mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
- fixed new input code and delete the old one.
This commit is contained in:
parent
2e15cec17a
commit
a39f6062ce
4 changed files with 311 additions and 1024 deletions
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@ -58,8 +58,6 @@ void hud_input(int snum)
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unk = 0;
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p = &ps[snum];
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Printf("Sync bits are %08x for %d\n", g_player[snum].input->bits, snum);
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i = p->aim_mode;
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p->aim_mode = PlayerInput(snum, SK_AIMMODE);
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if (p->aim_mode < i)
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@ -113,7 +111,7 @@ void hud_input(int snum)
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Mus_SetPaused(ud.pause_on);
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S_PauseSounds(ud.pause_on);
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}
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}
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// Don't go on if paused or dead.
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if (ud.pause_on) return;
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if (sprite[p->i].extra <= 0) return;
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@ -250,6 +248,7 @@ void hud_input(int snum)
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// Someone must have really hated constant data, doing this with a switch/case (and of course also with literal numbers...)
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static const uint8_t invquotes[] = { QUOTE_MEDKIT, QUOTE_STEROIDS, QUOTE_HOLODUKE, QUOTE_JETPACK, QUOTE_NVG, QUOTE_SCUBA, QUOTE_BOOTS };
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if (dainv >= 1 && dainv < 8) FTA(invquotes[dainv - 1], p);
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}
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j = (PlayerInputBits(snum, SK_WEAPONMASK_BITS) >> SK_WEAPON_BITS) - 1;
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if (j > 0 && p->kickback_pic > 0)
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@ -276,7 +275,6 @@ void hud_input(int snum)
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}
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}
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}
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}
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if (PlayerInput(snum, SK_HOLODUKE) && (isRR() || p->newowner == -1))
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{
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@ -496,5 +494,6 @@ void hud_input(int snum)
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p->one_eighty_count = -1024;
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}
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}
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}
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}
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END_DUKE_NS
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@ -947,10 +947,6 @@ void shoot_r(int i, int atwith)
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void selectweapon_r(int snum, int j)
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{
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if (j >= 0)
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{
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int a = 0;
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}
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int i, k;
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auto p = &ps[snum];
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if (p->last_pissed_time <= (26 * 218) && p->show_empty_weapon == 0 && p->kickback_pic == 0 && p->quick_kick == 0 && sprite[p->i].xrepeat > 8 && p->access_incs == 0 && p->knee_incs == 0)
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@ -48,7 +48,6 @@ typedef struct {
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void breakwall(short newpn, short spr, short dawallnum);
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int S_FindMusicSFX(int sectNum, int *sndptr);
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void callsound2(int soundNum, int playerNum);
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int callsound(int sectNum,int spriteNum);
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int hitasprite(int spriteNum,int16_t *hitSprite);
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@ -38,24 +38,6 @@ static int g_haltSoundHack = 0;
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uint8_t shadedsector[MAXSECTORS];
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int S_FindMusicSFX(int sectNum, int* sndptr)
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{
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for (bssize_t SPRITES_OF_SECT(sectNum, spriteNum))
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{
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const int32_t snd = sprite[spriteNum].lotag;
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EDUKE32_STATIC_ASSERT(MAXSOUNDS >= 1000);
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if (PN(spriteNum) == MUSICANDSFX && (unsigned)snd < 1000) // XXX: in other places, 999
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{
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*sndptr = snd;
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return spriteNum;
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}
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}
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*sndptr = -1;
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return -1;
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}
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static void G_SetupCamTile(int spriteNum, int smoothRatio)
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{
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@ -117,694 +99,5 @@ void G_AnimateCamSprite(int smoothRatio)
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}
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}
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void P_HandleSharedKeys(int playerNum)
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{
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DukePlayer_t *const pPlayer = g_player[playerNum].ps;
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if (pPlayer->cheat_phase == 1) return;
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uint32_t playerBits = g_player[playerNum].input->bits;
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int32_t weaponNum;
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// 1<<0 = jump
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// 1<<1 = crouch
