Misc changes. Probably breaks something, but probably fixes something else!

git-svn-id: https://svn.eduke32.com/eduke32@1611 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2010-03-12 05:50:30 +00:00
parent 8854ea2dbb
commit 4c863a0625
4 changed files with 135 additions and 254 deletions

View file

@ -99,7 +99,7 @@ extern void P_QuickKill(DukePlayer_t *p);
extern int32_t A_GetHitscanRange(int32_t i);
extern int32_t A_CheckHitSprite(int32_t i,short *hitsp);
extern int32_t A_Shoot(int32_t i,int32_t atwith);
extern void P_DisplayScubaMask(int32_t snum);
extern void P_DisplayScuba(int32_t snum);
extern void P_DisplayWeapon(int32_t snum);
extern void getinput(int32_t snum);
extern void P_DropWeapon(DukePlayer_t *p);

View file

@ -2618,7 +2618,7 @@ void G_DrawTXDigiNumZ(int32_t starttile, int32_t x,int32_t y,int32_t n,int32_t s
for (k=i-1; k>=0; k--)
{
p = starttile+*(b+k)-'0';
j += (tilesizx[p]+1)*(z>>16);
j += (1+tilesizx[p]*z)>>16;
}
if (cs&256) j<<=16;
c = x-(j>>1);
@ -2628,7 +2628,7 @@ void G_DrawTXDigiNumZ(int32_t starttile, int32_t x,int32_t y,int32_t n,int32_t s
{
p = starttile+*(b+k)-'0';
rotatesprite((c+j)<<shift,y<<shift,z,0,p,s,pal,2|cs,x1,y1,x2,y2);
j += ((tilesizx[p]+1) * (z>>((cs&256)?0:16)));
j += ((1+tilesizx[p]*z)>>((cs&256)?0:16));
}
}
@ -4464,7 +4464,7 @@ void G_DisplayRest(int32_t smoothratio)
{
P_DisplayWeapon(screenpeek);
if (pp->over_shoulder_on == 0)
P_DisplayScubaMask(screenpeek);
P_DisplayScuba(screenpeek);
}
G_MoveClouds();
}
@ -9573,6 +9573,7 @@ static void G_ShowParameterHelp(void)
"Files can be *.grp/zip/con/def\n"
"\n"
"-cfg [file.cfg]\tUse an alternate configuration file\n"
"-connect [host]\tConnect to a multiplayer game\n"
"-c#\t\tUse MP mode #, 1 = Dukematch, 2 = Coop, 3 = Dukematch(no spawn)\n"
"-d[file.dmo]\tPlay a demo\n"
"-g[file.grp]\tUse an extra group file\n"
@ -9584,6 +9585,7 @@ static void G_ShowParameterHelp(void)
"-nam/-ww2gi\tRun in NAM or WW2GI-compatible mode\n"
"-r\t\tRecord demo\n"
"-s#\t\tSet skill level (1-4)\n"
"-server\t\tStart a multiplayer game for other players to join\n"
#if defined RENDERTYPEWIN || (defined RENDERTYPESDL && !defined __APPLE__ && defined HAVE_GTK2)
"-setup/nosetup\tEnables/disables startup window\n"
#endif
@ -10138,6 +10140,15 @@ static void G_CheckCommandLine(int32_t argc, const char **argv)
i++;
continue;
}
if (!Bstrcasecmp(c+1,"net"))
{
G_GameExit("EDuke32 no longer supports legacy networking.\n\n"
"If using YANG or other launchers that only support legacy netplay, download an older build of EDuke32. "
"Otherwise, run the following:\n\n"
"eduke32 -server\n\n"
"Other clients can then connect by typing \"connect [host]\" in the console.\n\n"
"EDuke32 will now close.");
}
if (!Bstrcasecmp(c+1,"port"))
{
if (argc > i+1)
@ -11149,15 +11160,16 @@ void app_main(int32_t argc,const char **argv)
ud.multimode = 1;
// this needs to happen before G_CheckCommandLine because G_GameExit accesses g_player[0]
g_player[0].ps = (DukePlayer_t *) Bcalloc(1, sizeof(DukePlayer_t));
g_player[0].sync = (input_t *) Bcalloc(1, sizeof(input_t));
G_CheckCommandLine(argc,argv);
#if defined(RENDERTYPEWIN) && defined(USE_OPENGL)
if (forcegl) initprintf("GL driver blacklist disabled.\n");
#endif
g_player[0].ps = (DukePlayer_t *) Bcalloc(1, sizeof(DukePlayer_t));
g_player[0].sync = (input_t *) Bcalloc(1, sizeof(input_t));
if (getcwd(cwd,BMAX_PATH))
{
addsearchpath(cwd);

View file

@ -23,7 +23,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
//-------------------------------------------------------------------------
#include "duke3d.h"
const char *s_buildDate = "20100122";
const char *s_buildDate = "20100311";
char *MusicPtr = NULL;
int32_t g_musicSize;

View file

@ -64,7 +64,7 @@ void P_UpdateScreenPal(DukePlayer_t *p)
static void P_IncurDamage(DukePlayer_t *p)
{
int32_t damage = 0L, shield_damage = 0L;
int32_t damage;
aGameVars[g_iReturnVarID].val.lValue = 0;
if (apScriptGameEvent[EVENT_INCURDAMAGE])
@ -82,7 +82,7 @@ static void P_IncurDamage(DukePlayer_t *p)
if (p->inv_amount[GET_SHIELD] > 0)
{
shield_damage = damage * (20 + (krand()%30)) / 100;
int32_t shield_damage = damage * (20 + (krand()%30)) / 100;
damage -= shield_damage;
