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https://github.com/ZDoom/raze-gles.git
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- player.i, part 1
This commit is contained in:
parent
d5a74e4290
commit
770897b8b9
7 changed files with 16 additions and 16 deletions
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@ -539,14 +539,14 @@ void operatejaildoors(int hitag)
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jaildooropen[i] = 1;
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jaildooropen[i] = 1;
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jaildoordrag[i] = jaildoordist[i];
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jaildoordrag[i] = jaildoordist[i];
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if (!isRRRA() || jaildoorsound[i] != 0)
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if (!isRRRA() || jaildoorsound[i] != 0)
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S_PlayActorSound(jaildoorsound[i], ps[screenpeek].i);
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S_PlayActorSound(jaildoorsound[i], ps[screenpeek].GetActor());
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}
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}
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if (jaildooropen[i] == 2)
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if (jaildooropen[i] == 2)
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{
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{
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jaildooropen[i] = 3;
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jaildooropen[i] = 3;
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jaildoordrag[i] = jaildoordist[i];
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jaildoordrag[i] = jaildoordist[i];
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if (!isRRRA() || jaildoorsound[i] != 0)
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if (!isRRRA() || jaildoorsound[i] != 0)
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S_PlayActorSound(jaildoorsound[i], ps[screenpeek].i);
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S_PlayActorSound(jaildoorsound[i], ps[screenpeek].GetActor());
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}
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}
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}
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}
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}
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}
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@ -197,13 +197,13 @@ void addweapon_r(struct player_struct* p, int weapon)
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case THROWINGDYNAMITE_WEAPON:
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case THROWINGDYNAMITE_WEAPON:
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break;
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break;
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case SHOTGUN_WEAPON:
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case SHOTGUN_WEAPON:
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S_PlayActorSound(SHOTGUN_COCK, p->i);
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S_PlayActorSound(SHOTGUN_COCK, p->GetActor());
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break;
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break;
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case PISTOL_WEAPON:
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case PISTOL_WEAPON:
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S_PlayActorSound(INSERT_CLIP, p->i);
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S_PlayActorSound(INSERT_CLIP, p->GetActor());
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break;
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break;
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default:
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default:
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S_PlayActorSound(EJECT_CLIP, p->i);
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S_PlayActorSound(EJECT_CLIP, p->GetActor());
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break;
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break;
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}
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}
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}
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}
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@ -1956,7 +1956,7 @@ int ParseState::parse(void)
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{
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{
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if ((j - *insptr) < (max_player_health >> 2) &&
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if ((j - *insptr) < (max_player_health >> 2) &&
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j >= (max_player_health >> 2))
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j >= (max_player_health >> 2))
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S_PlayActorSound(DUKE_GOTHEALTHATLOW, ps[g_p].i);
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S_PlayActorSound(DUKE_GOTHEALTHATLOW, ps[g_p].GetActor());
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ps[g_p].last_extra = j;
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ps[g_p].last_extra = j;
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}
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}
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@ -2032,7 +2032,7 @@ int ParseState::parse(void)
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{
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{
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if ((j - *insptr) < (max_player_health >> 2) &&
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if ((j - *insptr) < (max_player_health >> 2) &&
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j >= (max_player_health >> 2))
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j >= (max_player_health >> 2))
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S_PlayActorSound(229, ps[g_p].i);
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S_PlayActorSound(229, ps[g_p].GetActor());
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ps[g_p].last_extra = j;
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ps[g_p].last_extra = j;
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}
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}
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@ -2097,7 +2097,7 @@ int ParseState::parse(void)
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{
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{
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if( ( j - *insptr ) < (max_player_health>>2) &&
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if( ( j - *insptr ) < (max_player_health>>2) &&
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j >= (max_player_health>>2) )
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j >= (max_player_health>>2) )
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S_PlayActorSound(isRR()? 229 : DUKE_GOTHEALTHATLOW,ps[g_p].i);
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S_PlayActorSound(isRR()? 229 : DUKE_GOTHEALTHATLOW,ps[g_p].GetActor());
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ps[g_p].last_extra = j;
