mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
git-svn-id: https://svn.eduke32.com/eduke32@1215 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
7b9448d868
commit
a56ab804a8
12 changed files with 1001 additions and 882 deletions
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@ -92,195 +92,6 @@ inline int32_t G_CheckForSpaceFloor(int32_t sectnum)
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return ((sector[sectnum].floorstat&1) && sector[sectnum].ceilingpal == 0 && ((sector[sectnum].floorpicnum==MOONSKY1)||(sector[sectnum].floorpicnum==BIGORBIT1))?1:0);
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}
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void P_AddAmmo(int32_t weapon,DukePlayer_t *p,int32_t amount)
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{
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p->ammo_amount[weapon] += amount;
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if (p->ammo_amount[weapon] > p->max_ammo_amount[weapon])
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p->ammo_amount[weapon] = p->max_ammo_amount[weapon];
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}
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void P_AddWeaponNoSwitch(DukePlayer_t *p, int32_t weapon)
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{
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int32_t snum = sprite[p->i].yvel;
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if (p->gotweapon[weapon] == 0)
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{
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p->gotweapon[weapon] = 1;
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if (weapon == SHRINKER_WEAPON)
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p->gotweapon[GROW_WEAPON] = 1;
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}
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#if 1
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if (aplWeaponSelectSound[p->curr_weapon][snum])
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A_StopSound(aplWeaponSelectSound[p->curr_weapon][snum],p->i);
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if (aplWeaponSelectSound[weapon][snum])
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A_PlaySound(aplWeaponSelectSound[weapon][snum],p->i);
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#else
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switch (p->curr_weapon)
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{
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case KNEE_WEAPON:
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case TRIPBOMB_WEAPON:
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case HANDREMOTE_WEAPON:
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case HANDBOMB_WEAPON:
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break;
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case SHOTGUN_WEAPON:
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A_StopSound(SHOTGUN_COCK,p->i);
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break;
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case PISTOL_WEAPON:
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A_StopSound(INSERT_CLIP,p->i);
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break;
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default:
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A_StopSound(SELECT_WEAPON,p->i);
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break;
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}
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switch (weapon)
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{
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case KNEE_WEAPON:
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case TRIPBOMB_WEAPON:
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case HANDREMOTE_WEAPON:
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case HANDBOMB_WEAPON:
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break;
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case SHOTGUN_WEAPON:
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A_PlaySound(SHOTGUN_COCK,p->i);
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break;
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case PISTOL_WEAPON:
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A_PlaySound(INSERT_CLIP,p->i);
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break;
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default:
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A_PlaySound(SELECT_WEAPON,p->i);
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break;
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}
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#endif
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}
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void P_AddWeapon(DukePlayer_t *p,int32_t weapon)
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{
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int32_t snum = sprite[p->i].yvel;
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P_AddWeaponNoSwitch(p,weapon);
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if (p->reloading) return;
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p->random_club_frame = 0;
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if (p->holster_weapon == 0)
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{
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if (p->weapon_pos == 0)
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p->weapon_pos = -1;
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else p->weapon_pos = -9;
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p->last_weapon = p->curr_weapon;
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}
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else
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{
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p->weapon_pos = 10;
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p->holster_weapon = 0;
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p->last_weapon = -1;
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}
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p->kickback_pic = 0;
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if (p->curr_weapon != weapon)
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X_OnEvent(EVENT_CHANGEWEAPON,p->i, snum, -1);
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p->curr_weapon = weapon;
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Gv_SetVar(g_iWeaponVarID,p->curr_weapon, p->i, snum);
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if (p->curr_weapon>=0)
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{
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Gv_SetVar(g_iWorksLikeVarID,aplWeaponWorksLike[p->curr_weapon][snum], p->i, snum);
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}
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else
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{
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Gv_SetVar(g_iWorksLikeVarID,-1, p->i, snum);
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}
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}
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void P_SelectNextInvItem(DukePlayer_t *p)
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{
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if (p->firstaid_amount > 0)
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p->inven_icon = 1;
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else if (p->steroids_amount > 0)
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p->inven_icon = 2;
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else if (p->holoduke_amount > 0)
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p->inven_icon = 3;
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else if (p->jetpack_amount > 0)
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p->inven_icon = 4;
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else if (p->heat_amount > 0)
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p->inven_icon = 5;
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else if (p->scuba_amount > 0)
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p->inven_icon = 6;
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else if (p->boot_amount > 0)
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p->inven_icon = 7;
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else p->inven_icon = 0;
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}
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void P_CheckWeapon(DukePlayer_t *p)
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{
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int16_t i,snum;
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int32 weap;
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if (p->reloading) return;
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if (p->wantweaponfire >= 0)
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{
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weap = p->wantweaponfire;
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p->wantweaponfire = -1;
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if (weap == p->curr_weapon) return;
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else if (p->gotweapon[weap] && p->ammo_amount[weap] > 0)
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{
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P_AddWeapon(p,weap);
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return;
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}
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}
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weap = p->curr_weapon;
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if (p->gotweapon[weap] && p->ammo_amount[weap] > 0)
