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https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 14:52:01 +00:00
- handled the remaining arrays that got accessed by the status bar.
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12b7c73393
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9 changed files with 53 additions and 58 deletions
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@ -259,7 +259,7 @@ void ExplodeGrenade(short nGrenade)
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short nDamage = BulletInfo[kWeaponGrenade].nDamage;
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if (nPlayerDouble[nPlayer] > 0) {
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if (PlayerList[nPlayer].nDouble > 0) {
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nDamage *= 2;
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}
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@ -356,7 +356,7 @@ void MoveWeapons(short nPlayer)
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short var_3C = WeaponInfo[nWeapon].b[eax] + SeqOffsets[nSeq];
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int var_1C = (nPlayerDouble[nPlayer] > 0) + 1;
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int var_1C = (PlayerList[nPlayer].nDouble > 0) + 1;
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frames = var_1C - 1;
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@ -729,7 +729,7 @@ loc_flag:
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{
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short nDamage = BulletInfo[kWeaponSword].nDamage;
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if (nPlayerDouble[nPlayer]) {
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if (PlayerList[nPlayer].nDouble) {
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nDamage *= 2;
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}
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@ -848,7 +848,7 @@ loc_flag:
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case kWeaponMummified:
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{
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short nDamage = BulletInfo[kWeaponMummified].nDamage;
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if (nPlayerDouble[nPlayer]) {
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if (PlayerList[nPlayer].nDouble) {
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nDamage *= 2;
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}
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@ -911,7 +911,7 @@ void DrawWeapons(double smooth)
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int8_t nShade = sector[initsect].ceilingshade;
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int nDouble = nPlayerDouble[nLocalPlayer];
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int nDouble = PlayerList[nLocalPlayer].nDouble;
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int nPal = kPalNormal;
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if (nDouble)
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@ -181,8 +181,8 @@ void FillItems(short nPlayer)
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static bool UseEye(short nPlayer)
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{
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if (nPlayerInvisible[nPlayer] >= 0)
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nPlayerInvisible[nPlayer] = 900;
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if (PlayerList[nPlayer].nInvisible >= 0)
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PlayerList[nPlayer].nInvisible = 900;
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int nSprite = PlayerList[nPlayer].nSprite;
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@ -214,12 +214,12 @@ static bool UseMask(short nPlayer)
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bool UseTorch(short nPlayer)
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{
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if (!nPlayerTorch[nPlayer])
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if (!PlayerList[nPlayer].nTorch)
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{
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SetTorch(nPlayer, 1);
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}
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nPlayerTorch[nPlayer] = 900;
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PlayerList[nPlayer].nTorch = 900;
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return true;
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}
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@ -255,7 +255,7 @@ bool UseScarab(short nPlayer)
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// faster firing
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static bool UseHand(short nPlayer)
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{
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nPlayerDouble[nPlayer] = 1350;
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PlayerList[nPlayer].nDouble = 1350;
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if (nPlayer == nLocalPlayer)
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{
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@ -40,7 +40,7 @@ void GrabMap()
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void UpdateMap()
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{
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if (sector[initsect].ceilingpal != 3 || (nPlayerTorch[nLocalPlayer] != 0)) {
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if (sector[initsect].ceilingpal != 3 || (PlayerList[nLocalPlayer].nTorch != 0)) {
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MarkSectorSeen(initsect);
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}
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}
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@ -101,11 +101,8 @@ short nPlayerOldWeapon[kMaxPlayers];
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short nPlayerClip[kMaxPlayers];
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short nPlayerPushSound[kMaxPlayers];
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short nTauntTimer[kMaxPlayers];
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short nPlayerTorch[kMaxPlayers];
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uint16_t nPlayerWeapons[kMaxPlayers]; // each set bit represents a weapon the player has
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Player PlayerList[kMaxPlayers];
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short nPlayerInvisible[kMaxPlayers];
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short nPlayerDouble[kMaxPlayers];
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short nPlayerViewSect[kMaxPlayers];
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short nPlayerFloorSprite[kMaxPlayers];
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PlayerSave sPlayerSave[kMaxPlayers];
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@ -389,19 +386,19 @@ void RestartPlayer(short nPlayer)
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plr->invincibility = 0;
