mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-25 03:00:46 +00:00
Consty McConst
git-svn-id: https://svn.eduke32.com/eduke32@6232 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
dac7679633
commit
54a0d8d4ae
4 changed files with 81 additions and 73 deletions
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@ -118,7 +118,7 @@ void VM_ScriptInfo(intptr_t const *ptr, int range)
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}
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#endif
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static void VM_DeleteSprite(int spriteNum, int playerNum)
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static void VM_DeleteSprite(int const spriteNum, int const playerNum)
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{
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if (EDUKE32_PREDICT_FALSE((unsigned) spriteNum >= MAXSPRITES))
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return;
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@ -182,12 +182,12 @@ static FORCE_INLINE int32_t VM_EventCommon_(int const eventNum, int const sprite
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// check tempvm instead of vm... this way, we are not actually loading
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// FROM vm anywhere until VM_Execute() is called
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if ((unsigned)tempvm.spriteNum >= MAXSPRITES)
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if (EDUKE32_PREDICT_FALSE((unsigned)tempvm.spriteNum >= MAXSPRITES))
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{
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static spritetype dummy_sprite;
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static uspritetype dummy_sprite;
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static int32_t dummy_t[ARRAY_SIZE(actor[0].t_data)];
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vm.pSprite = &dummy_sprite;
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vm.pUSprite = &dummy_sprite;
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vm.pData = dummy_t;
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}
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@ -216,24 +216,24 @@ static FORCE_INLINE int32_t VM_EventCommon_(int const eventNum, int const sprite
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// which are not only optimized further based on lDist or iReturn (or both) having values known at compile time,
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// but are called faster due to having less parameters
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int32_t VM_OnEventWithBoth_(int eventNum, int spriteNum, int playerNum, int playerDist, int32_t returnValue)
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int32_t VM_OnEventWithBoth_(int const nEventID, int const spriteNum, int const playerNum, int const nDist, int32_t const nReturn)
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{
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return VM_EventCommon_(eventNum, spriteNum, playerNum, playerDist, returnValue);
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return VM_EventCommon_(nEventID, spriteNum, playerNum, nDist, nReturn);
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}
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int32_t VM_OnEventWithReturn_(int eventNum, int spriteNum, int playerNum, int32_t returnValue)
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int32_t VM_OnEventWithReturn_(int const nEventID, int const spriteNum, int const playerNum, int32_t const nReturn)
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{
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return VM_EventCommon_(eventNum, spriteNum, playerNum, -1, returnValue);
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return VM_EventCommon_(nEventID, spriteNum, playerNum, -1, nReturn);
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}
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int32_t VM_OnEventWithDist_(int eventNum, int spriteNum, int playerNum, int playerDist)
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int32_t VM_OnEventWithDist_(int const nEventID, int const spriteNum, int const playerNum, int const nDist)
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{
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return VM_EventCommon_(eventNum, spriteNum, playerNum, playerDist, 0);
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return VM_EventCommon_(nEventID, spriteNum, playerNum, nDist, 0);
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}
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int32_t VM_OnEvent_(int eventNum, int spriteNum, int playerNum)
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int32_t VM_OnEvent_(int const nEventID, int const spriteNum, int const playerNum)
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{
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return VM_EventCommon_(eventNum, spriteNum, playerNum, -1, 0);
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return VM_EventCommon_(nEventID, spriteNum, playerNum, -1, 0);
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}
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static int32_t VM_CheckSquished(void)
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@ -320,7 +320,7 @@ int32_t A_Dodge(spritetype *pSprite)
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return 0;
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}
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int32_t A_GetFurthestAngle(int spriteNum, int angDiv)
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int32_t A_GetFurthestAngle(int const spriteNum, int const angDiv)
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{
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uspritetype *const pSprite = (uspritetype *)&sprite[spriteNum];
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@ -353,7 +353,7 @@ int32_t A_GetFurthestAngle(int spriteNum, int angDiv)
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return furthest_angle&2047;
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}
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int A_FurthestVisiblePoint(int spriteNum, uspritetype * const ts, int32_t *dax, int32_t *day)
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int A_FurthestVisiblePoint(int const spriteNum, uspritetype * const ts, int32_t * const dax, int32_t * const day)
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{