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return;
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if (p->gotweapon[weap] && !(p->weaponswitch & 2))
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return;
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snum = sprite[p->i].yvel;
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for (i=0;i<10;i++)
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{
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weap = g_player[snum].wchoice[i];
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if (VOLUMEONE && weap > 6) continue;
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if (weap == 0) weap = 9;
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else weap--;
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if (weap == 0 || (p->gotweapon[weap] && p->ammo_amount[weap] > 0))
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break;
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}
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if (i == 10) weap = 0;
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// Found the weapon
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p->last_weapon = p->curr_weapon;
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p->random_club_frame = 0;
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p->curr_weapon = weap;
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Gv_SetVar(g_iWeaponVarID,p->curr_weapon, p->i, snum);
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if (p->curr_weapon>=0)
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{
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Gv_SetVar(g_iWorksLikeVarID,aplWeaponWorksLike[p->curr_weapon][snum], p->i, snum);
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}
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else
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{
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Gv_SetVar(g_iWorksLikeVarID,-1, p->i, snum);
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}
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X_OnEvent(EVENT_CHANGEWEAPON,p->i, snum, -1);
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p->kickback_pic = 0;
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if (p->holster_weapon == 1)
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{
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p->holster_weapon = 0;
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p->weapon_pos = 10;
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}
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else p->weapon_pos = -1;
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}
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void A_RadiusDamage(int32_t i, int32_t r, int32_t hp1, int32_t hp2, int32_t hp3, int32_t hp4)
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{
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spritetype *s=&sprite[i],*sj;
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@ -600,9 +411,9 @@ void A_DeleteSprite(int32_t s)
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{
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int32_t p, pl=A_FindPlayer(&sprite[s],&p);
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Gv_SetVar(g_iReturnVarID,0, -1, -1);
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aGameVars[g_iReturnVarID].val.lValue = 0;
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X_OnEvent(EVENT_KILLIT, s, pl, p);
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if (Gv_GetVar(g_iReturnVarID, -1, -1))
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if (aGameVars[g_iReturnVarID].val.lValue)
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return;
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}
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deletesprite(s);
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@ -44,7 +44,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include <shellapi.h>
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#endif
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#define BUILDDATE " 20090114"
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#define BUILDDATE " 20090117"
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#define VERSION " 1.2.0devel"
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static int32_t floor_over_floor;
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@ -78,7 +78,8 @@ extern int32_t g_scriptVersion, g_Shareware, g_gameType;
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#define BYTEVERSION_13 27
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#define BYTEVERSION_14 116
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#define BYTEVERSION_15 117
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#define BYTEVERSION_JF 189 // increase by 3, because atomic GRP adds 1, and Shareware adds 2
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#define BYTEVERSION_JF 192 // increase by 3, because atomic GRP adds 1, and Shareware adds 2
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#define BYTEVERSION (BYTEVERSION_JF+(PLUTOPAK?1:(VOLUMEONE<<1))) // JBF 20040116: different data files give different versions
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@ -533,7 +534,8 @@ typedef struct {
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spriteinterpolate sprpos[MAXSPRITES];
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typedef struct {
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int32_t floorz,ceilingz,lastvx,lastvy,bposx,bposy,bposz;
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int32_t bposx,bposy,bposz;
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int32_t floorz,ceilingz,lastvx,lastvy;
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int32_t flags;
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intptr_t temp_data[10]; // sometimes used to hold pointers to con code
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int16_t picnum,ang,extra,owner,movflag;
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@ -3794,9 +3794,10 @@ void G_DisplayRest(int32_t smoothratio)
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if (pp->invdisptime > 0) G_DrawInventory(pp);
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Gv_SetVar(g_iReturnVarID,0,g_player[screenpeek].ps->i,screenpeek);
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X_OnEvent(EVENT_DISPLAYSBAR, g_player[screenpeek].ps->i, screenpeek, -1);
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if (Gv_GetVar(g_iReturnVarID,g_player[screenpeek].ps->i,screenpeek) == 0)
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aGameVars[g_iReturnVarID].val.lValue = 0;
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if (apScriptGameEvent[EVENT_DISPLAYSBAR])
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X_OnEvent(EVENT_DISPLAYSBAR, g_player[screenpeek].ps->i, screenpeek, -1);
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if (aGameVars[g_iReturnVarID].val.lValue == 0)
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G_DrawStatusBar(screenpeek);
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G_PrintGameQuotes();
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@ -3856,13 +3857,15 @@ void G_DisplayRest(int32_t smoothratio)
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}
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}
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X_OnEvent(EVENT_DISPLAYREST, g_player[screenpeek].ps->i, screenpeek, -1);
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if (apScriptGameEvent[EVENT_DISPLAYSBAR])
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X_OnEvent(EVENT_DISPLAYREST, g_player[screenpeek].ps->i, screenpeek, -1);
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if (g_player[myconnectindex].ps->newowner == -1 && ud.overhead_on == 0 && ud.crosshair && ud.camerasprite == -1)
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{
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Gv_SetVar(g_iReturnVarID,0,g_player[screenpeek].ps->i,screenpeek);
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X_OnEvent(EVENT_DISPLAYCROSSHAIR, g_player[screenpeek].ps->i, screenpeek, -1);
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if (Gv_GetVar(g_iReturnVarID,g_player[screenpeek].ps->i,screenpeek) == 0)
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aGameVars[g_iReturnVarID].val.lValue = 0;
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if (apScriptGameEvent[EVENT_DISPLAYCROSSHAIR])
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X_OnEvent(EVENT_DISPLAYCROSSHAIR, g_player[screenpeek].ps->i, screenpeek, -1);
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if (aGameVars[g_iReturnVarID].val.lValue == 0)
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rotatesprite((160L-(g_player[myconnectindex].ps->look_ang>>1))<<16,100L<<16,scale(65536,ud.crosshairscale,100),0,CROSSHAIR,0,CROSSHAIR_PAL,2+1,windowx1,windowy1,windowx2,windowy2);
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}
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#if 0
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@ -3968,7 +3971,7 @@ static void G_DoThirdPerson(DukePlayer_t *pp, vec3_t *vect,int16_t *vsectnum, in
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sp->cstat &= (int16_t)~0x101;
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updatesectorz(vect->x,vect->y,vect->z,vsectnum);
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hitscan((const vec3_t *)&vect,*vsectnum,nx,ny,nz,&hitinfo,CLIPMASK1);
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hitscan((const vec3_t *)vect,*vsectnum,nx,ny,nz,&hitinfo,CLIPMASK1);
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if (*vsectnum < 0)
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{