p->inv_amount[GET_SHIELD] += shield_damage;
@ -178,25 +178,24 @@ static void A_HitscanProjTrail(const vec3_t *sv, const vec3_t *dv, int32_t ang,
getzsofslope(sect,srcvect.x,srcvect.y,&n,&j);
if (srcvect.z > j || srcvect.z < n)
break;
j = A_InsertSprite(sect,srcvect.x,srcvect.y,srcvect.z,ProjectileData[atwith].trail,-32,ProjectileData[atwith].txrepeat,ProjectileData[atwith].tyrepeat,ang,0,0,g_player[0].ps->i,0);
j = A_InsertSprite(sect,srcvect.x,srcvect.y,srcvect.z,ProjectileData[atwith].trail,-32,
ProjectileData[atwith].txrepeat,ProjectileData[atwith].tyrepeat,ang,0,0,g_player[0].ps->i,0);
changespritestat(j,1);
}
}
int32_t A_GetHitscanRange(int32_t i)
{
int32_t zoff = 0;
int32_t zoff = (PN == APLAYER) ? PHEIGHT : 0;
hitdata_t hitinfo;
if (PN == APLAYER) zoff = PHEIGHT;
SZ -= zoff;
hitscan((const vec3_t *)&sprite[i],SECT,
sintable[(SA+512)&2047],
sintable[SA&2047],
0,&hitinfo,CLIPMASK1);
SZ += zoff;
return (FindDistance2D(hitinfo.pos.x-SX,hitinfo.pos.y-SY));
}
@ -204,7 +203,7 @@ static int32_t A_FindTargetSprite(spritetype *s,int32_t aang,int32_t atwith)
{
int32_t gotshrinker,gotfreezer;
int32_t i, j, a, k, cans;
static int32_t aimstats[] = {10,13,1,2};
static int32_t aimstats[] = { 10, 13, 1, 2 };
int32_t dx1, dy1, dx2, dy2, dx3, dy3, smax, sdist;
int32_t xv, yv;
@ -262,7 +261,8 @@ static int32_t A_FindTargetSprite(spritetype *s,int32_t aang,int32_t atwith)
{
if (PN == APLAYER &&
// ud.ffire == 0 &&
(GTFLAGS(GAMETYPE_PLAYERSFRIENDLY) || (GTFLAGS(GAMETYPE_TDM) && g_player[sprite[i].yvel].ps->team == g_player[s->yvel].ps->team)) &&
(GTFLAGS(GAMETYPE_PLAYERSFRIENDLY) || (GTFLAGS(GAMETYPE_TDM) &&
g_player[sprite[i].yvel].ps->team == g_player[s->yvel].ps->team)) &&
s->picnum == APLAYER &&
s != &sprite[i])
continue;
@ -366,28 +366,6 @@ int32_t A_Shoot(int32_t i,int32_t atwith)
s-> y -= y;
}
/*
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].sector = s->sectnum;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].x = s->x+((sintable[(s->ang+512)&2047])>>4);
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].y = s->y+((sintable[(s->ang)&2047])>>4);
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].z = s->z-PHEIGHT;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].range = 8192;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].angle = (s->ang+1024)&2047;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].horiz = 100;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].radius = 256;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].faderadius = 200;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[0] = 255;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[1] = 80;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[2] = 0;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = PR_LIGHT_PRIO_MAX_GAME;
if (gamelightcount < PR_MAXLIGHTS)
gamelightcount++;
*/
break;
}
#endif // POLYMER
@ -408,29 +386,6 @@ int32_t A_Shoot(int32_t i,int32_t atwith)
ActorExtra[i].lightcount = 2;
s-> x -= x;
s-> y -= y;
/*
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].sector = s->sectnum;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].x = s->x+((sintable[(s->ang+512)&2047])>>4);
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].y = s->y+((sintable[(s->ang)&2047])>>4);
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].z = s->z-PHEIGHT;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].range = 8192;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].angle = (s->ang+1024)&2047;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].horiz = 100;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].radius = 256;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].faderadius = 200;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[0] = ProjectileData[atwith].flashcolor&255;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[1] = (ProjectileData[atwith].flashcolor>>8)&255;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[2] = (ProjectileData[atwith].flashcolor>>16)&255;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = PR_LIGHT_PRIO_MAX_GAME;
if (gamelightcount < PR_MAXLIGHTS)
gamelightcount++;
*/
}
#endif // POLYMER