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// 1<<2 = fire
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// 1<<3 = aim up
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// 1<<4 = aim down
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// 1<<5 = run
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// 1<<6 = look left
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// 1<<7 = look right
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// 15<<8 = !weapon selection (bits 8-11)
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// 1<<12 = !steroids
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// 1<<13 = look up
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// 1<<14 = look down
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// 1<<15 = !nightvis
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// 1<<16 = !medkit
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// 1<<17 = (multiflag==1) ? changes meaning of bits 18 and 19
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// 1<<18 = centre view
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// 1<<19 = !holster weapon
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// 1<<20 = !inventory left
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// 1<<21 = !pause
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// 1<<22 = !quick kick
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// 1<<23 = aim mode
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// 1<<24 = !holoduke
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// 1<<25 = !jetpack
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// 1<<26 = g_gameQuit
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// 1<<27 = !inventory right
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// 1<<28 = !turn around
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// 1<<29 = !open
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// 1<<30 = !inventory
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// 1<<31 = !escape
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int const aimMode = pPlayer->aim_mode;
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pPlayer->aim_mode = (playerBits>>SK_AIMMODE)&1;
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if (pPlayer->aim_mode < aimMode)
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pPlayer->return_to_center = 9;
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if (RR)
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{
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if (TEST_SYNC_KEY(playerBits, SK_QUICK_KICK) && pPlayer->last_pissed_time == 0
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&& (!RRRA || sprite[pPlayer->i].extra > 0))
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{
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pPlayer->last_pissed_time = 4000;
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if (!adult_lockout)
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A_PlaySound(437, pPlayer->i);
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if (sprite[pPlayer->i].extra <= max_player_health - max_player_health / 10)
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{
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sprite[pPlayer->i].extra += 2;
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pPlayer->last_extra = sprite[pPlayer->i].extra;
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}
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else if (sprite[pPlayer->i].extra < max_player_health)
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sprite[pPlayer->i].extra = max_player_health;
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}
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}
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else
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{
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if (TEST_SYNC_KEY(playerBits, SK_QUICK_KICK) && pPlayer->quick_kick == 0)
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if (pPlayer->curr_weapon != KNEE_WEAPON || pPlayer->kickback_pic == 0)
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{
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if (VM_OnEvent(EVENT_QUICKKICK,g_player[playerNum].ps->i,playerNum) == 0)
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{
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pPlayer->quick_kick = 14;
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if (pPlayer->fta == 0 || pPlayer->ftq == 80)
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P_DoQuote(QUOTE_MIGHTY_FOOT,pPlayer);
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}
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}
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}
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if (!(playerBits & ((15u<<SK_WEAPON_BITS)|BIT(SK_STEROIDS)|BIT(SK_NIGHTVISION)|BIT(SK_MEDKIT)|BIT(SK_QUICK_KICK)| \
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BIT(SK_HOLSTER)|BIT(SK_INV_LEFT)|BIT(SK_PAUSE)|BIT(SK_HOLODUKE)|BIT(SK_JETPACK)|BIT(SK_INV_RIGHT)| \
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BIT(SK_TURNAROUND)|BIT(SK_OPEN)|BIT(SK_INVENTORY)|BIT(SK_ESCAPE))))
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pPlayer->interface_toggle_flag = 0;
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else if (pPlayer->interface_toggle_flag == 0)
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{
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pPlayer->interface_toggle_flag = 1;
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if (TEST_SYNC_KEY(playerBits, SK_PAUSE))
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{
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inputState.ClearKeyStatus(sc_Pause);
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if (ud.pause_on)
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ud.pause_on = 0;
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else ud.pause_on = 1+SHIFTS_IS_PRESSED;
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if (ud.pause_on)
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{
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Mus_SetPaused(true);
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S_PauseSounds(true);
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}
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else
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{
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Mus_SetPaused(false);
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S_PauseSounds(false);
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pub = NUMPAGES;
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pus = NUMPAGES;
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}
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}
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if (ud.pause_on) return;
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if (sprite[pPlayer->i].extra <= 0) return; // if dead...