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@ -3999,9 +4002,9 @@ static void G_DoThirdPerson(DukePlayer_t *pp, vec3_t *vect,int16_t *vsectnum, in
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else i = divscale16(hy,ny);
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if (i < g_cameraDistance) g_cameraDistance = i;
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}
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vect->x = (vect->x)+mulscale16(nx,g_cameraDistance);
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vect->y = (vect->y)+mulscale16(ny,g_cameraDistance);
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vect->z = (vect->z)+mulscale16(nz,g_cameraDistance);
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vect->x += mulscale16(nx,g_cameraDistance);
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vect->y += mulscale16(ny,g_cameraDistance);
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vect->z += mulscale16(nz,g_cameraDistance);
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g_cameraDistance = min(g_cameraDistance+((totalclock-g_cameraClock)<<10),65536);
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g_cameraClock = totalclock;
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@ -4056,15 +4059,17 @@ void G_DrawBackground(void)
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{
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// when not rendering a game, fullscreen wipe
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#define MENUTILE (!getrendermode()?MENUSCREEN:LOADSCREEN)
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Gv_SetVar(g_iReturnVarID,tilesizx[MENUTILE]==320&&tilesizy[MENUTILE]==200?MENUTILE:BIGHOLE, -1, -1);
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X_OnEvent(EVENT_GETMENUTILE, -1, myconnectindex, -1);
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// Gv_SetVar(g_iReturnVarID,tilesizx[MENUTILE]==320&&tilesizy[MENUTILE]==200?MENUTILE:BIGHOLE, -1, -1);
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aGameVars[g_iReturnVarID].val.lValue = (tilesizx[MENUTILE]==320&&tilesizy[MENUTILE]==200?MENUTILE:BIGHOLE);
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if (apScriptGameEvent[EVENT_GETMENUTILE])
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X_OnEvent(EVENT_GETMENUTILE, -1, myconnectindex, -1);
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if (Gv_GetVarByLabel("MENU_TILE", tilesizx[MENUTILE]==320&&tilesizy[MENUTILE]==200?0:1, -1, -1))
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{
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for (y=y1;y<y2;y+=tilesizy[Gv_GetVar(g_iReturnVarID, -1, -1)])
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for (x=0;x<xdim;x+=tilesizx[Gv_GetVar(g_iReturnVarID, -1, -1)])
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rotatesprite(x<<16,y<<16,65536L,0,Gv_GetVar(g_iReturnVarID, -1, -1),bpp==8?16:8,0,8+16+64,0,0,xdim-1,ydim-1);
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for (y=y1;y<y2;y+=tilesizy[aGameVars[g_iReturnVarID].val.lValue])
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for (x=0;x<xdim;x+=tilesizx[aGameVars[g_iReturnVarID].val.lValue])
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rotatesprite(x<<16,y<<16,65536L,0,aGameVars[g_iReturnVarID].val.lValue,bpp==8?16:8,0,8+16+64,0,0,xdim-1,ydim-1);
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}
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else rotatesprite(320<<15,200<<15,65536L,0,Gv_GetVar(g_iReturnVarID, -1, -1),bpp==8?16:8,0,2+8+64,0,0,xdim-1,ydim-1);
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else rotatesprite(320<<15,200<<15,65536L,0,aGameVars[g_iReturnVarID].val.lValue,bpp==8?16:8,0,2+8+64,0,0,xdim-1,ydim-1);
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return;
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}
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@ -4523,7 +4528,8 @@ void G_DrawRooms(int32_t snum,int32_t smoothratio)
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if (ud.camerahoriz > HORIZ_MAX) ud.camerahoriz = HORIZ_MAX;
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else if (ud.camerahoriz < HORIZ_MIN) ud.camerahoriz = HORIZ_MIN;
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X_OnEvent(EVENT_DISPLAYROOMS, g_player[screenpeek].ps->i, screenpeek, -1);
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if (apScriptGameEvent[EVENT_DISPLAYROOMS])
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X_OnEvent(EVENT_DISPLAYROOMS, g_player[screenpeek].ps->i, screenpeek, -1);
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#ifdef SE40
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se40code(ud.camerax,ud.cameray,ud.cameraz,ud.cameraang,ud.camerahoriz,smoothratio);
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@ -7501,26 +7507,29 @@ PALONLY:
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t->xrepeat = t->yrepeat = 0;
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}
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j = spritesortcnt-1;
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do
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if (apScriptGameEvent[EVENT_ANIMATESPRITES])
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{
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j = spritesortcnt-1;
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do
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{
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if (display_mirror) tsprite[j].statnum = TSPR_MIRROR;
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if (tsprite[j].owner < MAXSPRITES && tsprite[j].owner >= 0 && spriteext[tsprite[j].owner].flags & SPREXT_TSPRACCESS)
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{
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spriteext[tsprite[j].owner].tspr = (spritetype *)&tsprite[j];
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X_OnEvent(EVENT_ANIMATESPRITES,tsprite[j].owner, myconnectindex, -1);
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}
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}
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while (j--);
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if (j < 0) return;
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if (display_mirror) tsprite[j].statnum = TSPR_MIRROR;
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if (tsprite[j].owner < MAXSPRITES && tsprite[j].owner >= 0 && spriteext[tsprite[j].owner].flags & SPREXT_TSPRACCESS)
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if (tsprite[j].owner >= 0 && tsprite[j].owner < MAXSPRITES && spriteext[tsprite[j].owner].flags & SPREXT_TSPRACCESS)
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{
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spriteext[tsprite[j].owner].tspr = (spritetype *)&tsprite[j];
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X_OnEvent(EVENT_ANIMATESPRITES,tsprite[j].owner, myconnectindex, -1);
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}
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}
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while (j--);
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if (j < 0) return;
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if (display_mirror) tsprite[j].statnum = TSPR_MIRROR;
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if (tsprite[j].owner >= 0 && tsprite[j].owner < MAXSPRITES && spriteext[tsprite[j].owner].flags & SPREXT_TSPRACCESS)
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{
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spriteext[tsprite[j].owner].tspr = (spritetype *)&tsprite[j];
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X_OnEvent(EVENT_ANIMATESPRITES,tsprite[j].owner, myconnectindex, -1);
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}
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}
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#ifdef _MSC_VER
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//#pragma auto_inline()
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@ -7593,66 +7602,66 @@ void G_CheatGetInv(void)
|
|||
{
|
||||
Gv_SetVar(g_iReturnVarID, 400, g_player[myconnectindex].ps->i, myconnectindex);
|
||||
X_OnEvent(EVENT_CHEATGETSTEROIDS, g_player[myconnectindex].ps->i, myconnectindex, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID, g_player[myconnectindex].ps->i, myconnectindex) >=0)
|
||||
if (aGameVars[g_iReturnVarID].val.lValue >=0)
|
||||
{
|
||||
g_player[myconnectindex].ps->steroids_amount =
|
||||
Gv_GetVar(g_iReturnVarID, g_player[myconnectindex].ps->i, myconnectindex);
|
||||
aGameVars[g_iReturnVarID].val.lValue;
|
||||
}
|
||||
|
||||
Gv_SetVar(g_iReturnVarID, 1200, g_player[myconnectindex].ps->i, myconnectindex);
|
||||
X_OnEvent(EVENT_CHEATGETHEAT, g_player[myconnectindex].ps->i, myconnectindex, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID, g_player[myconnectindex].ps->i, myconnectindex) >=0)
|
||||
if (aGameVars[g_iReturnVarID].val.lValue >=0)
|
||||
{
|
||||
g_player[myconnectindex].ps->heat_amount =
|
||||
Gv_GetVar(g_iReturnVarID, g_player[myconnectindex].ps->i, myconnectindex);
|
||||
aGameVars[g_iReturnVarID].val.lValue;
|
||||
}
|
||||
|
||||
Gv_SetVar(g_iReturnVarID, 200, g_player[myconnectindex].ps->i, myconnectindex);
|
||||
X_OnEvent(EVENT_CHEATGETBOOT, g_player[myconnectindex].ps->i, myconnectindex, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID, g_player[myconnectindex].ps->i, myconnectindex) >=0)
|
||||
if (aGameVars[g_iReturnVarID].val.lValue >=0)
|
||||
{
|
||||
g_player[myconnectindex].ps->boot_amount =
|
||||
Gv_GetVar(g_iReturnVarID, g_player[myconnectindex].ps->i, myconnectindex);
|
||||
aGameVars[g_iReturnVarID].val.lValue;
|
||||
}
|
||||
|
||||
Gv_SetVar(g_iReturnVarID, 100, g_player[myconnectindex].ps->i, myconnectindex);
|
||||
X_OnEvent(EVENT_CHEATGETSHIELD, g_player[myconnectindex].ps->i, myconnectindex, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID, g_player[myconnectindex].ps->i, myconnectindex) >=0)
