlayerDeathTypes
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{
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@ -954,7 +954,7 @@ struct PLAYERstruct
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short InventoryTics[MAX_INVENTORY];
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short InventoryPercent[MAX_INVENTORY];
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int8_t InventoryAmount[MAX_INVENTORY];
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SWBOOL InventoryActive[MAX_INVENTORY];
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bool InventoryActive[MAX_INVENTORY];
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short DiveTics;
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short DiveDamageTics;
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@ -980,10 +980,10 @@ struct PLAYERstruct
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// palette fading up and down for player hit and get items
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short FadeTics; // Tics between each fade cycle
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short FadeAmt; // Current intensity of fade
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SWBOOL NightVision; // Is player's night vision active?
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bool NightVision; // Is player's night vision active?
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unsigned char StartColor; // Darkest color in color range being used
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//short electro[64];
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SWBOOL IsAI; // Is this and AI character?
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bool IsAI; // Is this and AI character?
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short fta,ftq; // First time active and first time quote, for talking in multiplayer games
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short NumFootPrints; // Number of foot prints left to lay down
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unsigned char WpnUziType; // Toggle between single or double uzi's if you own 2.
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@ -991,10 +991,10 @@ struct PLAYERstruct
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unsigned char WpnShotgunAuto; // 50-0 automatic shotgun rounds
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unsigned char WpnShotgunLastShell; // Number of last shell fired
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unsigned char WpnRailType; // Normal Rail Gun or EMP Burst Mode
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SWBOOL Bloody; // Is player gooey from the slaughter?
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SWBOOL InitingNuke;
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SWBOOL TestNukeInit;
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SWBOOL NukeInitialized; // Nuke already has counted down
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bool Bloody; // Is player gooey from the slaughter?
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bool InitingNuke;
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bool TestNukeInit;
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bool NukeInitialized; // Nuke already has counted down
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short FistAng; // KungFu attack angle
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unsigned char WpnKungFuMove; // KungFu special moves
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short HitBy; // SpriteNum of whatever player was last hit by
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@ -1291,7 +1291,7 @@ typedef struct
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// Shell gets deleted when ShellNum < (ShellCount - MAXSHELLS)
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short FlagOwner; // The spritenum of the original flag
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short Vis; // Shading upgrade, for shooting, etc...
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SWBOOL DidAlert; // Has actor done his alert noise before?
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bool DidAlert; // Has actor done his alert noise before?
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int16_t oangdiff; // Used for interpolating sprite angles
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@ -1931,13 +1931,13 @@ int DoPickTarget(SPRITEp sp, uint32_t max_delta_ang, int skip_targets);
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void change_sprite_stat(short, short);
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void SetOwner(short, short);
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void SetAttach(short, short);
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void analyzesprites(int,int,int,SWBOOL);
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void analyzesprites(int,int,int,bool);
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void ChangeState(short SpriteNum, STATEp statep);
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void UpdateSectorFAF_Connect(short SpriteNum, int newz);
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#if 0
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SWBOOL FAF_ConnectCeiling(short sectnum);
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SWBOOL FAF_ConnectFloor(short sectnum);
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bool FAF_ConnectCeiling(short sectnum);
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bool FAF_ConnectFloor(short sectnum);
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#else
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#define FAF_PLACE_MIRROR_PIC 341
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#define FAF_MIRROR_PIC 2356
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@ -1948,14 +1948,14 @@ SWBOOL FAF_ConnectFloor(short sectnum);
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//void updatesectorz(int, int, int, short *);
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void FAF_ConnectPlayerCeiling(PLAYERp pp);
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void FAF_ConnectPlayerFloor(PLAYERp pp);
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SWBOOL PlayerCeilingHit(PLAYERp pp, int zlimit);
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SWBOOL PlayerFloorHit(PLAYERp pp, int zlimit);
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bool PlayerCeilingHit(PLAYERp pp, int zlimit);
|
||||
bool PlayerFloorHit(PLAYERp pp, int zlimit);
|
||||
|
||||
void FAFhitscan(int32_t x, int32_t y, int32_t z, int16_t sectnum,
|
||||
int32_t xvect, int32_t yvect, int32_t zvect,
|
||||
hitdata_t* hitinfo, int32_t clipmask);
|
||||
|
||||
SWBOOL FAFcansee(int32_t xs, int32_t ys, int32_t zs, int16_t sects, int32_t xe, int32_t ye, int32_t ze, int16_t secte);
|
||||
bool FAFcansee(int32_t xs, int32_t ys, int32_t zs, int16_t sects, int32_t xe, int32_t ye, int32_t ze, int16_t secte);
|
||||
|
||||
void FAFgetzrange(int32_t x, int32_t y, int32_t z, int16_t sectnum,
|
||||
int32_t* hiz, int32_t* ceilhit,
|
||||
|
@ -1991,15 +1991,15 @@ void DoSoundSpotMatch(short match, short sound_num, short sound_type);
|
|||
//
|
||||
///////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
extern SWBOOL NewGame;
|
||||
extern bool NewGame;
|
||||
extern uint8_t CommPlayers;
|
||||
extern SWBOOL CommEnabled;
|
||||
extern bool CommEnabled;
|
||||
extern int LastFrameTics;
|
||||
extern char ds[];
|
||||
extern short Skill;
|
||||
extern int GodMode;
|
||||
|
||||
extern SWBOOL ReloadPrompt;
|
||||
extern bool ReloadPrompt;
|
||||
|
||||
//extern unsigned char synctics, lastsynctics;
|
||||
extern short snum;
|
||||
|
@ -2065,7 +2065,7 @@ extern int16_t StatDamageList[STAT_DAMAGE_LIST_SIZE];
|
|||
#define COLOR_PAIN 128 // Light red range
|
||||
extern void SetFadeAmt(PLAYERp pp, short damage, unsigned char startcolor);
|
||||
extern void DoPaletteFlash(PLAYERp pp);
|
||||
extern SWBOOL NightVision;
|
||||
extern bool NightVision;
|
||||
|
||||
|
||||
|
||||
|
@ -2100,7 +2100,7 @@ void computergetinput(int snum,InputPacket *syn); // jplayer.c
|
|||
|
||||
void DrawOverlapRoom(int tx,int ty,int tz,fixed_t tq16ang,fixed_t tq16horiz,short tsectnum); // rooms.c
|
||||
void SetupMirrorTiles(void); // rooms.c
|
||||
SWBOOL FAF_Sector(short sectnum); // rooms.c
|
||||
bool FAF_Sector(short sectnum); // rooms.c
|
||||
int GetZadjustment(short sectnum,short hitag); // rooms.c
|
||||
|
||||
void InitSetup(void); // setup.c
|
||||
|
@ -2122,8 +2122,8 @@ void LoadGameDescr(short save_num, char *descr); // save.c
|
|||
|
||||
void SetRotatorActive(short SpriteNum); // rotator.c
|
||||
|
||||
SWBOOL VatorSwitch(short match, short setting); // vator.c
|
||||
void MoveSpritesWithSector(short sectnum,int z_amt,SWBOOL type); // vator.c
|
||||
bool VatorSwitch(short match, short setting); // vator.c
|
||||
void MoveSpritesWithSector(short sectnum,int z_amt,bool type); // vator.c
|
||||
void SetVatorActive(short SpriteNum); // vator.c
|
||||
|
||||
short DoSpikeMatch(short match); // spike.c
|
||||
|
@ -2142,7 +2142,7 @@ void CopySectorMatch(short match); // copysect.c
|
|||
|
||||
int DoWallMoveMatch(short match); // wallmove.c
|
||||
int DoWallMove(SPRITEp sp); // wallmove.c
|
||||
SWBOOL CanSeeWallMove(SPRITEp wp,short match); // wallmove.c
|
||||
bool CanSeeWallMove(SPRITEp wp,short match); // wallmove.c
|
||||
|
||||
short DoSpikeOperate(short sectnum); // spike.c
|
||||
void SetSpikeActive(short SpriteNum); // spike.c
|
||||
|
@ -2172,10 +2172,10 @@ extern char PlayerGravity;
|
|||
extern short wait_active_check_offset;
|
||||
//extern short Zombies;
|
||||
extern int PlaxCeilGlobZadjust, PlaxFloorGlobZadjust;
|
||||
extern SWBOOL left_foot;
|
||||
extern SWBOOL serpwasseen;
|
||||
extern SWBOOL sumowasseen;
|
||||
extern SWBOOL zillawasseen;
|
||||
extern bool left_foot;
|
||||
extern bool serpwasseen;
|
||||
extern bool sumowasseen;
|
||||
extern bool zillawasseen;
|
||||
extern short BossSpriteNum[3];
|
||||
extern int ChopTics;
|
||||
extern short Bunny_Count;
|
||||
|
|
|
@ -53,7 +53,7 @@ static struct so_interp
|
|||
|
||||
int32_t numinterpolations;
|
||||
int32_t tic, lasttic;
|
||||
SWBOOL hasvator;
|
||||
bool hasvator;
|
||||
} so_interpdata[MAX_SECTOR_OBJECTS];
|
||||
|
||||
static void so_setpointinterpolation(so_interp *interp, int32_t *posptr)
|
||||
|
@ -202,7 +202,7 @@ void so_updateinterpolations(void) // Stick at beginning of domovethings
|
|||
SECTOR_OBJECTp sop;
|
||||
so_interp *interp;
|
||||
so_interp::interp_data *data;
|
||||
SWBOOL interpolating = cl_sointerpolation && !CommEnabled; // If changing from menu
|
||||
bool interpolating = cl_sointerpolation && !CommEnabled; // If changing from menu
|
||||
|
||||
for (sop = SectorObject, interp = so_interpdata;
|
||||
sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++, interp++)
|
||||
|
@ -344,7 +344,7 @@ void so_restoreinterpolations(void) // Stick at end of drawscree
|
|||
|
||||
int SaveSymDataInfo(MFILE_WRITE fil, void *ptr);
|
||||
|
||||
SWBOOL so_writeinterpolations(MFILE_WRITE fil)
|
||||
int so_writeinterpolations(MFILE_WRITE fil)
|
||||
{
|
||||
int32_t i;
|
||||
SECTOR_OBJECTp sop;
|
||||
|
@ -364,12 +364,12 @@ SWBOOL so_writeinterpolations(MFILE_WRITE fil)
|
|||
MWRITE(&data->spriteofang,sizeof(data->spriteofang),1,fil);
|
||||
}
|
||||
}
|
||||
return !!saveisshot;
|
||||
return saveisshot;
|
||||
}
|
||||
|
||||
int LoadSymDataInfo(MFILE_READ fil, void** ptr);
|
||||
|
||||
SWBOOL so_readinterpolations(MFILE_READ fil)
|
||||
int so_readinterpolations(MFILE_READ fil)
|
||||
{
|
||||
int32_t i;
|
||||
SECTOR_OBJECTp sop;
|
||||
|
@ -393,7 +393,7 @@ SWBOOL so_readinterpolations(MFILE_READ fil)
|
|||
interp->tic = 0;
|
||||
interp->lasttic = synctics;
|
||||
}
|
||||
return !!saveisshot;
|
||||
return saveisshot;
|
||||
}
|
||||
|
||||
END_SW_NS
|
||||
|
|
|
@ -41,8 +41,8 @@ void so_setinterpolationtics(SECTOR_OBJECTp sop, int16_t locktics);
|
|||
void so_updateinterpolations(void);
|
||||
void so_dointerpolations(int32_t smoothratio);
|
||||
void so_restoreinterpolations(void);
|
||||
SWBOOL so_writeinterpolations(MFILE_WRITE fil);
|
||||
SWBOOL so_readinterpolations(MFILE_READ fil);
|
||||
int so_writeinterpolations(MFILE_WRITE fil);
|
||||
int so_readinterpolations(MFILE_READ fil);
|
||||
|
||||
END_SW_NS
|
||||
|
||||
|
|
|
@ -53,14 +53,14 @@ MIRRORTYPE mirror[MAXMIRRORS];
|
|||
|
||||
short mirrorcnt; //, floormirrorcnt;
|
||||
//short floormirrorsector[MAXMIRRORS];
|
||||
SWBOOL mirrorinview;
|
||||
bool mirrorinview;
|
||||
uint32_t oscilationclock;
|
||||
|
||||
// Voxel stuff
|
||||
//SWBOOL bVoxelsOn = true; // Turn voxels on by default
|
||||
SWBOOL bSpinBobVoxels = false; // Do twizzly stuff to voxels, but
|
||||
//bool bVoxelsOn = true; // Turn voxels on by default
|
||||
bool bSpinBobVoxels = false; // Do twizzly stuff to voxels, but
|
||||
// not by default
|
||||
SWBOOL bAutoSize = true; // Autosizing on/off
|
||||
bool bAutoSize = true; // Autosizing on/off
|
||||
|
||||
//extern int chainnumpages;
|
||||
extern AMB_INFO ambarray[];
|
||||
|
@ -288,7 +288,7 @@ void JS_InitMirrors(void)
|
|||
short startwall, endwall;
|
||||
int i, j, s;
|
||||
short SpriteNum = 0, NextSprite;
|
||||
SWBOOL Found_Cam = false;
|
||||
bool Found_Cam = false;
|
||||
|
||||
|
||||
// Set all the mirror struct values to -1
|
||||
|
@ -482,7 +482,7 @@ JS_ProcessEchoSpot()
|
|||
int j,dist;
|
||||
PLAYERp pp = Player+screenpeek;
|
||||
int16_t reverb;
|
||||
SWBOOL reverb_set = false;
|
||||
bool reverb_set = false;
|
||||
|
||||
// Process echo sprites
|
||||
TRAVERSE_SPRITE_STAT(headspritestat[STAT_ECHO], i, nexti)
|
||||
|
@ -531,7 +531,7 @@ void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz)
|
|||
int tposx, tposy; // Camera
|
||||
int* longptr;
|
||||
|
||||
SWBOOL bIsWallMirror = false;
|
||||
bool bIsWallMirror = false;
|
||||
int camclock = I_GetBuildTime();
|
||||
|
||||
camloopcnt += camclock - lastcamclock;
|
||||
|
@ -634,7 +634,7 @@ void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz)
|
|||
// you are outside of it!