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}
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nPlayerTorch[nPlayer] = 0;
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PlayerList[nPlayer].nTorch = 0;
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plr->nMaskAmount = 0;
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SetTorch(nPlayer, 0);
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nPlayerInvisible[nPlayer] = 0;
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PlayerList[nPlayer].nInvisible = 0;
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plr->bIsFiring = 0;
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plr->field_3FOUR = 0;
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nPlayerViewSect[nPlayer] = sPlayerSave[nPlayer].nSector;
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plr->field_3A = 0;
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nPlayerDouble[nPlayer] = 0;
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PlayerList[nPlayer].nDouble = 0;
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plr->nSeq = kSeqJoe;
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@ -526,7 +523,7 @@ void StartDeathSeq(int nPlayer, int nVal)
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PlayerList[nPlayer].horizon.ohoriz = PlayerList[nPlayer].horizon.horiz = q16horiz(0);
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oeyelevel[nPlayer] = eyelevel[nPlayer] = -14080;
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nPlayerInvisible[nPlayer] = 0;
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PlayerList[nPlayer].nInvisible = 0;
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dVertPan[nPlayer] = 15;
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sprite[nSprite].cstat &= 0x7FFF;
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@ -822,10 +819,10 @@ void FuncPlayer(int a, int nDamage, int nRun)
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sprite[nPlayerSprite].picnum = seq_GetSeqPicnum(PlayerList[nPlayer].nSeq, PlayerSeq[nHeightTemplate[nAction]].a, var_EC);
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sprite[nDopple].picnum = sprite[nPlayerSprite].picnum;
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if (nPlayerTorch[nPlayer] > 0)
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if (PlayerList[nPlayer].nTorch > 0)
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{
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nPlayerTorch[nPlayer]--;
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if (nPlayerTorch[nPlayer] == 0)
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PlayerList[nPlayer].nTorch--;
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if (PlayerList[nPlayer].nTorch == 0)
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{
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SetTorch(nPlayer, 0);
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}
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@ -842,18 +839,18 @@ void FuncPlayer(int a, int nDamage, int nRun)
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}
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}
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if (nPlayerDouble[nPlayer] > 0)
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if (PlayerList[nPlayer].nDouble > 0)
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{
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nPlayerDouble[nPlayer]--;
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if (nPlayerDouble[nPlayer] == 150 && nPlayer == nLocalPlayer) {
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PlayerList[nPlayer].nDouble--;
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if (PlayerList[nPlayer].nDouble == 150 && nPlayer == nLocalPlayer) {
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PlayAlert("WEAPON POWER IS ABOUT TO EXPIRE");
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}
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}
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if (nPlayerInvisible[nPlayer] > 0)
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if (PlayerList[nPlayer].nInvisible > 0)
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{
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nPlayerInvisible[nPlayer]--;
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if (nPlayerInvisible[nPlayer] == 0)
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PlayerList[nPlayer].nInvisible--;
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if (PlayerList[nPlayer].nInvisible == 0)
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{
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sprite[nPlayerSprite].cstat &= 0x7FFF; // set visible
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short nFloorSprite = nPlayerFloorSprite[nPlayerSprite];
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@ -862,7 +859,7 @@ void FuncPlayer(int a, int nDamage, int nRun)
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sprite[nFloorSprite].cstat &= 0x7FFF; // set visible
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}
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}
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else if (nPlayerInvisible[nPlayer] == 150 && nPlayer == nLocalPlayer)
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else if (PlayerList[nPlayer].nInvisible == 150 && nPlayer == nLocalPlayer)
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{
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PlayAlert("INVISIBILITY IS ABOUT TO EXPIRE");
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}
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@ -1285,9 +1282,9 @@ sectdone:
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// loc_1B0B9
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if (var_5C) // if underwater
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{
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if (nPlayerTorch[nPlayer] > 0)
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if (PlayerList[nPlayer].nTorch > 0)
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{
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nPlayerTorch[nPlayer] = 0;
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PlayerList[nPlayer].nTorch = 0;
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SetTorch(nPlayer, 0);
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}
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}
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@ -2698,6 +2695,9 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, Player& w, Player*
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("horizon", w.horizon)
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("angle", w.angle)
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("lives", w.nLives)
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("double", w.nDouble)
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("invisible", w.nInvisible)
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("torch", w.nTorch)
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.EndObject();
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}