|
||||
if (aGameVars[g_iReturnVarID].val.lValue >=0)
|
||||
{
|
||||
g_player[myconnectindex].ps->shield_amount =
|
||||
Gv_GetVar(g_iReturnVarID, g_player[myconnectindex].ps->i, myconnectindex);
|
||||
aGameVars[g_iReturnVarID].val.lValue;
|
||||
}
|
||||
|
||||
Gv_SetVar(g_iReturnVarID, 6400, g_player[myconnectindex].ps->i, myconnectindex);
|
||||
X_OnEvent(EVENT_CHEATGETSCUBA, g_player[myconnectindex].ps->i, myconnectindex, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID, g_player[myconnectindex].ps->i, myconnectindex) >=0)
|
||||
if (aGameVars[g_iReturnVarID].val.lValue >=0)
|
||||
{
|
||||
g_player[myconnectindex].ps->scuba_amount =
|
||||
Gv_GetVar(g_iReturnVarID, g_player[myconnectindex].ps->i, myconnectindex);
|
||||
aGameVars[g_iReturnVarID].val.lValue;
|
||||
}
|
||||
|
||||
Gv_SetVar(g_iReturnVarID, 2400, g_player[myconnectindex].ps->i, myconnectindex);
|
||||
X_OnEvent(EVENT_CHEATGETHOLODUKE, g_player[myconnectindex].ps->i, myconnectindex, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID, g_player[myconnectindex].ps->i, myconnectindex) >=0)
|
||||
if (aGameVars[g_iReturnVarID].val.lValue >=0)
|
||||
{
|
||||
g_player[myconnectindex].ps->holoduke_amount =
|
||||
Gv_GetVar(g_iReturnVarID, g_player[myconnectindex].ps->i, myconnectindex);
|
||||
aGameVars[g_iReturnVarID].val.lValue;
|
||||
}
|
||||
|
||||
Gv_SetVar(g_iReturnVarID, 1600, g_player[myconnectindex].ps->i, myconnectindex);
|
||||
X_OnEvent(EVENT_CHEATGETJETPACK, g_player[myconnectindex].ps->i, myconnectindex, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID, g_player[myconnectindex].ps->i, myconnectindex) >=0)
|
||||
if (aGameVars[g_iReturnVarID].val.lValue >=0)
|
||||
{
|
||||
g_player[myconnectindex].ps->jetpack_amount =
|
||||
Gv_GetVar(g_iReturnVarID, g_player[myconnectindex].ps->i, myconnectindex);
|
||||
aGameVars[g_iReturnVarID].val.lValue;
|
||||
}
|
||||
|
||||
Gv_SetVar(g_iReturnVarID, g_player[myconnectindex].ps->max_player_health, g_player[myconnectindex].ps->i, myconnectindex);
|
||||
X_OnEvent(EVENT_CHEATGETFIRSTAID, g_player[myconnectindex].ps->i, myconnectindex, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID, g_player[myconnectindex].ps->i, myconnectindex) >=0)
|
||||
if (aGameVars[g_iReturnVarID].val.lValue >=0)
|
||||
{
|
||||
g_player[myconnectindex].ps->firstaid_amount =
|
||||
Gv_GetVar(g_iReturnVarID, g_player[myconnectindex].ps->i, myconnectindex);
|
||||
aGameVars[g_iReturnVarID].val.lValue;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -11940,6 +11949,7 @@ RECHECK:
|
|||
ud.reccnt--;
|
||||
}
|
||||
G_DoMoveThings();
|
||||
ototalclock += TICSPERFRAME;
|
||||
}
|
||||
|
||||
if (foundemo == 0)
|
||||
|
@ -11948,7 +11958,8 @@ RECHECK:
|
|||
{
|
||||
G_HandleLocalKeys();
|
||||
|
||||
j = min(max((totalclock-lockclock)*(65536/TICSPERFRAME),0),65536);
|
||||
// j = min(max((totalclock-lockclock)*(65536/TICSPERFRAME),0),65536);
|
||||
j = min(max((totalclock - ototalclock) * (65536 / TICSPERFRAME),0),65536);
|
||||
G_DrawRooms(screenpeek,j);
|
||||
G_DisplayRest(j);
|
||||
|
||||
|
@ -12529,7 +12540,8 @@ FAKEHORIZONLY:
|
|||
|
||||
ENDFAKEPROCESSINPUT:
|
||||
|
||||
X_OnEvent(EVENT_FAKEDOMOVETHINGS, g_player[myconnectindex].ps->i, myconnectindex, -1);
|
||||
if (apScriptGameEvent[EVENT_FAKEDOMOVETHINGS])
|
||||
X_OnEvent(EVENT_FAKEDOMOVETHINGS, g_player[myconnectindex].ps->i, myconnectindex, -1);
|
||||
|
||||
myxbak[predictfifoplc&(MOVEFIFOSIZ-1)] = my.x;
|
||||
myybak[predictfifoplc&(MOVEFIFOSIZ-1)] = my.y;
|
||||
|
|
|
@ -1383,7 +1383,7 @@ static int32_t C_CheckEventSync(int32_t iEventID)
|
|||
#define GetDefID(szGameLabel) hash_find(&gamevarH,szGameLabel)
|
||||
#define GetADefID(szGameLabel) hash_find(&arrayH,szGameLabel)
|
||||
|
||||
static inline int32_t ispecial(char c)
|
||||
static inline int32_t ispecial(const char c)
|
||||
{
|
||||
if (c == 0x0a)
|
||||
{
|
||||
|
@ -1397,10 +1397,10 @@ static inline int32_t ispecial(char c)
|
|||
return 0;
|
||||
}
|
||||
|
||||
static inline int32_t isaltok(char c)
|
||||
static inline int32_t isaltok(const char c)
|
||||
{
|
||||
return (isalnum(c) || c == '{' || c == '}' || c == '/' || c == '\\' ||
|
||||
c == '*' || c == '-' || c == '_' || c == '.');
|
||||
c == '*' || c == '-' || c == '_' || c == '.');
|
||||
}
|
||||
|
||||
static inline int32_t C_GetLabelNameID(const memberlabel_t *pLabel, hashtable_t *tH, const char *psz)
|
||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -792,7 +792,7 @@ int32_t __fastcall Gv_GetVarX(int32_t id)
|
|||
OSD_Printf(CON_ERROR "Gv_GetVar(): invalid array index\n",g_errorLineNum,keyw[g_tw]);
|
||||
return -1;
|
||||
}
|
||||
|
||||
|
||||
if (negateResult) return (-X_AccessSpriteX(index, label, parm2));
|
||||
return (X_AccessSpriteX(index, label, parm2));
|
||||
}
|
||||
|
|
|
@ -23,7 +23,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|||
//-------------------------------------------------------------------------
|
||||
#include "duke3d.h"
|
||||
|
||||
const char *s_buildDate = "20090114";
|
||||
const char *s_buildDate = "20090117";
|
||||
char *MusicPtr = NULL;
|
||||
int32_t g_musicSize;
|
||||
|
||||
|
|
|
@ -26,6 +26,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|||
#include "mouse.h"
|
||||
#include "osd.h"
|
||||
#include "osdcmds.h"
|
||||
#include "gamedef.h"
|
||||
#include <sys/stat.h>
|
||||
|
||||
extern char inputloc;
|
||||
|
@ -562,7 +563,8 @@ void M_DisplayMenus(void)
|
|||
walock[TILE_LOADSHOT] = 1;
|
||||
return;
|
||||
}
|
||||
X_OnEvent(EVENT_DISPLAYMENU, g_player[screenpeek].ps->i, screenpeek, -1);
|
||||
if (apScriptGameEvent[EVENT_DISPLAYMENU])
|
||||
X_OnEvent(EVENT_DISPLAYMENU, g_player[screenpeek].ps->i, screenpeek, -1);
|
||||
|
||||
g_player[myconnectindex].ps->gm &= (0xff-MODE_TYPE);
|
||||
g_player[myconnectindex].ps->fta = 0;
|
||||
|
@ -5404,7 +5406,8 @@ VOLUME_ALL_40x:
|
|||
|
||||
break;
|
||||
}
|
||||
X_OnEvent(EVENT_DISPLAYMENUREST, g_player[myconnectindex].ps->i, myconnectindex, -1);
|
||||
if (apScriptGameEvent[EVENT_DISPLAYMENUREST])
|
||||
X_OnEvent(EVENT_DISPLAYMENUREST, g_player[myconnectindex].ps->i, myconnectindex, -1);
|
||||
|
||||
if ((g_player[myconnectindex].ps->gm&MODE_MENU) != MODE_MENU)
|
||||
{
|
||||
|
|
|
@ -62,10 +62,11 @@ static void P_IncurDamage(DukePlayer_t *p)
|
|||
{
|
||||
int32_t damage = 0L, shield_damage = 0L;
|
||||
|
||||
Gv_SetVar(g_iReturnVarID,0,p->i,sprite[p->i].yvel);
|
||||
X_OnEvent(EVENT_INCURDAMAGE, p->i, sprite[p->i].yvel, -1);
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
if (apScriptGameEvent[EVENT_INCURDAMAGE])
|
||||
X_OnEvent(EVENT_INCURDAMAGE, p->i, sprite[p->i].yvel, -1);
|
||||
|
||||
if (Gv_GetVar(g_iReturnVarID,p->i,sprite[p->i].yvel) == 0)
|
||||
if (aGameVars[g_iReturnVarID].val.lValue == 0)
|
||||
|
||||
{
|
||||
sprite[p->i].extra -= p->extra_extra8>>8;
|
||||
|
@ -440,11 +441,11 @@ int32_t A_Shoot(int32_t i,int32_t atwith)
|
|||
sprite[k].ang = getangle(wall[hitinfo.hitwall].x-wall[wall[hitinfo.hitwall].point2].x,
|
||||
wall[hitinfo.hitwall].y-wall[wall[hitinfo.hitwall].point2].y)+512;
|
||||
Bmemcpy(&sprite[k],&hitinfo.pos,sizeof(vec3_t));
|
||||
/*
|
||||
sprite[k].x = hitinfo.pos.x;
|
||||
sprite[k].y = hitinfo.pos.y;
|
||||
sprite[k].z = hitinfo.pos.z;
|
||||
*/
|
||||
/*
|
||||
sprite[k].x = hitinfo.pos.x;
|
||||
sprite[k].y = hitinfo.pos.y;
|
||||
sprite[k].z = hitinfo.pos.z;
|
||||
*/
|
||||
if (ProjectileData[atwith].workslike & PROJECTILE_RANDDECALSIZE)
|
||||
{
|
||||
wh = (krand()&ProjectileData[atwith].xrepeat);
|
||||
|
@ -564,7 +565,8 @@ int32_t A_Shoot(int32_t i,int32_t atwith)
|
|||
int32_t zRange=256;
|
||||
|
||||
Gv_SetVar(g_iAimAngleVarID,AUTO_AIM_ANGLE,i,p);
|
||||
X_OnEvent(EVENT_GETAUTOAIMANGLE, i, p, -1);
|
||||
if (apScriptGameEvent[EVENT_GETAUTOAIMANGLE])
|
||||
X_OnEvent(EVENT_GETAUTOAIMANGLE, i, p, -1);
|
||||
j=-1;
|
||||
if (Gv_GetVar(g_iAimAngleVarID,i,p) > 0)
|
||||
{
|
||||
|
@ -898,7 +900,8 @@ DOSKIPBULLETHOLE:
|
|||
{
|
||||
// j = A_FindTargetSprite( s, AUTO_AIM_ANGLE ); // 48
|
||||
Gv_SetVar(g_iAimAngleVarID,AUTO_AIM_ANGLE,i,p);
|
||||
X_OnEvent(EVENT_GETAUTOAIMANGLE, i, p, -1);
|
||||
if (apScriptGameEvent[EVENT_GETAUTOAIMANGLE])
|
||||
X_OnEvent(EVENT_GETAUTOAIMANGLE, i, p, -1);
|
||||
j=-1;
|
||||
if (Gv_GetVar(g_iAimAngleVarID,i,p) > 0)
|
||||
{
|
||||
|
@ -1147,7 +1150,8 @@ DOSKIPBULLETHOLE:
|
|||
int32_t zRange=256;
|
||||
|
||||
Gv_SetVar(g_iAimAngleVarID,AUTO_AIM_ANGLE,i,p);
|
||||
X_OnEvent(EVENT_GETAUTOAIMANGLE, i, p, -1);
|
||||
if (apScriptGameEvent[EVENT_GETAUTOAIMANGLE])
|
||||
X_OnEvent(EVENT_GETAUTOAIMANGLE, i, p, -1);
|
||||
j=-1;
|
||||
if (Gv_GetVar(g_iAimAngleVarID,i,p) > 0)
|
||||
{
|
||||
|
@ -1441,7 +1445,8 @@ SKIPBULLETHOLE:
|
|||
{
|
||||
// j = A_FindTargetSprite( s, AUTO_AIM_ANGLE );
|
||||
Gv_SetVar(g_iAimAngleVarID,AUTO_AIM_ANGLE,i,p);
|
||||
X_OnEvent(EVENT_GETAUTOAIMANGLE, i, p, -1);
|
||||
if (apScriptGameEvent[EVENT_GETAUTOAIMANGLE])
|
||||
X_OnEvent(EVENT_GETAUTOAIMANGLE, i, p, -1);
|
||||
j=-1;
|
||||
if (Gv_GetVar(g_iAimAngleVarID,i,p) > 0)
|
||||
{
|
||||
|
@ -1546,7 +1551,8 @@ SKIPBULLETHOLE:
|
|||
{
|
||||
// j = A_FindTargetSprite( s, AUTO_AIM_ANGLE ); // 48
|
||||
Gv_SetVar(g_iAimAngleVarID,AUTO_AIM_ANGLE,i,p);
|
||||
X_OnEvent(EVENT_GETAUTOAIMANGLE, i, p, -1);
|
||||
if (apScriptGameEvent[EVENT_GETAUTOAIMANGLE])
|
||||
X_OnEvent(EVENT_GETAUTOAIMANGLE, i, p, -1);
|
||||
j=-1;
|
||||
if (Gv_GetVar(g_iAimAngleVarID,i,p) > 0)
|
||||
{
|
||||
|
@ -1752,7 +1758,8 @@ SKIPBULLETHOLE:
|
|||
{
|
||||
// j = A_FindTargetSprite( s, AUTO_AIM_ANGLE );
|
||||
Gv_SetVar(g_iAimAngleVarID,AUTO_AIM_ANGLE,i,p);
|
||||
X_OnEvent(EVENT_GETAUTOAIMANGLE, i, p, -1);
|
||||
if (apScriptGameEvent[EVENT_GETAUTOAIMANGLE])
|
||||
X_OnEvent(EVENT_GETAUTOAIMANGLE, i, p, -1);
|
||||
j=-1;
|
||||
if (Gv_GetVar(g_iAimAngleVarID,i,p) > 0)
|
||||
{
|
||||
|
@ -1851,7 +1858,8 @@ SKIPBULLETHOLE:
|
|||
{
|
||||
// j = A_FindTargetSprite( s, AUTO_AIM_ANGLE );
|
||||