@ -504,23 +459,6 @@ int32_t A_Shoot(int32_t i,int32_t atwith)
{
if (ProjectileData[atwith].decal >= 0)
{
/*
k = A_Spawn(i,ProjectileData[atwith].decal);
sprite[k].xvel = -12;
sprite[k].ang = getangle(wall[hitinfo.hitwall].x-wall[wall[hitinfo.hitwall].point2].x,
wall[hitinfo.hitwall].y-wall[wall[hitinfo.hitwall].point2].y)+512;
sprite[k].x = hitinfo.pos.x;
sprite[k].y = hitinfo.pos.y;
sprite[k].z = hitinfo.pos.z;
sprite[k].cstat |= (krand()&4);
sprite[k].xrepeat = ProjectileData[atwith].xrepeat;
sprite[k].yrepeat = ProjectileData[atwith].yrepeat;
sprite[k].cstat = 16+(krand()&12);
A_SetSprite(k,CLIPMASK0);
setsprite(k,sprite[k].x,sprite[k].y,sprite[k].z);
A_AddToDeleteQueue(k);
*/
if (!(SpriteFlags[ProjectileData[atwith].decal] & SPRITE_DECAL))
SpriteFlags[ProjectileData[atwith].decal] |= SPRITE_DECAL;
@ -974,11 +912,8 @@ DOSKIPBULLETHOLE:
A_DamageWall(k,hitinfo.hitwall,&hitinfo.pos,atwith);
}
if ((krand()&255) < 4)
if (ProjectileData[atwith].isound >= 0)
{
S_PlaySound3D(ProjectileData[atwith].isound,k,&hitinfo.pos);
}
if ((krand()&255) < 4 && ProjectileData[atwith].isound >= 0)
S_PlaySound3D(ProjectileData[atwith].isound,k,&hitinfo.pos);
return -1;
}
@ -2007,7 +1942,7 @@ SKIPBULLETHOLE:
return -1;
}
static void P_DisplaySpitAnim(int32_t snum)
static void P_DisplaySpit(int32_t snum)
{
int32_t i, a, x, y, z;
@ -2026,7 +1961,7 @@ static void P_DisplaySpitAnim(int32_t snum)
}
}
static int32_t P_DisplayFistAnim(int32_t gs,int32_t snum)
static int32_t P_DisplayFist(int32_t gs,int32_t snum)
{
int32_t looking_arc,fisti,fistpal;
int32_t fistzoom, fistz;
@ -2119,7 +2054,7 @@ static void G_DrawWeaponTile(int32_t x, int32_t y, int32_t tilenum, int32_t shad
}
}
static int32_t P_DisplayKneeAnim(int32_t gs,int32_t snum)
static int32_t P_DisplayKnee(int32_t gs,int32_t snum)
{
static int8_t knee_y[] = {0,-8,-16,-32,-64,-84,-108,-108,-108,-72,-32,-8};
int32_t looking_arc, pal = g_player[snum].ps->palookup;
@ -2144,7 +2079,7 @@ static int32_t P_DisplayKneeAnim(int32_t gs,int32_t snum)
return 1;
}
static int32_t P_DisplayKnuckleAnim(int32_t gs,int32_t snum)
static int32_t P_DisplayKnuckles(int32_t gs,int32_t snum)
{
static int8_t knuckle_frames[] = {0,1,2,2,3,3,3,2,2,1,0};
int32_t looking_arc, pal = 0;
@ -2172,6 +2107,7 @@ void P_FireWeapon(DukePlayer_t *p)
int32_t i, snum = sprite[p->i].yvel;
aGameVars[g_iReturnVarID].val.lValue = 0;
if (apScriptGameEvent[EVENT_DOFIRE])
X_OnEvent(EVENT_DOFIRE, p->i, snum, -1);
@ -2179,19 +2115,18 @@ void P_FireWeapon(DukePlayer_t *p)
{
if (p->weapon_pos != 0) return;
if (aplWeaponWorksLike[p->curr_weapon][snum]!=KNEE_WEAPON)
if (aplWeaponWorksLike[p->curr_weapon][snum] != KNEE_WEAPON)
p->ammo_amount[p->curr_weapon]--;
if (aplWeaponFireSound[p->curr_weapon][snum])
{
A_PlaySound(aplWeaponFireSound[p->curr_weapon][snum],p->i);
}
Gv_SetVar(g_iWeaponVarID,p->curr_weapon,p->i,snum);
Gv_SetVar(g_iWorksLikeVarID,aplWeaponWorksLike[p->curr_weapon][snum], p->i, snum);
// OSD_Printf("doing %d %d %d\n",aplWeaponShoots[p->curr_weapon][snum],p->curr_weapon,snum);
A_Shoot(p->i,aplWeaponShoots[p->curr_weapon][snum]);
for (i=1; i<aplWeaponShotsPerBurst[p->curr_weapon][snum]; i++)
for (i=aplWeaponShotsPerBurst[p->curr_weapon][snum]-1; i > 0; i--)
{
if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FIREEVERYOTHER)
{
@ -2200,7 +2135,8 @@ void P_FireWeapon(DukePlayer_t *p)
}
else
{
if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_AMMOPERSHOT)
if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_AMMOPERSHOT &&
aplWeaponWorksLike[p->curr_weapon][snum] != KNEE_WEAPON)
{
if (p->ammo_amount[p->curr_weapon] > 0)
p->ammo_amount[p->curr_weapon]--;
@ -2222,41 +2158,10 @@ void P_FireWeapon(DukePlayer_t *p)
ActorExtra[p->i].lightcount = 2;
s->x -= x;
s->y -= y;
/*
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].sector = s->sectnum;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].x = s->x+((sintable[(p->ang+512)&2047])>>4);
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].y = s->y+((sintable[(p->ang)&2047])>>4);