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if (TEST_SYNC_KEY(playerBits, SK_INVENTORY) && pPlayer->newowner == -1) // inventory button generates event for selected item
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{
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if (VM_OnEvent(EVENT_INVENTORY,g_player[playerNum].ps->i,playerNum) == 0)
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{
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switch (pPlayer->inven_icon)
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{
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case ICON_JETPACK: playerBits |= BIT(SK_JETPACK); break;
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case ICON_HOLODUKE: playerBits |= BIT(SK_HOLODUKE); break;
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case ICON_HEATS: playerBits |= BIT(SK_NIGHTVISION); break;
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case ICON_FIRSTAID: playerBits |= BIT(SK_MEDKIT); break;
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case ICON_STEROIDS: playerBits |= BIT(SK_STEROIDS); break;
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}
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}
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}
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if (!RR && TEST_SYNC_KEY(playerBits, SK_NIGHTVISION))
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{
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if (VM_OnEvent(EVENT_USENIGHTVISION,g_player[playerNum].ps->i,playerNum) == 0
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&& pPlayer->inv_amount[GET_HEATS] > 0)
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{
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pPlayer->heat_on = !pPlayer->heat_on;
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P_UpdateScreenPal(pPlayer);
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pPlayer->inven_icon = ICON_HEATS;
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A_PlaySound(NITEVISION_ONOFF,pPlayer->i);
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P_DoQuote(QUOTE_NVG_OFF-!!pPlayer->heat_on,pPlayer);
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}
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}
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if (TEST_SYNC_KEY(playerBits, SK_STEROIDS))
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{
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if (VM_OnEvent(EVENT_USESTEROIDS,g_player[playerNum].ps->i,playerNum) == 0)
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{
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if (pPlayer->inv_amount[GET_STEROIDS] == 400)
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{
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pPlayer->inv_amount[GET_STEROIDS]--;
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A_PlaySound(DUKE_TAKEPILLS,pPlayer->i);
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P_DoQuote(QUOTE_USED_STEROIDS,pPlayer);
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}
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if (pPlayer->inv_amount[GET_STEROIDS] > 0)
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pPlayer->inven_icon = ICON_STEROIDS;
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}
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return; // is there significance to returning?
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}
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if (WW2GI && pPlayer->refresh_inventory)
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playerBits |= BIT(SK_INV_LEFT); // emulate move left...
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if (pPlayer->newowner == -1 && (TEST_SYNC_KEY(playerBits, SK_INV_LEFT) || TEST_SYNC_KEY(playerBits, SK_INV_RIGHT)) || (!WW2GI && pPlayer->refresh_inventory))
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{
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pPlayer->invdisptime = GAMETICSPERSEC*2;
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int const inventoryRight = !!(TEST_SYNC_KEY(playerBits, SK_INV_RIGHT));
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if (pPlayer->refresh_inventory) pPlayer->refresh_inventory = 0;
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int32_t inventoryIcon = pPlayer->inven_icon;
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int i = 0;
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CHECKINV1:
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if (i < 9)
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{
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i++;