Gv_SetVar(g_iAimAngleVarID,AUTO_AIM_ANGLE,i,p);
|
||||
X_OnEvent(EVENT_GETAUTOAIMANGLE, i, p, -1);
|
||||
if (apScriptGameEvent[EVENT_GETAUTOAIMANGLE])
|
||||
X_OnEvent(EVENT_GETAUTOAIMANGLE, i, p, -1);
|
||||
j=-1;
|
||||
if (Gv_GetVar(g_iAimAngleVarID,i,p) > 0)
|
||||
{
|
||||
|
@ -2058,10 +2066,11 @@ void P_FireWeapon(DukePlayer_t *p)
|
|||
{
|
||||
int32_t i, snum = sprite[p->i].yvel;
|
||||
|
||||
Gv_SetVar(g_iReturnVarID,0,p->i,snum);
|
||||
X_OnEvent(EVENT_DOFIRE, p->i, snum, -1);
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
if (apScriptGameEvent[EVENT_DOFIRE])
|
||||
X_OnEvent(EVENT_DOFIRE, p->i, snum, -1);
|
||||
|
||||
if (Gv_GetVar(g_iReturnVarID,p->i,snum) == 0)
|
||||
if (aGameVars[g_iReturnVarID].val.lValue == 0)
|
||||
{
|
||||
if (p->weapon_pos != 0) return;
|
||||
|
||||
|
@ -2255,10 +2264,11 @@ void P_DisplayWeapon(int32_t snum)
|
|||
g_kb=*kb;
|
||||
g_looking_angSR1=p->look_ang>>1;
|
||||
|
||||
Gv_SetVar(g_iReturnVarID,0,p->i,snum);
|
||||
X_OnEvent(EVENT_DISPLAYWEAPON, p->i, screenpeek, -1);
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
if (apScriptGameEvent[EVENT_DISPLAYWEAPON])
|
||||
X_OnEvent(EVENT_DISPLAYWEAPON, p->i, screenpeek, -1);
|
||||
|
||||
if (Gv_GetVar(g_iReturnVarID,p->i,snum) == 0)
|
||||
if (aGameVars[g_iReturnVarID].val.lValue == 0)
|
||||
{
|
||||
j = 14-p->quick_kick;
|
||||
if (j != 14 || p->last_quick_kick)
|
||||
|
@ -2307,9 +2317,10 @@ void P_DisplayWeapon(int32_t snum)
|
|||
|
||||
case KNEE_WEAPON:
|
||||
|
||||
Gv_SetVar(g_iReturnVarID,0,g_player[screenpeek].ps->i,screenpeek);
|
||||
X_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID,g_player[screenpeek].ps->i,screenpeek) == 0)
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
if (apScriptGameEvent[EVENT_DRAWWEAPON])
|
||||
X_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek, -1);
|
||||
if (aGameVars[g_iReturnVarID].val.lValue == 0)
|
||||
{
|
||||
if ((*kb) > 0)
|
||||
{
|
||||
|
@ -2336,9 +2347,10 @@ void P_DisplayWeapon(int32_t snum)
|
|||
|
||||
case TRIPBOMB_WEAPON:
|
||||
|
||||
Gv_SetVar(g_iReturnVarID,0,g_player[screenpeek].ps->i,screenpeek);
|
||||
X_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID,g_player[screenpeek].ps->i,screenpeek) == 0)
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
if (apScriptGameEvent[EVENT_DRAWWEAPON])
|
||||
X_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek, -1);
|
||||
if (aGameVars[g_iReturnVarID].val.lValue == 0)
|
||||
{
|
||||
if (sprite[p->i].pal == 1)
|
||||
pal = 1;
|
||||
|
@ -2373,9 +2385,10 @@ void P_DisplayWeapon(int32_t snum)
|
|||
|
||||
case RPG_WEAPON:
|
||||
|
||||
Gv_SetVar(g_iReturnVarID,0,g_player[screenpeek].ps->i,screenpeek);
|
||||
X_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID,g_player[screenpeek].ps->i,screenpeek) == 0)
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
if (apScriptGameEvent[EVENT_DRAWWEAPON])
|
||||
X_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek, -1);
|
||||
if (aGameVars[g_iReturnVarID].val.lValue == 0)
|
||||
{
|
||||
if (sprite[p->i].pal == 1)
|
||||
pal = 1;
|
||||
|
@ -2402,9 +2415,10 @@ void P_DisplayWeapon(int32_t snum)
|
|||
|
||||
case SHOTGUN_WEAPON:
|
||||
|
||||
Gv_SetVar(g_iReturnVarID,0,g_player[screenpeek].ps->i,screenpeek);
|
||||
X_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID,g_player[screenpeek].ps->i,screenpeek) == 0)
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
if (apScriptGameEvent[EVENT_DRAWWEAPON])
|
||||
X_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek, -1);
|
||||
if (aGameVars[g_iReturnVarID].val.lValue == 0)
|
||||
{
|
||||
if (sprite[p->i].pal == 1)
|
||||
pal = 1;
|
||||
|
@ -2502,9 +2516,10 @@ void P_DisplayWeapon(int32_t snum)
|
|||
|
||||
case CHAINGUN_WEAPON:
|
||||
|
||||
Gv_SetVar(g_iReturnVarID,0,g_player[screenpeek].ps->i,screenpeek);
|
||||
X_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID,g_player[screenpeek].ps->i,screenpeek) == 0)
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
if (apScriptGameEvent[EVENT_DRAWWEAPON])
|
||||
X_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek, -1);
|
||||
if (aGameVars[g_iReturnVarID].val.lValue == 0)
|
||||
{
|
||||
if (sprite[p->i].pal == 1)
|
||||
pal = 1;
|
||||
|
@ -2553,9 +2568,10 @@ void P_DisplayWeapon(int32_t snum)
|
|||
|
||||
case PISTOL_WEAPON:
|
||||
|
||||
Gv_SetVar(g_iReturnVarID,0,g_player[screenpeek].ps->i,screenpeek);
|
||||
X_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID,g_player[screenpeek].ps->i,screenpeek) == 0)
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
if (apScriptGameEvent[EVENT_DRAWWEAPON])
|
||||
X_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek, -1);
|
||||
if (aGameVars[g_iReturnVarID].val.lValue == 0)
|
||||
{
|
||||
if (sprite[p->i].pal == 1)
|
||||
pal = 1;
|
||||
|
@ -2565,7 +2581,7 @@ void P_DisplayWeapon(int32_t snum)
|
|||
|
||||
if ((*kb) < *aplWeaponTotalTime[PISTOL_WEAPON]+1)
|
||||
{
|
||||
static int16_t kb_frames[] = {0,1,2};
|
||||
static uint8_t kb_frames[] = { 0, 1, 2 };
|
||||
int32_t l = 195-12+weapon_xoffset;
|
||||
|
||||
if ((*kb) == *aplWeaponFireDelay[PISTOL_WEAPON])
|
||||
|
@ -2626,9 +2642,10 @@ void P_DisplayWeapon(int32_t snum)
|
|||
break;
|
||||
case HANDBOMB_WEAPON:
|
||||
{
|
||||
Gv_SetVar(g_iReturnVarID,0,g_player[screenpeek].ps->i,screenpeek);
|
||||
X_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID,g_player[screenpeek].ps->i,screenpeek) == 0)
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
if (apScriptGameEvent[EVENT_DRAWWEAPON])
|
||||
X_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek, -1);
|
||||
if (aGameVars[g_iReturnVarID].val.lValue == 0)
|
||||
{
|
||||
if (sprite[p->i].pal == 1)
|
||||
pal = 1;
|
||||
|
@ -2641,7 +2658,7 @@ void P_DisplayWeapon(int32_t snum)
|
|||
if ((*kb) < (*aplWeaponTotalTime[p->curr_weapon]))
|
||||
{
|
||||
|
||||
static char throw_frames[]
|
||||
static uint8_t throw_frames[]
|
||||
= {0,0,0,0,0,1,1,1,1,1,1,1,2,2,2,2,2,2,2,2,2};
|
||||
|
||||
if ((*kb) < 7)
|
||||
|
@ -2663,11 +2680,12 @@ void P_DisplayWeapon(int32_t snum)
|
|||
|
||||
case HANDREMOTE_WEAPON:
|
||||
{
|
||||
Gv_SetVar(g_iReturnVarID,0,g_player[screenpeek].ps->i,screenpeek);
|
||||
X_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID,g_player[screenpeek].ps->i,screenpeek) == 0)
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
if (apScriptGameEvent[EVENT_DRAWWEAPON])
|
||||
X_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek, -1);
|
||||
if (aGameVars[g_iReturnVarID].val.lValue == 0)
|
||||
{
|
||||
static char remote_frames[] = {0,1,1,2,1,1,0,0,0,0,0};
|
||||
static uint8_t remote_frames[] = {0,1,1,2,1,1,0,0,0,0,0};
|
||||
if (sprite[p->i].pal == 1)
|
||||
pal = 1;
|
||||
else if (p->cursectnum >= 0)
|
||||
|
@ -2687,9 +2705,10 @@ void P_DisplayWeapon(int32_t snum)
|
|||
|
||||
case DEVISTATOR_WEAPON:
|
||||
|
||||
Gv_SetVar(g_iReturnVarID,0,g_player[screenpeek].ps->i,screenpeek);
|
||||
X_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID,g_player[screenpeek].ps->i,screenpeek) == 0)
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
if (apScriptGameEvent[EVENT_DRAWWEAPON])
|
||||
X_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek, -1);
|
||||
if (aGameVars[g_iReturnVarID].val.lValue == 0)
|
||||
{
|
||||
if (sprite[p->i].pal == 1)
|
||||
pal = 1;
|
||||
|
@ -2699,7 +2718,7 @@ void P_DisplayWeapon(int32_t snum)
|
|||
|
||||
if ((*kb) < (*aplWeaponTotalTime[DEVISTATOR_WEAPON]+1) && (*kb) > 0)
|
||||
{
|
||||
static char cycloidy[] = {0,4,12,24,12,4,0};
|
||||
static uint8_t cycloidy[] = {0,4,12,24,12,4,0};
|
||||
|
||||
i = ksgn((*kb)>>2);
|
||||
|
||||
|
@ -2733,9 +2752,10 @@ void P_DisplayWeapon(int32_t snum)
|
|||
|
||||
case FREEZE_WEAPON:
|
||||
|
||||
Gv_SetVar(g_iReturnVarID,0,g_player[screenpeek].ps->i,screenpeek);
|
||||
X_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID,g_player[screenpeek].ps->i,screenpeek) == 0)
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
if (apScriptGameEvent[EVENT_DRAWWEAPON])
|
||||
X_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek, -1);
|
||||
if (aGameVars[g_iReturnVarID].val.lValue == 0)
|
||||
{
|
||||
if (sprite[p->i].pal == 1)
|
||||
pal = 1;
|
||||
|
@ -2744,7 +2764,7 @@ void P_DisplayWeapon(int32_t snum)
|
|||
else pal = 0;
|
||||
if ((*kb) < (aplWeaponTotalTime[p->curr_weapon][snum]+1) && (*kb) > 0)
|
||||
{
|
||||
static char cat_frames[] = { 0,0,1,1,2,2 };
|
||||
static uint8_t cat_frames[] = { 0,0,1,1,2,2 };
|
||||
|
||||
if (sprite[p->i].pal != 1)
|
||||
{
|
||||
|
@ -2769,9 +2789,10 @@ void P_DisplayWeapon(int32_t snum)
|
|||
|
||||
case GROW_WEAPON:
|
||||
|
||||
Gv_SetVar(g_iReturnVarID,0,g_player[screenpeek].ps->i,screenpeek);
|
||||
X_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID,g_player[screenpeek].ps->i,screenpeek) == 0)
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
if (apScriptGameEvent[EVENT_DRAWWEAPON])
|
||||
X_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek, -1);
|
||||
if (aGameVars[g_iReturnVarID].val.lValue == 0)
|
||||
{
|
||||
weapon_xoffset += 28;
|
||||
looking_arc += 18;
|
||||
|
@ -2818,9 +2839,10 @@ void P_DisplayWeapon(int32_t snum)
|
|||
|
||||
case SHRINKER_WEAPON:
|
||||
|
||||
Gv_SetVar(g_iReturnVarID,0,g_player[screenpeek].ps->i,screenpeek);
|
||||
X_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID,g_player[screenpeek].ps->i,screenpeek) == 0)
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
if (apScriptGameEvent[EVENT_DRAWWEAPON])
|
||||
X_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek, -1);
|
||||
if (aGameVars[g_iReturnVarID].val.lValue == 0)
|
||||
{
|
||||
weapon_xoffset += 28;
|
||||
looking_arc += 18;
|
||||
|
@ -3391,7 +3413,8 @@ int16_t WeaponPickupSprites[MAX_WEAPONS] = { KNEE__STATIC, FIRSTGUNSPRITE__STATI
|
|||
// this is used for player deaths
|
||||
void P_DropWeapon(DukePlayer_t *p)
|
||||
{
|
||||
int32_t snum = sprite[p->i].yvel, cw = aplWeaponWorksLike[p->curr_weapon][snum];
|
||||
int32_t snum = sprite[p->i].yvel,
|
||||