|
||||
if (mirror[cnt].mstate == m_viewon)
|
||||
{
|
||||
SWBOOL DoCam = false;
|
||||
bool DoCam = false;
|
||||
|
||||
if (mirror[cnt].campic == -1)
|
||||
{
|
||||
|
@ -733,7 +733,7 @@ void JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, fixed_t tpq16ang, fixed
|
|||
|
||||
// int tx, ty, tz, tpang; // Interpolate so mirror doesn't
|
||||
// drift!
|
||||
SWBOOL bIsWallMirror = false;
|
||||
bool bIsWallMirror = false;
|
||||
|
||||
// WARNING! Assuming (MIRRORLABEL&31) = 0 and MAXMIRRORS = 64 <-- JBF: wrong
|
||||
longptr = (int *)&gotpic[MIRRORLABEL >> 3];
|
||||
|
|
|
@ -53,7 +53,7 @@ typedef struct
|
|||
short spawnspots[MAXMIRRORMONSTERS]; // One spot for each possible skill
|
||||
// level for a
|
||||
// max of up to 4 coolie ghosts to spawn.
|
||||
SWBOOL ismagic; // Is this a magic mirror?
|
||||
bool ismagic; // Is this a magic mirror?
|
||||
MIRRORSTATE mstate; // What state the mirror is currently
|
||||
// in
|
||||
int maxtics; // Tic count used to time mirror
|
||||
|
@ -66,7 +66,7 @@ extern MIRRORTYPE mirror[MAXMIRRORS];
|
|||
|
||||
extern short mirrorcnt, floormirrorcnt;
|
||||
extern short floormirrorsector[MAXMIRRORS];
|
||||
extern SWBOOL mirrorinview;
|
||||
extern bool mirrorinview;
|
||||
extern short NormalVisibility;
|
||||
|
||||
void JAnalyzeSprites(tspriteptr_t tspr);
|
||||
|
|
|
@ -52,7 +52,7 @@ extern STATE s_Puff[];
|
|||
extern STATE s_FireballFlames[];
|
||||
extern STATE s_GoreFloorSplash[];
|
||||
extern STATE s_GoreSplash[];
|
||||
extern SWBOOL GlobalSkipZrange;
|
||||
extern bool GlobalSkipZrange;
|
||||
|
||||
#define CHEMTICS SEC(40)
|
||||
|
||||
|
@ -696,7 +696,7 @@ DoPhosphorus(int16_t Weapon)
|
|||
|
||||
case HIT_SECTOR:
|
||||
{
|
||||
SWBOOL did_hit_wall;
|
||||
bool did_hit_wall;
|
||||
|
||||
if (SlopeBounce(Weapon, &did_hit_wall))
|
||||
{
|
||||
|
@ -924,7 +924,7 @@ DoChemBomb(int16_t Weapon)
|
|||
|
||||
case HIT_SECTOR:
|
||||
{
|
||||
SWBOOL did_hit_wall;
|
||||
bool did_hit_wall;
|
||||
|
||||
if (SlopeBounce(Weapon, &did_hit_wall))
|
||||
{
|
||||
|
@ -1170,7 +1170,7 @@ DoCaltrops(int16_t Weapon)
|
|||
|
||||
case HIT_SECTOR:
|
||||
{
|
||||
SWBOOL did_hit_wall;
|
||||
bool did_hit_wall;
|
||||
|
||||
if (SlopeBounce(Weapon, &did_hit_wall))
|
||||
{
|
||||
|
@ -2000,7 +2000,7 @@ InitPhosphorus(int16_t SpriteNum)
|
|||
}
|
||||
|
||||
int
|
||||
InitBloodSpray(int16_t SpriteNum, SWBOOL dogib, short velocity)
|
||||
InitBloodSpray(int16_t SpriteNum, bool dogib, short velocity)
|
||||
{
|
||||
SPRITEp sp = &sprite[SpriteNum];
|
||||
USERp u = User[SpriteNum];
|
||||
|
|
|
@ -223,7 +223,7 @@ void DoPaletteFlash(PLAYERp pp)
|
|||
}
|
||||
|
||||
|
||||
SWBOOL MNU_ShareWareMessage()
|
||||
bool MNU_ShareWareMessage()
|
||||
{
|
||||
const char* extra_text;
|
||||
short w, h;
|
||||
|
|
|
@ -39,7 +39,7 @@ void MNU_DrawSmallString(int x, int y, const char* string, int shade, int pal, i
|
|||
#define pic_shadow_warrior 2366
|
||||
|
||||
#define m_defshade 2
|
||||
extern SWBOOL SavegameLoaded;
|
||||
extern bool SavegameLoaded;
|
||||
|
||||
|
||||
END_SW_NS
|
||||
|
|
|
@ -22,10 +22,10 @@ void MapColors(short num,COLOR_MAP cm,short create);
|
|||
void InitPalette(void);
|
||||
int32_t CONFIG_ReadSetup(void);
|
||||
|
||||
SWBOOL WarpPlaneSectorInfo(short sectnum, SPRITEp* sp_ceiling, SPRITEp* sp_floor);
|
||||
bool WarpPlaneSectorInfo(short sectnum, SPRITEp* sp_ceiling, SPRITEp* sp_floor);
|
||||
SPRITEp WarpPlane(int32_t* x, int32_t* y, int32_t* z, int16_t* sectnum);
|
||||
SPRITEp WarpToArea(SPRITEp sp_from, int32_t* x, int32_t* y, int32_t* z, int16_t* sectnum);
|
||||
SWBOOL WarpSectorInfo(short sectnum, SPRITEp* sp_warp);
|
||||
bool WarpSectorInfo(short sectnum, SPRITEp* sp_warp);
|
||||
SPRITEp Warp(int32_t* x, int32_t* y, int32_t* z, int16_t* sectnum);
|
||||
|
||||
void ProcessVisOn(void);
|
||||
|
@ -36,7 +36,7 @@ enum TriggerType { TRIGGER_TYPE_REMOTE_SO };
|
|||
|
||||
int ActorFollowTrack(short SpriteNum, short locktics);
|
||||
void ActorLeaveTrack(short SpriteNum);
|
||||
void RefreshPoints(SECTOR_OBJECTp sop, int nx, int ny, SWBOOL dynamic);
|
||||
void RefreshPoints(SECTOR_OBJECTp sop, int nx, int ny, bool dynamic);
|
||||
void TrackSetup(void);
|
||||
void PlaceSectorObject(SECTOR_OBJECTp sop, int newx, int newy);
|
||||
void PlaceSectorObjectsOnTracks(void);
|
||||
|
@ -56,9 +56,9 @@ inline constexpr int TEXT_INFO_LINE(int line) { return (TEXT_INFO_Y + ((line)*TE
|
|||
void PutStringInfo(PLAYERp pp, const char* string);
|
||||
|
||||
|
||||
short DoSlidorMatch(PLAYERp pp, short match, SWBOOL);
|
||||
SWBOOL TestSlidorMatchActive(short match);
|
||||
void InterpSectorSprites(short sectnum, SWBOOL state);
|
||||
short DoSlidorMatch(PLAYERp pp, short match, bool);
|
||||
bool TestSlidorMatchActive(short match);
|
||||
void InterpSectorSprites(short sectnum, bool state);
|
||||
|
||||
typedef void INTERP_FUNC(int*);
|
||||
typedef INTERP_FUNC* INTERP_FUNCp;
|
||||
|
@ -86,7 +86,7 @@ void ProcessQuakeOn(void);
|
|||
void ProcessQuakeSpot(void);
|
||||
void QuakeViewChange(PLAYERp pp, int* z_diff, int* x_diff, int* y_diff, short* ang_diff);
|
||||
void DoQuake(PLAYERp pp);
|
||||
SWBOOL SetQuake(PLAYERp pp, short tics, short amt);
|
||||
bool SetQuake(PLAYERp pp, short tics, short amt);
|
||||
int SetExpQuake(int16_t Weapon);
|
||||
int SetGunQuake(int16_t SpriteNum);
|
||||
int SetPlayerQuake(PLAYERp mpp);
|
||||
|
|
|
@ -153,7 +153,7 @@ int DoToiletGirl(short SpriteNum)
|
|||
{
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp sp = User[SpriteNum]->SpriteP;
|
||||
SWBOOL ICanSee = false;
|
||||
bool ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(SpriteNum);
|
||||
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,SPRITEp_MID(u->tgt_sp),u->tgt_sp->sectnum);
|
||||
|
@ -211,7 +211,7 @@ int NullToiletGirl(short SpriteNum)
|
|||
{
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp sp = User[SpriteNum]->SpriteP;
|
||||
SWBOOL ICanSee = false;
|
||||
bool ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(SpriteNum);
|
||||
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,u->tgt_sp->z,u->tgt_sp->sectnum);
|
||||
|
@ -392,7 +392,7 @@ int DoWashGirl(short SpriteNum)
|
|||
{
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp sp = User[SpriteNum]->SpriteP;
|
||||
SWBOOL ICanSee = false;
|
||||
bool ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(SpriteNum);
|
||||
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,SPRITEp_MID(u->tgt_sp),u->tgt_sp->sectnum);
|
||||
|
@ -456,7 +456,7 @@ int NullWashGirl(short SpriteNum)
|
|||
{
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp sp = User[SpriteNum]->SpriteP;
|
||||
SWBOOL ICanSee = false;
|
||||
bool ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(SpriteNum);
|
||||
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,u->tgt_sp->z,u->tgt_sp->sectnum);
|
||||
|
@ -1263,7 +1263,7 @@ int DoCarGirl(short SpriteNum)
|
|||
{
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp sp = User[SpriteNum]->SpriteP;
|
||||
SWBOOL ICanSee = false;
|
||||
bool ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(SpriteNum);
|
||||
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,SPRITEp_MID(u->tgt_sp),u->tgt_sp->sectnum);
|
||||
|
@ -1312,7 +1312,7 @@ int NullCarGirl(short SpriteNum)
|
|||
{
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp sp = User[SpriteNum]->SpriteP;
|
||||
SWBOOL ICanSee = false;
|
||||
bool ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(SpriteNum);
|
||||
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,u->tgt_sp->z,u->tgt_sp->sectnum);
|
||||
|
@ -1482,7 +1482,7 @@ int DoMechanicGirl(short SpriteNum)
|
|||
{
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp sp = User[SpriteNum]->SpriteP;
|
||||
SWBOOL ICanSee = false;
|
||||
bool ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(SpriteNum);
|
||||
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,SPRITEp_MID(u->tgt_sp),u->tgt_sp->sectnum);
|
||||
|
@ -1531,7 +1531,7 @@ int NullMechanicGirl(short SpriteNum)
|
|||
{
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp sp = User[SpriteNum]->SpriteP;
|
||||
SWBOOL ICanSee = false;
|
||||
bool ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(SpriteNum);
|
||||
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,u->tgt_sp->z,u->tgt_sp->sectnum);
|
||||
|
@ -1702,7 +1702,7 @@ int DoSailorGirl(short SpriteNum)
|
|||
{
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp sp = User[SpriteNum]->SpriteP;
|
||||
SWBOOL ICanSee = false;
|
||||
bool ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(SpriteNum);
|
||||
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,SPRITEp_MID(u->tgt_sp),u->tgt_sp->sectnum);
|
||||
|
@ -1755,7 +1755,7 @@ int NullSailorGirl(short SpriteNum)
|
|||
{
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp sp = User[SpriteNum]->SpriteP;
|
||||
SWBOOL ICanSee = false;
|
||||
bool ICanSee = false;
|
||||
static short alreadythrew = 0;
|
||||
|
||||
DoActorPickClosePlayer(SpriteNum);
|
||||
|
@ -1914,7 +1914,7 @@ int DoPruneGirl(short SpriteNum)
|
|||
{
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp sp = User[SpriteNum]->SpriteP;
|
||||
SWBOOL ICanSee = false;
|
||||
bool ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(SpriteNum);
|
||||
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,SPRITEp_MID(u->tgt_sp),u->tgt_sp->sectnum);
|
||||
|
@ -1979,7 +1979,7 @@ int NullPruneGirl(short SpriteNum)
|
|||
{
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp sp = User[SpriteNum]->SpriteP;
|
||||
SWBOOL ICanSee = false;
|
||||
bool ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(SpriteNum);
|
||||
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,u->tgt_sp->z,u->tgt_sp->sectnum);
|
||||
|
|
|
@ -34,47 +34,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
|||
#define OFF 0
|
||||
#define ON 1
|
||||
|
||||
class SWBOOL
|
||||
{
|
||||
bool value;
|
||||
|
||||
public:
|
||||
SWBOOL(bool val) { value = val; }
|
||||
SWBOOL() = default;
|
||||
SWBOOL(unsigned char) = delete;
|
||||
SWBOOL(signed char) = delete;
|
||||
SWBOOL(char) = delete;
|
||||
SWBOOL(unsigned short) = delete;
|
||||
SWBOOL(short) = delete;
|
||||
SWBOOL(unsigned int) = delete;
|
||||
SWBOOL(int) = delete;
|
||||
SWBOOL(double) = delete;
|
||||
SWBOOL(float) = delete;
|
||||
SWBOOL(const void *) = delete;
|
||||
SWBOOL& operator=(bool v) { value = v; return *this; }
|
||||
SWBOOL& operator=(char v) = delete;
|
||||
SWBOOL& operator=(signed char v) = delete;
|
||||
SWBOOL& operator=(unsigned char v) = delete;
|
||||
SWBOOL& operator=(signed short v) = delete;
|
||||
SWBOOL& operator=(unsigned short v) = delete;
|
||||
SWBOOL& operator=(signed int v) = delete;
|
||||
SWBOOL& operator=(unsigned int v) = delete;
|
||||
SWBOOL& operator=(float v) = delete;
|
||||
SWBOOL& operator=(double v) = delete;
|
||||
SWBOOL& operator=(const void *v) = delete;
|
||||
operator bool() { return value; }
|
||||
SWBOOL& operator |=(bool b) { value |= b; return*this; }
|
||||
SWBOOL& operator|=(char v) = delete;
|
||||
SWBOOL& operator|=(signed char v) = delete;
|
||||
SWBOOL& operator|=(unsigned char v) = delete;
|
||||
SWBOOL& operator|=(signed short v) = delete;
|
||||
SWBOOL& operator|=(unsigned short v) = delete;
|
||||
SWBOOL& operator|=(signed int v) = delete;
|
||||
SWBOOL& operator|=(unsigned int v) = delete;
|
||||
SWBOOL& operator|=(float v) = delete;
|
||||
SWBOOL& operator|=(double v) = delete;
|
||||
SWBOOL& operator|=(const void* v) = delete;
|
||||
};
|
||||
|
||||
/*
|
||||
===========================
|
||||
|
|
|
@ -54,7 +54,7 @@ gNET gNet;
|
|||
//Local multiplayer variables
|
||||