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switch (inventoryIcon)
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{
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case ICON_JETPACK:
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case ICON_SCUBA:
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case ICON_STEROIDS:
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case ICON_HOLODUKE:
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case ICON_HEATS:
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if (pPlayer->inv_amount[icon_to_inv[inventoryIcon]] > 0 && i > 1)
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break;
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if (inventoryRight)
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inventoryIcon++;
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else
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inventoryIcon--;
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goto CHECKINV1;
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case ICON_NONE:
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case ICON_FIRSTAID:
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if (pPlayer->inv_amount[GET_FIRSTAID] > 0 && i > 1)
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break;
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inventoryIcon = inventoryRight ? 2 : 7;
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goto CHECKINV1;
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case ICON_BOOTS:
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if (pPlayer->inv_amount[GET_BOOTS] > 0 && i > 1)
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break;
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inventoryIcon = inventoryRight ? 1 : 6;
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goto CHECKINV1;
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}
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}
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else inventoryIcon = 0;
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if (TEST_SYNC_KEY(playerBits, SK_INV_LEFT)) // Inventory_Left
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{
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/*Gv_SetVar(g_iReturnVarID,dainv,g_player[snum].ps->i,snum);*/
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inventoryIcon = VM_OnEventWithReturn(EVENT_INVENTORYLEFT,g_player[playerNum].ps->i,playerNum, inventoryIcon);
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}
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else if (TEST_SYNC_KEY(playerBits, SK_INV_RIGHT)) // Inventory_Right
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{
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/*Gv_SetVar(g_iReturnVarID,dainv,g_player[snum].ps->i,snum);*/
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inventoryIcon = VM_OnEventWithReturn(EVENT_INVENTORYRIGHT,g_player[playerNum].ps->i,playerNum, inventoryIcon);
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}
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if (inventoryIcon >= 1)
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{
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pPlayer->inven_icon = inventoryIcon;
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if (inventoryIcon || pPlayer->inv_amount[GET_FIRSTAID])
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{
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static const int32_t invQuotes[7] = { QUOTE_MEDKIT, QUOTE_STEROIDS, QUOTE_HOLODUKE,
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QUOTE_JETPACK, QUOTE_NVG, QUOTE_SCUBA, QUOTE_BOOTS };
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if (inventoryIcon-1 < ARRAY_SSIZE(invQuotes))
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P_DoQuote(invQuotes[inventoryIcon-1], pPlayer);
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}
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}
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}
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weaponNum = ((playerBits&(15<<SK_WEAPON_BITS))>>SK_WEAPON_BITS) - 1;
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if (weaponNum > 0 && pPlayer->kickback_pic > 0)
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{
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pPlayer->wantweaponfire = weaponNum;
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}
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if (pPlayer->last_pissed_time <= (GAMETICSPERSEC * 218) && pPlayer->show_empty_weapon == 0 &&