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ps[g_p].last_extra = j;
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}
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}
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@ -2230,7 +2230,7 @@ int ParseState::parse(void)
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g_sp->y = g_ac->bposy = ps[g_p].bobposy = ps[g_p].oposy = ps[g_p].posy;
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g_sp->y = g_ac->bposy = ps[g_p].bobposy = ps[g_p].oposy = ps[g_p].posy;
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g_sp->z = g_ac->bposy = ps[g_p].oposz = ps[g_p].posz;
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g_sp->z = g_ac->bposy = ps[g_p].oposz = ps[g_p].posz;
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updatesector(ps[g_p].posx, ps[g_p].posy, &ps[g_p].cursectnum);
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updatesector(ps[g_p].posx, ps[g_p].posy, &ps[g_p].cursectnum);
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setsprite(ps[g_p].i, ps[g_p].posx, ps[g_p].posy, ps[g_p].posz + PHEIGHT);
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setsprite(ps[g_p].GetActor(), ps[g_p].posx, ps[g_p].posy, ps[g_p].posz + PHEIGHT);
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g_sp->cstat = 257;
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g_sp->cstat = 257;
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g_sp->shade = -12;
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g_sp->shade = -12;
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@ -77,7 +77,7 @@ inline int checkcursectnums(int se)
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{
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{
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int i;
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int i;
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for(i=connecthead;i>=0;i=connectpoint2[i])
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for(i=connecthead;i>=0;i=connectpoint2[i])
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if((unsigned)ps[i].i < MAXSPRITES && ps[i].GetActor()->s.sectnum == se ) return i;
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if(ps[i].GetActor() && ps[i].GetActor()->s.sectnum == se ) return i;
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return -1;
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return -1;
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}
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}
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@ -950,7 +950,7 @@ void enterlevel(MapRecord *mi, int gamemode)
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for (int i = connecthead; i >= 0; i = connectpoint2[i])
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for (int i = connecthead; i >= 0; i = connectpoint2[i])
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{
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{
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int pn = sector[sprite[ps[i].i].sectnum].floorpicnum;
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int pn = sector[ps[i].GetActor()->s.sectnum].floorpicnum;
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if (pn == TILE_HURTRAIL || pn == TILE_FLOORSLIME || pn == TILE_FLOORPLASMA)
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if (pn == TILE_HURTRAIL || pn == TILE_FLOORSLIME || pn == TILE_FLOORPLASMA)
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{
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{
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resetweapons(i);
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resetweapons(i);
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@ -279,11 +279,12 @@ void animatecamsprite(double smoothratio)
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int spriteNum = camsprite;
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int spriteNum = camsprite;
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auto p = &ps[screenpeek];
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auto p = &ps[screenpeek];
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auto sp = &sprite[spriteNum];
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auto act = &hittype[spriteNum];
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auto sp = &act->s;
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if (p->newowner >= 0) sp->owner = p->newowner;
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if (p->newowner >= 0) sp->owner = p->newowner;
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if (sp->owner >= 0 && dist(&sprite[p->i], sp) < VIEWSCREEN_ACTIVE_DISTANCE)
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if (sp->owner >= 0 && dist(p->GetActor(), act) < VIEWSCREEN_ACTIVE_DISTANCE)
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{
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{
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auto tex = tileGetTexture(sp->picnum);
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auto tex = tileGetTexture(sp->picnum);
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TileFiles.MakeCanvas(TILE_VIEWSCR, tex->GetDisplayWidth(), tex->GetDisplayHeight());
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TileFiles.MakeCanvas(TILE_VIEWSCR, tex->GetDisplayWidth(), tex->GetDisplayHeight());
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@ -621,8 +622,8 @@ void displayrooms(int snum, double smoothratio)
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// do screen rotation.
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// do screen rotation.
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renderSetRollAngle(rotscrnang.asbam() / (double)(BAMUNIT));
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renderSetRollAngle(rotscrnang.asbam() / (double)(BAMUNIT));
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cz = hittype[p->i].ceilingz;
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cz = p->GetActor()->ceilingz;
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fz = hittype[p->i].floorz;
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fz = p->GetActor()->floorz;
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if (earthquaketime > 0 && p->on_ground == 1)
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if (earthquaketime > 0 && p->on_ground == 1)
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{
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{
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@ -444,7 +444,6 @@ int S_PlaySound3D(int sndnum, int spriteNum, const vec3_t* pos, int channel, ECh
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if (ud.multimode == 1)
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if (ud.multimode == 1)
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{
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{
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spriteNum = pl->i;
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spriteNum = pl->i;
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auto sp = &sprite[spriteNum];
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}
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}
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}
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}
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