// should move this to a local scope of faketimerhandler - do it when able to test
|
||||
|
||||
SWBOOL CommEnabled = false;
|
||||
bool CommEnabled = false;
|
||||
uint8_t CommPlayers = 0;
|
||||
|
||||
double smoothratio;
|
||||
|
|
|
@ -29,12 +29,12 @@ BEGIN_SW_NS
|
|||
#define SYNC_TEST 0
|
||||
#define MAXSYNCBYTES 16
|
||||
|
||||
extern SWBOOL PredictionOn;
|
||||
extern bool PredictionOn;
|
||||
extern PLAYER PredictPlayer;
|
||||
extern PLAYERp ppp;
|
||||
extern short predictangpos[];
|
||||
extern int predictmovefifoplc;
|
||||
extern SWBOOL Prediction;
|
||||
extern bool Prediction;
|
||||
|
||||
void InitPrediction(PLAYERp pp);
|
||||
void DoPrediction(PLAYERp ppp);
|
||||
|
@ -61,12 +61,12 @@ typedef struct
|
|||
int32_t TimeLimit;
|
||||
int32_t TimeLimitClock;
|
||||
int16_t MultiGameType; // used to be a stand alone global
|
||||
SWBOOL TeamPlay;
|
||||
SWBOOL HurtTeammate;
|
||||
SWBOOL SpawnMarkers;
|
||||
SWBOOL AutoAim;
|
||||
SWBOOL NoRespawn; // for commbat type games
|
||||
SWBOOL Nuke;
|
||||
bool TeamPlay;
|
||||
bool HurtTeammate;
|
||||
bool SpawnMarkers;
|
||||
bool AutoAim;
|
||||
bool NoRespawn; // for commbat type games
|
||||
bool Nuke;
|
||||
} gNET,*gNETp;
|
||||
|
||||
extern gNET gNet;
|
||||
|
|
|
@ -2393,7 +2393,7 @@ InitPlayerSprite(PLAYERp pp)
|
|||
SPRITE *sp;
|
||||
USERp u;
|
||||
int pnum = pp - Player;
|
||||
extern SWBOOL NewGame;
|
||||
extern bool NewGame;
|
||||
|
||||
COVER_SetReverb(0); // Turn off any echoing that may have been going before
|
||||
pp->Reverb = 0;
|
||||
|
|
|
@ -89,8 +89,8 @@ int DoBeginPanelJump(PANEL_SPRITEp psp);
|
|||
void SpawnHeartBlood(PANEL_SPRITEp psp);
|
||||
void SpawnUziShell(PANEL_SPRITEp psp);
|
||||
|
||||
SWBOOL pWeaponUnHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state);
|
||||
SWBOOL pWeaponHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state);
|
||||
bool pWeaponUnHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state);
|
||||
bool pWeaponHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state);
|
||||
void pHotHeadOverlays(PANEL_SPRITEp psp, short mode);
|
||||
|
||||
char UziRecoilYadj = 0;
|
||||
|
@ -153,10 +153,10 @@ PANEL_SPRITEp pFindMatchingSpriteID(PLAYERp pp, short id, int x, int y, short pr
|
|||
return NULL;
|
||||
}
|
||||
|
||||
SWBOOL pKillScreenSpiteIDs(PLAYERp pp, short id)
|
||||
bool pKillScreenSpiteIDs(PLAYERp pp, short id)
|
||||
{
|
||||
PANEL_SPRITEp psp=NULL, next;
|
||||
SWBOOL found = false;
|
||||
bool found = false;
|
||||
|
||||
// Kill ALL sprites with the correct id
|
||||
TRAVERSE(&pp->PanelSpriteList, psp, next)
|
||||
|
@ -238,8 +238,8 @@ void PlayerUpdateHealth(PLAYERp pp, short value)
|
|||
|
||||
if (value < 0)
|
||||
{
|
||||
SWBOOL IsChem = false;
|
||||
SWBOOL NoArmor = false;
|
||||
bool IsChem = false;
|
||||
bool NoArmor = false;
|
||||
|
||||
if (value <= -2000)
|
||||
{
|
||||
|
@ -650,7 +650,7 @@ int WeaponOperate(PLAYERp pp)
|
|||
return 0;
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
WeaponOK(PLAYERp pp)
|
||||
{
|
||||
USERp u;
|
||||
|
@ -1208,7 +1208,7 @@ pSwordHide(PANEL_SPRITEp psp)
|
|||
void
|
||||
pSwordRest(PANEL_SPRITEp psp)
|
||||
{
|
||||
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
|
||||
if (pWeaponHideKeys(psp, ps_SwordHide))
|
||||
return;
|
||||
|
@ -1507,7 +1507,7 @@ pStarHide(PANEL_SPRITEp psp)
|
|||
void
|
||||
pStarRest(PANEL_SPRITEp psp)
|
||||
{
|
||||
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
|
||||
if (pWeaponHideKeys(psp, ps_StarHide))
|
||||
return;
|
||||
|
@ -2331,8 +2331,8 @@ pUziHide(PANEL_SPRITEp psp)
|
|||
void
|
||||
pUziRest(PANEL_SPRITEp psp)
|
||||
{
|
||||
char shooting;
|
||||
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
bool shooting;
|
||||
bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
|
||||
|
||||
// If you have two uzi's, but one didn't come up, spawn it
|
||||
|
@ -2666,7 +2666,7 @@ void pShotgunBobSetup(PANEL_SPRITEp psp);
|
|||
void pShotgunRecoilUp(PANEL_SPRITEp psp);
|
||||
void pShotgunRecoilDown(PANEL_SPRITEp psp);
|
||||
|
||||
SWBOOL pShotgunReloadTest(PANEL_SPRITEp psp);
|
||||
bool pShotgunReloadTest(PANEL_SPRITEp psp);
|
||||
|
||||
extern PANEL_STATE ps_ShotgunReload[];
|
||||
|
||||
|
@ -2958,7 +2958,7 @@ pShotgunBobSetup(PANEL_SPRITEp psp)
|
|||
psp->bob_height_divider = 8;
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
pShotgunOverlays(PANEL_SPRITEp psp)
|
||||
{
|
||||
#define SHOTGUN_AUTO_XOFF 28
|
||||
|
@ -3019,7 +3019,7 @@ pShotgunHide(PANEL_SPRITEp psp)
|
|||
}
|
||||
|
||||
#if 1
|
||||
SWBOOL
|
||||
bool
|
||||
pShotgunReloadTest(PANEL_SPRITEp psp)
|
||||
{
|
||||
//short ammo = psp->PlayerP->WpnAmmo[psp->PlayerP->WeaponType];
|
||||
|
@ -3041,7 +3041,7 @@ pShotgunReloadTest(PANEL_SPRITEp psp)
|
|||
void
|
||||
pShotgunRest(PANEL_SPRITEp psp)
|
||||
{
|
||||
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
//short ammo = psp->PlayerP->WpnAmmo[psp->PlayerP->WeaponType];
|
||||
short ammo = psp->PlayerP->WpnAmmo[WPN_SHOTGUN];
|
||||
char lastammo = psp->PlayerP->WpnShotgunLastShell;
|
||||
|
@ -3090,7 +3090,7 @@ pShotgunRest(PANEL_SPRITEp psp)
|
|||
void
|
||||
pShotgunRestTest(PANEL_SPRITEp psp)
|
||||
{
|
||||
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
|
||||
if (psp->PlayerP->WpnShotgunType == 1 && !pShotgunReloadTest(psp))
|
||||
force = true;
|
||||
|
@ -3172,7 +3172,7 @@ void pRailRecoilDown(PANEL_SPRITEp psp);
|
|||
|
||||
void pRailBobSetup(PANEL_SPRITEp psp);
|
||||
|
||||
SWBOOL pRailReloadTest(PANEL_SPRITEp psp);
|
||||
bool pRailReloadTest(PANEL_SPRITEp psp);
|
||||
|
||||
#define Rail_BEAT_RATE 24
|
||||
#define Rail_ACTION_RATE 3 // !JIM! Was 10
|
||||
|
@ -3453,7 +3453,7 @@ void
|
|||
pRailRest(PANEL_SPRITEp psp)
|
||||
{
|
||||
int InitLaserSight(PLAYERp pp);
|
||||
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
|
||||
if (SW_SHAREWARE) return;
|
||||
|
||||
|
@ -3488,7 +3488,7 @@ pRailRest(PANEL_SPRITEp psp)
|
|||
void
|
||||
pRailRestTest(PANEL_SPRITEp psp)
|
||||
{
|
||||
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
|
||||
if (pWeaponHideKeys(psp, ps_RailHide))
|
||||
return;
|
||||
|
@ -3868,7 +3868,7 @@ pHotheadHide(PANEL_SPRITEp psp)
|
|||
void
|
||||
pHotheadRest(PANEL_SPRITEp psp)
|
||||
{
|
||||
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
|
||||
if (SW_SHAREWARE) return;
|
||||
|
||||
|
@ -4343,7 +4343,7 @@ pMicroHide(PANEL_SPRITEp psp)
|
|||
}
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
pMicroOverlays(PANEL_SPRITEp psp)
|
||||
{
|
||||
#define MICRO_SIGHT_XOFF 29
|
||||
|
@ -4441,7 +4441,7 @@ void
|
|||
pMicroRest(PANEL_SPRITEp psp)
|
||||
{
|
||||
PLAYERp pp = psp->PlayerP;
|
||||
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
|
||||
if (pWeaponHideKeys(psp, ps_MicroHide))
|
||||
return;
|
||||
|
@ -4783,7 +4783,7 @@ pHeartHide(PANEL_SPRITEp psp)
|
|||
void
|
||||
pHeartRest(PANEL_SPRITEp psp)
|
||||
{
|
||||
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
|
||||
if (pWeaponHideKeys(psp, ps_HeartHide))
|
||||
return;
|
||||
|
@ -5371,7 +5371,7 @@ pGrenadeHide(PANEL_SPRITEp psp)
|
|||
void
|
||||
pGrenadeRest(PANEL_SPRITEp psp)
|
||||
{
|
||||
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
|
||||
if (pWeaponHideKeys(psp, ps_GrenadeHide))
|
||||
return;
|
||||
|
@ -5620,7 +5620,7 @@ pMineHide(PANEL_SPRITEp psp)
|
|||
void
|
||||
pMineRest(PANEL_SPRITEp psp)
|
||||
{
|
||||
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
|
||||
if (pWeaponHideKeys(psp, ps_MineHide))
|
||||
return;
|
||||
|
@ -6494,7 +6494,7 @@ pFistHide(PANEL_SPRITEp psp)
|
|||
void
|
||||
pFistRest(PANEL_SPRITEp psp)
|
||||
{
|
||||
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
|
||||
if (pWeaponHideKeys(psp, ps_FistHide))
|
||||
return;
|
||||
|
@ -6601,7 +6601,7 @@ pWeaponForceRest(PLAYERp pp)
|
|||
pSetState(pp->CurWpn, pp->CurWpn->RestState);
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
pWeaponUnHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state)
|
||||
{
|
||||
// initing the other weapon will take care of this
|
||||
|
@ -6649,7 +6649,7 @@ pWeaponUnHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state)
|
|||
return false;
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
pWeaponHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state)
|
||||
{
|
||||
if (TEST(psp->PlayerP->Flags, PF_DEAD))
|
||||
|
@ -6875,7 +6875,7 @@ pWeaponBob(PANEL_SPRITEp psp, short condition)
|
|||
//
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
SWBOOL DrawBeforeView = false;
|
||||
bool DrawBeforeView = false;
|
||||
void
|
||||
pDisplaySprites(PLAYERp pp, double smoothratio)
|
||||
{
|
||||
|
|
|
@ -185,7 +185,7 @@ enum BorderTypes
|
|||
|
||||
PANEL_SPRITEp pSpawnSprite(PLAYERp pp, PANEL_STATEp state, uint8_t priority, double x, double y);
|
||||
void pSetSuicide(PANEL_SPRITEp psp);
|
||||
SWBOOL pKillScreenSpiteIDs(PLAYERp pp, short id);
|
||||
bool pKillScreenSpiteIDs(PLAYERp pp, short id);
|
||||
void PreUpdatePanel(double smoothratio);
|
||||
void UpdatePanel(double smoothratio);
|
||||
void PlayerUpdateArmor(PLAYERp pp,short value);
|
||||
|
|
|
@ -68,7 +68,7 @@ void pWeaponForceRest(PLAYERp pp);
|
|||
#define SO_DRIVE_SOUND 2
|
||||
#define SO_IDLE_SOUND 1
|
||||
|
||||
extern SWBOOL NoMeters;
|
||||
extern bool NoMeters;
|
||||
|
||||
#define TEST_UNDERWATER(pp) (TEST(sector[(pp)->cursectnum].extra, SECTFX_UNDERWATER))
|
||||
|
||||
|
@ -80,7 +80,7 @@ extern SWBOOL NoMeters;
|
|||
USER puser[MAX_SW_PLAYERS_REG];
|
||||
|
||||
//int16_t gNet.MultiGameType = MULTI_GAME_NONE;
|
||||
SWBOOL NightVision = false;
|
||||
bool NightVision = false;
|
||||
extern int FinishAnim;
|
||||
|
||||
|
||||
|
@ -118,7 +118,7 @@ extern int FinishAnim;
|
|||
char PlayerGravity = PLAYER_JUMP_GRAV;
|
||||
#endif
|
||||
|
||||
extern SWBOOL DebugOperate;
|
||||
extern bool DebugOperate;
|
||||
|
||||
enum
|
||||
{
|
||||
|
@ -138,10 +138,10 @@ PLAYER Player[MAX_SW_PLAYERS_REG + 1];
|
|||
|
||||
short NormalVisibility;
|
||||
|
||||
int InitBloodSpray(int16_t SpriteNum, SWBOOL dogib, short velocity);
|
||||
int InitBloodSpray(int16_t SpriteNum, bool dogib, short velocity);
|
||||
|
||||
SPRITEp FindNearSprite(SPRITEp sp, short stat);
|
||||
SWBOOL PlayerOnLadder(PLAYERp pp);
|
||||
bool PlayerOnLadder(PLAYERp pp);
|
||||
void DoPlayerSlide(PLAYERp pp);
|
||||
void DoPlayerBeginSwim(PLAYERp pp);
|
||||
void DoPlayerSwim(PLAYERp pp);
|
||||
|
@ -171,10 +171,10 @@ void DoPlayerOperateTurret(PLAYERp pp);
|
|||
void DoPlayerBeginDive(PLAYERp pp);
|
||||
void DoPlayerDive(PLAYERp pp);
|
||||
void DoPlayerTeleportPause(PLAYERp pp);
|
||||
SWBOOL PlayerFlyKey(void);
|
||||
bool PlayerFlyKey(void);
|
||||
void OperateSectorObject(SECTOR_OBJECTp sop, short newang, int newx, int newy);
|
||||
void CheckFootPrints(PLAYERp pp);
|
||||
SWBOOL DoPlayerTestCrawl(PLAYERp pp);
|
||||
bool DoPlayerTestCrawl(PLAYERp pp);
|
||||
void DoPlayerDeathFlip(PLAYERp pp);
|
||||
void DoPlayerDeathCrumble(PLAYERp pp);
|
||||
void DoPlayerDeathExplode(PLAYERp pp);
|
||||
|
@ -1175,7 +1175,7 @@ static int CompareTarget(void const * a, void const * b)
|
|||
return tgt2->weight - tgt1->weight;
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
FAFcansee(int32_t xs, int32_t ys, int32_t zs, int16_t sects,
|
||||
int32_t xe, int32_t ye, int32_t ze, int16_t secte);
|
||||
|
||||
|
@ -2007,7 +2007,7 @@ UpdatePlayerUnderSprite(PLAYERp pp)
|
|||
short SpriteNum;
|
||||
|
||||
int water_level_z, zdiff;
|
||||
SWBOOL above_water, in_dive_area;
|
||||
bool above_water, in_dive_area;
|
||||
|
||||
if (Prediction)
|
||||
return;
|
||||
|
@ -2318,7 +2318,7 @@ DoPlayerMove(PLAYERp pp)
|
|||
// turning and movement still get appropriately interpolated.