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pPlayer->kickback_pic == 0 && pPlayer->quick_kick == 0 && sprite[pPlayer->i].xrepeat > (RR ? 8 :32) && pPlayer->access_incs == 0 &&
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pPlayer->knee_incs == 0)
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{
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if( (pPlayer->weapon_pos == 0 || (pPlayer->holster_weapon && pPlayer->weapon_pos == WEAPON_POS_LOWER ) ))
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{
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if (weaponNum == 10 || weaponNum == 11)
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{
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int currentWeapon = pPlayer->curr_weapon;
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if (RRRA)
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{
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if (currentWeapon == CHICKEN_WEAPON) currentWeapon = CROSSBOW_WEAPON;
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else if (currentWeapon == GROW_WEAPON) currentWeapon = SHRINKER_WEAPON;
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else if (currentWeapon == SLINGBLADE_WEAPON) currentWeapon = KNEE_WEAPON;
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}
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weaponNum = (weaponNum == 10 ? -1 : 1); // JBF: prev (-1) or next (1) weapon choice
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int i = 0;
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while ((currentWeapon >= 0 && currentWeapon < 10) || (!RR && currentWeapon == GROW_WEAPON && (pPlayer->subweapon&(1 << GROW_WEAPON))))
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{
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if (!RR)
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{
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if (currentWeapon == GROW_WEAPON)
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{
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if (weaponNum == -1)
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currentWeapon = HANDBOMB_WEAPON;
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else currentWeapon = DEVISTATOR_WEAPON;
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}
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else
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{
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currentWeapon += weaponNum;
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if (currentWeapon == SHRINKER_WEAPON && pPlayer->subweapon&(1 << GROW_WEAPON))
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currentWeapon = GROW_WEAPON;
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}
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}
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else
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currentWeapon += weaponNum;
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if (currentWeapon == -1) currentWeapon = TIT_WEAPON;
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else if (currentWeapon == 10) currentWeapon = KNEE_WEAPON;
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if ((pPlayer->gotweapon[currentWeapon]) && pPlayer->ammo_amount[currentWeapon] > 0)
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{
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if (!RR && currentWeapon == SHRINKER_WEAPON && pPlayer->subweapon&(1<<GROW_WEAPON))
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currentWeapon = GROW_WEAPON;
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weaponNum = currentWeapon;
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break;
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}
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else if (!RR && currentWeapon == GROW_WEAPON && pPlayer->ammo_amount[GROW_WEAPON] == 0
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&& (pPlayer->gotweapon[SHRINKER_WEAPON]) && pPlayer->ammo_amount[SHRINKER_WEAPON] > 0)
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{
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weaponNum = SHRINKER_WEAPON;
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pPlayer->subweapon &= ~(1<<GROW_WEAPON);
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break;
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}
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else if (!RR && currentWeapon == SHRINKER_WEAPON && pPlayer->ammo_amount[SHRINKER_WEAPON] == 0
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&& (pPlayer->gotweapon[SHRINKER_WEAPON]) && pPlayer->ammo_amount[GROW_WEAPON] > 0)
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{