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if (AC_COUNT(actor[spriteNum].t_data)&63)
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return -1;
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@ -392,7 +392,7 @@ int A_FurthestVisiblePoint(int spriteNum, uspritetype * const ts, int32_t *dax,
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return -1;
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}
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static void VM_GetZRange(int spriteNum, int32_t *ceilhit, int32_t *florhit, int wallDist)
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static void VM_GetZRange(int const spriteNum, int32_t * const ceilhit, int32_t * const florhit, int const wallDist)
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{
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uspritetype *const pSprite = (uspritetype *)&sprite[spriteNum];
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int const ocstat = pSprite->cstat;
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@ -439,7 +439,7 @@ void A_GetZLimits(int spriteNum)
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}
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}
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void A_Fall(int spriteNum)
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void A_Fall(int const spriteNum)
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{
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spritetype *const pSprite = &sprite[spriteNum];
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int spriteGravity = g_spriteGravity;
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@ -505,7 +505,7 @@ int G_GetAngleDelta(int currAngle, int newAngle)
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return newAngle-currAngle;
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}
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GAMEEXEC_STATIC void VM_AlterAng(int32_t moveFlags)
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GAMEEXEC_STATIC void VM_AlterAng(int32_t const moveFlags)
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{
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int const elapsedTics = (AC_COUNT(vm.pData))&31;
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@ -536,9 +536,8 @@ GAMEEXEC_STATIC void VM_AlterAng(int32_t moveFlags)
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if (moveFlags&seekplayer)
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{
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int angDiff;
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int goalAng;
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int const spriteAngle = vm.pSprite->ang;
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int holoDukeSprite = vm.pPlayer->holoduke_on;
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int const holoDukeSprite = vm.pPlayer->holoduke_on;
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// NOTE: looks like 'owner' is set to target sprite ID...
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@ -548,13 +547,13 @@ GAMEEXEC_STATIC void VM_AlterAng(int32_t moveFlags)
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? holoDukeSprite
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: vm.pPlayer->i;
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goalAng = (sprite[vm.pSprite->owner].picnum == APLAYER)
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int const goalAng = (sprite[vm.pSprite->owner].picnum == APLAYER)
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? getangle(actor[vm.spriteNum].lastvx - vm.pSprite->x, actor[vm.spriteNum].lastvy - vm.pSprite->y)
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: getangle(sprite[vm.pSprite->owner].x - vm.pSprite->x, sprite[vm.pSprite->owner].y - vm.pSprite->y);
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if (vm.pSprite->xvel && vm.pSprite->picnum != DRONE)
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{
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angDiff = G_GetAngleDelta(spriteAngle, goalAng);
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int const angDiff = G_GetAngleDelta(spriteAngle, goalAng);
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if (elapsedTics < 2)
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{
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@ -588,7 +587,7 @@ GAMEEXEC_STATIC void VM_AlterAng(int32_t moveFlags)
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}
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}
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static inline void VM_AddAngle(int shift, int goalAng)
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static inline void VM_AddAngle(int const shift, int const goalAng)
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{
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int angDiff = G_GetAngleDelta(vm.pSprite->ang, goalAng) >> shift;
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@ -598,7 +597,7 @@ static inline void VM_AddAngle(int shift, int goalAng)
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vm.pSprite->ang += angDiff;
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}
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static inline void VM_FacePlayer(int shift)
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static inline void VM_FacePlayer(int const shift)
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{
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VM_AddAngle(shift, (vm.pPlayer->newowner >= 0) ? getangle(vm.pPlayer->opos.x - vm.pSprite->x, vm.pPlayer->opos.y - vm.pSprite->y)
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: getangle(vm.pPlayer->pos.x - vm.pSprite->x, vm.pPlayer->pos.y - vm.pSprite->y));
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@ -645,12 +644,9 @@ static int32_t A_GetWaterZOffset(int spritenum);
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GAMEEXEC_STATIC void VM_Move(void)
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{
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#if !defined LUNATIC
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const intptr_t *moveptr;
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#endif
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// NOTE: commented out condition is dead since r3159 (making hi/lotag unsigned).
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// XXX: Does it break anything? Where are movflags with all bits set created?