|
||||
// We do this from here instead of MovePlayer, covering the case
|
||||
// the player gets pushed by a wall (e.g., on the boat in level 5).
|
||||
SWBOOL interpolate_ride = pp->sop_riding && (!cl_sointerpolation || CommEnabled);
|
||||
bool interpolate_ride = pp->sop_riding && (!cl_sointerpolation || CommEnabled);
|
||||
|
||||
void SlipSlope(PLAYERp pp);
|
||||
|
||||
|
@ -2687,7 +2687,7 @@ void DoTankTreads(PLAYERp pp)
|
|||
SECTORp *sectp;
|
||||
int j;
|
||||
int dot;
|
||||
SWBOOL reverse = false;
|
||||
bool reverse = false;
|
||||
|
||||
if (Prediction)
|
||||
return;
|
||||
|
@ -2973,7 +2973,7 @@ DoPlayerMoveVehicle(PLAYERp pp)
|
|||
int j,k;
|
||||
short startwall,endwall;
|
||||
|
||||
SWBOOL RectClip = !!TEST(sop->flags, SOBJ_RECT_CLIP);
|
||||
bool RectClip = !!TEST(sop->flags, SOBJ_RECT_CLIP);
|
||||
|
||||
if (Prediction)
|
||||
return;
|
||||
|
@ -3618,7 +3618,7 @@ DoPlayerClimb(PLAYERp pp)
|
|||
int dot;
|
||||
short sec,wal,spr;
|
||||
int dist;
|
||||
SWBOOL LadderUpdate = false;
|
||||
bool LadderUpdate = false;
|
||||
|
||||
if (Prediction)
|
||||
return;
|
||||
|
@ -3873,9 +3873,9 @@ DoPlayerWadeSuperJump(PLAYERp pp)
|
|||
return false;
|
||||
}
|
||||
|
||||
SWBOOL PlayerFlyKey(void)
|
||||
bool PlayerFlyKey(void)
|
||||
{
|
||||
SWBOOL key = false;
|
||||
bool key = false;
|
||||
|
||||
if (!GodMode)
|
||||
return false;
|
||||
|
@ -3908,7 +3908,7 @@ DoPlayerBeginCrawl(PLAYERp pp)
|
|||
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Crawl);
|
||||
}
|
||||
|
||||
SWBOOL PlayerFallTest(PLAYERp pp, int player_height)
|
||||
bool PlayerFallTest(PLAYERp pp, int player_height)
|
||||
{
|
||||
// If the floor is far below you, fall hard instead of adjusting height
|
||||
if (labs(pp->posz - pp->loz) > player_height + PLAYER_FALL_HEIGHT)
|
||||
|
@ -4089,7 +4089,7 @@ void PlayerWarpUpdatePos(PLAYERp pp)
|
|||
UpdatePlayerSprite(pp);
|
||||
}
|
||||
|
||||
SWBOOL PlayerCeilingHit(PLAYERp pp, int zlimit)
|
||||
bool PlayerCeilingHit(PLAYERp pp, int zlimit)
|
||||
{
|
||||
if (pp->posz < zlimit)
|
||||
{
|
||||
|
@ -4099,7 +4099,7 @@ SWBOOL PlayerCeilingHit(PLAYERp pp, int zlimit)
|
|||
return false;
|
||||
}
|
||||
|
||||
SWBOOL PlayerFloorHit(PLAYERp pp, int zlimit)
|
||||
bool PlayerFloorHit(PLAYERp pp, int zlimit)
|
||||
{
|
||||
if (pp->posz > zlimit)
|
||||
{
|
||||
|
@ -4193,7 +4193,7 @@ FindNearSprite(SPRITEp sp, short stat)
|
|||
return near_fp;
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
PlayerOnLadder(PLAYERp pp)
|
||||
{
|
||||
short sec, wal, spr;
|
||||
|
@ -4297,7 +4297,7 @@ PlayerOnLadder(PLAYERp pp)
|
|||
return true;
|
||||
}
|
||||
|
||||
SWBOOL DoPlayerTestCrawl(PLAYERp pp)
|
||||
bool DoPlayerTestCrawl(PLAYERp pp)
|
||||
{
|
||||
if (labs(pp->loz - pp->hiz) < PLAYER_STANDING_ROOM)
|
||||
return true;
|
||||
|
@ -5460,7 +5460,7 @@ void FindMainSector(SECTOR_OBJECTp sop)
|
|||
}
|
||||
}
|
||||
|
||||
void DoPlayerOperateMatch(PLAYERp pp, SWBOOL starting)
|
||||
void DoPlayerOperateMatch(PLAYERp pp, bool starting)
|
||||
{
|
||||
SPRITEp sp;
|
||||
short i,nexti;
|
||||
|
@ -6052,7 +6052,7 @@ void
|
|||
DoPlayerDeathMessage(PLAYERp pp, PLAYERp killer)
|
||||
{
|
||||
int pnum;
|
||||
SWBOOL SEND_OK = false;
|
||||
bool SEND_OK = false;
|
||||
|
||||
killer->KilledPlayer[pp-Player]++;
|
||||
|
||||
|
@ -6086,7 +6086,7 @@ DoPlayerDeathMessage(PLAYERp pp, PLAYERp killer)
|
|||
void
|
||||
DoPlayerBeginDie(PLAYERp pp)
|
||||
{
|
||||
extern SWBOOL ReloadPrompt;
|
||||
extern bool ReloadPrompt;
|
||||
short bak;
|
||||
int choosesnd = 0;
|
||||
|
||||
|
@ -7299,7 +7299,7 @@ void MultiPlayLimits(void)
|
|||
{
|
||||
short pnum;
|
||||
PLAYERp pp;
|
||||
SWBOOL Done = false;
|
||||
bool Done = false;
|
||||
|
||||
if (gNet.MultiGameType != MULTI_GAME_COMMBAT)
|
||||
return;
|
||||
|
@ -7339,7 +7339,7 @@ void MultiPlayLimits(void)
|
|||
void PauseMultiPlay(void)
|
||||
{
|
||||
#if 0
|
||||
static SWBOOL SavePrediction;
|
||||
static bool SavePrediction;
|
||||
PLAYERp pp;
|
||||
short pnum,p;
|
||||
|
||||
|
@ -7424,7 +7424,7 @@ domovethings(void)
|
|||
TRAVERSE_CONNECT(pnum)
|
||||
{
|
||||
extern short screenpeek;
|
||||
extern SWBOOL PlayerTrackingMode;
|
||||
extern bool PlayerTrackingMode;
|
||||
extern PLAYERp GlobPlayerP;
|
||||
|
||||
pp = Player + pnum;
|
||||
|
@ -7501,7 +7501,7 @@ InitAllPlayers(void)
|
|||
PLAYERp pp;
|
||||
PLAYERp pfirst = Player;
|
||||
int i;
|
||||
extern SWBOOL NewGame;
|
||||
extern bool NewGame;
|
||||
//int fz,cz;
|
||||
|
||||
//getzsofslope(pfirst->cursectnum, pfirst->posx, pfirst->posy, &cz, &fz);
|
||||
|
@ -7565,7 +7565,7 @@ int SearchSpawnPosition(PLAYERp pp)
|
|||
SPRITEp sp;
|
||||
short pos_num;
|
||||
short pnum,spawn_sprite;
|
||||
SWBOOL blocked;
|
||||
bool blocked;
|
||||
|
||||
do
|
||||
{
|
||||
|
@ -7599,7 +7599,7 @@ int SearchSpawnPosition(PLAYERp pp)
|
|||
return pos_num;
|
||||
}
|
||||
|
||||
SWBOOL SpawnPositionUsed[MAX_SW_PLAYERS_REG+1];
|
||||
bool SpawnPositionUsed[MAX_SW_PLAYERS_REG+1];
|
||||
|
||||
void
|
||||
PlayerSpawnPosition(PLAYERp pp)
|
||||
|
|
|
@ -36,8 +36,8 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
|||
|
||||
BEGIN_SW_NS
|
||||
|
||||
SWBOOL PredictionOn = true;
|
||||
SWBOOL Prediction = false;
|
||||
bool PredictionOn = true;
|
||||
bool Prediction = false;
|
||||
PLAYER PredictPlayer;
|
||||
USER PredictUser;
|
||||
PLAYERp ppp = &PredictPlayer;
|
||||
|
|
|
@ -276,7 +276,7 @@ int SpawnQuake(short sectnum, int x, int y, int z,
|
|||
return SpriteNum;
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
SetQuake(PLAYERp pp, short tics, short amt)
|
||||
{
|
||||
SpawnQuake(pp->cursectnum, pp->posx, pp->posy, pp->posz, tics, amt, 30000);
|
||||
|
|
|
@ -945,7 +945,7 @@ InitRipperHang(short SpriteNum)
|
|||
|
||||
hitdata_t hitinfo = { { 0, 0, 0 }, -2, 0, -2 };
|
||||
|
||||
SWBOOL Found = false;
|
||||
bool Found = false;
|
||||
short dang, tang;
|
||||
|
||||
for (dang = 0; dang < 2048; dang += 128)
|
||||
|
|
|
@ -945,7 +945,7 @@ InitRipper2Hang(short SpriteNum)
|
|||
|
||||
hitdata_t hitinfo = { { 0, 0, 0 }, -2, 0, -2 };
|
||||
|
||||
SWBOOL Found = false;
|
||||
bool Found = false;
|
||||
short dang, tang;
|
||||
|
||||
for (dang = 0; dang < 2048; dang += 128)
|
||||
|
|
|
@ -53,7 +53,7 @@ typedef struct
|
|||
|
||||
SAVE save;
|
||||
|
||||
SWBOOL FAF_DebugView = false;
|
||||
bool FAF_DebugView = false;
|
||||
|
||||
void COVERupdatesector(int32_t x, int32_t y, int16_t* newsector)
|
||||
{
|
||||
|
@ -86,7 +86,7 @@ int COVERinsertsprite(short sectnum, short stat)
|
|||
return spnum;
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
FAF_Sector(short sectnum)
|
||||
{
|
||||
short SpriteNum, Next;
|
||||
|
@ -155,7 +155,7 @@ FAFhitscan(int32_t x, int32_t y, int32_t z, int16_t sectnum,
|
|||
int loz, hiz;
|
||||
short newsectnum = sectnum;
|
||||
int startclipmask = 0;
|
||||
SWBOOL plax_found = false;
|
||||
bool plax_found = false;
|
||||
|
||||
if (clipmask == CLIPMASK_MISSILE)
|
||||
startclipmask = CLIPMASK_WARP_HITSCAN;
|
||||
|
@ -264,7 +264,7 @@ FAFhitscan(int32_t x, int32_t y, int32_t z, int16_t sectnum,
|
|||
}
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
FAFcansee(int32_t xs, int32_t ys, int32_t zs, int16_t sects,
|
||||
int32_t xe, int32_t ye, int32_t ze, int16_t secte)
|
||||
{
|
||||
|
@ -274,7 +274,7 @@ FAFcansee(int32_t xs, int32_t ys, int32_t zs, int16_t sects,
|
|||
short ang;
|
||||
hitdata_t hitinfo;
|
||||
int dist;
|
||||
SWBOOL plax_found = false;
|
||||
bool plax_found = false;
|
||||
vec3_t s = { xs, ys, zs };
|
||||
|
||||
// ASSERT(sects >= 0 && secte >= 0);
|
||||
|
@ -368,12 +368,12 @@ GetZadjustment(short sectnum, short hitag)
|
|||
return 0L;
|
||||
}
|
||||
|
||||
SWBOOL SectorZadjust(int ceilhit, int32_t* hiz, short florhit, int32_t* loz)
|
||||
bool SectorZadjust(int ceilhit, int32_t* hiz, short florhit, int32_t* loz)
|
||||
{
|
||||
extern int PlaxCeilGlobZadjust, PlaxFloorGlobZadjust;
|
||||
int z_amt = 0;
|
||||
|
||||
SWBOOL SkipFAFcheck = false;
|
||||
bool SkipFAFcheck = false;
|
||||
|
||||
if ((int)florhit != -1)
|
||||
{
|
||||
|
@ -506,7 +506,7 @@ void FAFgetzrange(int32_t x, int32_t y, int32_t z, int16_t sectnum,
|
|||
{
|
||||
int foo1;
|
||||
int foo2;
|
||||
SWBOOL SkipFAFcheck;
|
||||
bool SkipFAFcheck;
|
||||
|
||||
// IMPORTANT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
|
||||
// This will return invalid FAF ceiling and floor heights inside of analyzesprite
|
||||
|
@ -576,7 +576,7 @@ void FAFgetzrangepoint(int32_t x, int32_t y, int32_t z, int16_t sectnum,
|
|||
{
|
||||
int foo1;
|
||||
int foo2;
|
||||
SWBOOL SkipFAFcheck;
|
||||
bool SkipFAFcheck;
|
||||
|
||||
// IMPORTANT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
|
||||
// This will return invalid FAF ceiling and floor heights inside of analyzesprite
|
||||
|
@ -633,8 +633,8 @@ void FAFgetzrangepoint(int32_t x, int32_t y, int32_t z, int16_t sectnum,
|
|||
}
|
||||
|
||||
// doesn't work for blank pics
|
||||
SWBOOL
|
||||
PicInView(short tile_num, SWBOOL reset)
|
||||
bool
|
||||
PicInView(short tile_num, bool reset)
|
||||
{
|
||||
if (TEST(gotpic[tile_num >> 3], 1 << (tile_num & 7)))
|
||||
{
|
||||
|
@ -696,7 +696,7 @@ GetUpperLowerSector(short match, int x, int y, short *upper, short *lower)
|
|||
// will not hurt if GlobStackSect is invalid - inside checks for this
|
||||
if (inside(x, y, GlobStackSect[i]) == 1)
|
||||
{
|
||||
SWBOOL found = false;
|
||||
bool found = false;
|
||||
|
||||
TRAVERSE_SPRITE_SECT(headspritesect[GlobStackSect[i]], SpriteNum, Next)
|
||||
{
|
||||
|
@ -726,7 +726,7 @@ GetUpperLowerSector(short match, int x, int y, short *upper, short *lower)
|
|||
{
|
||||
if (inside(x, y, (short) i) == 1)
|
||||
{
|
||||
SWBOOL found = false;
|
||||
bool found = false;
|
||||
|
||||
TRAVERSE_SPRITE_SECT(headspritesect[i], SpriteNum, Next)
|
||||
{
|
||||
|
@ -795,7 +795,7 @@ GetUpperLowerSector(short match, int x, int y, short *upper, short *lower)
|
|||
}
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
FindCeilingView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum)
|
||||
{
|
||||
int xoff = 0;
|
||||
|
@ -882,7 +882,7 @@ FindCeilingView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum
|
|||
return true;