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].z = s->z-PHEIGHT;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].range = 8192;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].angle = (s->ang+1024)&2047;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].horiz = 100;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].radius = 256;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].faderadius = 200;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[0] = aplWeaponFlashColor[p->curr_weapon][snum]&255;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[1] = (aplWeaponFlashColor[p->curr_weapon][snum]>>8)&255;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[2] = (aplWeaponFlashColor[p->curr_weapon][snum]>>16)&255;;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = PR_LIGHT_PRIO_MAX_GAME;
if (gamelightcount < PR_MAXLIGHTS)
gamelightcount++;
*/
#endif // POLYMER
lastvisinc = totalclock+32;
p->visibility = 0;
}
/* if( //!(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_CHECKATRELOAD) &&
aplWeaponReload[p->curr_weapon][snum] > aplWeaponTotalTime[p->curr_weapon][snum]
&& p->ammo_amount[p->curr_weapon] > 0
&& (aplWeaponClip[p->curr_weapon][snum])
&& ((p->ammo_amount[p->curr_weapon]%(aplWeaponClip[p->curr_weapon][snum]))==0))
{
p->kickback_pic=aplWeaponTotalTime[p->curr_weapon][snum];
} */
}
}
@ -2282,7 +2187,7 @@ void P_DoWeaponSpawn(DukePlayer_t *p)
}
void P_DisplayScubaMask(int32_t snum)
void P_DisplayScuba(int32_t snum)
{
int32_t p;
@ -2299,7 +2204,7 @@ void P_DisplayScubaMask(int32_t snum)
}
}
static int32_t P_DisplayTipAnim(int32_t gs,int32_t snum)
static int32_t P_DisplayTip(int32_t gs,int32_t snum)
{
int32_t p,looking_arc;
static int16_t tip_y[] = {0,-8,-16,-32,-64,-84,-108,-108,-108,-108,-108,-108,-108,-108,-108,-108,-96,-72,-64,-32,-16};
@ -2325,7 +2230,7 @@ static int32_t P_DisplayTipAnim(int32_t gs,int32_t snum)
return 1;
}
static int32_t P_DisplayAccessAnim(int32_t gs,int32_t snum)
static int32_t P_DisplayAccess(int32_t gs,int32_t snum)
{
static int16_t access_y[] = {0,-8,-16,-32,-64,-84,-108,-108,-108,-108,-108,-108,-108,-108,-108,-108,-96,-72,-64,-32,-16};
int32_t looking_arc;
@ -2367,10 +2272,10 @@ void P_DisplayWeapon(int32_t snum)
gs = sprite[p->i].shade;
if (gs > 24) gs = 24;
if (p->newowner >= 0 || ud.camerasprite >= 0 || p->over_shoulder_on > 0 || (sprite[p->i].pal != 1 && sprite[p->i].extra <= 0) || P_DisplayFistAnim(gs,snum) || P_DisplayKnuckleAnim(gs,snum) || P_DisplayTipAnim(gs,snum) || P_DisplayAccessAnim(gs,snum))
if (p->newowner >= 0 || ud.camerasprite >= 0 || p->over_shoulder_on > 0 || (sprite[p->i].pal != 1 && sprite[p->i].extra <= 0) || P_DisplayFist(gs,snum) || P_DisplayKnuckles(gs,snum) || P_DisplayTip(gs,snum) || P_DisplayAccess(gs,snum))
return;
P_DisplayKneeAnim(gs,snum);
P_DisplayKnee(gs,snum);
gun_pos = 80-(p->weapon_pos*p->weapon_pos);
@ -3023,7 +2928,7 @@ void P_DisplayWeapon(int32_t snum)
}
}
P_DisplaySpitAnim(snum);
P_DisplaySpit(snum);
}
@ -3961,8 +3866,7 @@ void P_ProcessInput(int32_t snum)
}
psectlotag = sector[psect].lotag;
p->spritebridge = 0;
p->sbs = 0;
p->spritebridge = p->sbs = 0;
shrunk = (s->yrepeat < 32);
getzrange((vec3_t *)p,psect,&cz,&hz,&fz,&lz,163L,CLIPMASK0);
@ -3972,7 +3876,6 @@ void P_ProcessInput(int32_t snum)
truefdist = klabs(p->posz-j);
/* wtf is this supposed to do? */
if ((lz&49152) == 16384 && psectlotag == 1 && truefdist > PHEIGHT+(16<<8))
psectlotag = 0;
@ -3982,6 +3885,7 @@ void P_ProcessInput(int32_t snum)
p->ohoriz = p->horiz;
p->ohorizoff = p->horizoff;
// calculates automatic view angle for playing without a mouse
if (p->aim_mode == 0 && p->on_ground && psectlotag != 2 && (sector[psect].floorstat&2))
{
x = p->posx+(sintable[(p->ang+512)&2047]>>5);
@ -4025,14 +3929,15 @@ void P_ProcessInput(int32_t snum)
}
else if (A_CheckEnemySprite(&sprite[j]) && sprite[j].xrepeat > 24 && klabs(s->z-sprite[j].z) < (84<<8))
{
// I think this is what makes the player slide off enemies... might be a good sprite flag to add later
j = getangle(sprite[j].x-p->posx,sprite[j].y-p->posy);
p->posxv -= sintable[(j+512)&2047]<<4;
p->posyv -= sintable[j&2047]<<4;
}
}
if (s->extra > 0) P_IncurDamage(p);
if (s->extra > 0)
P_IncurDamage(p);
else
{
s->extra = 0;
@ -4046,8 +3951,10 @@ void P_ProcessInput(int32_t snum)
if (p->fist_incs)
{
// the fist puching the end-of-level thing...