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const uint16_t *movflagsptr = &AC_MOVFLAGS(vm.pSprite, &actor[vm.spriteNum]);
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const uint16_t * const movflagsptr = &AC_MOVFLAGS(vm.pSprite, &actor[vm.spriteNum]);
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int const movflags = /*(*movflagsptr==-1) ? 0 :*/ *movflagsptr;
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int const deadflag = (A_CheckEnemySprite(vm.pSprite) && vm.pSprite->extra <= 0);
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@ -701,7 +697,7 @@ dead:
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return;
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}
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moveptr = apScript + AC_MOVE_ID(vm.pData);
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intptr_t const * const moveptr = apScript + AC_MOVE_ID(vm.pData);
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if (movflags&geth) vm.pSprite->xvel += ((moveptr[0])-vm.pSprite->xvel)>>1;
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if (movflags&getv) vm.pSprite->zvel += ((moveptr[1]<<4)-vm.pSprite->zvel)>>1;
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@ -838,7 +834,7 @@ dead:
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: (sector[vm.pSprite->sectnum].floorshade - vm.pSprite->shade) >> 1;
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}
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static void P_AddWeaponMaybeSwitch(DukePlayer_t *ps, int weaponNum)
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static void P_AddWeaponMaybeSwitch(DukePlayer_t * const ps, int const weaponNum)
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{
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if ((ps->weaponswitch & (1|4)) == (1|4))
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{
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@ -874,7 +870,7 @@ void P_AddWeaponMaybeSwitchI(int32_t snum, int32_t weap)
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P_AddWeaponMaybeSwitch(g_player[snum].ps, weap);
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}
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#else
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static void P_AddWeaponAmmoCommon(DukePlayer_t *pPlayer, int weaponNum, int nAmount)
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static void P_AddWeaponAmmoCommon(DukePlayer_t * const pPlayer, int const weaponNum, int const nAmount)
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{
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P_AddAmmo(pPlayer, weaponNum, nAmount);
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@ -882,7 +878,7 @@ static void P_AddWeaponAmmoCommon(DukePlayer_t *pPlayer, int weaponNum, int nAmo
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P_AddWeaponMaybeSwitch(pPlayer, weaponNum);
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}
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static int VM_AddWeapon(DukePlayer_t *pPlayer, int weaponNum, int nAmount)
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static int VM_AddWeapon(DukePlayer_t * const pPlayer, int const weaponNum, int const nAmount)
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{
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if (EDUKE32_PREDICT_FALSE((unsigned)weaponNum >= MAX_WEAPONS))
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{
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@ -917,7 +913,7 @@ static int32_t A_GetVerticalVel(actor_t const * const pActor)
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#endif
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}
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static int32_t A_GetWaterZOffset(int spriteNum)
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static int32_t A_GetWaterZOffset(int const spriteNum)
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{
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uspritetype const *const pSprite = (uspritetype *)&sprite[spriteNum];
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actor_t const *const pActor = &actor[spriteNum];
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return 0;
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}
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static void VM_Fall(int spriteNum, spritetype *pSprite)
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static void VM_Fall(int const spriteNum, spritetype * const pSprite)
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{
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int spriteGravity = g_spriteGravity;
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@ -1015,7 +1011,7 @@ static void VM_Fall(int spriteNum, spritetype *pSprite)
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pSprite->zvel = 0;
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}
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static int32_t VM_ResetPlayer(int playerNum, int32_t vmFlags, int32_t resetFlags)
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static int32_t VM_ResetPlayer(int const playerNum, int32_t vmFlags, int32_t const resetFlags)
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{
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//AddLog("resetplayer");
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if (!g_netServer && ud.multimode < 2 && !(resetFlags & 2))
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@ -1057,7 +1053,7 @@ static int32_t VM_ResetPlayer(int playerNum, int32_t vmFlags, int32_t resetFlags
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return vmFlags;
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}
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void G_GetTimeDate(int32_t *pValues)
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void G_GetTimeDate(int32_t * const pValues)
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{
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time_t timeStruct;
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time(&timeStruct);
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@ -1075,7 +1071,7 @@ void G_GetTimeDate(int32_t *pValues)
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pValues[7] = pTime->tm_yday;
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}
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int G_StartTrack(int levelNum)
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int G_StartTrack(int const levelNum)
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{