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weaponNum = GROW_WEAPON;
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pPlayer->subweapon |= (1<<GROW_WEAPON);
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break;
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}
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i++;
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if (i == currentWeapon) // absolutely no weapons, so use foot
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{
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weaponNum = KNEE_WEAPON;
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break;
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}
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}
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}
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if (weaponNum == HANDBOMB_WEAPON && pPlayer->ammo_amount[HANDBOMB_WEAPON] == 0)
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{
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int spriteNum = headspritestat[STAT_ACTOR];
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while (spriteNum >= 0)
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{
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if (sprite[spriteNum].picnum == TILE_HEAVYHBOMB && sprite[spriteNum].owner == pPlayer->i)
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{
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pPlayer->gotweapon.Set(HANDREMOTE_WEAPON);
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weaponNum = HANDREMOTE_WEAPON;
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break;
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}
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spriteNum = nextspritestat[spriteNum];
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}
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}
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else if (RRRA)
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{
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if (weaponNum == KNEE_WEAPON)
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{
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if(screenpeek == playerNum) pus = NUMPAGES;
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if (pPlayer->curr_weapon == KNEE_WEAPON)
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{
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pPlayer->subweapon = 2;
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weaponNum = SLINGBLADE_WEAPON;
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}
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else if(pPlayer->subweapon&2)
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{
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pPlayer->subweapon = 0;
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weaponNum = KNEE_WEAPON;
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}
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}
|
||||
else if (weaponNum == CROSSBOW_WEAPON)
|
||||
{
|
||||
if(screenpeek == playerNum) pus = NUMPAGES;
|
||||
|
||||
if (pPlayer->curr_weapon == CROSSBOW_WEAPON || pPlayer->ammo_amount[CROSSBOW_WEAPON] == 0)
|
||||
{
|
||||
if (pPlayer->ammo_amount[CHICKEN_WEAPON] == 0)
|
||||
return;
|
||||
pPlayer->subweapon = 4;
|
||||
weaponNum = CHICKEN_WEAPON;
|
||||
}
|
||||
else if((pPlayer->subweapon&4) || pPlayer->ammo_amount[CHICKEN_WEAPON] == 0)
|
||||
{
|
||||
pPlayer->subweapon = 0;
|
||||
weaponNum = CROSSBOW_WEAPON;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (RR)
|
||||
{
|
||||
if(weaponNum == SHRINKER_WEAPON)
|
||||
{
|
||||
if(screenpeek == playerNum) pus = NUMPAGES;
|
||||
|
||||
if (pPlayer->curr_weapon == SHRINKER_WEAPON || pPlayer->ammo_amount[SHRINKER_WEAPON] == 0)
|
||||
{
|
||||
pPlayer->subweapon = (1<<GROW_WEAPON);
|
||||
weaponNum = GROW_WEAPON;
|
||||
}
|
||||
else if((pPlayer->subweapon&(1<<GROW_WEAPON)) || pPlayer->ammo_amount[GROW_WEAPON] == 0)
|
||||
{
|
||||
pPlayer->subweapon = 0;
|
||||
weaponNum = SHRINKER_WEAPON;
|
||||
}
|
||||
}
|
||||
else if(weaponNum == TRIPBOMB_WEAPON)
|
||||
{
|
||||
if(screenpeek == playerNum) pus = NUMPAGES;
|
||||
|
||||
if (pPlayer->curr_weapon == TRIPBOMB_WEAPON || pPlayer->ammo_amount[TRIPBOMB_WEAPON] == 0)
|
||||
{
|
||||
pPlayer->subweapon = (1<<BOWLING_WEAPON);
|
||||
weaponNum = BOWLING_WEAPON;
|
||||
}
|
||||
else if((pPlayer->subweapon&(1<<BOWLING_WEAPON)) || pPlayer->ammo_amount[BOWLING_WEAPON] == 0)
|
||||
{
|
||||
pPlayer->subweapon = 0;
|
||||
weaponNum = TRIPBOMB_WEAPON;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!RR && weaponNum == SHRINKER_WEAPON)
|
||||
{
|
||||