cw = aplWeaponWorksLike[p->curr_weapon][snum];
|
||||
|
||||
if (cw < 1 || cw >= MAX_WEAPONS) return;
|
||||
|
||||
|
@ -3412,6 +3435,294 @@ void P_DropWeapon(DukePlayer_t *p)
|
|||
int32_t g_numObituaries = 0;
|
||||
int32_t g_numSelfObituaries = 0;
|
||||
|
||||
void P_AddAmmo(int32_t weapon,DukePlayer_t *p,int32_t amount)
|
||||
{
|
||||
p->ammo_amount[weapon] += amount;
|
||||
|
||||
if (p->ammo_amount[weapon] > p->max_ammo_amount[weapon])
|
||||
p->ammo_amount[weapon] = p->max_ammo_amount[weapon];
|
||||
}
|
||||
|
||||
void P_AddWeaponNoSwitch(DukePlayer_t *p, int32_t weapon)
|
||||
{
|
||||
int32_t snum = sprite[p->i].yvel;
|
||||
|
||||
if (p->gotweapon[weapon] == 0)
|
||||
{
|
||||
p->gotweapon[weapon] = 1;
|
||||
if (weapon == SHRINKER_WEAPON)
|
||||
p->gotweapon[GROW_WEAPON] = 1;
|
||||
}
|
||||
|
||||
#if 1
|
||||
if (aplWeaponSelectSound[p->curr_weapon][snum])
|
||||
A_StopSound(aplWeaponSelectSound[p->curr_weapon][snum],p->i);
|
||||
if (aplWeaponSelectSound[weapon][snum])
|
||||
A_PlaySound(aplWeaponSelectSound[weapon][snum],p->i);
|
||||
#else
|
||||
switch (p->curr_weapon)
|
||||
{
|
||||
case KNEE_WEAPON:
|
||||
case TRIPBOMB_WEAPON:
|
||||
case HANDREMOTE_WEAPON:
|
||||
case HANDBOMB_WEAPON:
|
||||
break;
|
||||
case SHOTGUN_WEAPON:
|
||||
A_StopSound(SHOTGUN_COCK,p->i);
|
||||
break;
|
||||
case PISTOL_WEAPON:
|
||||
A_StopSound(INSERT_CLIP,p->i);
|
||||
break;
|
||||
default:
|
||||
A_StopSound(SELECT_WEAPON,p->i);
|
||||
break;
|
||||
}
|
||||
switch (weapon)
|
||||
{
|
||||
case KNEE_WEAPON:
|
||||
case TRIPBOMB_WEAPON:
|
||||
case HANDREMOTE_WEAPON:
|
||||
case HANDBOMB_WEAPON:
|
||||
break;
|
||||
case SHOTGUN_WEAPON:
|
||||
A_PlaySound(SHOTGUN_COCK,p->i);
|
||||
break;
|
||||
case PISTOL_WEAPON:
|
||||
A_PlaySound(INSERT_CLIP,p->i);
|
||||
break;
|
||||
default:
|
||||
A_PlaySound(SELECT_WEAPON,p->i);
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void P_AddWeapon(DukePlayer_t *p,int32_t weapon)
|
||||
{
|
||||
int32_t snum = sprite[p->i].yvel;
|
||||
|
||||
P_AddWeaponNoSwitch(p,weapon);
|
||||
|
||||
if (p->reloading) return;
|
||||
|
||||
p->random_club_frame = 0;
|
||||
|
||||
if (p->holster_weapon == 0)
|
||||
{
|
||||
if (p->weapon_pos == 0)
|
||||
p->weapon_pos = -1;
|
||||
else p->weapon_pos = -9;
|
||||
p->last_weapon = p->curr_weapon;
|
||||
}
|
||||
else
|
||||
{
|
||||
p->weapon_pos = 10;
|
||||
p->holster_weapon = 0;
|
||||
p->last_weapon = -1;
|
||||
}
|
||||
|
||||
p->kickback_pic = 0;
|
||||
|
||||
if (p->curr_weapon != weapon && apScriptGameEvent[EVENT_CHANGEWEAPON])
|
||||
X_OnEvent(EVENT_CHANGEWEAPON,p->i, snum, -1);
|
||||
|
||||
p->curr_weapon = weapon;
|
||||
|
||||
Gv_SetVar(g_iWeaponVarID,p->curr_weapon, p->i, snum);
|
||||
if (p->curr_weapon>=0)
|
||||
{
|
||||
Gv_SetVar(g_iWorksLikeVarID,aplWeaponWorksLike[p->curr_weapon][snum], p->i, snum);
|
||||
}
|
||||
else
|
||||
{
|
||||
Gv_SetVar(g_iWorksLikeVarID,-1, p->i, snum);
|
||||
}
|
||||
}
|
||||
|
||||
void P_SelectNextInvItem(DukePlayer_t *p)
|
||||
{
|
||||
if (p->firstaid_amount > 0)
|
||||
p->inven_icon = 1;
|
||||
else if (p->steroids_amount > 0)
|
||||
p->inven_icon = 2;
|
||||
else if (p->holoduke_amount > 0)
|
||||
p->inven_icon = 3;
|
||||
else if (p->jetpack_amount > 0)
|
||||
p->inven_icon = 4;
|
||||
else if (p->heat_amount > 0)
|
||||
p->inven_icon = 5;
|
||||
else if (p->scuba_amount > 0)
|
||||
p->inven_icon = 6;
|
||||
else if (p->boot_amount > 0)
|
||||
p->inven_icon = 7;
|
||||
else p->inven_icon = 0;
|
||||
}
|
||||
|
||||
void P_CheckWeapon(DukePlayer_t *p)
|
||||
{
|
||||
int16_t i,snum;
|
||||
int32 weap;
|
||||
|
||||
if (p->reloading) return;
|
||||
|
||||
if (p->wantweaponfire >= 0)
|
||||
{
|
||||
weap = p->wantweaponfire;
|
||||
p->wantweaponfire = -1;
|
||||
|
||||
if (weap == p->curr_weapon) return;
|
||||
else if (p->gotweapon[weap] && p->ammo_amount[weap] > 0)
|
||||
{
|
||||
P_AddWeapon(p,weap);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
weap = p->curr_weapon;
|
||||
if (p->gotweapon[weap] && p->ammo_amount[weap] > 0)
|
||||
return;
|
||||
if (p->gotweapon[weap] && !(p->weaponswitch & 2))
|
||||
return;
|
||||
|
||||
snum = sprite[p->i].yvel;
|
||||
|
||||
for (i=0;i<10;i++)
|
||||
{
|
||||
weap = g_player[snum].wchoice[i];
|
||||
if (VOLUMEONE && weap > 6) continue;
|
||||
|
||||
if (weap == 0) weap = 9;
|
||||
else weap--;
|
||||
|
||||
if (weap == 0 || (p->gotweapon[weap] && p->ammo_amount[weap] > 0))
|
||||
break;
|
||||
}
|
||||
|
||||
if (i == 10) weap = 0;
|
||||
|
||||
// Found the weapon
|
||||
|
||||
p->last_weapon = p->curr_weapon;
|
||||
p->random_club_frame = 0;
|
||||
p->curr_weapon = weap;
|
||||
Gv_SetVar(g_iWeaponVarID,p->curr_weapon, p->i, snum);
|
||||
if (p->curr_weapon>=0)
|
||||
{
|
||||
Gv_SetVar(g_iWorksLikeVarID,aplWeaponWorksLike[p->curr_weapon][snum], p->i, snum);
|
||||
}
|
||||
else
|
||||
{
|
||||
Gv_SetVar(g_iWorksLikeVarID,-1, p->i, snum);
|
||||
}
|
||||
if (apScriptGameEvent[EVENT_CHANGEWEAPON])
|
||||
X_OnEvent(EVENT_CHANGEWEAPON,p->i, snum, -1);
|
||||
p->kickback_pic = 0;
|
||||
if (p->holster_weapon == 1)
|
||||
{
|
||||
p->holster_weapon = 0;
|
||||
p->weapon_pos = 10;
|
||||
}
|
||||
else p->weapon_pos = -1;
|
||||
}
|
||||
|
||||
void P_CheckTouchDamage(DukePlayer_t *p,int32_t j)
|
||||
{
|
||||
if ((j&49152) == 49152)
|
||||
{
|
||||
j &= (MAXSPRITES-1);
|
||||
|
||||
if (sprite[j].picnum == CACTUS)
|
||||
{
|
||||
if (p->hurt_delay < 8)
|
||||
{
|
||||
sprite[p->i].extra -= 5;
|
||||
|
||||
p->hurt_delay = 16;
|
||||
p->pals_time = 32;
|
||||
p->pals[0] = 32;
|
||||
p->pals[1] = 0;
|
||||
p->pals[2] = 0;
|
||||
A_PlaySound(DUKE_LONGTERM_PAIN,p->i);
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if ((j&49152) != 32768) return;
|
||||
j &= (MAXWALLS-1);
|
||||
|
||||
if (p->hurt_delay > 0) p->hurt_delay--;
|
||||
else if (wall[j].cstat&85)
|
||||
{
|
||||
int32_t switchpicnum = wall[j].overpicnum;
|
||||
if ((switchpicnum>W_FORCEFIELD)&&(switchpicnum<=W_FORCEFIELD+2))
|
||||
switchpicnum=W_FORCEFIELD;
|
||||
|
||||
switch (DynamicTileMap[switchpicnum])
|
||||
{
|
||||
case W_FORCEFIELD__STATIC:
|
||||
// case W_FORCEFIELD+1:
|
||||
// case W_FORCEFIELD+2:
|
||||
sprite[p->i].extra -= 5;
|
||||
|
||||
p->hurt_delay = 16;
|
||||
p->pals_time = 32;
|
||||
p->pals[0] = 32;
|
||||
p->pals[1] = 0;
|
||||
p->pals[2] = 0;
|
||||
|
||||
p->posxv = -(sintable[(p->ang+512)&2047]<<8);
|
||||
p->posyv = -(sintable[(p->ang)&2047]<<8);
|
||||
A_PlaySound(DUKE_LONGTERM_PAIN,p->i);
|
||||
|
||||
{
|
||||
vec3_t davect;
|
||||
|
||||
davect.x = p->posx+(sintable[(p->ang+512)&2047]>>9);
|
||||
davect.y = p->posy+(sintable[p->ang&2047]>>9);
|
||||
davect.z = p->posz;
|
||||
A_DamageWall(p->i,j,&davect,-1);
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case BIGFORCE__STATIC:
|
||||
p->hurt_delay = 26;
|
||||
{
|
||||
vec3_t davect;
|
||||
|
||||
davect.x = p->posx+(sintable[(p->ang+512)&2047]>>9);
|
||||
davect.y = p->posy+(sintable[p->ang&2047]>>9);
|
||||
davect.z = p->posz;
|
||||
A_DamageWall(p->i,j,&davect,-1);
|
||||
}
|
||||
break;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int32_t P_FindOtherPlayer(int32_t p,int32_t *d)
|
||||
{
|
||||
int32_t j, closest_player = p;
|
||||
int32_t x, closest = 0x7fffffff;
|
||||
|
||||
TRAVERSE_CONNECT(j)
|
||||
if (p != j && sprite[g_player[j].ps->i].extra > 0)
|
||||
{
|
||||
x = klabs(g_player[j].ps->oposx-g_player[p].ps->posx) + klabs(g_player[j].ps->oposy-g_player[p].ps->posy) + (klabs(g_player[j].ps->oposz-g_player[p].ps->posz)>>4);
|
||||
|
||||
if (x < closest)
|
||||
{
|
||||
closest_player = j;
|
||||
closest = x;
|
||||
}
|
||||
}
|
||||
|
||||
*d = closest;
|
||||
return closest_player;
|
||||
}
|
||||
|
||||
void P_ProcessInput(int32_t snum)
|
||||
{
|
||||
int32_t j, i, k, doubvel, fz, cz, hz, lz, truefdist, x, y, shrunk;
|
||||
|
@ -3432,9 +3743,9 @@ void P_ProcessInput(int32_t snum)
|
|||
if (TEST_SYNC_KEY(sb_snum, SK_FIRE))
|
||||
// if ((sb_snum&(1<<2)))
|
||||
{
|
||||
Gv_SetVar(g_iReturnVarID,0,pi,snum);
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
X_OnEvent(EVENT_PRESSEDFIRE, pi, snum, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID,pi,snum) != 0)
|
||||
if (aGameVars[g_iReturnVarID].val.lValue != 0)
|
||||
sb_snum &= ~BIT(SK_FIRE);
|
||||
}
|
||||
|
||||
|
@ -3712,52 +4023,6 @@ void P_ProcessInput(int32_t snum)
|
|||
|
||||
if (ud.obituaries)
|
||||
{
|
||||
/*
|
||||
if (GTFLAGS(GAMETYPE_PLAYERSFRIENDLY) || (GTFLAGS(GAMETYPE_TDM) && g_player[snum].ps->team == g_player[p->frag_ps].ps->team))
|
||||
i = 9;
|
||||
else
|
||||
{
|
||||
// temp_data[1] on a player's APLAYER actor means the player is frozen
|
||||
if (ActorExtra[p->i].temp_data[1] == 1)
|
||||
i = 7;
|
||||
else switch (DynamicTileMap[ActorExtra[p->i].picnum])
|
||||
{
|
||||
case KNEE__STATIC:
|
||||
i = 0;
|
||||
break;
|
||||
case SHOTSPARK1__STATIC:
|
||||
switch (g_player[p->frag_ps].ps->curr_weapon)
|
||||
{
|
||||
default:
|
||||
case PISTOL_WEAPON:
|
||||
i = 1;
|
||||
break;
|
||||
case SHOTGUN_WEAPON:
|
||||
i = 2;
|
||||
break;
|
||||
case CHAINGUN_WEAPON:
|
||||
i = 3;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case RPG__STATIC:
|
||||
i = 4;
|
||||
break;
|
||||
case RADIUSEXPLOSION__STATIC:
|
||||
i = 5;
|
||||
break;
|
||||
case SHRINKSPARK__STATIC:
|
||||
i = 6;
|
||||
break;
|
||||
case GROWSPARK__STATIC:
|
||||
i = 8;
|
||||
break;
|
||||
default:
|
||||
i = 0;
|
||||
break;
|
||||
}
|
||||
}
|
||||
*/
|
||||
Bsprintf(tempbuf,ScriptQuotes[FIRST_OBITUARY_QUOTE+(krand()%g_numObituaries)],
|
||||
&g_player[p->frag_ps].user_name[0],
|
||||
&g_player[snum].user_name[0]);
|
||||
|
@ -3877,9 +4142,9 @@ void P_ProcessInput(int32_t snum)
|
|||
if (TEST_SYNC_KEY(sb_snum, SK_LOOK_LEFT))
|
||||
{
|
||||
// look_left
|
||||
Gv_SetVar(g_iReturnVarID,0,pi,snum);
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
X_OnEvent(EVENT_LOOKLEFT,pi,snum, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID,pi,snum) == 0)
|
||||
if (aGameVars[g_iReturnVarID].val.lValue == 0)
|
||||
{
|
||||