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
FindFloorView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum)
|
||||
{
|
||||
int xoff = 0;
|
||||
|
|
|
@ -38,9 +38,9 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
|||
|
||||
BEGIN_SW_NS
|
||||
|
||||
short DoRotatorMatch(PLAYERp pp, short match, SWBOOL);
|
||||
SWBOOL TestRotatorMatchActive(short match);
|
||||
void InterpSectorSprites(short sectnum, SWBOOL state);
|
||||
short DoRotatorMatch(PLAYERp pp, short match, bool);
|
||||
bool TestRotatorMatchActive(short match);
|
||||
void InterpSectorSprites(short sectnum, bool state);
|
||||
void DoMatchEverything(PLAYERp pp, short match, short state);
|
||||
void DoRotatorSetInterp(short SpriteNum);
|
||||
void DoRotatorStopInterp(short SpriteNum);
|
||||
|
@ -73,12 +73,12 @@ void ReverseRotator(short SpriteNum)
|
|||
r->vel = -r->vel;
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
RotatorSwitch(short match, short setting)
|
||||
{
|
||||
SPRITEp sp;
|
||||
short i,nexti;
|
||||
SWBOOL found = false;
|
||||
bool found = false;
|
||||
|
||||
TRAVERSE_SPRITE_STAT(headspritestat[STAT_DEFAULT], i, nexti)
|
||||
{
|
||||
|
@ -151,7 +151,7 @@ short DoRotatorOperate(PLAYERp pp, short sectnum)
|
|||
// called from switches and triggers
|
||||
// returns first vator found
|
||||
short
|
||||
DoRotatorMatch(PLAYERp pp, short match, SWBOOL manual)
|
||||
DoRotatorMatch(PLAYERp pp, short match, bool manual)
|
||||
{
|
||||
USERp fu;
|
||||
SPRITEp fsp;
|
||||
|
@ -171,7 +171,7 @@ DoRotatorMatch(PLAYERp pp, short match, SWBOOL manual)
|
|||
fu = User[i];
|
||||
|
||||
// single play only vator
|
||||
// SWBOOL 8 must be set for message to display
|
||||
// bool 8 must be set for message to display
|
||||
if (TEST_BOOL4(fsp) && (gNet.MultiGameType == MULTI_GAME_COMMBAT || gNet.MultiGameType == MULTI_GAME_AI_BOTS))
|
||||
{
|
||||
if (pp && TEST_BOOL11(fsp)) PutStringInfo(pp, GStrings("TXT_SPONLY"));
|
||||
|
@ -230,7 +230,7 @@ DoRotatorMatch(PLAYERp pp, short match, SWBOOL manual)
|
|||
}
|
||||
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
TestRotatorMatchActive(short match)
|
||||
{
|
||||
USERp fu;
|
||||
|
@ -315,7 +315,7 @@ int DoRotatorMove(short SpriteNum)
|
|||
int i, nexti;
|
||||
vec2_t nxy;
|
||||
int dist,closest;
|
||||
SWBOOL kill = false;
|
||||
bool kill = false;
|
||||
|
||||
r = u->rotator;
|
||||
|
||||
|
|
|
@ -70,16 +70,16 @@ extern int lastUpdate;
|
|||
extern char SaveGameDescr[10][80];
|
||||
extern int PlayClock;
|
||||
extern short Bunny_Count;
|
||||
extern SWBOOL NewGame;
|
||||
extern bool NewGame;
|
||||
extern int GodMode;
|
||||
extern int FinishTimer;
|
||||
extern int FinishAnim;
|
||||
extern int GameVersion;
|
||||
//extern short Zombies;
|
||||
|
||||
extern SWBOOL serpwasseen;
|
||||
extern SWBOOL sumowasseen;
|
||||
extern SWBOOL zillawasseen;
|
||||
extern bool serpwasseen;
|
||||
extern bool sumowasseen;
|
||||
extern bool zillawasseen;
|
||||
extern short BossSpriteNum[3];
|
||||
|
||||
#define PANEL_SAVE 1
|
||||
|
@ -641,7 +641,7 @@ bool GameInterface::SaveGame(FSaveGameNode *sv)
|
|||
}
|
||||
|
||||
|
||||
extern SWBOOL SavegameLoaded;
|
||||
extern bool SavegameLoaded;
|
||||
|
||||
bool GameInterface::LoadGame(FSaveGameNode* sv)
|
||||
{
|
||||
|
|
|
@ -59,8 +59,8 @@ static char* script_p, * scriptend_p;
|
|||
static char token[MAXTOKEN];
|
||||
static int grabbed;
|
||||
static int scriptline;
|
||||
static SWBOOL endofscript;
|
||||
static SWBOOL tokenready; // only true if UnGetToken was just called
|
||||
static bool endofscript;
|
||||
static bool tokenready; // only true if UnGetToken was just called
|
||||
|
||||
/*
|
||||
==============
|
||||
|
@ -101,7 +101,7 @@ TArray<uint8_t> LoadScriptFile(const char *filename)
|
|||
==============
|
||||
*/
|
||||
|
||||
void GetToken(SWBOOL crossline)
|
||||
void GetToken(bool crossline)
|
||||
{
|
||||
char *token_p;
|
||||
|
||||
|
|
|
@ -57,17 +57,17 @@ void DoPlayerBeginForceJump(PLAYERp);
|
|||
|
||||
short FindNextSectorByTag(short sectnum, int tag);
|
||||
short LevelSecrets;
|
||||
SWBOOL TestVatorMatchActive(short match);
|
||||
SWBOOL TestSpikeMatchActive(short match);
|
||||
SWBOOL TestRotatorMatchActive(short match);
|
||||
SWBOOL TestSlidorMatchActive(short match);
|
||||
bool TestVatorMatchActive(short match);
|
||||
bool TestSpikeMatchActive(short match);
|
||||
bool TestRotatorMatchActive(short match);
|
||||
bool TestSlidorMatchActive(short match);
|
||||
int PlayerCheckDeath(PLAYERp, short);
|
||||
short DoVatorOperate(PLAYERp, short);
|
||||
short DoVatorMatch(PLAYERp pp, short match);
|
||||
short DoRotatorOperate(PLAYERp, short);
|
||||
short DoRotatorMatch(PLAYERp pp, short match, SWBOOL);
|
||||
short DoRotatorMatch(PLAYERp pp, short match, bool);
|
||||
short DoSlidorOperate(PLAYERp, short);
|
||||
short DoSlidorMatch(PLAYERp pp, short match, SWBOOL);
|
||||
short DoSlidorMatch(PLAYERp pp, short match, bool);
|
||||
|
||||
void KillMatchingCrackSprites(short match);
|
||||
int DoTrapReset(short match);
|
||||
|
@ -92,7 +92,7 @@ SINE_WAVE_FLOOR SineWaveFloor[MAX_SINE_WAVE][21];
|
|||
SINE_WALL SineWall[MAX_SINE_WALL][MAX_SINE_WALL_POINTS];
|
||||
SPRING_BOARD SpringBoard[20];
|
||||
|
||||
void SetSectorWallBits(short sectnum, int bit_mask, SWBOOL set_sectwall, SWBOOL set_nextwall)
|
||||
void SetSectorWallBits(short sectnum, int bit_mask, bool set_sectwall, bool set_nextwall)
|
||||
{
|
||||
short wall_num, start_wall;
|
||||
|
||||
|
@ -1308,7 +1308,7 @@ DoStopSoundSpotMatch(short match)
|
|||
}
|
||||
|
||||
|
||||
SWBOOL TestKillSectorObject(SECTOR_OBJECTp sop)
|
||||
bool TestKillSectorObject(SECTOR_OBJECTp sop)
|
||||
{
|
||||
if (TEST(sop->flags, SOBJ_KILLABLE))
|
||||
{
|
||||
|
@ -1341,7 +1341,7 @@ DoSectorObjectKillMatch(short match)
|
|||
}
|
||||
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
SearchExplodeSectorMatch(short match)
|
||||
{
|
||||
short i,nexti;
|
||||
|
@ -1621,7 +1621,7 @@ void DoMatchEverything(PLAYERp pp, short match, short state)
|
|||
DoDeleteSpriteMatch(match);
|
||||
}
|
||||
|
||||
SWBOOL ComboSwitchTest(short combo_type, short match)
|
||||
bool ComboSwitchTest(short combo_type, short match)
|
||||
{
|
||||
short i,nexti;
|
||||
SPRITEp sp;
|
||||
|
@ -2303,7 +2303,7 @@ short PlayerTakeSectorDamage(PLAYERp pp)
|
|||
// Needed in order to see if Player should grunt if he can't find a wall to operate on
|
||||
// If player is too far away, don't grunt
|
||||
#define PLAYER_SOUNDEVENT_TAG 900
|
||||
SWBOOL NearThings(PLAYERp pp)
|
||||
bool NearThings(PLAYERp pp)
|
||||
{
|
||||
short neartagsect, neartagwall, neartagsprite;
|
||||
int neartaghitdist;
|
||||
|
@ -2561,7 +2561,7 @@ int DoPlayerGrabStar(PLAYERp pp)
|
|||
void
|
||||
PlayerOperateEnv(PLAYERp pp)
|
||||
{
|
||||
SWBOOL found;
|
||||
bool found;
|
||||
|
||||
if (Prediction || !pp->SpriteP)
|
||||
return;
|
||||
|
@ -3255,7 +3255,7 @@ void
|
|||
DoSector(void)
|
||||
{
|
||||
SECTOR_OBJECTp sop;
|
||||
SWBOOL riding;
|
||||
bool riding;
|
||||
int sync_flag;
|
||||
short pnum;
|
||||
int min_dist,dist,a,b,c;
|
||||
|
|
|
@ -67,12 +67,12 @@ extern short nti_cnt;
|
|||
void DoSpawnSpotsForKill(short match);
|
||||
void DoSpawnSpotsForDamage(short match);
|
||||
void DoMatchEverything(PLAYERp pp, short match, short state);
|
||||
SWBOOL ComboSwitchTest(short combo_type,short match);
|
||||
bool ComboSwitchTest(short combo_type,short match);
|
||||
void DoSoundSpotStopSound(short match);
|
||||
void DoSector(void);
|
||||
short AnimateSwitch(SPRITEp sp,short tgt_value);
|
||||
void ShootableSwitch(short SpriteNum);
|
||||
SWBOOL TestKillSectorObject(SECTOR_OBJECTp sop);
|
||||
bool TestKillSectorObject(SECTOR_OBJECTp sop);
|
||||
void WeaponExplodeSectorInRange(short weapon);
|
||||
|
||||
void initlava(void);
|
||||
|
|
|
@ -39,7 +39,7 @@ int InitSpriteChemBomb(short SpriteNum);
|
|||
int InitFlashBomb(short SpriteNum);
|
||||
int InitCaltrops(short SpriteNum);
|
||||
int InitPhosphorus(int16_t SpriteNum);
|
||||
SWBOOL SpriteOverlapZ(int16_t, int16_t, int);
|
||||
bool SpriteOverlapZ(int16_t, int16_t, int);
|
||||
|
||||
//////////////////////
|
||||
//
|
||||
|
|
|
@ -68,12 +68,12 @@ void ReverseSlidor(short SpriteNum)
|
|||
}
|
||||
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
SlidorSwitch(short match, short setting)
|
||||
{
|
||||
SPRITEp sp;
|
||||
short i,nexti;
|
||||
SWBOOL found = false;
|
||||
bool found = false;
|
||||
|
||||
TRAVERSE_SPRITE_STAT(headspritestat[STAT_DEFAULT], i, nexti)
|
||||
{
|
||||
|
@ -147,7 +147,7 @@ short DoSlidorOperate(PLAYERp pp, short sectnum)
|
|||
// called from switches and triggers
|
||||
// returns first vator found
|
||||
short
|
||||
DoSlidorMatch(PLAYERp pp, short match, SWBOOL manual)
|
||||
DoSlidorMatch(PLAYERp pp, short match, bool manual)
|
||||
{
|
||||
USERp fu;
|
||||
SPRITEp fsp;
|
||||
|
@ -167,7 +167,7 @@ DoSlidorMatch(PLAYERp pp, short match, SWBOOL manual)
|
|||
fu = User[i];
|
||||
|
||||
// single play only vator
|
||||
// SWBOOL 8 must be set for message to display
|
||||
// bool 8 must be set for message to display
|
||||
if (TEST_BOOL4(fsp) && (gNet.MultiGameType == MULTI_GAME_COMMBAT || gNet.MultiGameType == MULTI_GAME_AI_BOTS))
|
||||
{
|
||||
if (pp && TEST_BOOL11(fsp)) PutStringInfo(pp, GStrings("TXTS_SPONLY"));
|
||||
|
@ -226,7 +226,7 @@ DoSlidorMatch(PLAYERp pp, short match, SWBOOL manual)
|
|||
}
|
||||
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
TestSlidorMatchActive(short match)
|
||||
{
|
||||
USERp fu;
|
||||
|
@ -538,7 +538,7 @@ int DoSlidorMove(short SpriteNum)
|
|||
SPRITEp sp = u->SpriteP;
|
||||
ROTATORp r;
|
||||
int old_pos;
|
||||
SWBOOL kill = false;
|
||||
bool kill = false;
|
||||
|
||||
r = u->rotator;
|
||||
|
||||
|
@ -623,7 +623,7 @@ int DoSlidorMove(short SpriteNum)
|
|||
int i,nexti;
|
||||
SPRITEp bsp;
|
||||
USERp bu;
|
||||
SWBOOL found = false;
|
||||
bool found = false;
|
||||
|
||||
TRAVERSE_SPRITE_SECT(headspritesect[sp->sectnum], i, nexti)
|
||||
{
|
||||
|
|
|
@ -932,7 +932,7 @@ int PlayerYellVocs[] =
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
SWBOOL PlaySong(const char* mapname, const char* song_file_name, int cdaudio_track, bool isThemeTrack) //(nullptr, nullptr, -1, false) starts the normal level music.