if (screenpeek == playerNum) pus = NUMPAGES;
|
||||
|
||||
if (pPlayer->curr_weapon != GROW_WEAPON && pPlayer->curr_weapon != SHRINKER_WEAPON)
|
||||
{
|
||||
if (pPlayer->ammo_amount[GROW_WEAPON] > 0)
|
||||
{
|
||||
if ((pPlayer->subweapon&(1 << GROW_WEAPON)) == (1 << GROW_WEAPON))
|
||||
weaponNum = GROW_WEAPON;
|
||||
else if (pPlayer->ammo_amount[SHRINKER_WEAPON] == 0)
|
||||
{
|
||||
weaponNum = GROW_WEAPON;
|
||||
pPlayer->subweapon |= (1 << GROW_WEAPON);
|
||||
}
|
||||
}
|
||||
else if (pPlayer->ammo_amount[SHRINKER_WEAPON] > 0)
|
||||
pPlayer->subweapon &= ~(1 << GROW_WEAPON);
|
||||
}
|
||||
else if (pPlayer->curr_weapon == SHRINKER_WEAPON)
|
||||
{
|
||||
pPlayer->subweapon |= (1 << GROW_WEAPON);
|
||||
weaponNum = GROW_WEAPON;
|
||||
}
|
||||
else
|
||||
pPlayer->subweapon &= ~(1 << GROW_WEAPON);
|
||||
}
|
||||
|
||||
if (pPlayer->holster_weapon)
|
||||
{
|
||||
playerBits |= BIT(SK_HOLSTER);
|
||||
pPlayer->weapon_pos = WEAPON_POS_LOWER;
|
||||
}
|
||||
else if ((uint32_t)weaponNum < MAX_WEAPONS && (pPlayer->gotweapon[weaponNum]) && pPlayer->curr_weapon != weaponNum)
|
||||
switch (DYNAMICWEAPONMAP(weaponNum))
|
||||
{
|
||||
case SLINGBLADE_WEAPON__STATIC:
|
||||
if (!RRRA) break;
|
||||
A_PlaySound(496,g_player[screenpeek].ps->i);
|
||||
P_AddWeapon(pPlayer, weaponNum);
|
||||
break;
|
||||
case CHICKEN_WEAPON__STATIC:
|
||||
if (!RRRA) break;
|
||||
fallthrough__;
|
||||
case BOWLINGBALL_WEAPON__STATIC:
|
||||
if (!RR) break;
|
||||
fallthrough__;
|
||||
case PISTOL_WEAPON__STATIC:
|
||||
case SHOTGUN_WEAPON__STATIC:
|
||||
case CHAINGUN_WEAPON__STATIC:
|
||||
case RPG_WEAPON__STATIC:
|
||||
case DEVISTATOR_WEAPON__STATIC:
|
||||
case FREEZE_WEAPON__STATIC:
|
||||
case GROW_WEAPON__STATIC:
|
||||
case SHRINKER_WEAPON__STATIC:
|
||||
rrtripbomb_case:
|
||||
if (pPlayer->ammo_amount[weaponNum] == 0 && pPlayer->show_empty_weapon == 0)
|
||||
{
|
||||
pPlayer->last_full_weapon = pPlayer->curr_weapon;
|
||||
pPlayer->show_empty_weapon = 32;
|
||||
}
|
||||
fallthrough__;
|
||||
case KNEE_WEAPON__STATIC:
|
||||
P_AddWeapon(pPlayer, weaponNum);
|
||||
break;
|
||||
case HANDREMOTE_WEAPON__STATIC:
|
||||
pPlayer->curr_weapon = HANDREMOTE_WEAPON;
|
||||
pPlayer->last_weapon = -1;
|
||||
pPlayer->weapon_pos = WEAPON_POS_RAISE;
|
||||
break;
|
||||
case HANDBOMB_WEAPON__STATIC:
|
||||
case TRIPBOMB_WEAPON__STATIC:
|
||||
if (RR && weaponNum == TILE_TRIPBOMB) goto rrtripbomb_case;
|
||||
if (pPlayer->ammo_amount[weaponNum] > 0 && (pPlayer->gotweapon[weaponNum]))
|
||||
P_AddWeapon(pPlayer, weaponNum);
|
||||
break;
|
||||
case MOTORCYCLE_WEAPON__STATIC:
|
||||
case BOAT_WEAPON__STATIC:
|
||||
if (!RRRA) break;
|
||||
if (pPlayer->ammo_amount[weaponNum] == 0 && pPlayer->show_empty_weapon == 0)
|
||||
pPlayer->show_empty_weapon = 32;
|
||||
P_AddWeapon(pPlayer, weaponNum);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (TEST_SYNC_KEY(playerBits, SK_HOLSTER))
|
||||
{
|
||||
if (pPlayer->curr_weapon > KNEE_WEAPON)
|
||||
{
|
||||
if (pPlayer->holster_weapon == 0 && pPlayer->weapon_pos == 0)
|
||||
{
|
||||
pPlayer->holster_weapon = 1;
|
||||
pPlayer->weapon_pos = -1;
|
||||
P_DoQuote(QUOTE_WEAPON_LOWERED, pPlayer);
|
||||
}
|
||||
else if (pPlayer->holster_weapon == 1 && pPlayer->weapon_pos == WEAPON_POS_LOWER)
|
||||
{
|
||||
pPlayer->holster_weapon = 0;
|
||||
pPlayer->weapon_pos = WEAPON_POS_RAISE;
|
||||
P_DoQuote(QUOTE_WEAPON_RAISED, pPlayer);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (TEST_SYNC_KEY(playerBits, SK_HOLODUKE) && (RR || pPlayer->newowner == -1))
|
||||
{
|
||||
if (RR)
|
||||
{
|
||||
if (pPlayer->inv_amount[GET_HOLODUKE] > 0 && sprite[pPlayer->i].extra < max_player_health)
|
||||
{
|
||||
pPlayer->inv_amount[GET_HOLODUKE] -= 400;
|
||||
sprite[pPlayer->i].extra += 5;
|
||||
if (sprite[pPlayer->i].extra > max_player_health)
|
||||
sprite[pPlayer->i].extra = max_player_health;
|
||||
|
||||
pPlayer->drink_amt += 5;
|
||||
pPlayer->inven_icon = 3;
|
||||
if (pPlayer->inv_amount[GET_HOLODUKE] == 0)
|
||||
P_SelectNextInvItem(pPlayer);
|
||||
|
||||
if (pPlayer->drink_amt < 99)
|
||||
if (!A_CheckSoundPlaying(pPlayer->i, 425))
|
||||
A_PlaySound(425, pPlayer->i);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (pPlayer->holoduke_on == -1)
|
||||
{
|
||||
if (VM_OnEvent(EVENT_HOLODUKEON, g_player[playerNum].ps->i, playerNum) == 0)
|
||||
{
|
||||
if (pPlayer->inv_amount[GET_HOLODUKE] > 0)
|
||||
{
|
||||
pPlayer->inven_icon = ICON_HOLODUKE;
|
||||
|
||||
if (pPlayer->cursectnum > -1)
|
||||
{
|
||||
int const i = A_InsertSprite(pPlayer->cursectnum, pPlayer->pos.x, pPlayer->pos.y,
|
||||
pPlayer->pos.z+(30<<8), TILE_APLAYER, -64, 0, 0, fix16_to_int(pPlayer->q16ang), 0, 0, -1, 10);
|
||||
