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splitscreen: rewrite special weapons cycling, don't cycle to foot.
git-svn-id: https://svn.eduke32.com/eduke32@2915 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 28 additions and 41 deletions
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@ -60,51 +60,47 @@ gamevar pcolor 0 0 // Used to display quotes with player color
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gamevar p1heat 0 0 // Common night vision googles
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gamevar p2heat 0 0
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gamevar pcard 0 0 // Access cards
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// Crosshair need to be redone for two players
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onevent EVENT_DISPLAYCROSSHAIR
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setvar RETURN -1
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endevent
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// For some reasons, next and previous weapon actions will never pick expander or foot
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define KNEE_WEAPON 0
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define PISTOL_WEAPON 1
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define SHOTGUN_WEAPON 2
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define CHAINGUN_WEAPON 3
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define RPG_WEAPON 4
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define HANDBOMB_WEAPON 5
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define SHRINKER_WEAPON 6
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define DEVISTATOR_WEAPON 7
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define TRIPBOMB_WEAPON 8
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define FREEZE_WEAPON 9
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define HANDREMOTE_WEAPON 10
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define GROW_WEAPON 11
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// Next and previous weapon actions will never pick the expander.
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onevent EVENT_NEXTWEAPON
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getplayer[THISACTOR].curr_weapon pweapon
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ifvare pweapon 11
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{
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setplayer[THISACTOR].curr_weapon 7
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setvar RETURN -1
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}
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else ifvare pweapon 9
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{
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setplayer[THISACTOR].curr_weapon 0
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setvar RETURN -1
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}
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else ifvare pweapon 6
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{
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setplayer[THISACTOR].curr_weapon 11
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setvar RETURN -1
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}
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ifvare pweapon GROW_WEAPON
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setvar RETURN DEVISTATOR_WEAPON
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else ifvare pweapon SHRINKER_WEAPON
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setvar RETURN SHRINKER_WEAPON // select expander
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endevent
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onevent EVENT_PREVIOUSWEAPON
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getplayer[THISACTOR].curr_weapon pweapon
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ifvare pweapon 11
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ifvare pweapon DEVISTATOR_WEAPON
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{
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setplayer[THISACTOR].curr_weapon 6
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setvar RETURN -1
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}
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else ifvare pweapon 1
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{
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setplayer[THISACTOR].curr_weapon 0
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setvar RETURN -1
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}
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else ifvare pweapon 7
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{
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setplayer[THISACTOR].curr_weapon 11
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setvar RETURN -1
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// Select expander. We can't return GROW_WEAPON, because it means
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// 'next weapon' here.
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// Ugly, because the shrinker is displayed for a split second.
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setplayer[THISACTOR].curr_weapon SHRINKER_WEAPON
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setvar RETURN SHRINKER_WEAPON
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}
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else ifvare pweapon GROW_WEAPON
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setvar RETURN SHRINKER_WEAPON
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endevent
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// Disable all the following keys, need room for player 2
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@ -267,7 +263,7 @@ endevent
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// orientation bits for the crosshairs
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define ORIENT 1024 // 26
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define ORIENT 1032 // 26
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// gametext args
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define P1X 4
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@ -326,15 +322,6 @@ onevent EVENT_DISPLAYROOMS
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else
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setgamepalette 2
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// This part was for showing keycards, but I don't know how to check if player has a keycard
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/*
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getplayer[THISACTOR].got_access pcard
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ifvare pcard 1 rotatesprite 150 178 65536 0 ACCESS_ICON 0 0 10 0 0 xdim ydim
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ifvare pcard 2 rotatesprite 150 185 65536 0 ACCESS_ICON 0 0 10 0 0 xdim ydim
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ifvare pcard 3 rotatesprite 150 192 65536 0 ACCESS_ICON 0 0 10 0 0 xdim ydim
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*/
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getactor[THISACTOR].pal pcolor
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getplayer[THISACTOR].ftq pftq
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getplayer[THISACTOR].fta pfta
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