|
||||
bool PlaySong(const char* mapname, const char* song_file_name, int cdaudio_track, bool isThemeTrack) //(nullptr, nullptr, -1, false) starts the normal level music.
|
||||
{
|
||||
// Play CD audio if enabled.
|
||||
if (cdaudio_track >= 0 && (mus_redbook || *song_file_name == 0))
|
||||
|
|
|
@ -86,7 +86,7 @@ void StopFX(void);
|
|||
void StopSound(void);
|
||||
void StartAmbientSound(void);
|
||||
void StopAmbientSound(void);
|
||||
SWBOOL PlaySong(const char *mapname, const char *song_file_name, int cdaudio_track, bool isThemeTrack = false); //(nullptr, nullptr, -1, false) starts the normal level music.
|
||||
bool PlaySong(const char *mapname, const char *song_file_name, int cdaudio_track, bool isThemeTrack = false); //(nullptr, nullptr, -1, false) starts the normal level music.
|
||||
void PlaySoundRTS(int rts_num);
|
||||
|
||||
//
|
||||
|
@ -170,8 +170,8 @@ struct VOC3Dstruct
|
|||
int tics; // Tics used to count to next sound occurance
|
||||
int maxtics; // Tics until next sound occurance
|
||||
// for intermittent sounds
|
||||
SWBOOL deleted; // Has sound been marked for deletion?
|
||||
SWBOOL FX_Ok; // Did this sound play ok?
|
||||
bool deleted; // Has sound been marked for deletion?
|
||||
bool FX_Ok; // Did this sound play ok?
|
||||
};
|
||||
#endif
|
||||
|
||||
|
|
|
@ -36,9 +36,9 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
|||
BEGIN_SW_NS
|
||||
|
||||
short DoSpikeMatch(short match);
|
||||
SWBOOL TestSpikeMatchActive(short match);
|
||||
bool TestSpikeMatchActive(short match);
|
||||
int DoVatorMove(short SpriteNum, int *lptr);
|
||||
void InterpSectorSprites(short sectnum, SWBOOL state);
|
||||
void InterpSectorSprites(short sectnum, bool state);
|
||||
|
||||
void ReverseSpike(short SpriteNum)
|
||||
{
|
||||
|
@ -72,12 +72,12 @@ void ReverseSpike(short SpriteNum)
|
|||
u->vel_rate = -u->vel_rate;
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
SpikeSwitch(short match, short setting)
|
||||
{
|
||||
SPRITEp sp;
|
||||
short i,nexti;
|
||||
SWBOOL found = false;
|
||||
bool found = false;
|
||||
|
||||
TRAVERSE_SPRITE_STAT(headspritestat[STAT_DEFAULT], i, nexti)
|
||||
{
|
||||
|
@ -210,7 +210,7 @@ DoSpikeMatch(short match)
|
|||
}
|
||||
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
TestSpikeMatchActive(short match)
|
||||
{
|
||||
USERp fu;
|
||||
|
@ -397,7 +397,7 @@ int DoSpike(short SpriteNum)
|
|||
int i,nexti;
|
||||
SPRITEp bsp;
|
||||
USERp bu;
|
||||
SWBOOL found = false;
|
||||
bool found = false;
|
||||
|
||||
TRAVERSE_SPRITE_SECT(headspritesect[sp->sectnum], i, nexti)
|
||||
{
|
||||
|
|
|
@ -90,7 +90,7 @@ int DoSlidorInstantClose(short SpriteNum);
|
|||
void InitWeaponRocket(PLAYERp);
|
||||
void InitWeaponUzi(PLAYERp);
|
||||
|
||||
SWBOOL FAF_Sector(short sectnum);
|
||||
bool FAF_Sector(short sectnum);
|
||||
int MoveSkip4, MoveSkip2, MoveSkip8;
|
||||
|
||||
extern STATE s_CarryFlag[];
|
||||
|
@ -99,7 +99,7 @@ extern STATE s_CarryFlagNoDet[];
|
|||
static int globhiz, globloz, globhihit, globlohit;
|
||||
short wait_active_check_offset;
|
||||
int PlaxCeilGlobZadjust, PlaxFloorGlobZadjust;
|
||||
void SetSectorWallBits(short sectnum, int bit_mask, SWBOOL set_sectwall, SWBOOL set_nextwall);
|
||||
void SetSectorWallBits(short sectnum, int bit_mask, bool set_sectwall, bool set_nextwall);
|
||||
int DoActorDebris(short SpriteNum);
|
||||
void ActorWarpUpdatePos(short SpriteNum,short sectnum);
|
||||
void ActorWarpType(SPRITEp sp, SPRITEp sp_warp);
|
||||
|
@ -1036,7 +1036,7 @@ PicAnimOff(short picnum)
|
|||
RESET(picanm[picnum].sf, PICANM_ANIMTYPE_MASK);
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
IconSpawn(SPRITEp sp)
|
||||
{
|
||||
// if multi item and not a modem game
|
||||
|
@ -1049,7 +1049,7 @@ IconSpawn(SPRITEp sp)
|
|||
return true;
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
ActorTestSpawn(SPRITEp sp)
|
||||
{
|
||||
if (sp->statnum == STAT_DEFAULT && sp->lotag == TAG_SPAWN_ACTOR)
|
||||
|
@ -1125,7 +1125,7 @@ void PreCacheSkull(void);
|
|||
void PreCacheBetty(void);
|
||||
void PreCachePachinko(void);
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
ActorSpawn(SPRITEp sp)
|
||||
{
|
||||
bool ret = true;
|
||||
|
@ -3810,9 +3810,9 @@ NUKE_REPLACEMENT:
|
|||
}
|
||||
}
|
||||
|
||||
SWBOOL ItemSpotClear(SPRITEp sip, short statnum, short id)
|
||||
bool ItemSpotClear(SPRITEp sip, short statnum, short id)
|
||||
{
|
||||
SWBOOL found = false;
|
||||
bool found = false;
|
||||
short i,nexti;
|
||||
|
||||
if (TEST_BOOL2(sip))
|
||||
|
@ -4649,7 +4649,7 @@ NewStateGroup(short SpriteNum, STATEp StateGroup[])
|
|||
}
|
||||
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
SpriteOverlap(int16_t spritenum_a, int16_t spritenum_b)
|
||||
{
|
||||
SPRITEp spa = &sprite[spritenum_a], spb = &sprite[spritenum_b];
|
||||
|
@ -4690,7 +4690,7 @@ SpriteOverlap(int16_t spritenum_a, int16_t spritenum_b)
|
|||
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
SpriteOverlapZ(int16_t spritenum_a, int16_t spritenum_b, int z_overlap)
|
||||
{
|
||||
SPRITEp spa = &sprite[spritenum_a], spb = &sprite[spritenum_b];
|
||||
|
@ -4926,7 +4926,7 @@ DoActorGlobZ(short SpriteNum)
|
|||
}
|
||||
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
ActorDrop(short SpriteNum, int x, int y, int z, short new_sector, short min_height)
|
||||
{
|
||||
SPRITEp sp = &sprite[SpriteNum];
|
||||
|
@ -4983,7 +4983,7 @@ ActorDrop(short SpriteNum, int x, int y, int z, short new_sector, short min_heig
|
|||
}
|
||||
|
||||
// Primarily used in ai.c for now - need to get rid of
|
||||
SWBOOL
|
||||
bool
|
||||
DropAhead(short SpriteNum, short min_height)
|
||||
{
|
||||
|
||||
|
@ -5469,7 +5469,7 @@ void ChoosePlayerGetSound(PLAYERp pp)
|
|||
PlayerSound(PlayerGetItemVocs[choose_snd], v3df_follow|v3df_dontpan,pp);
|
||||
}
|
||||
|
||||
SWBOOL CanGetWeapon(PLAYERp pp, short SpriteNum, int WPN)
|
||||
bool CanGetWeapon(PLAYERp pp, short SpriteNum, int WPN)
|
||||
{
|
||||
USERp u = User[SpriteNum];
|
||||
|
||||
|
@ -5528,7 +5528,7 @@ DoGet(short SpriteNum)
|
|||
PLAYERp pp;
|
||||
short pnum, key_num;
|
||||
int dist, a,b,c;
|
||||
SWBOOL can_see;
|
||||
bool can_see;
|
||||
int cstat_bak;
|
||||
|
||||
// For flag stuff
|
||||
|
@ -5684,7 +5684,7 @@ KeyMain:
|
|||
case ICON_SM_MEDKIT:
|
||||
if (pu->Health < 100)
|
||||
{
|
||||
SWBOOL putbackmax=false;
|
||||
bool putbackmax=false;
|
||||
|
||||
PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_INVENTORY + InvDecl_SmMedkit));
|
||||
|
||||
|
|
|
@ -43,8 +43,8 @@ short SpriteCanGoForward(short SpriteNum, short range);
|
|||
void SpriteFindNewDirection(short SpriteNum, short range);
|
||||
int DoWalk(short SpriteNum);
|
||||
int DoBody(short SpriteNum);
|
||||
SWBOOL CanMoveHere(int16_t spritenum);
|
||||
SWBOOL SpriteOverlap(int16_t spritenum_a, int16_t spritenum_b);
|
||||
bool CanMoveHere(int16_t spritenum);
|
||||
bool SpriteOverlap(int16_t spritenum_a, int16_t spritenum_b);
|
||||
int DoActorDie(short SpriteNum, short weapon);
|
||||
int DoGet(short SpriteNum);
|
||||
void SpriteControl(void);
|
||||
|
@ -53,11 +53,11 @@ void DoActorZrange(short SpriteNum);
|
|||
void PreMapCombineFloors(void);
|
||||
void SpriteSetupPost(void);
|
||||
int ActorCoughItem(short SpriteNum);
|
||||
SWBOOL ActorSpawn(SPRITEp sp);
|
||||
bool ActorSpawn(SPRITEp sp);
|
||||
int SpawnItemsMatch(short match);
|
||||
void PicAnimOff(short picnum);
|
||||
int MissileWaterAdjust(short SpriteNum);
|
||||
SWBOOL SpriteOverlapZ(int16_t spritenum_a,int16_t spritenum_b,int z_overlap);
|
||||
bool SpriteOverlapZ(int16_t spritenum_a,int16_t spritenum_b,int z_overlap);
|
||||
|
||||
enum
|
||||
{
|
||||
|
|
|
@ -41,9 +41,9 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
|||
BEGIN_SW_NS
|
||||
|
||||
extern uint8_t playTrack;
|
||||
SWBOOL serpwasseen = false;
|
||||
SWBOOL sumowasseen = false;
|
||||
SWBOOL zillawasseen = false;
|
||||
bool serpwasseen = false;
|
||||
bool sumowasseen = false;
|
||||
bool zillawasseen = false;
|
||||
|
||||
short BossSpriteNum[3] = {-1,-1,-1};
|
||||
|
||||
|
@ -816,10 +816,10 @@ BossHealthMeter(void)
|
|||
PLAYERp pp = Player + myconnectindex;
|
||||
short color=0,i=0,nexti,metertics,meterunit;
|
||||
int y;
|
||||
extern SWBOOL NoMeters;
|
||||
extern bool NoMeters;
|
||||
short health;
|
||||
SWBOOL bosswasseen;
|
||||
static SWBOOL triedplay = false;
|
||||
bool bosswasseen;
|
||||
static bool triedplay = false;
|
||||
|
||||
if (NoMeters) return;
|
||||
|
||||
|
|
|
@ -726,8 +726,8 @@ SectorObjectSetupBounds(SECTOR_OBJECTp sop)
|
|||
short sp_num, next_sp_num, startwall, endwall;
|
||||
int i, k, j;
|
||||
SPRITEp BoundSprite;
|
||||
SWBOOL FoundOutsideLoop = false;
|
||||
SWBOOL SectorInBounds;
|
||||
bool FoundOutsideLoop = false;
|
||||
bool SectorInBounds;
|
||||
SECTORp *sectp;
|
||||
USERp u = User[sop->sp_child - sprite];
|
||||
|
||||
|
@ -1468,7 +1468,7 @@ void
|
|||
PlaceSectorObjectsOnTracks(void)
|
||||
{
|
||||
short i, j, k, startwall, endwall;
|
||||
SWBOOL found;
|
||||
bool found;
|
||||
|
||||
// place each sector object on the track
|
||||
for (i = 0; i < MAX_SECTOR_OBJECTS; i++)
|
||||
|
@ -1695,7 +1695,7 @@ MovePoints(SECTOR_OBJECTp sop, short delta_ang, int nx, int ny)
|
|||
WALLp wp;
|
||||
USERp u;
|
||||
short i, rot_ang;
|
||||
SWBOOL PlayerMove = true;
|
||||
bool PlayerMove = true;
|
||||
|
||||
if (sop->xmid >= MAXSO)
|
||||
PlayerMove = false;
|
||||
|
@ -1783,7 +1783,7 @@ PlayerPart:
|
|||
{
|
||||
#if 0
|
||||
short nr, nextnr;
|
||||
SWBOOL skip = true;
|
||||
bool skip = true;
|
||||
TRAVERSE_SPRITE_STAT(headspritestat[STAT_NO_RIDE], nr, nextnr)
|
||||
{
|
||||
if (sprite[nr].lotag == sop - SectorObject)
