diff --git a/polymer/eduke32/source/actors.c b/polymer/eduke32/source/actors.c index 16088bbea..888e8141d 100644 --- a/polymer/eduke32/source/actors.c +++ b/polymer/eduke32/source/actors.c @@ -7617,12 +7617,12 @@ void moveobjects(void) int k; movefta(); //ST 2 - moveweapons(); //ST 5 (must be last) + moveweapons(); //ST 4 movetransports(); //ST 9 moveplayers(); //ST 10 movefallers(); //ST 12 - moveexplosions(); //ST 4 + moveexplosions(); //ST 5 moveactors(); //ST 1 moveeffectors(); //ST 3 diff --git a/polymer/eduke32/source/funct.h b/polymer/eduke32/source/funct.h index 3939b2007..350dda374 100644 --- a/polymer/eduke32/source/funct.h +++ b/polymer/eduke32/source/funct.h @@ -114,12 +114,7 @@ extern long hitawall(struct player_struct *p,short *hitw); extern short aim(spritetype *s,short aang,short atwith); extern short shoot(short i,short atwith); extern void displayloogie(short snum); -extern char animatefist(short gs,short snum); -extern char animateknee(short gs,short snum); -extern char animateknuckles(short gs,short snum); extern void displaymasks(short snum); -extern char animatetip(short gs,short snum); -extern char animateaccess(short gs,short snum); extern void displayweapon(short snum); extern void getinput(short snum); extern char doincrements(struct player_struct *p); diff --git a/polymer/eduke32/source/player.c b/polymer/eduke32/source/player.c index b5ffa4da4..c5d838823 100644 --- a/polymer/eduke32/source/player.c +++ b/polymer/eduke32/source/player.c @@ -1885,16 +1885,16 @@ void displayloogie(short snum) } } -char animatefist(short gs,short snum) +static int animatefist(const short *gs,const short *snum) { short looking_arc,fisti,fistpal; long fistzoom, fistz; - fisti = ps[snum].fist_incs; + fisti = ps[*snum].fist_incs; if (fisti > 32) fisti = 32; if (fisti <= 0) return 0; - looking_arc = klabs(ps[snum].look_ang)/9; + looking_arc = klabs(ps[*snum].look_ang)/9; fistzoom = 65536L - (sintable[(512+(fisti<<6))&2047]<<2); if (fistzoom > 90612L) @@ -1903,61 +1903,61 @@ char animatefist(short gs,short snum) fistzoom = 40290; fistz = 194 + (sintable[((6+fisti)<<7)&2047]>>9); - if (sprite[ps[snum].i].pal == 1) + if (sprite[ps[*snum].i].pal == 1) fistpal = 1; else - fistpal = sector[ps[snum].cursectnum].floorpal; + fistpal = sector[ps[*snum].cursectnum].floorpal; rotatesprite( - (-fisti+222+(sync[snum].avel>>4))<<16, + (-fisti+222+(sync[*snum].avel>>4))<<16, (looking_arc+fistz)<<16, - fistzoom,0,FIST,gs,fistpal,2,0,0,xdim-1,ydim-1); + fistzoom,0,FIST,*gs,fistpal,2,0,0,xdim-1,ydim-1); return 1; } -char animateknee(short gs,short snum) +static int animateknee(const short *gs,const short *snum) { short knee_y[] = {0,-8,-16,-32,-64,-84,-108,-108,-108,-72,-32,-8}; short looking_arc, pal; - if (ps[snum].knee_incs > 11 || ps[snum].knee_incs == 0 || sprite[ps[snum].i].extra <= 0) return 0; + if (ps[*snum].knee_incs > 11 || ps[*snum].knee_incs == 0 || sprite[ps[*snum].i].extra <= 0) return 0; - looking_arc = knee_y[ps[snum].knee_incs] + klabs(ps[snum].look_ang)/9; + looking_arc = knee_y[ps[*snum].knee_incs] + klabs(ps[*snum].look_ang)/9; - looking_arc -= (ps[snum].hard_landing<<3); + looking_arc -= (ps[*snum].hard_landing<<3); - if (sprite[ps[snum].i].pal == 1) + if (sprite[ps[*snum].i].pal == 1) pal = 1; else { - pal = sector[ps[snum].cursectnum].floorpal; + pal = sector[ps[*snum].cursectnum].floorpal; if (pal == 0) - pal = ps[snum].palookup; + pal = ps[*snum].palookup; } - myospal(105+(sync[snum].avel>>4)-(ps[snum].look_ang>>1)+(knee_y[ps[snum].knee_incs]>>2),looking_arc+280-((ps[snum].horiz-ps[snum].horizoff)>>4),KNEE,gs,4,pal); + myospal(105+(sync[*snum].avel>>4)-(ps[*snum].look_ang>>1)+(knee_y[ps[*snum].knee_incs]>>2),looking_arc+280-((ps[*snum].horiz-ps[*snum].horizoff)>>4),KNEE,*gs,4,pal); return 1; } -char animateknuckles(short gs,short snum) +static int animateknuckles(const short *gs,const short *snum) { short knuckle_frames[] = {0,1,2,2,3,3,3,2,2,1,0}; short looking_arc, pal; - if (ps[snum].knuckle_incs == 0 || sprite[ps[snum].i].extra <= 0) return 0; + if (ps[*snum].knuckle_incs == 0 || sprite[ps[*snum].i].extra <= 0) return 0; - looking_arc = klabs(ps[snum].look_ang)/9; + looking_arc = klabs(ps[*snum].look_ang)/9; - looking_arc -= (ps[snum].hard_landing<<3); + looking_arc -= (ps[*snum].hard_landing<<3); - if (sprite[ps[snum].i].pal == 1) + if (sprite[ps[*snum].i].pal == 1) pal = 1; else - pal = sector[ps[snum].cursectnum].floorpal; + pal = sector[ps[*snum].cursectnum].floorpal; - myospal(160+(sync[snum].avel>>4)-(ps[snum].look_ang>>1),looking_arc+180-((ps[snum].horiz-ps[snum].horizoff)>>4),CRACKKNUCKLES+knuckle_frames[ps[snum].knuckle_incs>>1],gs,4,pal); + myospal(160+(sync[*snum].avel>>4)-(ps[*snum].look_ang>>1),looking_arc+180-((ps[*snum].horiz-ps[*snum].horizoff)>>4),CRACKKNUCKLES+knuckle_frames[ps[*snum].knuckle_incs>>1],*gs,4,pal); return 1; } @@ -2059,53 +2059,53 @@ void displaymasks(short snum) } } -char animatetip(short gs,short snum) +static int animatetip(const short *gs,const short *snum) { short p,looking_arc; short tip_y[] = {0,-8,-16,-32,-64,-84,-108,-108,-108,-108,-108,-108,-108,-108,-108,-108,-96,-72,-64,-32,-16}; - if (ps[snum].tipincs == 0) return 0; + if (ps[*snum].tipincs == 0) return 0; - looking_arc = klabs(ps[snum].look_ang)/9; - looking_arc -= (ps[snum].hard_landing<<3); + looking_arc = klabs(ps[*snum].look_ang)/9; + looking_arc -= (ps[*snum].hard_landing<<3); - if (sprite[ps[snum].i].pal == 1) + if (sprite[ps[*snum].i].pal == 1) p = 1; else - p = sector[ps[snum].cursectnum].floorpal; + p = sector[ps[*snum].cursectnum].floorpal; /* if(ps[snum].access_spritenum >= 0) p = sprite[ps[snum].access_spritenum].pal; else p = wall[ps[snum].access_wallnum].pal; */ - myospal(170+(sync[snum].avel>>4)-(ps[snum].look_ang>>1), - (tip_y[ps[snum].tipincs]>>1)+looking_arc+240-((ps[snum].horiz-ps[snum].horizoff)>>4),TIP+((26-ps[snum].tipincs)>>4),gs,0,p); + myospal(170+(sync[*snum].avel>>4)-(ps[*snum].look_ang>>1), + (tip_y[ps[*snum].tipincs]>>1)+looking_arc+240-((ps[*snum].horiz-ps[*snum].horizoff)>>4),TIP+((26-ps[*snum].tipincs)>>4),*gs,0,p); return 1; } -char animateaccess(short gs,short snum) +static int animateaccess(const short *gs,const short *snum) { short access_y[] = {0,-8,-16,-32,-64,-84,-108,-108,-108,-108,-108,-108,-108,-108,-108,-108,-96,-72,-64,-32,-16}; short looking_arc; char p; - if (ps[snum].access_incs == 0 || sprite[ps[snum].i].extra <= 0) return 0; + if (ps[*snum].access_incs == 0 || sprite[ps[*snum].i].extra <= 0) return 0; - looking_arc = access_y[ps[snum].access_incs] + klabs(ps[snum].look_ang)/9; - looking_arc -= (ps[snum].hard_landing<<3); + looking_arc = access_y[ps[*snum].access_incs] + klabs(ps[*snum].look_ang)/9; + looking_arc -= (ps[*snum].hard_landing<<3); - if (ps[snum].access_spritenum >= 0) - p = sprite[ps[snum].access_spritenum].pal; + if (ps[*snum].access_spritenum >= 0) + p = sprite[ps[*snum].access_spritenum].pal; else p = 0; // else - // p = wall[ps[snum].access_wallnum].pal; + // p = wall[ps[*snum].access_wallnum].pal; - if ((ps[snum].access_incs-3) > 0 && (ps[snum].access_incs-3)>>3) - myospal(170+(sync[snum].avel>>4)-(ps[snum].look_ang>>1)+(access_y[ps[snum].access_incs]>>2),looking_arc+266-((ps[snum].horiz-ps[snum].horizoff)>>4),HANDHOLDINGLASER+(ps[snum].access_incs>>3),gs,0,p); + if ((ps[*snum].access_incs-3) > 0 && (ps[*snum].access_incs-3)>>3) + myospal(170+(sync[*snum].avel>>4)-(ps[*snum].look_ang>>1)+(access_y[ps[*snum].access_incs]>>2),looking_arc+266-((ps[*snum].horiz-ps[*snum].horizoff)>>4),HANDHOLDINGLASER+(ps[*snum].access_incs>>3),*gs,0,p); else - myospal(170+(sync[snum].avel>>4)-(ps[snum].look_ang>>1)+(access_y[ps[snum].access_incs]>>2),looking_arc+266-((ps[snum].horiz-ps[snum].horizoff)>>4),HANDHOLDINGACCESS,gs,4,p); + myospal(170+(sync[*snum].avel>>4)-(ps[*snum].look_ang>>1)+(access_y[ps[*snum].access_incs]>>2),looking_arc+266-((ps[*snum].horiz-ps[*snum].horizoff)>>4),HANDHOLDINGACCESS,*gs,4,p); return 1; } @@ -2146,9 +2146,9 @@ void displayweapon(short snum) long gun_pos, looking_arc, cw; long weapon_xoffset, i, j; char o,pal; - signed char gs; struct player_struct *p; short *kb; + short gs; p = &ps[snum]; kb = &p->kickback_pic; @@ -2160,10 +2160,10 @@ void displayweapon(short 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) || animatefist(gs,snum) || animateknuckles(gs,snum) || animatetip(gs,snum) || animateaccess(gs,snum)) + if (p->newowner >= 0 || ud.camerasprite >= 0 || p->over_shoulder_on > 0 || (sprite[p->i].pal != 1 && sprite[p->i].extra <= 0) || animatefist(&gs,&snum) || animateknuckles(&gs,&snum) || animatetip(&gs,&snum) || animateaccess(&gs,&snum)) return; - animateknee(gs,snum); + animateknee(&gs,&snum); gun_pos = 80-(p->weapon_pos*p->weapon_pos);