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if ((unsigned)levelNum < MAXLEVELS)
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{
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@ -1978,12 +1974,14 @@ skip_check:
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else if (EDUKE32_PREDICT_FALSE((unsigned)quoteNum >= MAXQUOTES || apStrings[quoteNum] == NULL))
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CON_ERRPRINTF("invalid quote ID %d\n", quoteNum);
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else
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{
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dim = G_ScreenTextSize(tileNum, vect.x, vect.y, vect.z, blockAngle, apStrings[quoteNum],
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2 | orientation, offset.x, offset.y, between.x, between.y, f,
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upperLeft.x, upperLeft.y, lowerRight.x, lowerRight.y);
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2 | orientation, offset.x, offset.y, between.x, between.y, f,
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upperLeft.x, upperLeft.y, lowerRight.x, lowerRight.y);
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Gv_SetVarX(widthVar, dim.x);
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Gv_SetVarX(heightVar, dim.y);
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Gv_SetVarX(widthVar, dim.x);
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Gv_SetVarX(heightVar, dim.y);
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}
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continue;
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}
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@ -2039,15 +2037,15 @@ skip_check:
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insptr++;
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{
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int const gameVar = *insptr++;
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int const spriteNum = Gv_GetVarX(*insptr++);
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int const sectNum = Gv_GetVarX(*insptr++);
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if (EDUKE32_PREDICT_FALSE((unsigned)spriteNum >= (unsigned)numsectors))
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if (EDUKE32_PREDICT_FALSE((unsigned)sectNum >= (unsigned)numsectors))
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{
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CON_ERRPRINTF("invalid sector %d\n", spriteNum);
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CON_ERRPRINTF("invalid sector %d\n", sectNum);
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continue;
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}
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Gv_SetVarX(gameVar, headspritesect[spriteNum]);
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Gv_SetVarX(gameVar, headspritesect[sectNum]);
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continue;
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}
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@ -2175,7 +2173,6 @@ skip_check:
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case CON_QSTRCAT:
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case CON_QSTRCPY:
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case CON_QGETSYSSTR:
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case CON_CHANGESPRITESECT:
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insptr++;
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{
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int32_t i = Gv_GetVarX(*insptr++), j;
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@ -2284,19 +2281,6 @@ skip_check:
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if (i != j)
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Bstrcpy(apStrings[i],apStrings[j]);
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break;
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case CON_CHANGESPRITESECT:
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if (EDUKE32_PREDICT_FALSE((unsigned)i >= MAXSPRITES))
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{
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CON_ERRPRINTF("Invalid sprite %d\n", i);
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break;
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}
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else if (EDUKE32_PREDICT_FALSE((unsigned)j >= (unsigned)numsectors))
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{
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CON_ERRPRINTF("Invalid sector %d\n", j);
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break;
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}
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changespritesect(i,j);
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break;
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default:
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nullquote:
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CON_ERRPRINTF("null quote %d\n", apStrings[i] ? j : i);
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@ -2305,6 +2289,30 @@ nullquote:
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continue;
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}
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case CON_CHANGESPRITESECT:
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insptr++;
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{
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int32_t const spriteNum = Gv_GetVarX(*insptr++);
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int32_t sectNum = Gv_GetVarX(*insptr++);
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if (EDUKE32_PREDICT_FALSE((unsigned)spriteNum >= MAXSPRITES))
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{
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CON_ERRPRINTF("Invalid sprite: %d\n", spriteNum);
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continue;
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}
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if (EDUKE32_PREDICT_FALSE((unsigned)sectNum >= MAXSECTORS))
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{
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CON_ERRPRINTF("Invalid sector: %d\n", sectNum);
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continue;
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}
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if (sprite[spriteNum].sectnum == sectNum)
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continue;
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changespritesect(spriteNum, sectNum);
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continue;
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}
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case CON_CHANGESPRITESTAT:
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insptr++;
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{
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@ -48,9 +48,9 @@ void A_LoadActor(int32_t spriteNum);
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#endif
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void A_Execute(int spriteNum, int playerNum, int playerDist);
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void A_Fall(int spriteNum);
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int A_FurthestVisiblePoint(int spriteNum, uspritetype * const ts,int32_t *dax,int32_t *day);
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int32_t A_GetFurthestAngle(int spriteNum, int angDiv);
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void A_Fall(int const spriteNum);
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int A_FurthestVisiblePoint(int const spriteNum, uspritetype * const ts,int32_t * const dax,int32_t * const day);
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int32_t A_GetFurthestAngle(int const spriteNum, int const angDiv);
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void A_GetZLimits(int spriteNum);
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int G_GetAngleDelta(int a, int na);
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void G_RestoreMapState();
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@ -66,10 +66,10 @@ void VM_DrawTileGeneric(int32_t x, int32_t y, int32_t zoom, int32_t tilenum,
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int32_t shade, int32_t orientation, int32_t p);
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#endif
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int32_t VM_OnEventWithBoth_(int nEventID, int spriteNum, int playerNum, int nDist, int32_t nReturn);
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int32_t VM_OnEventWithReturn_(int nEventID, int spriteNum, int playerNum, int32_t nReturn);
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int32_t VM_OnEventWithDist_(int nEventID, int spriteNum, int playerNum, int nDist);
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int32_t VM_OnEvent_(int nEventID, int spriteNum, int playerNum);
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int32_t VM_OnEventWithBoth_(int const nEventID, int const spriteNum, int const playerNum, int const nDist, int32_t const nReturn);
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int32_t VM_OnEventWithReturn_(int const nEventID, int const spriteNum, int const playerNum, int32_t const nReturn);
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int32_t VM_OnEventWithDist_(int const nEventID, int const spriteNum, int const playerNum, int const nDist);
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int32_t VM_OnEvent_(int const nEventID, int const spriteNum, int const playerNum);
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static FORCE_INLINE int VM_HaveEvent(int nEventID)
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{
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@ -104,8 +104,8 @@ static FORCE_INLINE int32_t VM_OnEvent(int nEventID, int spriteNum, int playerNu
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OSD_Printf("Line %d, %s: " Text, g_errorLineNum, keyw[g_tw], ## __VA_ARGS__); \
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} while (0)
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void G_GetTimeDate(int32_t *vals);
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int G_StartTrack(int levelNum);
|
||||
void G_GetTimeDate(int32_t * const pValues);
|
||||
int G_StartTrack(int const levelNum);
|
||||
int32_t A_Dodge(spritetype *s);
|
||||
#ifdef LUNATIC
|
||||
void G_ShowView(vec3_t vec, int32_t a, int32_t horiz, int32_t sect,
|
||||
|
|
|
@ -3248,7 +3248,7 @@ int16_t WeaponPickupSprites[MAX_WEAPONS] = { KNEE__STATIC, FIRSTGUNSPRITE__STATI
|
|||
TRIPBOMBSPRITE__STATIC, FREEZESPRITE__STATIC, HEAVYHBOMB__STATIC, SHRINKERSPRITE__STATIC
|
||||
};
|
||||
// this is used for player deaths
|
||||
void P_DropWeapon(int playerNum)
|
||||
void P_DropWeapon(int const playerNum)
|
||||
{
|
||||
const DukePlayer_t *const pPlayer = g_player[playerNum].ps;
|
||||
int const currentWeapon = PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike);
|
||||
|
@ -3266,7 +3266,7 @@ void P_DropWeapon(int playerNum)
|
|||
}
|
||||
}
|
||||
|
||||
void P_AddAmmo(DukePlayer_t *pPlayer, int weaponNum, int addAmount)
|
||||
void P_AddAmmo(DukePlayer_t * const pPlayer, int const weaponNum, int const addAmount)
|
||||
{
|
||||
pPlayer->ammo_amount[weaponNum] += addAmount;
|
||||
|
||||
|
@ -3274,7 +3274,7 @@ void P_AddAmmo(DukePlayer_t *pPlayer, int weaponNum, int addAmount)
|
|||
pPlayer->ammo_amount[weaponNum] = pPlayer->max_ammo_amount[weaponNum];
|
||||
}
|
||||
|
||||
static void P_AddWeaponNoSwitch(DukePlayer_t *p, int weaponNum)
|
||||
static void P_AddWeaponNoSwitch(DukePlayer_t * const p, int const weaponNum)
|
||||
{
|
||||
int const playerNum = P_Get(p->i); // PASS_SNUM?
|
||||
|
||||
|
@ -3293,7 +3293,7 @@ static void P_AddWeaponNoSwitch(DukePlayer_t *p, int weaponNum)
|
|||
A_PlaySound(PWEAPON(playerNum, weaponNum, SelectSound), p->i);
|
||||
}
|
||||
|
||||
static void P_ChangeWeapon(DukePlayer_t *pPlayer, int weaponNum)
|
||||
static void P_ChangeWeapon(DukePlayer_t * const pPlayer, int const weaponNum)
|
||||
{
|
||||
int const playerNum = P_Get(pPlayer->i); // PASS_SNUM?
|
||||
int8_t const currentWeapon = pPlayer->curr_weapon;
|
||||
|
|
|
@ -338,12 +338,12 @@ static inline void P_PalFrom(DukePlayer_t *pPlayer, uint8_t f, uint8_t r, uint8_
|
|||
|
||||
int32_t A_GetHitscanRange(int spriteNum);
|
||||
void P_GetInput(int playerNum);
|
||||
void P_AddAmmo(DukePlayer_t *pPlayer, int weaponNum, int addAmount);
|
||||
void P_AddAmmo(DukePlayer_t * const pPlayer, int const weaponNum, int const addAmount);
|
||||
void P_AddWeapon(DukePlayer_t *pPlayer, int weaponNum, int switchWeapon);
|
||||
void P_CheckWeapon(DukePlayer_t *pPlayer);
|
||||
void P_DisplayScuba(void);
|
||||
void P_DisplayWeapon(void);
|
||||
void P_DropWeapon(int playerNum);
|
||||
void P_DropWeapon(int const playerNum);
|
||||
int P_FindOtherPlayer(int playerNum, int32_t *d);
|
||||
void P_FragPlayer(int playerNum);
|
||||
void P_UpdatePosWhenViewingCam(DukePlayer_t *pPlayer);
|
||||
|
|
Loading…
Reference in a new issue