|
||||
|
@ -1943,7 +1943,7 @@ PlayerPart:
|
|||
}
|
||||
}
|
||||
|
||||
void RefreshPoints(SECTOR_OBJECTp sop, int nx, int ny, SWBOOL dynamic)
|
||||
void RefreshPoints(SECTOR_OBJECTp sop, int nx, int ny, bool dynamic)
|
||||
{
|
||||
short wallcount = 0, j, k, startwall, endwall, delta_ang_from_orig;
|
||||
SECTORp *sectp;
|
||||
|
@ -3136,7 +3136,7 @@ ScanToWall
|
|||
*/
|
||||
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
||||
{
|
||||
SPRITEp sp;
|
||||
|
|
|
@ -41,9 +41,9 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
|||
BEGIN_SW_NS
|
||||
|
||||
short DoVatorMatch(PLAYERp pp, short match);
|
||||
SWBOOL TestVatorMatchActive(short match);
|
||||
void InterpSectorSprites(short sectnum, SWBOOL state);
|
||||
int InitBloodSpray(short, SWBOOL, short);
|
||||
bool TestVatorMatchActive(short match);
|
||||
void InterpSectorSprites(short sectnum, bool state);
|
||||
int InitBloodSpray(short, bool, short);
|
||||
|
||||
void ReverseVator(short SpriteNum)
|
||||
{
|
||||
|
@ -77,12 +77,12 @@ void ReverseVator(short SpriteNum)
|
|||
u->vel_rate = -u->vel_rate;
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
VatorSwitch(short match, short setting)
|
||||
{
|
||||
SPRITEp sp;
|
||||
short i,nexti;
|
||||
SWBOOL found = false;
|
||||
bool found = false;
|
||||
|
||||
TRAVERSE_SPRITE_STAT(headspritestat[STAT_DEFAULT], i, nexti)
|
||||
{
|
||||
|
@ -161,7 +161,7 @@ short DoVatorOperate(PLAYERp pp, short sectnum)
|
|||
sectnum = fsp->sectnum;
|
||||
|
||||
// single play only vator
|
||||
// SWBOOL 8 must be set for message to display
|
||||
// bool 8 must be set for message to display
|
||||
if (TEST_BOOL4(fsp) && (gNet.MultiGameType == MULTI_GAME_COMMBAT || gNet.MultiGameType == MULTI_GAME_AI_BOTS))
|
||||
{
|
||||
if (pp && TEST_BOOL11(fsp)) PutStringInfo(pp,"This only opens in single play.");
|
||||
|
@ -236,7 +236,7 @@ DoVatorMatch(PLAYERp pp, short match)
|
|||
first_vator = i;
|
||||
|
||||
// single play only vator
|
||||
// SWBOOL 8 must be set for message to display
|
||||
// bool 8 must be set for message to display
|
||||
if (TEST_BOOL4(fsp) && (gNet.MultiGameType == MULTI_GAME_COMMBAT || gNet.MultiGameType == MULTI_GAME_AI_BOTS))
|
||||
{
|
||||
if (pp && TEST_BOOL11(fsp)) PutStringInfo(pp, GStrings("TXTS_SPONLY"));
|
||||
|
@ -287,7 +287,7 @@ DoVatorMatch(PLAYERp pp, short match)
|
|||
}
|
||||
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
TestVatorMatchActive(short match)
|
||||
{
|
||||
USERp fu;
|
||||
|
@ -315,7 +315,7 @@ TestVatorMatchActive(short match)
|
|||
return false;
|
||||
}
|
||||
|
||||
void InterpSectorSprites(short sectnum, SWBOOL state)
|
||||
void InterpSectorSprites(short sectnum, bool state)
|
||||
{
|
||||
SPRITEp sp;
|
||||
short i,nexti;
|
||||
|
@ -340,11 +340,11 @@ void InterpSectorSprites(short sectnum, SWBOOL state)
|
|||
}
|
||||
}
|
||||
|
||||
void MoveSpritesWithSector(short sectnum, int z_amt, SWBOOL type)
|
||||
void MoveSpritesWithSector(short sectnum, int z_amt, bool type)
|
||||
{
|
||||
SPRITEp sp;
|
||||
short i,nexti;
|
||||
SWBOOL both = false;
|
||||
bool both = false;
|
||||
|
||||
if (SectUser[sectnum])
|
||||
both = !!TEST(SectUser[sectnum]->flags, SECTFU_VATOR_BOTH);
|
||||
|
@ -538,7 +538,7 @@ int DoVator(short SpriteNum)
|
|||
int i,nexti;
|
||||
SPRITEp bsp;
|
||||
USERp bu;
|
||||
SWBOOL found = false;
|
||||
bool found = false;
|
||||
|
||||
TRAVERSE_SPRITE_SECT(headspritesect[sp->sectnum], i, nexti)
|
||||
{
|
||||
|
|
|
@ -86,9 +86,9 @@ int DoWallMove(SPRITEp sp)
|
|||
short shade1,shade2,ang,picnum1,picnum2;
|
||||
WALLp wallp;
|
||||
short prev_wall;
|
||||
SWBOOL found = false;
|
||||
bool found = false;
|
||||
short dang;
|
||||
SWBOOL SOsprite = false;
|
||||
bool SOsprite = false;
|
||||
|
||||
dist = SP_TAG13(sp);
|
||||
ang = SP_TAG4(sp);
|
||||
|
@ -162,10 +162,10 @@ int DoWallMove(SPRITEp sp)
|
|||
return found;
|
||||
}
|
||||
|
||||
SWBOOL CanSeeWallMove(SPRITEp wp, short match)
|
||||
bool CanSeeWallMove(SPRITEp wp, short match)
|
||||
{
|
||||
short i,nexti;
|
||||
SWBOOL found = false;
|
||||
bool found = false;
|
||||
SPRITEp sp;
|
||||
|
||||
TRAVERSE_SPRITE_STAT(headspritestat[STAT_WALL_MOVE_CANSEE], i, nexti)
|
||||
|
@ -193,7 +193,7 @@ int DoWallMoveMatch(short match)
|
|||
{
|
||||
SPRITEp sp;
|
||||
short i,nexti;
|
||||
SWBOOL found = false;
|
||||
bool found = false;
|
||||
|
||||
// just all with the same matching tags
|
||||
TRAVERSE_SPRITE_STAT(headspritestat[STAT_WALL_MOVE], i, nexti)
|
||||
|
|
|
@ -38,9 +38,9 @@ BEGIN_SW_NS
|
|||
//
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
extern SWBOOL Prediction;
|
||||
extern bool Prediction;
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
WarpPlaneSectorInfo(short sectnum, SPRITEp *sp_ceiling, SPRITEp *sp_floor)
|
||||
{
|
||||
int i,nexti;
|
||||
|
@ -210,7 +210,7 @@ WarpToArea(SPRITEp sp_from, int32_t* x, int32_t* y, int32_t* z, int16_t* sectnum
|
|||
//
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
WarpSectorInfo(short sectnum, SPRITEp *sp_warp)
|
||||
{
|
||||
int i,nexti;
|
||||
|
|
|
@ -68,7 +68,7 @@ DAMAGE_DATA DamageData[] =
|
|||
short ADJUST=120;
|
||||
|
||||
FOOT_TYPE FootMode=WATER_FOOT;
|
||||
SWBOOL left_foot = false;
|
||||
bool left_foot = false;
|
||||
int FinishTimer = 0;
|
||||
|
||||
// This is how many bullet shells have been spawned since the beginning of the game.
|
||||
|
@ -89,7 +89,7 @@ short LoWangsQueueHead=0;
|
|||
short LoWangsQueue[MAX_LOWANGS_QUEUE];
|
||||
int SpawnBreakStaticFlames(short);
|
||||
|
||||
SWBOOL GlobalSkipZrange = false;
|
||||
bool GlobalSkipZrange = false;
|
||||
|
||||
int WeaponIsAmmo = BIT(WPN_STAR) | BIT(WPN_SWORD) | BIT(WPN_MINE) | BIT(WPN_FIST);
|
||||
|
||||
|
@ -103,13 +103,13 @@ ANIMATOR DoShrapJumpFall;
|
|||
ANIMATOR DoFastShrapJumpFall;
|
||||
|
||||
int SpawnSmokePuff(short SpriteNum);
|
||||
SWBOOL WarpToUnderwater(short *sectnum, int *x, int *y, int *z);
|
||||
SWBOOL WarpToSurface(short *sectnum, int *x, int *y, int *z);
|
||||
bool WarpToUnderwater(short *sectnum, int *x, int *y, int *z);
|
||||
bool WarpToSurface(short *sectnum, int *x, int *y, int *z);
|
||||
short ElectroFindClosestEnemy(short SpriteNum);
|
||||
int InitElectroJump(SPRITEp wp, SPRITEp sp);
|
||||
SWBOOL TestDontStickSector(short hit_sect);
|
||||
bool TestDontStickSector(short hit_sect);
|
||||
int SpawnShrapX(short SpriteNum);
|
||||
SWBOOL WeaponMoveHit(short SpriteNum);
|
||||
bool WeaponMoveHit(short SpriteNum);
|
||||
int HelpMissileLateral(int16_t Weapon, int dist);
|
||||
void SpawnMidSplash(short SpriteNum);
|
||||
|
||||
|
@ -2644,7 +2644,7 @@ STATE s_PaperShrapC[] =
|
|||
};
|
||||
|
||||
#if 1
|
||||
SWBOOL MissileHitMatch(short Weapon, short WeaponNum, short hit_sprite)
|
||||
bool MissileHitMatch(short Weapon, short WeaponNum, short hit_sprite)
|
||||
{
|
||||
SPRITEp hsp = &sprite[hit_sprite];
|
||||
|
||||
|
@ -2763,7 +2763,7 @@ int DoLavaErupt(short SpriteNum)
|
|||
short i,nexti,pnum;
|
||||
PLAYERp pp;
|
||||
SPRITEp tsp;
|
||||
SWBOOL found = false;
|
||||
bool found = false;
|
||||
|
||||
if (TEST_BOOL1(sp))
|
||||
{
|
||||
|
@ -4366,14 +4366,14 @@ SpawnBlood(short SpriteNum, short Weapon, short hit_ang, int hit_x, int hit_y, i
|
|||
}
|
||||
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
VehicleMoveHit(short SpriteNum)
|
||||
{
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp cp;
|
||||
SECTOR_OBJECTp sop;
|
||||
SECTOR_OBJECTp hsop;
|
||||
SWBOOL TestKillSectorObject(SECTOR_OBJECTp);
|
||||
bool TestKillSectorObject(SECTOR_OBJECTp);
|
||||
short controller;
|
||||
|
||||
if (!u->ret)
|
||||
|
@ -4473,7 +4473,7 @@ VehicleMoveHit(short SpriteNum)
|
|||
}
|
||||
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
WeaponMoveHit(short SpriteNum)
|
||||
{
|
||||
USERp u = User[SpriteNum];
|
||||
|
@ -4762,7 +4762,7 @@ DoFireballFlames(short SpriteNum)
|
|||
{
|
||||
SPRITEp sp = &sprite[SpriteNum],ap;
|
||||
USERp u = User[SpriteNum];
|
||||
SWBOOL jumping = false;
|
||||
bool jumping = false;
|
||||
|
||||
// if no owner then stay where you are
|
||||
if (u->Attach >= 0)
|
||||
|
@ -4859,7 +4859,7 @@ DoBreakFlames(short SpriteNum)
|
|||
{
|
||||
SPRITEp sp = &sprite[SpriteNum];
|
||||
USERp u = User[SpriteNum];
|
||||
SWBOOL jumping = false;
|
||||
bool jumping = false;
|
||||
|
||||
if (TEST(u->Flags, SPR_JUMPING))
|
||||
{
|
||||
|
@ -5439,7 +5439,7 @@ SopDamage(SECTOR_OBJECTp sop, short amt)
|
|||
int
|
||||
SopCheckKill(SECTOR_OBJECTp sop)
|
||||
{
|
||||
SWBOOL killed = false;
|
||||
bool killed = false;
|
||||
|
||||
if (TEST(sop->flags, SOBJ_BROKEN))
|
||||
return false;
|
||||
|
@ -5792,7 +5792,7 @@ PlayerCheckDeath(PLAYERp pp, short Weapon)
|
|||
return false;
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
PlayerTakeDamage(PLAYERp pp, short Weapon)
|
||||
{
|
||||
if (Weapon < 0)
|
||||
|
@ -8076,7 +8076,7 @@ DoStar(int16_t Weapon)
|
|||
|
||||
case HIT_SECTOR:
|
||||
{
|
||||
SWBOOL did_hit_wall;
|
||||
bool did_hit_wall;
|
||||
short hit_sect = NORM_SECTOR(u->ret);
|
||||
|
||||
if (sp->z > DIV2(u->hiz + u->loz))
|
||||
|
@ -8846,7 +8846,7 @@ void WallBounce(short SpriteNum, short ang)
|
|||
}
|
||||
|
||||
|
||||
SWBOOL SlopeBounce(short SpriteNum, SWBOOL *hit_wall)
|
||||
bool SlopeBounce(short SpriteNum, bool *hit_wall)
|
||||
{
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp sp = u->SpriteP;
|
||||
|
@ -9028,7 +9028,7 @@ DoGrenade(int16_t Weapon)
|
|||
|
||||
case HIT_SECTOR:
|
||||
{
|
||||
SWBOOL did_hit_wall;
|
||||
bool did_hit_wall;
|
||||
if (SlopeBounce(Weapon, &did_hit_wall))
|
||||
{
|
||||
if (did_hit_wall)
|
||||
|
@ -9251,7 +9251,7 @@ DoVulcanBoulder(int16_t Weapon)