p->look_ang -= 152;
|
||||
p->rotscrnang += 24;
|
||||
|
@ -3889,9 +4154,9 @@ void P_ProcessInput(int32_t snum)
|
|||
if (TEST_SYNC_KEY(sb_snum, SK_LOOK_RIGHT))
|
||||
{
|
||||
// look_right
|
||||
Gv_SetVar(g_iReturnVarID,0,pi,snum);
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
X_OnEvent(EVENT_LOOKRIGHT,pi,snum, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID,pi,snum) == 0)
|
||||
if (aGameVars[g_iReturnVarID].val.lValue == 0)
|
||||
{
|
||||
p->look_ang += 152;
|
||||
p->rotscrnang -= 24;
|
||||
|
@ -3968,9 +4233,9 @@ void P_ProcessInput(int32_t snum)
|
|||
|
||||
if (TEST_SYNC_KEY(sb_snum, SK_JUMP))
|
||||
{
|
||||
Gv_SetVar(g_iReturnVarID,0,pi,snum);
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
X_OnEvent(EVENT_SWIMUP,pi,snum, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID,pi,snum) == 0)
|
||||
if (aGameVars[g_iReturnVarID].val.lValue == 0)
|
||||
{
|
||||
// jump
|
||||
if (p->poszv > 0) p->poszv = 0;
|
||||
|
@ -3980,9 +4245,9 @@ void P_ProcessInput(int32_t snum)
|
|||
}
|
||||
else if (TEST_SYNC_KEY(sb_snum, SK_CROUCH))
|
||||
{
|
||||
Gv_SetVar(g_iReturnVarID,0,pi,snum);
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
X_OnEvent(EVENT_SWIMDOWN,pi,snum, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID,pi,snum) == 0)
|
||||
if (aGameVars[g_iReturnVarID].val.lValue == 0)
|
||||
{
|
||||
// crouch
|
||||
if (p->poszv < 0) p->poszv = 0;
|
||||
|
@ -4059,9 +4324,9 @@ void P_ProcessInput(int32_t snum)
|
|||
if (TEST_SYNC_KEY(sb_snum, SK_JUMP)) //A (soar high)
|
||||
{
|
||||
// jump
|
||||
Gv_SetVar(g_iReturnVarID,0,pi,snum);
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
X_OnEvent(EVENT_SOARUP,pi,snum, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID,pi,snum) == 0)
|
||||
if (aGameVars[g_iReturnVarID].val.lValue == 0)
|
||||
{
|
||||
p->posz -= j;
|
||||
p->crack_time = 777;
|
||||
|
@ -4071,9 +4336,9 @@ void P_ProcessInput(int32_t snum)
|
|||
if (TEST_SYNC_KEY(sb_snum, SK_CROUCH)) //Z (soar low)
|
||||
{
|
||||
// crouch
|
||||
Gv_SetVar(g_iReturnVarID,0,pi,snum);
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
X_OnEvent(EVENT_SOARDOWN,pi,snum, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID,pi,snum) == 0)
|
||||
if (aGameVars[g_iReturnVarID].val.lValue == 0)
|
||||
{
|
||||
p->posz += j;
|
||||
p->crack_time = 777;
|
||||
|
@ -4255,9 +4520,9 @@ void P_ProcessInput(int32_t snum)
|
|||
if (TEST_SYNC_KEY(sb_snum, SK_CROUCH))
|
||||
{
|
||||
// crouching
|
||||
Gv_SetVar(g_iReturnVarID,0,pi,snum);
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
X_OnEvent(EVENT_CROUCH,pi,snum, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID,pi,snum) == 0)
|
||||
if (aGameVars[g_iReturnVarID].val.lValue == 0)
|
||||
{
|
||||
p->posz += (2048+768);
|
||||
p->crack_time = 777;
|
||||
|
@ -4272,9 +4537,9 @@ void P_ProcessInput(int32_t snum)
|
|||
if (p->jumping_counter == 0)
|
||||
if ((fz-cz) > (56<<8))
|
||||
{
|
||||
Gv_SetVar(g_iReturnVarID,0,pi,snum);
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
X_OnEvent(EVENT_JUMP,pi,snum, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID,pi,snum) == 0)
|
||||
if (aGameVars[g_iReturnVarID].val.lValue == 0)
|
||||
{
|
||||
p->jumping_counter = 1;
|
||||
p->jumping_toggle = 1;
|
||||
|
@ -4639,9 +4904,9 @@ HORIZONLY:
|
|||
i = 0;
|
||||
if (TEST_SYNC_KEY(sb_snum, SK_CENTER_VIEW) || p->hard_landing)
|
||||
{
|
||||
Gv_SetVar(g_iReturnVarID,0,pi,snum);
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
X_OnEvent(EVENT_RETURNTOCENTER,pi,snum, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID,pi,snum) == 0)
|
||||
if (aGameVars[g_iReturnVarID].val.lValue == 0)
|
||||
{
|
||||
p->return_to_center = 9;
|
||||
}
|
||||
|
@ -4650,9 +4915,9 @@ HORIZONLY:
|
|||
if (TEST_SYNC_KEY(sb_snum, SK_LOOK_UP))
|
||||
{
|
||||
// look_up
|
||||
Gv_SetVar(g_iReturnVarID,0,pi,snum);
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
X_OnEvent(EVENT_LOOKUP,pi,snum, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID,pi,snum) == 0)
|
||||
if (aGameVars[g_iReturnVarID].val.lValue == 0)
|
||||
{
|
||||
p->return_to_center = 9;
|
||||
if (TEST_SYNC_KEY(sb_snum, SK_RUN)) p->horiz += 12; // running
|
||||
|
@ -4664,9 +4929,9 @@ HORIZONLY:
|
|||
else if (TEST_SYNC_KEY(sb_snum, SK_LOOK_DOWN))
|
||||
{
|
||||
// look_down
|
||||
Gv_SetVar(g_iReturnVarID,0,pi,snum);
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
X_OnEvent(EVENT_LOOKDOWN,pi,snum, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID,pi,snum) == 0)
|
||||
if (aGameVars[g_iReturnVarID].val.lValue == 0)
|
||||
{
|
||||
p->return_to_center = 9;
|
||||
if (TEST_SYNC_KEY(sb_snum, SK_RUN)) p->horiz -= 12;
|
||||
|
@ -4678,9 +4943,9 @@ HORIZONLY:
|
|||
else if (TEST_SYNC_KEY(sb_snum, SK_AIM_UP))
|
||||
{
|
||||
// aim_up
|
||||
Gv_SetVar(g_iReturnVarID,0,pi,snum);
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
X_OnEvent(EVENT_AIMUP,pi,snum, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID,pi,snum) == 0)
|
||||
if (aGameVars[g_iReturnVarID].val.lValue == 0)
|
||||
{
|
||||
// running
|
||||
if (TEST_SYNC_KEY(sb_snum, SK_RUN)) p->horiz += 6;
|
||||
|
@ -4692,9 +4957,9 @@ HORIZONLY:
|
|||
else if (TEST_SYNC_KEY(sb_snum, SK_AIM_DOWN))
|
||||
{
|
||||
// aim_down
|
||||
Gv_SetVar(g_iReturnVarID,0,pi,snum);
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
X_OnEvent(EVENT_AIMDOWN,pi,snum, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID,pi,snum) == 0)
|
||||
if (aGameVars[g_iReturnVarID].val.lValue == 0)
|
||||
{
|
||||
// running
|
||||
if (TEST_SYNC_KEY(sb_snum, SK_RUN)) p->horiz -= 6;
|
||||
|
@ -4819,11 +5084,11 @@ HORIZONLY:
|
|||
SHOOTINCODE:
|
||||
if (TEST_SYNC_KEY(sb_snum, SK_HOLSTER)) // 'Holster Weapon
|
||||
{
|
||||
Gv_SetVar(g_iReturnVarID,0,pi,snum);
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
Gv_SetVar(g_iWeaponVarID,p->curr_weapon,pi,snum);
|
||||
Gv_SetVar(g_iWorksLikeVarID,aplWeaponWorksLike[p->curr_weapon][snum],pi,snum);
|
||||
X_OnEvent(EVENT_HOLSTER, pi, snum, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID,pi,snum) == 0)
|
||||
if (aGameVars[g_iReturnVarID].val.lValue == 0)
|
||||
{
|
||||
if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_HOLSTER_CLEARS_CLIP)
|
||||
{
|
||||
|
@ -4889,16 +5154,17 @@ SHOOTINCODE:
|
|||
}
|
||||
else
|
||||
{
|
||||
Gv_SetVar(g_iReturnVarID,0,pi,snum);
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
Gv_SetVar(g_iWeaponVarID,p->curr_weapon,pi,snum);
|
||||
Gv_SetVar(g_iWorksLikeVarID,aplWeaponWorksLike[p->curr_weapon][snum],pi,snum);
|
||||
X_OnEvent(EVENT_FIRE, pi, snum, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID,pi,snum) == 0)
|
||||
if (aGameVars[g_iReturnVarID].val.lValue == 0)
|
||||
{
|
||||
switch (aplWeaponWorksLike[p->curr_weapon][snum])
|
||||
{
|
||||
case HANDBOMB_WEAPON:
|
||||
X_OnEvent(EVENT_FIREWEAPON, p->i, snum, -1);
|
||||
if (apScriptGameEvent[EVENT_FIREWEAPON])
|
||||
X_OnEvent(EVENT_FIREWEAPON, p->i, snum, -1);
|
||||
|
||||
p->hbomb_hold_delay = 0;
|
||||
if (p->ammo_amount[p->curr_weapon] > 0)
|
||||
|
@ -4912,7 +5178,8 @@ SHOOTINCODE:
|
|||
break;
|
||||
|
||||
case HANDREMOTE_WEAPON:
|
||||
X_OnEvent(EVENT_FIREWEAPON, p->i, snum, -1);
|
||||
if (apScriptGameEvent[EVENT_FIREWEAPON])
|
||||
X_OnEvent(EVENT_FIREWEAPON, p->i, snum, -1);
|
||||
p->hbomb_hold_delay = 0;
|
||||
(*kb) = 1;
|
||||
if (aplWeaponInitialSound[p->curr_weapon][snum])
|
||||
|
@ -4922,7 +5189,8 @@ SHOOTINCODE:
|
|||
break;
|
||||
|
||||
case SHOTGUN_WEAPON:
|
||||
X_OnEvent(EVENT_FIREWEAPON, p->i, snum, -1);
|
||||
if (apScriptGameEvent[EVENT_FIREWEAPON])
|
||||
X_OnEvent(EVENT_FIREWEAPON, p->i, snum, -1);
|
||||
if (p->ammo_amount[p->curr_weapon] > 0 && p->random_club_frame == 0)
|
||||
{
|
||||
(*kb)=1;
|
||||
|
@ -4987,7 +5255,8 @@ SHOOTINCODE:
|
|||
case GROW_WEAPON:
|
||||
case FREEZE_WEAPON:
|
||||
case RPG_WEAPON:
|
||||
X_OnEvent(EVENT_FIREWEAPON, p->i, snum, -1);
|
||||
if (apScriptGameEvent[EVENT_FIREWEAPON])
|
||||
X_OnEvent(EVENT_FIREWEAPON, p->i, snum, -1);
|
||||
if (p->ammo_amount[p->curr_weapon] > 0)
|
||||
{
|
||||
(*kb) = 1;
|
||||
|
@ -4999,7 +5268,8 @@ SHOOTINCODE:
|
|||
break;
|
||||
|
||||
case DEVISTATOR_WEAPON:
|
||||
X_OnEvent(EVENT_FIREWEAPON, p->i, snum, -1);
|
||||
if (apScriptGameEvent[EVENT_FIREWEAPON])
|
||||
X_OnEvent(EVENT_FIREWEAPON, p->i, snum, -1);
|
||||
if (p->ammo_amount[p->curr_weapon] > 0)
|
||||
{
|
||||
(*kb) = 1;
|
||||
|
@ -5012,7 +5282,8 @@ SHOOTINCODE:
|
|||
break;
|
||||
|
||||
case KNEE_WEAPON:
|
||||
X_OnEvent(EVENT_FIREWEAPON, p->i, snum, -1);
|
||||
if (apScriptGameEvent[EVENT_FIREWEAPON])
|
||||
X_OnEvent(EVENT_FIREWEAPON, p->i, snum, -1);
|
||||
if (p->quick_kick == 0)
|
||||
{
|
||||
(*kb) = 1;
|
||||
|
|
|
@ -347,9 +347,10 @@ static void G_DoLoadScreen(char *statustext, int32_t percent)
|
|||
clearview(0L);
|
||||
}
|
||||
|
||||
Gv_SetVar(g_iReturnVarID,LOADSCREEN, -1, -1);
|
||||
/*Gv_SetVar(g_iReturnVarID,LOADSCREEN, -1, -1);*/
|
||||
aGameVars[g_iReturnVarID].val.lValue = LOADSCREEN;
|
||||
X_OnEvent(EVENT_GETLOADTILE, -1, myconnectindex, -1);
|
||||
j = Gv_GetVar(g_iReturnVarID, -1, -1);
|
||||
j = aGameVars[g_iReturnVarID].val.lValue;
|
||||
rotatesprite(320<<15,200<<15,65536L,0,j > MAXTILES-1?j-MAXTILES:j,0,0,2+8+64,0,0,xdim-1,ydim-1);
|
||||
if (j > MAXTILES-1)
|
||||
{
|
||||
|
@ -407,9 +408,10 @@ static void G_DoLoadScreen(char *statustext, int32_t percent)
|
|||
//G_FadePalette(0,0,0,0);
|
||||
P_SetGamePalette(g_player[myconnectindex].ps, palette, 0); // JBF 20040308
|
||||
}
|
||||
Gv_SetVar(g_iReturnVarID,LOADSCREEN, -1, -1);
|
||||
/*Gv_SetVar(g_iReturnVarID,LOADSCREEN, -1, -1);*/
|
||||
aGameVars[g_iReturnVarID].val.lValue = LOADSCREEN;
|
||||
X_OnEvent(EVENT_GETLOADTILE, -1, myconnectindex, -1);
|
||||
j = Gv_GetVar(g_iReturnVarID, -1, -1);
|
||||
j = aGameVars[g_iReturnVarID].val.lValue;
|
||||
rotatesprite(320<<15,200<<15,65536L,0,j > MAXTILES-1?j-MAXTILES:j,0,0,2+8+64,0,0,xdim-1,ydim-1);
|
||||
if (j > MAXTILES-1)
|
||||
{
|
||||
|
|
|
@ -251,27 +251,6 @@ int32_t __fastcall A_FindPlayer(spritetype *s, int32_t *d)