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return arc;
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@ -2746,11 +2746,8 @@ void SerializePlayer(FSerializer& arc)
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.Array("clip", nPlayerClip, PlayerCount)
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.Array("pushsound", nPlayerPushSound, PlayerCount)
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.Array("taunttimer", nTauntTimer, PlayerCount)
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.Array("torch", nPlayerTorch, PlayerCount)
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.Array("weapons", nPlayerWeapons, PlayerCount)
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.Array("list", PlayerList, PlayerCount)
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.Array("invisible", nPlayerInvisible, PlayerCount)
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.Array("double", nPlayerDouble, PlayerCount)
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.Array("viewsect", nPlayerViewSect, PlayerCount)
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.Array("floorspr", nPlayerFloorSprite, PlayerCount)
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.Array("save", sPlayerSave, PlayerCount)
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@ -51,6 +51,9 @@ struct Player
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{
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short nHealth;
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short nLives;
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short nDouble;
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short nInvisible;
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short nTorch;
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short field_2;
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short nAction;
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short nSprite;
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@ -82,12 +85,8 @@ struct Player
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extern short PlayerCount;
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extern short nPlayerTorch[];
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extern short nPlayerLives[];
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extern Player PlayerList[];
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extern short nPlayerInvisible[];
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extern short nPlayerDouble[];
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extern short nPlayerViewSect[];
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extern short nPlayerFloorSprite[];
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@ -421,7 +421,7 @@ int seq_DrawGunSequence(int nSeqOffset, short dx, double xOffs, double yOffs, in
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nShade = -100;
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double alpha = 1;
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if (nPlayerInvisible[nLocalPlayer]) {
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if (PlayerList[nLocalPlayer].nInvisible) {
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alpha = 0.3;
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}
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@ -94,7 +94,7 @@ void ExplodeSnakeSprite(int nSprite, short nPlayer)
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{
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short nDamage = BulletInfo[kWeaponStaff].nDamage;
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if (nPlayerDouble[nPlayer] > 0) {
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if (PlayerList[nPlayer].nDouble > 0) {
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nDamage *= 2;
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}
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@ -47,25 +47,6 @@ void InitStatus()
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nStatusSeqOffset = SeqOffsets[kSeqStatus];
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}
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int ItemTimer(int num, int plr)
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{
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switch (num) {
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case 1: //Scarab item
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return (PlayerList[plr].invincibility * 100) / 900;
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case 3: //Hand item
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return (nPlayerDouble[plr] * 100) / 1350;
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case 5: //Mask
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return (PlayerList[plr].nMaskAmount * 100) / 1350;
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case 4: //Invisible
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return (nPlayerInvisible[plr] * 100) / 900;
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case 2: //Torch
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return (nPlayerTorch[plr] * 100) / 900;
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}
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return -1;
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}
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class DExhumedStatusBar : public DBaseStatusBar
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{
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DECLARE_CLASS(DExhumedStatusBar, DBaseStatusBar)
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//
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//==========================================================================
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int ItemTimer(int num, int plr)
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{
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switch (num) {
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case 1: //Scarab item
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return (PlayerList[plr].invincibility * 100) / 900;
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case 3: //Hand item
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return (PlayerList[plr].nDouble * 100) / 1350;
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case 5: //Mask
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return (PlayerList[plr].nMaskAmount * 100) / 1350;
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case 4: //Invisible
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return (PlayerList[plr].nInvisible * 100) / 900;
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case 2: //Torch
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return (PlayerList[plr].nTorch * 100) / 900;
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}
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return -1;
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}
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void DrawHUD2()
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{
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BeginHUD(320, 200, 1);
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