|
|||
|
||||
case HIT_SECTOR:
|
||||
{
|
||||
SWBOOL did_hit_wall;
|
||||
bool did_hit_wall;
|
||||
|
||||
if (SlopeBounce(Weapon, &did_hit_wall))
|
||||
{
|
||||
|
@ -9322,7 +9322,7 @@ DoVulcanBoulder(int16_t Weapon)
|
|||
return false;
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
OwnerIsPlayer(short Weapon)
|
||||
{
|
||||
SPRITEp sp = &sprite[Weapon];
|
||||
|
@ -9346,7 +9346,7 @@ DoMineRangeTest(short Weapon, short range)
|
|||
unsigned stat;
|
||||
int dist, tx, ty;
|
||||
int tmin;
|
||||
SWBOOL ownerisplayer = false;
|
||||
bool ownerisplayer = false;
|
||||
|
||||
ownerisplayer = OwnerIsPlayer(Weapon);
|
||||
|
||||
|
@ -11396,7 +11396,7 @@ SpawnBigGunFlames(int16_t Weapon, int16_t Operator, SECTOR_OBJECTp sop)
|
|||
USERp eu;
|
||||
short explosion;
|
||||
unsigned sn;
|
||||
SWBOOL smallflames = false;
|
||||
bool smallflames = false;
|
||||
|
||||
if (Weapon < 0)
|
||||
{
|
||||
|
@ -12668,7 +12668,7 @@ DoMirv(int16_t Weapon)
|
|||
return false;
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
MissileSetPos(short Weapon, ANIMATORp DoWeapon, int dist)
|
||||
{
|
||||
SPRITEp wp = &sprite[Weapon];
|
||||
|
@ -12714,7 +12714,7 @@ MissileSetPos(short Weapon, ANIMATORp DoWeapon, int dist)
|
|||
return retval;
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
TestMissileSetPos(short Weapon, ANIMATORp DoWeapon, int dist, int zvel)
|
||||
{
|
||||
SPRITEp wp = &sprite[Weapon];
|
||||
|
@ -14284,7 +14284,7 @@ InitMiniSumoClap(short SpriteNum)
|
|||
}
|
||||
|
||||
int
|
||||
WeaponAutoAim(SPRITEp sp, short Missile, short ang, SWBOOL test)
|
||||
WeaponAutoAim(SPRITEp sp, short Missile, short ang, bool test)
|
||||
{
|
||||
USERp wu = User[Missile];
|
||||
USERp u = User[sp - sprite];
|
||||
|
@ -14354,7 +14354,7 @@ WeaponAutoAim(SPRITEp sp, short Missile, short ang, SWBOOL test)
|
|||
}
|
||||
|
||||
int
|
||||
WeaponAutoAimZvel(SPRITEp sp, short Missile, int *zvel, short ang, SWBOOL test)
|
||||
WeaponAutoAimZvel(SPRITEp sp, short Missile, int *zvel, short ang, bool test)
|
||||
{
|
||||
USERp wu = User[Missile];
|
||||
USERp u = User[sp - sprite];
|
||||
|
@ -14482,7 +14482,7 @@ AimHitscanToTarget(SPRITEp sp, int *z, short *ang, int z_ratio)
|
|||
}
|
||||
|
||||
int
|
||||
WeaponAutoAimHitscan(SPRITEp sp, int *z, short *ang, SWBOOL test)
|
||||
WeaponAutoAimHitscan(SPRITEp sp, int *z, short *ang, bool test)
|
||||
{
|
||||
USERp u = User[sp - sprite];
|
||||
short hit_sprite = -1;
|
||||
|
@ -16081,7 +16081,7 @@ InitSerpSlash(short SpriteNum)
|
|||
return 0;
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
WallSpriteInsideSprite(SPRITEp wsp, SPRITEp sp)
|
||||
{
|
||||
int x1, y1, x2, y2;
|
||||
|
@ -17730,7 +17730,7 @@ int SpawnWallHole(short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_
|
|||
return SpriteNum;
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
HitscanSpriteAdjust(short SpriteNum, short hit_wall)
|
||||
{
|
||||
SPRITEp sp = &sprite[SpriteNum];
|
||||
|
@ -17788,7 +17788,7 @@ InitUzi(PLAYERp pp)
|
|||
//static char alternate=0;
|
||||
static int uziclock=0;
|
||||
int clockdiff=0;
|
||||
SWBOOL FireSnd = false;
|
||||
bool FireSnd = false;
|
||||
#define UZIFIRE_WAIT 20
|
||||
|
||||
void InitUziShell(PLAYERp);
|
||||
|
@ -18648,7 +18648,7 @@ InitSobjGun(PLAYERp pp)
|
|||
{
|
||||
short i;
|
||||
SPRITEp sp;
|
||||
SWBOOL first = false;
|
||||
bool first = false;
|
||||
|
||||
for (i = 0; pp->sop->sp_num[i] != -1; i++)
|
||||
{
|
||||
|
@ -19252,7 +19252,7 @@ InitGrenade(PLAYERp pp)
|
|||
short w;
|
||||
short oclipdist;
|
||||
int zvel;
|
||||
SWBOOL auto_aim = false;
|
||||
bool auto_aim = false;
|
||||
|
||||
DoPlayerBeginRecoil(pp, GRENADE_RECOIL_AMT);
|
||||
|
||||
|
@ -19755,7 +19755,7 @@ InitEnemyFireball(short SpriteNum)
|
|||
// for hitscans or other uses
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
WarpToUnderwater(short *sectnum, int *x, int *y, int *z)
|
||||
{
|
||||
short i, nexti;
|
||||
|
@ -19827,7 +19827,7 @@ WarpToUnderwater(short *sectnum, int *x, int *y, int *z)
|
|||
return true;
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
WarpToSurface(short *sectnum, int *x, int *y, int *z)
|
||||
{
|
||||
short i, nexti;
|
||||
|
@ -19899,7 +19899,7 @@ WarpToSurface(short *sectnum, int *x, int *y, int *z)
|
|||
}
|
||||
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
SpriteWarpToUnderwater(SPRITEp sp)
|
||||
{
|
||||
USERp u = User[sp - sprite];
|
||||
|
@ -19977,7 +19977,7 @@ SpriteWarpToUnderwater(SPRITEp sp)
|
|||
return true;
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
SpriteWarpToSurface(SPRITEp sp)
|
||||
{
|
||||
USERp u = User[sp - sprite];
|
||||
|
@ -20172,7 +20172,7 @@ SpawnUnderSplash(short SpriteNum)
|
|||
return 0;
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
MissileHitDiveArea(short SpriteNum)
|
||||
{
|
||||
USERp u = User[SpriteNum];
|
||||
|
@ -20499,7 +20499,7 @@ void QueueReset(void)
|
|||
LoWangsQueue[i] = -1;
|
||||
}
|
||||
|
||||
SWBOOL TestDontStick(short SpriteNum, short hit_wall)
|
||||
bool TestDontStick(short SpriteNum, short hit_wall)
|
||||
{
|
||||
WALLp wp;
|
||||
|
||||
|
@ -20522,7 +20522,7 @@ SWBOOL TestDontStick(short SpriteNum, short hit_wall)
|
|||
return false;
|
||||
}
|
||||
|
||||
SWBOOL TestDontStickSector(short hit_sect)
|
||||
bool TestDontStickSector(short hit_sect)
|
||||
{
|
||||
if (TEST(sector[hit_sect].extra, SECTFX_DYNAMIC_AREA|SECTFX_SECTOR_OBJECT))
|
||||
return true;
|
||||
|
@ -20718,7 +20718,7 @@ int QueueFootPrint(short hit_sprite)
|
|||
USERp u = User[hit_sprite];
|
||||
USERp nu;
|
||||
short rnd_num=0;
|
||||
SWBOOL Found=false;
|
||||
bool Found=false;
|
||||
SECTORp sectp = §or[hsp->sectnum];
|
||||
|
||||
|
||||
|
@ -21235,7 +21235,7 @@ DoShrapVelocity(int16_t SpriteNum)
|
|||
|
||||
case HIT_SECTOR:
|
||||
{
|
||||
SWBOOL did_hit_wall;
|
||||
bool did_hit_wall;
|
||||
|
||||
if (SlopeBounce(SpriteNum, &did_hit_wall))
|
||||
{
|
||||
|
@ -21469,7 +21469,7 @@ ShrapKillSprite(short SpriteNum)
|
|||
return 0;
|
||||
}
|
||||
|
||||
SWBOOL CheckBreakToughness(BREAK_INFOp break_info, short ID)
|
||||
bool CheckBreakToughness(BREAK_INFOp break_info, short ID)
|
||||
{
|
||||
////DSPRINTF(ds,"CheckBreakToughness called with %d",ID);
|
||||
//CON_Message(ds);
|
||||
|
|
|
@ -71,8 +71,8 @@ SECTOR_OBJECTp DetectSectorObjectByWall(WALLp);
|
|||
void ScaleSpriteVector(short SpriteNum, int scale);
|
||||
int QueueHole(short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z);
|
||||
int QueueWallBlood(short hit_sprite, short ang);
|
||||
SWBOOL SlopeBounce(short SpriteNum, SWBOOL *hit_wall);
|
||||
SWBOOL HitscanSpriteAdjust(short SpriteNum, short hit_wall);
|
||||
bool SlopeBounce(short SpriteNum, bool *hit_wall);
|
||||
bool HitscanSpriteAdjust(short SpriteNum, short hit_wall);
|
||||
int SpawnSwordSparks(PLAYERp pp, short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z, short hit_ang);
|
||||
int SpawnBubble(short SpriteNum);
|
||||
int SpawnFireballExp(int16_t Weapon);
|
||||
|
@ -82,7 +82,7 @@ int SpawnGrenadeExp(int16_t Weapon);
|
|||
int SpawnSectorExp(int16_t Weapon);
|
||||
int DoShrapVelocity(int16_t SpriteNum);
|
||||
int ShrapKillSprite(short SpriteNum);
|
||||
SWBOOL MissileSetPos(short Weapon,ANIMATORp DoWeapon,int dist);
|
||||
bool MissileSetPos(short Weapon,ANIMATORp DoWeapon,int dist);
|
||||
int ActorPain(short SpriteNum);
|
||||
int SpawnBreakFlames(int16_t SpriteNum);
|
||||
const char *DeathString(short SpriteNum);
|
||||
|
@ -154,12 +154,12 @@ extern int WeaponIsAmmo;
|
|||
|
||||
extern short target_ang;
|
||||
|
||||
SWBOOL SpriteOverlap(short, short);
|
||||
bool SpriteOverlap(short, short);
|
||||
|
||||
int SpawnShotgunSparks(PLAYERp pp, short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z, short hit_ang);
|
||||
int DoActorBeginSlide(short SpriteNum, short ang, short vel, short dec);
|
||||
int GetOverlapSector(int x, int y, short *over, short *under);
|
||||
SWBOOL MissileHitDiveArea(short SpriteNum);
|
||||
bool MissileHitDiveArea(short SpriteNum);
|
||||
|
||||
int DoDamageTest(short);
|
||||
|
||||
|
@ -178,7 +178,7 @@ void WallBounce(short SpriteNum, short ang);
|
|||
int PlayerInitChemBomb(PLAYERp pp);
|
||||
int InitChemBomb(short SpriteNum);
|
||||
int PlayerInitCaltrops(PLAYERp pp);
|
||||
int InitBloodSpray(int16_t SpriteNum, SWBOOL dogib, short velocity);
|
||||
int InitBloodSpray(int16_t SpriteNum, bool dogib, short velocity);
|
||||
int SpawnBunnyExp(int16_t Weapon);
|
||||
int InitBunnyRocket(PLAYERp pp);
|
||||
|
||||
|
@ -221,9 +221,9 @@ int HelpMissileLateral(int16_t Weapon,int dist);
|
|||
int AddSpriteToSectorObject(short SpriteNum,SECTOR_OBJECTp sop);
|
||||
void QueueReset(void);
|
||||
int PlayerCheckDeath(PLAYERp pp,short Weapon);
|
||||
SWBOOL SpriteWarpToUnderwater(SPRITEp sp);
|
||||
bool SpriteWarpToUnderwater(SPRITEp sp);
|
||||
int PlayerDamageSlide(PLAYERp pp,short damage,short ang);
|
||||
SWBOOL VehicleMoveHit(short SpriteNum);
|
||||
bool VehicleMoveHit(short SpriteNum);
|
||||
int SpawnSplash(short SpriteNum);
|
||||
int SpawnMineExp(int16_t Weapon);
|
||||
int SpawnLittleExp(int16_t Weapon);
|
||||
|
@ -232,7 +232,7 @@ int SpawnNuclearExp(int16_t Weapon);
|
|||
int SpawnBoltExp(int16_t Weapon);
|
||||
int SpawnTracerExp(int16_t Weapon);
|
||||
int SpawnGoroFireballExp(int16_t Weapon);
|
||||
SWBOOL MissileHitMatch(short Weapon,short WeaponNum,short hit_sprite);
|
||||
bool MissileHitMatch(short Weapon,short WeaponNum,short hit_sprite);
|
||||
int DoItemFly(int16_t SpriteNum);
|
||||
int SpawnVehicleSmoke(short SpriteNum);
|
||||
short PrevWall(short wall_num);
|
||||
|
|
Loading…
Reference in a new issue