// the fist punching NUKEBUTTON
p->fist_incs++;
if (p->fist_incs == 28)
{
if (ud.recstat == 1) G_CloseDemoWrite();
@ -4057,20 +3964,21 @@ void P_ProcessInput(int32_t snum)
p->pals[2] = 64;
p->pals_time = 48;
}
if (p->fist_incs > 42)
{
if (p->buttonpalette && ud.from_bonus == 0)
{
ud.from_bonus = ud.level_number+1;
if (ud.secretlevel > 0 && ud.secretlevel < MAXLEVELS) ud.level_number = ud.secretlevel-1;
if (ud.secretlevel > 0 && ud.secretlevel < MAXLEVELS)
ud.level_number = ud.secretlevel-1;
ud.m_level_number = ud.level_number;
}
else
{
if (ud.from_bonus)
{
ud.level_number = ud.from_bonus;
ud.m_level_number = ud.level_number;
ud.m_level_number = ud.level_number = ud.from_bonus;
ud.from_bonus = 0;
}
else
@ -4084,8 +3992,10 @@ void P_ProcessInput(int32_t snum)
ud.m_level_number = ud.level_number;
}
}
TRAVERSE_CONNECT(i)
g_player[i].ps->gm = MODE_EOL;
g_player[i].ps->gm = MODE_EOL;
p->fist_incs = 0;
return;
@ -4167,9 +4077,7 @@ void P_ProcessInput(int32_t snum)
// p->bobcounter += 32;
}
p->oposx = p->posx;
p->oposy = p->posy;
p->oposz = p->posz;
Bmemcpy(&p->oposx, &p->posx, sizeof(vec3_t));
p->oang = p->ang;
p->opyoff = p->pyoff;
@ -4194,6 +4102,7 @@ void P_ProcessInput(int32_t snum)
if (p->transporter_hold == 0 && p->on_warping_sector)
p->transporter_hold = 2;
}
if (p->transporter_hold < 0)
p->transporter_hold++;
@ -4262,9 +4171,10 @@ void P_ProcessInput(int32_t snum)
}
else p->weapon_sway = p->bobcounter;
s->xvel =
ksqrt((p->posx-p->bobposx)*(p->posx-p->bobposx)+(p->posy-p->bobposy)*(p->posy-p->bobposy));
if (p->on_ground) p->bobcounter += sprite[p->i].xvel>>1;
s->xvel = ksqrt((p->posx-p->bobposx)*(p->posx-p->bobposx)+(p->posy-p->bobposy)*(p->posy-p->bobposy));
if (p->on_ground)
p->bobcounter += sprite[p->i].xvel>>1;
if (ud.clipping == 0 && (sector[p->cursectnum].floorpicnum == MIRROR || p->cursectnum < 0 || p->cursectnum >= MAXSECTORS))
{
@ -4855,7 +4765,8 @@ void P_ProcessInput(int32_t snum)
p->posxv += ((g_player[snum].sync->fvel*doubvel)<<6);
p->posyv += ((g_player[snum].sync->svel*doubvel)<<6);
if ((aplWeaponWorksLike[p->curr_weapon][snum] == KNEE_WEAPON && *kb > 10 && p->on_ground) || (p->on_ground && TEST_SYNC_KEY(sb_snum, SK_CROUCH)))
if (p->on_ground && (aplWeaponWorksLike[p->curr_weapon][snum] == KNEE_WEAPON ||
TEST_SYNC_KEY(sb_snum, SK_CROUCH)))
{
p->posxv = mulscale(p->posxv,p->runspeed-0x2000,16);
p->posyv = mulscale(p->posyv,p->runspeed-0x2000,16);
@ -4896,22 +4807,17 @@ HORIZONLY:
if (ud.clipping)
{
j = 0;
p->posx += p->posxv>>14;
p->posy += p->posyv>>14;
updatesector(p->posx,p->posy,&p->cursectnum);
changespritesect(pi,p->cursectnum);
}
else
j = clipmove((vec3_t *)p,&p->cursectnum,
p->posxv,p->posyv,164L,(4L<<8),i,CLIPMASK0);
else if ((j = clipmove((vec3_t *)p,&p->cursectnum, p->posxv,p->posyv,164L,(4L<<8),i,CLIPMASK0)))
P_CheckTouchDamage(p, j);
if (p->jetpack_on == 0 && psectlotag != 2 && psectlotag != 1 && shrunk)
p->posz += 32<<8;
if (j)
P_CheckTouchDamage(p,j);
if (p->jetpack_on == 0)
{
if (s->xvel > 16)
@ -4959,12 +4865,10 @@ HORIZONLY:
if (p->cursectnum != s->sectnum)
changespritesect(pi,p->cursectnum);
if (ud.clipping == 0)
j = (pushmove((vec3_t *)p,&p->cursectnum,164L,(4L<<8),(4L<<8),CLIPMASK0) < 0 && A_GetFurthestAngle(pi,8) < 512);
else j = 0;
if (ud.clipping == 0)
{
j = (pushmove((vec3_t *)p,&p->cursectnum,164L,(4L<<8),(4L<<8),CLIPMASK0) < 0 && A_GetFurthestAngle(pi,8) < 512);
if (klabs(ActorExtra[pi].floorz-ActorExtra[pi].ceilingz) < (48<<8) || j)
{
if (!(sector[s->sectnum].lotag&0x8000) && (isanunderoperator(sector[s->sectnum].lotag) ||
@ -4980,7 +4884,6 @@ HORIZONLY:
activatebysector(psect,pi);
}
// center_view
i = 0;
if (TEST_SYNC_KEY(sb_snum, SK_CENTER_VIEW) || p->hard_landing)
{
@ -4994,21 +4897,19 @@ HORIZONLY:
if (TEST_SYNC_KEY(sb_snum, SK_LOOK_UP))
{
// look_up
aGameVars[g_iReturnVarID].val.lValue = 0;
X_OnEvent(EVENT_LOOKUP,pi,snum, -1);
if (aGameVars[g_iReturnVarID].val.lValue == 0)
{
p->return_to_center = 9;
if (TEST_SYNC_KEY(sb_snum, SK_RUN)) p->horiz += 12; // running
if (TEST_SYNC_KEY(sb_snum, SK_RUN)) p->horiz += 12;
p->horiz += 12;
i++;
}
}
else if (TEST_SYNC_KEY(sb_snum, SK_LOOK_DOWN))
if (TEST_SYNC_KEY(sb_snum, SK_LOOK_DOWN))
{
// look_down
aGameVars[g_iReturnVarID].val.lValue = 0;
X_OnEvent(EVENT_LOOKDOWN,pi,snum, -1);
if (aGameVars[g_iReturnVarID].val.lValue == 0)
@ -5020,33 +4921,30 @@ HORIZONLY:
}
}
else if (TEST_SYNC_KEY(sb_snum, SK_AIM_UP))
if (TEST_SYNC_KEY(sb_snum, SK_AIM_UP))
{
// aim_up
aGameVars[g_iReturnVarID].val.lValue = 0;
X_OnEvent(EVENT_AIMUP,pi,snum, -1);
if (aGameVars[g_iReturnVarID].val.lValue == 0)
{
// running
if (TEST_SYNC_KEY(sb_snum, SK_RUN)) p->horiz += 6;
p->horiz += 6;
i++;
}
}
else if (TEST_SYNC_KEY(sb_snum, SK_AIM_DOWN))
if (TEST_SYNC_KEY(sb_snum, SK_AIM_DOWN))
{
// aim_down
aGameVars[g_iReturnVarID].val.lValue = 0;
X_OnEvent(EVENT_AIMDOWN,pi,snum, -1);
if (aGameVars[g_iReturnVarID].val.lValue == 0)
{
// running
if (TEST_SYNC_KEY(sb_snum, SK_RUN)) p->horiz -= 6;
p->horiz -= 6;
i++;
}
}
if (p->return_to_center > 0)
if (TEST_SYNC_KEY(sb_snum, SK_LOOK_UP) == 0 && TEST_SYNC_KEY(sb_snum, SK_LOOK_DOWN) == 0)
{
@ -5096,13 +4994,16 @@ HORIZONLY:
{
p->knee_incs = 0;
p->holster_weapon = 0;
if (p->weapon_pos < 0)
p->weapon_pos = -p->weapon_pos;
if (p->actorsqu >= 0 && dist(&sprite[pi],&sprite[p->actorsqu]) < 1400 && sprite[p->actorsqu].statnum != MAXSTATUS)
{
A_DoGuts(p->actorsqu,JIBS6,7);
A_Spawn(p->actorsqu,BLOODPOOL);
A_PlaySound(SQUISHED,p->actorsqu);
switch (DynamicTileMap[sprite[p->actorsqu].picnum])
{
case FEM1__STATIC:
@ -5121,19 +5022,16 @@ HORIZONLY:
if (sprite[p->actorsqu].yvel)
G_OperateRespawns(sprite[p->actorsqu].yvel);
break;
}
if (sprite[p->actorsqu].picnum == APLAYER)
{
case APLAYER__STATIC:
P_QuickKill(g_player[sprite[p->actorsqu].yvel].ps);
g_player[sprite[p->actorsqu].yvel].ps->frag_ps = snum;
}
else if (A_CheckEnemySprite(&sprite[p->actorsqu]))
{
break;
default:
if (A_CheckEnemySprite(&sprite[p->actorsqu]))
p->actors_killed++;
deletesprite(p->actorsqu);
p->actors_killed++;
break;
}
else deletesprite(p->actorsqu);
}
p->actorsqu = -1;
}
@ -5143,24 +5041,24 @@ HORIZONLY:
if (P_DoCounters(p)) return;
if (p->weapon_pos != 0)
switch (p->weapon_pos)
{
if (p->weapon_pos == -9)
case -9:
if (p->last_weapon >= 0)
{
if (p->last_weapon >= 0)
{
p->weapon_pos = 10;
// if(p->curr_weapon == KNEE_WEAPON) *kb = 1;
p->last_weapon = -1;
}
else if (p->holster_weapon == 0)
p->weapon_pos = 10;
p->weapon_pos = 10;
p->last_weapon = -1;
}
else p->weapon_pos--;
else if (p->holster_weapon == 0)
p->weapon_pos = 10;
break;
case 0:
break;
default:
p->weapon_pos--;
break;
}
// HACKS
SHOOTINCODE:
if (TEST_SYNC_KEY(sb_snum, SK_HOLSTER)) // 'Holster Weapon
{
@ -5170,7 +5068,7 @@ SHOOTINCODE:
X_OnEvent(EVENT_HOLSTER, pi, snum, -1);
if (aGameVars[g_iReturnVarID].val.lValue == 0)
{
if (p->curr_weapon > KNEE_WEAPON)