|
|||
}
|
||||
}
|
||||
|
||||
int32_t P_FindOtherPlayer(int32_t p,int32_t *d)
|
||||
{
|
||||
int32_t j, closest_player = p;
|
||||
int32_t x, closest = 0x7fffffff;
|
||||
|
||||
TRAVERSE_CONNECT(j)
|
||||
if (p != j && sprite[g_player[j].ps->i].extra > 0)
|
||||
{
|
||||
x = klabs(g_player[j].ps->oposx-g_player[p].ps->posx) + klabs(g_player[j].ps->oposy-g_player[p].ps->posy) + (klabs(g_player[j].ps->oposz-g_player[p].ps->posz)>>4);
|
||||
|
||||
if (x < closest)
|
||||
{
|
||||
closest_player = j;
|
||||
closest = x;
|
||||
}
|
||||
}
|
||||
|
||||
*d = closest;
|
||||
return closest_player;
|
||||
}
|
||||
|
||||
void G_DoSectorAnimations(void)
|
||||
{
|
||||
int32_t i, j, a, p, v, dasect;
|
||||
|
@ -1887,85 +1866,6 @@ void A_DamageWall(int32_t spr,int32_t dawallnum,const vec3_t *pos,int32_t atwith
|
|||
}
|
||||
}
|
||||
|
||||
void P_CheckTouchDamage(DukePlayer_t *p,int32_t j)
|
||||
{
|
||||
if ((j&49152) == 49152)
|
||||
{
|
||||
j &= (MAXSPRITES-1);
|
||||
|
||||
if (sprite[j].picnum==CACTUS)
|
||||
{
|
||||
|
||||
if (p->hurt_delay < 8)
|
||||
{
|
||||
sprite[p->i].extra -= 5;
|
||||
|
||||
p->hurt_delay = 16;
|
||||
p->pals_time = 32;
|
||||
p->pals[0] = 32;
|
||||
p->pals[1] = 0;
|
||||
p->pals[2] = 0;
|
||||
A_PlaySound(DUKE_LONGTERM_PAIN,p->i);
|
||||
}
|
||||
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if ((j&49152) != 32768) return;
|
||||
j &= (MAXWALLS-1);
|
||||
|
||||
if (p->hurt_delay > 0) p->hurt_delay--;
|
||||
else if (wall[j].cstat&85)
|
||||
{
|
||||
int32_t switchpicnum = wall[j].overpicnum;
|
||||
if ((switchpicnum>W_FORCEFIELD)&&(switchpicnum<=W_FORCEFIELD+2))
|
||||
switchpicnum=W_FORCEFIELD;
|
||||
|
||||
switch (DynamicTileMap[switchpicnum])
|
||||
{
|
||||
case W_FORCEFIELD__STATIC:
|
||||
// case W_FORCEFIELD+1:
|
||||
// case W_FORCEFIELD+2:
|
||||
sprite[p->i].extra -= 5;
|
||||
|
||||
p->hurt_delay = 16;
|
||||
p->pals_time = 32;
|
||||
p->pals[0] = 32;
|
||||
p->pals[1] = 0;
|
||||
p->pals[2] = 0;
|
||||
|
||||
p->posxv = -(sintable[(p->ang+512)&2047]<<8);
|
||||
p->posyv = -(sintable[(p->ang)&2047]<<8);
|
||||
A_PlaySound(DUKE_LONGTERM_PAIN,p->i);
|
||||
|
||||
{
|
||||
vec3_t davect;
|
||||
|
||||
davect.x = p->posx+(sintable[(p->ang+512)&2047]>>9);
|
||||
davect.y = p->posy+(sintable[p->ang&2047]>>9);
|
||||
davect.z = p->posz;
|
||||
A_DamageWall(p->i,j,&davect,-1);
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case BIGFORCE__STATIC:
|
||||
p->hurt_delay = 26;
|
||||
{
|
||||
vec3_t davect;
|
||||
|
||||
davect.x = p->posx+(sintable[(p->ang+512)&2047]>>9);
|
||||
davect.y = p->posy+(sintable[p->ang&2047]>>9);
|
||||
davect.z = p->posz;
|
||||
A_DamageWall(p->i,j,&davect,-1);
|
||||
}
|
||||
break;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int32_t Sect_DamageCeiling(int32_t sn)
|
||||
{
|
||||
int32_t i, j;
|
||||
|
@ -2589,9 +2489,9 @@ void G_HandleSharedKeys(int32_t snum)
|
|||
if (TEST_SYNC_KEY(sb_snum, SK_QUICK_KICK) && p->quick_kick == 0)
|
||||
if (p->curr_weapon != KNEE_WEAPON || p->kickback_pic == 0)
|
||||
{
|
||||
Gv_SetVar(g_iReturnVarID,0,g_player[snum].ps->i,snum);
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
X_OnEvent(EVENT_QUICKKICK,g_player[snum].ps->i,snum, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID,g_player[snum].ps->i,snum) == 0)
|
||||
if (aGameVars[g_iReturnVarID].val.lValue == 0)
|
||||
{
|
||||
p->quick_kick = 14;
|
||||
if (p->fta == 0 || p->ftq == 80)
|
||||
|
@ -2635,9 +2535,9 @@ void G_HandleSharedKeys(int32_t snum)
|
|||
|
||||
if (TEST_SYNC_KEY(sb_snum, SK_INVENTORY) && p->newowner == -1) // inventory button generates event for selected item
|
||||
{
|
||||
Gv_SetVar(g_iReturnVarID,0,g_player[snum].ps->i,snum);
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
X_OnEvent(EVENT_INVENTORY,g_player[snum].ps->i,snum, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID,g_player[snum].ps->i,snum) == 0)
|
||||
if (aGameVars[g_iReturnVarID].val.lValue == 0)
|
||||
{
|
||||
switch (p->inven_icon)
|
||||
{
|
||||
|
@ -2662,9 +2562,9 @@ void G_HandleSharedKeys(int32_t snum)
|
|||
|
||||
if (TEST_SYNC_KEY(sb_snum, SK_NIGHTVISION))
|
||||
{
|
||||
Gv_SetVar(g_iReturnVarID,0,g_player[snum].ps->i,snum);
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
X_OnEvent(EVENT_USENIGHTVISION,g_player[snum].ps->i,snum, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID,g_player[snum].ps->i,snum) == 0
|
||||
if (aGameVars[g_iReturnVarID].val.lValue == 0
|
||||
&& p->heat_amount > 0)
|
||||
{
|
||||
p->heat_on = !p->heat_on;
|
||||
|
@ -2677,9 +2577,9 @@ void G_HandleSharedKeys(int32_t snum)
|
|||
|
||||
if (TEST_SYNC_KEY(sb_snum, SK_STEROIDS))
|
||||
{
|
||||
Gv_SetVar(g_iReturnVarID,0,g_player[snum].ps->i,snum);
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
X_OnEvent(EVENT_USESTEROIDS,g_player[snum].ps->i,snum, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID,g_player[snum].ps->i,snum) == 0)
|
||||
if (aGameVars[g_iReturnVarID].val.lValue == 0)
|
||||
{
|
||||
if (p->steroids_amount == 400)
|
||||
{
|
||||
|
@ -2765,15 +2665,17 @@ CHECKINV1:
|
|||
|
||||
if (TEST_SYNC_KEY(sb_snum, SK_INV_LEFT)) // Inventory_Left
|
||||
{
|
||||
Gv_SetVar(g_iReturnVarID,dainv,g_player[snum].ps->i,snum);
|
||||
/*Gv_SetVar(g_iReturnVarID,dainv,g_player[snum].ps->i,snum);*/
|
||||
aGameVars[g_iReturnVarID].val.lValue = dainv;
|
||||
X_OnEvent(EVENT_INVENTORYLEFT,g_player[snum].ps->i,snum, -1);
|
||||
dainv=Gv_GetVar(g_iReturnVarID,g_player[snum].ps->i,snum);
|
||||
dainv=aGameVars[g_iReturnVarID].val.lValue;
|
||||
}
|
||||
if (TEST_SYNC_KEY(sb_snum, SK_INV_RIGHT)) // Inventory_Right
|
||||
{
|
||||
Gv_SetVar(g_iReturnVarID,dainv,g_player[snum].ps->i,snum);
|
||||
/*Gv_SetVar(g_iReturnVarID,dainv,g_player[snum].ps->i,snum);*/
|
||||
aGameVars[g_iReturnVarID].val.lValue = dainv;
|
||||
X_OnEvent(EVENT_INVENTORYRIGHT,g_player[snum].ps->i,snum, -1);
|
||||
dainv=Gv_GetVar(g_iReturnVarID,g_player[snum].ps->i,snum);
|
||||
dainv=aGameVars[g_iReturnVarID].val.lValue;
|
||||
}
|
||||
|
||||
p->inven_icon = dainv;
|
||||
|
@ -2806,7 +2708,7 @@ CHECKINV1:
|
|||
|
||||
j = ((sb_snum&(15<<SK_WEAPON_BITS))>>SK_WEAPON_BITS) - 1;
|
||||
|
||||
Gv_SetVar(g_iReturnVarID,j,p->i,snum);
|
||||
aGameVars[g_iReturnVarID].val.lValue = j;
|
||||
|
||||
switch (j)
|
||||
{
|
||||
|
@ -2848,8 +2750,8 @@ CHECKINV1:
|
|||
break;
|
||||
}
|
||||
|
||||
if ((uint32_t) Gv_GetVar(g_iReturnVarID,p->i,snum) != j)
|
||||
j = (uint32_t) Gv_GetVar(g_iReturnVarID,p->i,snum);
|
||||
if ((uint32_t) aGameVars[g_iReturnVarID].val.lValue != j)
|
||||
j = (uint32_t) aGameVars[g_iReturnVarID].val.lValue;
|
||||
|
||||
if (p->reloading == 1)
|
||||
j = -1;
|
||||
|
@ -2923,9 +2825,9 @@ CHECKINV1:
|
|||
k = -1;
|
||||
|
||||
Gv_SetVar(g_iWeaponVarID,j, p->i, snum);
|
||||
Gv_SetVar(g_iReturnVarID,0,p->i,snum);
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
X_OnEvent(EVENT_SELECTWEAPON,p->i,snum, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID,p->i,snum) == 0)
|
||||
if (aGameVars[g_iReturnVarID].val.lValue == 0)
|
||||
{
|
||||
if (j == HANDBOMB_WEAPON && p->ammo_amount[HANDBOMB_WEAPON] == 0)
|
||||
{
|
||||
|
@ -3087,9 +2989,9 @@ CHECKINV1:
|
|||
|
||||
if (p->holoduke_on == -1)
|
||||
{
|
||||
Gv_SetVar(g_iReturnVarID,0,g_player[snum].ps->i,snum);
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
X_OnEvent(EVENT_HOLODUKEON,g_player[snum].ps->i,snum, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID,g_player[snum].ps->i,snum) == 0)
|
||||
if (aGameVars[g_iReturnVarID].val.lValue == 0)
|
||||
{
|
||||
if (p->holoduke_amount > 0)
|
||||
{
|
||||
|
@ -3114,9 +3016,9 @@ CHECKINV1:
|
|||
}
|
||||
else
|
||||
{
|
||||
Gv_SetVar(g_iReturnVarID,0,g_player[snum].ps->i,snum);
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
X_OnEvent(EVENT_HOLODUKEOFF,g_player[snum].ps->i,snum, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID,g_player[snum].ps->i,snum) == 0)
|
||||
if (aGameVars[g_iReturnVarID].val.lValue == 0)
|
||||
{
|
||||
A_PlaySound(TELEPORTER,p->holoduke_on);
|
||||
p->holoduke_on = -1;
|
||||
|
@ -3127,9 +3029,9 @@ CHECKINV1:
|
|||
|
||||
if (TEST_SYNC_KEY(sb_snum, SK_MEDKIT))
|
||||
{
|
||||
Gv_SetVar(g_iReturnVarID,0,g_player[snum].ps->i,snum);
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
X_OnEvent(EVENT_USEMEDKIT,g_player[snum].ps->i,snum, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID,g_player[snum].ps->i,snum) == 0)
|
||||
if (aGameVars[g_iReturnVarID].val.lValue == 0)
|
||||
{
|
||||
if (p->firstaid_amount > 0 && sprite[p->i].extra < p->max_player_health)
|
||||
{
|
||||
|
@ -3154,9 +3056,9 @@ CHECKINV1:
|
|||
|
||||
if (TEST_SYNC_KEY(sb_snum, SK_JETPACK) && p->newowner == -1)
|
||||
{
|
||||
Gv_SetVar(g_iReturnVarID,0,g_player[snum].ps->i,snum);
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
X_OnEvent(EVENT_USEJETPACK,g_player[snum].ps->i,snum, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID,g_player[snum].ps->i,snum) == 0)
|
||||
if (aGameVars[g_iReturnVarID].val.lValue == 0)
|
||||
{
|
||||
if (p->jetpack_amount > 0)
|
||||
{
|
||||
|
@ -3191,9 +3093,9 @@ CHECKINV1:
|
|||
|
||||
if (TEST_SYNC_KEY(sb_snum, SK_TURNAROUND) && p->one_eighty_count == 0)
|
||||
{
|
||||
Gv_SetVar(g_iReturnVarID,0,p->i,snum);
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
X_OnEvent(EVENT_TURNAROUND,p->i,snum, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID,p->i,snum) == 0)
|
||||
if (aGameVars[g_iReturnVarID].val.lValue == 0)
|
||||
{
|
||||
p->one_eighty_count = -1024;
|
||||
}
|
||||
|
@ -3294,9 +3196,9 @@ void checksectors(int32_t snum)
|
|||
|
||||
if (TEST_SYNC_KEY(g_player[snum].sync->bits, SK_OPEN))
|
||||
{
|
||||
Gv_SetVar(g_iReturnVarID,0,p->i,snum);
|
||||
aGameVars[g_iReturnVarID].val.lValue = 0;
|
||||
X_OnEvent(EVENT_USE, p->i, snum, -1);
|
||||
if (Gv_GetVar(g_iReturnVarID,p->i,snum) != 0)
|
||||
if (aGameVars[g_iReturnVarID].val.lValue != 0)
|
||||
g_player[snum].sync->bits &= ~BIT(SK_OPEN);
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue