mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
- renamed a few things with disasm names.
This commit is contained in:
parent
7945242fa8
commit
9bd02634d9
1 changed files with 55 additions and 55 deletions
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@ -186,7 +186,7 @@ char CheckAmmo(PLAYER *pPlayer, int a2, int a3)
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return pPlayer->ammoCount[a2] >= a3;
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}
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char sub_4B2C8(PLAYER *pPlayer, int a2, int a3)
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char checkAmmo2(PLAYER *pPlayer, int a2, int a3)
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{
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if (gInfiniteAmmo)
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return 1;
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@ -280,11 +280,11 @@ void StartQAV(PLAYER *pPlayer, int nWeaponQAV, int a3, char a4)
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struct WEAPONTRACK
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{
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int TotalKills; // x aim speed
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int Kills; // y aim speed
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int at8; // angle range
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int atc;
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int at10; // predict
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int aimSpeedHorz;
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int aimSpeedVert;
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int angleRange;
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int thingAngle;
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int seeker;
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bool bIsProjectile;
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};
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@ -342,9 +342,9 @@ void UpdateAimVector(PLAYER * pPlayer)
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int nDist = approxDist(x2-x, y2-y);
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if (nDist == 0 || nDist > 51200)
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continue;
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if (pWeaponTrack->at10)
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if (pWeaponTrack->seeker)
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{
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int t = divscale(nDist,pWeaponTrack->at10, 12);
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int t = divscale(nDist,pWeaponTrack->seeker, 12);
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x2 += (xvel[nSprite]*t)>>12;
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y2 += (yvel[nSprite]*t)>>12;
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z2 += (zvel[nSprite]*t)>>8;
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@ -358,7 +358,7 @@ void UpdateAimVector(PLAYER * pPlayer)
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if (lz-zRange>bottom || lz+zRange<top)
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continue;
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int angle = getangle(x2-x,y2-y);
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if (klabs(((angle-pPSprite->ang+1024)&2047)-1024) > pWeaponTrack->at8)
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if (klabs(((angle-pPSprite->ang+1024)&2047)-1024) > pWeaponTrack->angleRange)
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continue;
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if (pPlayer->aimTargetsCount < 16 && cansee(x,y,z,pPSprite->sectnum,x2,y2,z2,pSprite->sectnum))
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pPlayer->aimTargets[pPlayer->aimTargetsCount++] = nSprite;
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@ -381,7 +381,7 @@ void UpdateAimVector(PLAYER * pPlayer)
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nTarget = nSprite;
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}
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}
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if (pWeaponTrack->atc > 0)
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if (pWeaponTrack->thingAngle > 0)
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{
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int nSprite;
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StatIterator it(kStatThing);
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@ -410,7 +410,7 @@ void UpdateAimVector(PLAYER * pPlayer)
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if (lz-zRange>bottom || lz+zRange<top)
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continue;
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int angle = getangle(dx,dy);
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if (klabs(((angle-pPSprite->ang+1024)&2047)-1024) > pWeaponTrack->atc)
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if (klabs(((angle-pPSprite->ang+1024)&2047)-1024) > pWeaponTrack->thingAngle)
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continue;
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if (pPlayer->aimTargetsCount < 16 && cansee(x,y,z,pPSprite->sectnum,pSprite->x,pSprite->y,pSprite->z,pSprite->sectnum))
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pPlayer->aimTargets[pPlayer->aimTargetsCount++] = nSprite;
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@ -436,9 +436,9 @@ void UpdateAimVector(PLAYER * pPlayer)
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aim2 = aim;
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RotateVector((int*)&aim2.dx, (int*)&aim2.dy, -pPSprite->ang);
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aim2.dz -= pPlayer->slope;
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pPlayer->relAim.dx = interpolate(pPlayer->relAim.dx, aim2.dx, pWeaponTrack->TotalKills);
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pPlayer->relAim.dy = interpolate(pPlayer->relAim.dy, aim2.dy, pWeaponTrack->TotalKills);
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pPlayer->relAim.dz = interpolate(pPlayer->relAim.dz, aim2.dz, pWeaponTrack->Kills);
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pPlayer->relAim.dx = interpolate(pPlayer->relAim.dx, aim2.dx, pWeaponTrack->aimSpeedHorz);
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pPlayer->relAim.dy = interpolate(pPlayer->relAim.dy, aim2.dy, pWeaponTrack->aimSpeedHorz);
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pPlayer->relAim.dz = interpolate(pPlayer->relAim.dz, aim2.dz, pWeaponTrack->aimSpeedVert);
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pPlayer->aim = pPlayer->relAim;
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RotateVector((int*)&pPlayer->aim.dx, (int*)&pPlayer->aim.dy, pPSprite->ang);
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pPlayer->aim.dz += pPlayer->slope;
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@ -494,7 +494,7 @@ void WeaponRaise(PLAYER *pPlayer)
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}
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break;
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case 6: // dynamite
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if (gInfiniteAmmo || sub_4B2C8(pPlayer, 5, 1))
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if (gInfiniteAmmo || checkAmmo2(pPlayer, 5, 1))
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{
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pPlayer->weaponState = 3;
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if (prevWeapon == 7)
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@ -504,14 +504,14 @@ void WeaponRaise(PLAYER *pPlayer)
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}
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break;
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case 11: // proximity
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if (gInfiniteAmmo || sub_4B2C8(pPlayer, 10, 1))
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if (gInfiniteAmmo || checkAmmo2(pPlayer, 10, 1))
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{
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pPlayer->weaponState = 7;
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StartQAV(pPlayer, 25, -1, 0);
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}
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break;
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case 12: // remote
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if (gInfiniteAmmo || sub_4B2C8(pPlayer, 11, 1))
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if (gInfiniteAmmo || checkAmmo2(pPlayer, 11, 1))
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{
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pPlayer->weaponState = 10;
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StartQAV(pPlayer, 31, -1, 0);
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@ -550,7 +550,7 @@ void WeaponRaise(PLAYER *pPlayer)
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}
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break;
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case 4: // tommy gun
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if (powerupCheck(pPlayer, kPwUpTwoGuns) && sub_4B2C8(pPlayer, 3, 2))
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if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 3, 2))
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{
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pPlayer->weaponState = 1;
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StartQAV(pPlayer, 69, -1, 0);
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@ -562,14 +562,14 @@ void WeaponRaise(PLAYER *pPlayer)
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}
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break;
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case 10: // voodoo
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if (gInfiniteAmmo || sub_4B2C8(pPlayer, 9, 1))
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if (gInfiniteAmmo || checkAmmo2(pPlayer, 9, 1))
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{
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pPlayer->weaponState = 2;
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StartQAV(pPlayer, 100, -1, 0);
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}
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break;
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case 2: // flaregun
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if (powerupCheck(pPlayer, kPwUpTwoGuns) && sub_4B2C8(pPlayer, 1, 2))
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if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 1, 2))
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{
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StartQAV(pPlayer, 45, -1, 0);
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pPlayer->weaponState = 3;
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@ -581,7 +581,7 @@ void WeaponRaise(PLAYER *pPlayer)
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}
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break;
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case 8: // tesla cannon
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if (sub_4B2C8(pPlayer, 7, 1))
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if (checkAmmo2(pPlayer, 7, 1))
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{
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pPlayer->weaponState = 2;
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if (powerupCheck(pPlayer, kPwUpTwoGuns))
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@ -734,7 +734,7 @@ void WeaponLower(PLAYER *pPlayer)
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StartQAV(pPlayer, 109, -1, 0);
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break;
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case 8:
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if (sub_4B2C8(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
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if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
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StartQAV(pPlayer, 88, -1, 0);
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else
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StartQAV(pPlayer, 81, -1, 0);
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@ -901,7 +901,7 @@ void WeaponUpdateState(PLAYER *pPlayer)
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}
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break;
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case 4:
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if (powerupCheck(pPlayer, kPwUpTwoGuns) && sub_4B2C8(pPlayer, 3, 2))
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if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 3, 2))
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{
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pPlayer->weaponQav = 70;
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pPlayer->weaponState = 1;
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@ -915,7 +915,7 @@ void WeaponUpdateState(PLAYER *pPlayer)
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case 2:
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if (powerupCheck(pPlayer, kPwUpTwoGuns))
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{
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if (vb == 3 && sub_4B2C8(pPlayer, 1, 2))
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if (vb == 3 && checkAmmo2(pPlayer, 1, 2))
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pPlayer->weaponQav = 46;
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else
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{
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@ -936,7 +936,7 @@ void WeaponUpdateState(PLAYER *pPlayer)
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switch (vb)
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{
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case 2:
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if (sub_4B2C8(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
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if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
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pPlayer->weaponQav = 83;
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else
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pPlayer->weaponQav = 75;
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@ -1256,7 +1256,7 @@ void AltFireSpread2(int nTrigger, PLAYER *pPlayer)
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int dx = CosScale16(angle);
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int dy = SinScale16(angle);
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sfxPlay3DSound(pPlayer->pSprite, 431, -1, 0);
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if (powerupCheck(pPlayer, kPwUpTwoGuns) && sub_4B2C8(pPlayer, 3, 2))
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if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 3, 2))
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{
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int r1, r2, r3;
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r1 = Random3(300);
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@ -1292,7 +1292,7 @@ void AltFireSpread2(int nTrigger, PLAYER *pPlayer)
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UseAmmo(pPlayer, pPlayer->weaponAmmo, 1);
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}
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pPlayer->flashEffect = 1;
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if (!sub_4B2C8(pPlayer, 3, 1))
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if (!checkAmmo2(pPlayer, 3, 1))
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{
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WeaponLower(pPlayer);
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pPlayer->weaponState = -1;
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@ -1519,10 +1519,10 @@ void FireTesla(int nTrigger, PLAYER *pPlayer)
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nTrigger--;
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spritetype *pSprite = pPlayer->pSprite;
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TeslaMissile *pMissile = &teslaMissile[nTrigger];
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if (!sub_4B2C8(pPlayer, 7, pMissile->at8))
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if (!checkAmmo2(pPlayer, 7, pMissile->at8))
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{
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pMissile = &teslaMissile[0];
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if (!sub_4B2C8(pPlayer, 7, pMissile->at8))
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if (!checkAmmo2(pPlayer, 7, pMissile->at8))
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{
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pPlayer->weaponState = -1;
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pPlayer->weaponQav = 76;
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@ -1612,7 +1612,7 @@ void FireLifeLeech(int nTrigger, PLAYER *pPlayer)
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pXSprite->target = pPlayer->aimTarget;
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pMissile->ang = (nTrigger==2) ? 1024 : 0;
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}
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if (sub_4B2C8(pPlayer, 8, 1))
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if (checkAmmo2(pPlayer, 8, 1))
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UseAmmo(pPlayer, 8, 1);
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else
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actDamageSprite(pPlayer->nSprite, pPlayer->pSprite, DAMAGE_TYPE_5, 16);
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@ -1708,7 +1708,7 @@ char WeaponFindNext(PLAYER *pPlayer, int *a2, char bDir)
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}
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else
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{
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if (sub_4B2C8(pPlayer, weaponModes[weapon].Kills, 1))
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if (checkAmmo2(pPlayer, weaponModes[weapon].Kills, 1))
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break;
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}
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}
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@ -1903,7 +1903,7 @@ char sub_4F484(PLAYER *pPlayer)
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{
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case 4:
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pPlayer->weaponState = 5;
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if (sub_4B2C8(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
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if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
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StartQAV(pPlayer, 84, nClientFireTesla, 1);
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else
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StartQAV(pPlayer, 77, nClientFireTesla, 1);
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@ -1912,7 +1912,7 @@ char sub_4F484(PLAYER *pPlayer)
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if (!(pPlayer->input.actions & SB_FIRE))
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{
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pPlayer->weaponState = 2;
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if (sub_4B2C8(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
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if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
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StartQAV(pPlayer, 87, -1, 0);
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else
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StartQAV(pPlayer, 80, -1, 0);
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@ -1921,7 +1921,7 @@ char sub_4F484(PLAYER *pPlayer)
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break;
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case 7:
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pPlayer->weaponState = 2;
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if (sub_4B2C8(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
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if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
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StartQAV(pPlayer, 87, -1, 0);
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else
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StartQAV(pPlayer, 80, -1, 0);
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@ -2112,32 +2112,32 @@ void WeaponProcess(PLAYER *pPlayer) {
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{
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if (pPlayer->curWeapon == 6)
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{
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if (sub_4B2C8(pPlayer, 10, 1))
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if (checkAmmo2(pPlayer, 10, 1))
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pPlayer->newWeapon = 11;
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else if (sub_4B2C8(pPlayer, 11, 1))
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else if (checkAmmo2(pPlayer, 11, 1))
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pPlayer->newWeapon = 12;
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}
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else if (pPlayer->curWeapon == 11)
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{
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if (sub_4B2C8(pPlayer, 11, 1))
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if (checkAmmo2(pPlayer, 11, 1))
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pPlayer->newWeapon = 12;
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else if (sub_4B2C8(pPlayer, 5, 1) && pPlayer->isUnderwater == 0)
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else if (checkAmmo2(pPlayer, 5, 1) && pPlayer->isUnderwater == 0)
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pPlayer->newWeapon = 6;
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}
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else if (pPlayer->curWeapon == 12)
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{
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if (sub_4B2C8(pPlayer, 5, 1) && pPlayer->isUnderwater == 0)
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if (checkAmmo2(pPlayer, 5, 1) && pPlayer->isUnderwater == 0)
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pPlayer->newWeapon = 6;
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else if (sub_4B2C8(pPlayer, 10, 1))
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else if (checkAmmo2(pPlayer, 10, 1))
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pPlayer->newWeapon = 11;
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}
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else
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{
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if (sub_4B2C8(pPlayer, 5, 1) && pPlayer->isUnderwater == 0)
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if (checkAmmo2(pPlayer, 5, 1) && pPlayer->isUnderwater == 0)
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pPlayer->newWeapon = 6;
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else if (sub_4B2C8(pPlayer, 10, 1))
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else if (checkAmmo2(pPlayer, 10, 1))
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pPlayer->newWeapon = 11;
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else if (sub_4B2C8(pPlayer, 11, 1))
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else if (checkAmmo2(pPlayer, 11, 1))
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pPlayer->newWeapon = 12;
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}
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}
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@ -2278,13 +2278,13 @@ void WeaponProcess(PLAYER *pPlayer) {
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}
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break;
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case 4:
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if (powerupCheck(pPlayer, kPwUpTwoGuns) && sub_4B2C8(pPlayer, 3, 2))
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if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 3, 2))
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StartQAV(pPlayer, 71, nClientFireTommy, 1);
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else
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StartQAV(pPlayer, 66, nClientFireTommy, 1);
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return;
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case 2:
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if (powerupCheck(pPlayer, kPwUpTwoGuns) && sub_4B2C8(pPlayer, 1, 2))
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if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 1, 2))
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StartQAV(pPlayer, 48, nClientFireFlare, 0);
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else
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StartQAV(pPlayer, 43, nClientFireFlare, 0);
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@ -2308,13 +2308,13 @@ void WeaponProcess(PLAYER *pPlayer) {
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{
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case 2:
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pPlayer->weaponState = 4;
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if (sub_4B2C8(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
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if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
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StartQAV(pPlayer, 84, nClientFireTesla, 0);
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else
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StartQAV(pPlayer, 77, nClientFireTesla, 0);
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return;
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case 5:
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if (sub_4B2C8(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
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if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
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StartQAV(pPlayer, 84, nClientFireTesla, 0);
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else
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StartQAV(pPlayer, 77, nClientFireTesla, 0);
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@ -2419,7 +2419,7 @@ void WeaponProcess(PLAYER *pPlayer) {
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}
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break;
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case 4:
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if (powerupCheck(pPlayer, kPwUpTwoGuns) && sub_4B2C8(pPlayer, 3, 2))
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if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 3, 2))
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StartQAV(pPlayer, 73, nClientAltFireSpread2, 0);
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else
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StartQAV(pPlayer, 67, nClientAltFireSpread2, 0);
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@ -2430,23 +2430,23 @@ void WeaponProcess(PLAYER *pPlayer) {
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return;
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#if 0
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case 2:
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if (powerupCheck(pPlayer, kPwUpTwoGuns) && sub_4B2C8(pPlayer, 1, 2))
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if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 1, 2))
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StartQAV(pPlayer, 48, nClientFireFlare, 0);
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else
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StartQAV(pPlayer, 43, nClientFireFlare, 0);
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return;
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#endif
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case 8:
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if (sub_4B2C8(pPlayer, 7, 35))
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if (checkAmmo2(pPlayer, 7, 35))
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{
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if (sub_4B2C8(pPlayer, 7, 70) && powerupCheck(pPlayer, kPwUpTwoGuns))
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if (checkAmmo2(pPlayer, 7, 70) && powerupCheck(pPlayer, kPwUpTwoGuns))
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StartQAV(pPlayer, 85, nClientFireTesla, 0);
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else
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StartQAV(pPlayer, 78, nClientFireTesla, 0);
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}
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else
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{
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||||
if (sub_4B2C8(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
|
||||
if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
|
||||
StartQAV(pPlayer, 84, nClientFireTesla, 0);
|
||||
else
|
||||
StartQAV(pPlayer, 77, nClientFireTesla, 0);
|
||||
|
@ -2463,21 +2463,21 @@ void WeaponProcess(PLAYER *pPlayer) {
|
|||
case 2:
|
||||
if (CheckAmmo(pPlayer, 1, 8))
|
||||
{
|
||||
if (powerupCheck(pPlayer, kPwUpTwoGuns) && sub_4B2C8(pPlayer, 1, 16))
|
||||
if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 1, 16))
|
||||
StartQAV(pPlayer, 48, nClientAltFireFlare, 0);
|
||||
else
|
||||
StartQAV(pPlayer, 43, nClientAltFireFlare, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (powerupCheck(pPlayer, kPwUpTwoGuns) && sub_4B2C8(pPlayer, 1, 2))
|
||||
if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 1, 2))
|
||||
StartQAV(pPlayer, 48, nClientFireFlare, 0);
|
||||
else
|
||||
StartQAV(pPlayer, 43, nClientFireFlare, 0);
|
||||
}
|
||||
return;
|
||||
case 9:
|
||||
if (gGameOptions.nGameType <= 1 && !sub_4B2C8(pPlayer, 8, 1) && pPlayer->pXSprite->health < (25 << 4))
|
||||
if (gGameOptions.nGameType <= 1 && !checkAmmo2(pPlayer, 8, 1) && pPlayer->pXSprite->health < (25 << 4))
|
||||
{
|
||||
sfxPlay3DSound(pPlayer->pSprite, 494, 2, 0);
|
||||
StartQAV(pPlayer, 116, nClientFireLifeLeech, 0);
|
||||
|
|
Loading…
Reference in a new issue