pPlayer->holoduke_on = i;
|
||||
T4(i) = T5(i) = 0;
|
||||
sprite[i].yvel = playerNum;
|
||||
sprite[i].extra = 0;
|
||||
P_DoQuote(QUOTE_HOLODUKE_ON,pPlayer);
|
||||
A_PlaySound(TELEPORTER,pPlayer->holoduke_on);
|
||||
}
|
||||
}
|
||||
else P_DoQuote(QUOTE_HOLODUKE_NOT_FOUND,pPlayer);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (VM_OnEvent(EVENT_HOLODUKEOFF,g_player[playerNum].ps->i,playerNum) == 0)
|
||||
{
|
||||
A_PlaySound(TELEPORTER,pPlayer->holoduke_on);
|
||||
pPlayer->holoduke_on = -1;
|
||||
P_DoQuote(QUOTE_HOLODUKE_OFF,pPlayer);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (RR && TEST_SYNC_KEY(playerBits, SK_NIGHTVISION) && pPlayer->newowner == -1 && pPlayer->yehaa_timer == 0)
|
||||
{
|
||||
pPlayer->yehaa_timer = 126;
|
||||
A_PlaySound(390, pPlayer->i);
|
||||
pPlayer->noise_radius = 16384;
|
||||
madenoise(playerNum);
|
||||
if (sector[pPlayer->cursectnum].lotag == 857)
|
||||
{
|
||||
if (sprite[pPlayer->i].extra <= max_player_health)
|
||||
{
|
||||
sprite[pPlayer->i].extra += 10;
|
||||
if (sprite[pPlayer->i].extra >= max_player_health)
|
||||
sprite[pPlayer->i].extra = max_player_health;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (sprite[pPlayer->i].extra + 1 <= max_player_health)
|
||||
{
|
||||
sprite[pPlayer->i].extra++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (TEST_SYNC_KEY(playerBits, SK_MEDKIT))
|
||||
{
|
||||
if (VM_OnEvent(EVENT_USEMEDKIT,g_player[playerNum].ps->i,playerNum) == 0)
|
||||
{
|
||||
if (pPlayer->inv_amount[GET_FIRSTAID] > 0 && sprite[pPlayer->i].extra < max_player_health)
|
||||
{
|
||||
int healthDiff = max_player_health-sprite[pPlayer->i].extra;
|
||||
|
||||
if (RR) healthDiff = 10;
|
||||
|
||||
if (pPlayer->inv_amount[GET_FIRSTAID] > healthDiff)
|
||||
{
|
||||
pPlayer->inv_amount[GET_FIRSTAID] -= healthDiff;
|
||||
if (RR)
|
||||
sprite[pPlayer->i].extra += healthDiff;
|
||||
if (!RR || sprite[pPlayer->i].extra > max_player_health)
|
||||
sprite[pPlayer->i].extra = max_player_health;
|
||||
pPlayer->inven_icon = ICON_FIRSTAID;
|
||||
}
|
||||
else
|
||||
{
|
||||
sprite[pPlayer->i].extra += pPlayer->inv_amount[GET_FIRSTAID];
|
||||
pPlayer->inv_amount[GET_FIRSTAID] = 0;
|
||||
P_SelectNextInvItem(pPlayer);
|
||||
}
|
||||
if (RR)
|
||||
{
|
||||
if (sprite[pPlayer->i].extra > max_player_health)
|
||||
sprite[pPlayer->i].extra = max_player_health;
|
||||
pPlayer->drink_amt += 10;
|
||||
}
|
||||
if (!RR || (pPlayer->drink_amt <= 100 && !A_CheckSoundPlaying(pPlayer->i, DUKE_USEMEDKIT)))
|
||||
A_PlaySound(DUKE_USEMEDKIT,pPlayer->i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ((pPlayer->newowner == -1 || RR) && TEST_SYNC_KEY(playerBits, SK_JETPACK))
|
||||
{
|
||||
if (RR)
|
||||
{
|
||||
if (VM_OnEvent(EVENT_USEJETPACK,g_player[playerNum].ps->i,playerNum) == 0)
|
||||
{
|
||||
if (pPlayer->inv_amount[GET_JETPACK] > 0 && sprite[pPlayer->i].extra < max_player_health)
|
||||
{
|
||||
if (!A_CheckSoundPlaying(pPlayer->i, 429))
|
||||
A_PlaySound(429, pPlayer->i);
|
||||
|
||||
pPlayer->inv_amount[GET_JETPACK] -= 100;
|
||||
if (pPlayer->drink_amt > 0)
|
||||
{
|
||||
pPlayer->drink_amt -= 5;
|
||||
if (pPlayer->drink_amt < 0)
|
||||
pPlayer->drink_amt = 0;
|
||||
}
|
||||
|
||||
if (pPlayer->eat < 100)
|
||||
{
|
||||
pPlayer->eat += 5;
|
||||
if (pPlayer->eat > 100)
|
||||
pPlayer->eat = 100;
|
||||
}
|
||||
|
||||
sprite[pPlayer->i].extra += 5;
|
||||
|
||||
pPlayer->inven_icon = 4;
|
||||
|
||||
if (sprite[pPlayer->i].extra > max_player_health)
|
||||
sprite[pPlayer->i].extra = max_player_health;
|
||||
|
||||
if (pPlayer->inv_amount[GET_JETPACK] <= 0)
|
||||
P_SelectNextInvItem(pPlayer);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (pPlayer->inv_amount[GET_JETPACK] > 0)
|
||||
{
|
||||
pPlayer->jetpack_on = !pPlayer->jetpack_on;
|
||||
if (pPlayer->jetpack_on)
|
||||
{
|
||||
pPlayer->inven_icon = ICON_JETPACK;
|
||||
S_StopEnvSound(-1, pPlayer->i, CHAN_VOICE);
|
||||
|
||||
A_PlaySound(DUKE_JETPACK_ON,pPlayer->i);
|
||||
|
||||
P_DoQuote(QUOTE_JETPACK_ON,pPlayer);
|
||||
}
|
||||
else
|
||||
{
|
||||
pPlayer->hard_landing = 0;
|
||||
pPlayer->vel.z = 0;
|
||||
A_PlaySound(DUKE_JETPACK_OFF,pPlayer->i);
|
||||
S_StopEnvSound(DUKE_JETPACK_IDLE,pPlayer->i);
|
||||
S_StopEnvSound(DUKE_JETPACK_ON,pPlayer->i);
|
||||
P_DoQuote(QUOTE_JETPACK_OFF,pPlayer);
|
||||
}
|
||||
}
|
||||
else P_DoQuote(QUOTE_JETPACK_NOT_FOUND,pPlayer);
|
||||
}
|
||||
}
|
||||
|
||||
if (TEST_SYNC_KEY(playerBits, SK_TURNAROUND) && pPlayer->one_eighty_count == 0)
|
||||
if (VM_OnEvent(EVENT_TURNAROUND,pPlayer->i,playerNum) == 0)
|
||||
pPlayer->one_eighty_count = -1024;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
END_DUKE_NS
|
||||
|
|
Loading…
Reference in a new issue