if (*aplWeaponWorksLike[p->curr_weapon] != KNEE_WEAPON)
{
if (p->holster_weapon == 0 && p->weapon_pos == 0)
{
@ -5237,10 +5135,9 @@ SHOOTINCODE:
P_CheckWeapon(p);
}
}
if (ActorExtra[p->i].temp_data[7] != 0)
{
A_Shoot(p->i,aplWeaponShoots[p->curr_weapon][snum]);
}
}
}
@ -5249,6 +5146,7 @@ SHOOTINCODE:
if (TEST_SYNC_KEY(sb_snum, SK_FIRE)) return;
p->rapid_fire_hold = 0;
}
if (shrunk || p->tipincs || p->access_incs)
sb_snum &= ~BIT(SK_FIRE);
else if (shrunk == 0 && (sb_snum&(1<<2)) && (*kb) == 0 && p->fist_incs == 0 &&
@ -5270,47 +5168,40 @@ SHOOTINCODE:
aGameVars[g_iReturnVarID].val.lValue = 0;
Gv_SetVar(g_iWeaponVarID,p->curr_weapon,pi,snum);
Gv_SetVar(g_iWorksLikeVarID,aplWeaponWorksLike[p->curr_weapon][snum],pi,snum);
X_OnEvent(EVENT_FIRE, pi, snum, -1);
if (apScriptGameEvent[EVENT_FIRE])
X_OnEvent(EVENT_FIRE, pi, snum, -1);
if (aGameVars[g_iReturnVarID].val.lValue == 0)
{
if (apScriptGameEvent[EVENT_FIREWEAPON]) // this event is deprecated
X_OnEvent(EVENT_FIREWEAPON, p->i, snum, -1);
switch (aplWeaponWorksLike[p->curr_weapon][snum])
{
case HANDBOMB_WEAPON:
if (apScriptGameEvent[EVENT_FIREWEAPON])
X_OnEvent(EVENT_FIREWEAPON, p->i, snum, -1);
p->hbomb_hold_delay = 0;
if (p->ammo_amount[p->curr_weapon] > 0)
{
(*kb)=1;
if (aplWeaponInitialSound[p->curr_weapon][snum])
{
A_PlaySound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
}
}
break;
case HANDREMOTE_WEAPON:
if (apScriptGameEvent[EVENT_FIREWEAPON])
X_OnEvent(EVENT_FIREWEAPON, p->i, snum, -1);
p->hbomb_hold_delay = 0;
(*kb) = 1;
if (aplWeaponInitialSound[p->curr_weapon][snum])
{
A_PlaySound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
}
break;
case SHOTGUN_WEAPON:
if (apScriptGameEvent[EVENT_FIREWEAPON])
X_OnEvent(EVENT_FIREWEAPON, p->i, snum, -1);
if (p->ammo_amount[p->curr_weapon] > 0 && p->random_club_frame == 0)
{
(*kb)=1;
if (aplWeaponInitialSound[p->curr_weapon][snum])
{
A_PlaySound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
}
}
break;
@ -5368,42 +5259,30 @@ SHOOTINCODE:
case GROW_WEAPON:
case FREEZE_WEAPON:
case RPG_WEAPON:
if (apScriptGameEvent[EVENT_FIREWEAPON])
X_OnEvent(EVENT_FIREWEAPON, p->i, snum, -1);
if (p->ammo_amount[p->curr_weapon] > 0)
{
(*kb) = 1;
if (aplWeaponInitialSound[p->curr_weapon][snum])
{
A_PlaySound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
}
}
break;
case DEVISTATOR_WEAPON:
if (apScriptGameEvent[EVENT_FIREWEAPON])
X_OnEvent(EVENT_FIREWEAPON, p->i, snum, -1);
if (p->ammo_amount[p->curr_weapon] > 0)
{
(*kb) = 1;
p->hbomb_hold_delay = !p->hbomb_hold_delay;
if (aplWeaponInitialSound[p->curr_weapon][snum])
{
A_PlaySound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
}
}
break;
case KNEE_WEAPON:
if (apScriptGameEvent[EVENT_FIREWEAPON])
X_OnEvent(EVENT_FIREWEAPON, p->i, snum, -1);
if (p->quick_kick == 0)
{
(*kb) = 1;
if (aplWeaponInitialSound[p->curr_weapon][snum])
{
A_PlaySound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
}
}
break;
}
@ -5419,8 +5298,8 @@ SHOOTINCODE:
p->rapid_fire_hold = 1;
return;
}
(*kb)++;
if ((*kb)==aplWeaponHoldDelay[p->curr_weapon][snum])
if (++(*kb) == aplWeaponHoldDelay[p->curr_weapon][snum])
{
int32_t lPipeBombControl;
@ -5449,15 +5328,14 @@ SHOOTINCODE:
if (lPipeBombControl & PIPEBOMB_TIMER)
{
int32_t lGrenadeLifetime=Gv_GetVarByLabel("GRENADE_LIFETIME", NAM_GRENADE_LIFETIME, -1, snum);
int32_t lGrenadeLifetimeVar=Gv_GetVarByLabel("GRENADE_LIFETIME_VAR", NAM_GRENADE_LIFETIME_VAR, -1, snum);
ActorExtra[j].temp_data[7]=lGrenadeLifetime
+ mulscale(krand(),lGrenadeLifetimeVar, 14)
- lGrenadeLifetimeVar;
int32_t lv=Gv_GetVarByLabel("GRENADE_LIFETIME_VAR", NAM_GRENADE_LIFETIME_VAR, -1, snum);
ActorExtra[j].temp_data[7]= Gv_GetVarByLabel("GRENADE_LIFETIME", NAM_GRENADE_LIFETIME, -1, snum)
+ mulscale(krand(),lv, 14)
- lv;
ActorExtra[j].temp_data[6]=1;
}
else
ActorExtra[j].temp_data[6]=2;
else ActorExtra[j].temp_data[6]=2;
if (k == 15)
{
@ -5465,49 +5343,38 @@ SHOOTINCODE:
sprite[j].z += (8<<8);
}
k = A_GetHitscanRange(pi);
if (k < 512)
if (A_GetHitscanRange(pi) < 512)
{
sprite[j].ang += 1024;
sprite[j].zvel /= 3;
sprite[j].xvel /= 3;
}
}
p->hbomb_on = 1;
}
else if ((*kb) < aplWeaponHoldDelay[p->curr_weapon][snum] && TEST_SYNC_KEY(sb_snum, SK_FIRE))
{
p->hbomb_hold_delay++;
}
else if ((*kb) > aplWeaponTotalTime[p->curr_weapon][snum])
{
int32_t lPipeBombControl=Gv_GetVarByLabel("PIPEBOMB_CONTROL", PIPEBOMB_REMOTE, -1, snum);
(*kb) = 0;
p->weapon_pos = 10;
if (lPipeBombControl == PIPEBOMB_REMOTE)
if (Gv_GetVarByLabel("PIPEBOMB_CONTROL", PIPEBOMB_REMOTE, -1, snum) == PIPEBOMB_REMOTE)
{
p->curr_weapon = HANDREMOTE_WEAPON;
p->last_weapon = -1;
p->weapon_pos = 10;
}
else
{
p->weapon_pos = 10;
P_CheckWeapon(p);
}
else P_CheckWeapon(p);
}
}
else if (aplWeaponWorksLike[p->curr_weapon][snum] == HANDREMOTE_WEAPON)
{
(*kb)++;
if ((*kb) == aplWeaponFireDelay[p->curr_weapon][snum])
if (++(*kb) == aplWeaponFireDelay[p->curr_weapon][snum])
{
if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_BOMB_TRIGGER)
{
p->hbomb_on = 0;
}
if (aplWeaponShoots[p->curr_weapon][snum] != 0)
{
if (!(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_NOVISIBLE))
@ -5523,12 +5390,11 @@ SHOOTINCODE:
if ((*kb) >= aplWeaponTotalTime[p->curr_weapon][snum])
{
int32_t lPipeBombControl=Gv_GetVarByLabel("PIPEBOMB_CONTROL", PIPEBOMB_REMOTE, -1, snum);
(*kb) = 0;
if ((p->ammo_amount[HANDBOMB_WEAPON] > 0) && lPipeBombControl == PIPEBOMB_REMOTE)
if ((p->ammo_amount[HANDBOMB_WEAPON] > 0) &&
Gv_GetVarByLabel("PIPEBOMB_CONTROL", PIPEBOMB_REMOTE, -1, snum) == PIPEBOMB_REMOTE)
P_AddWeapon(p,HANDBOMB_WEAPON);
else
P_CheckWeapon(p);
else P_CheckWeapon(p);
}
}
else
@ -5586,8 +5452,11 @@ SHOOTINCODE:
if (aplWeaponReloadSound1[p->curr_weapon][snum])
A_PlaySound(aplWeaponReloadSound1[p->curr_weapon][snum],pi);
}
else if (((*kb) == (aplWeaponReload[p->curr_weapon][snum] - (i/3)) && !(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_RELOAD_TIMING)) ||
((*kb) == (aplWeaponReload[p->curr_weapon][snum] - i+4) && (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_RELOAD_TIMING)))
else if (((*kb) == (aplWeaponReload[p->curr_weapon][snum] - (i/3)) &&
!(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_RELOAD_TIMING)) ||
((*kb) == (aplWeaponReload[p->curr_weapon][snum] - i+4) &&
(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_RELOAD_TIMING)))
{
if (aplWeaponReloadSound2[p->curr_weapon][snum])
A_PlaySound(aplWeaponReloadSound2[p->curr_weapon][snum],pi);
@ -5654,7 +5523,7 @@ SHOOTINCODE:
}
if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_RESET &&
(*kb) > aplWeaponTotalTime[p->curr_weapon][snum]-aplWeaponHoldDelay[p->curr_weapon][snum] &&
((aplWeaponWorksLike[p->curr_weapon][snum] == KNEE_WEAPON)?1:p->ammo_amount[p->curr_weapon] > 0))
((aplWeaponWorksLike[p->curr_weapon][snum] == KNEE_WEAPON) || p->ammo_amount[p->curr_weapon] > 0))
{
if (TEST_SYNC_KEY(sb_snum, SK_FIRE)) *kb = 1;
else *kb = 0;