mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-14 00:21:38 +00:00
- got rid of all remaining rotatesprite calls in SW.
Also removed some dead code from player.cpp.
This commit is contained in:
parent
67b3a38fa3
commit
deb9b74ce2
7 changed files with 34 additions and 248 deletions
|
@ -1443,23 +1443,16 @@ void DrawCrosshair(PLAYERp pp)
|
||||||
{
|
{
|
||||||
extern SWBOOL DemoMode,CameraTestMode;
|
extern SWBOOL DemoMode,CameraTestMode;
|
||||||
|
|
||||||
if (!cl_crosshair)
|
if (cl_crosshair && !(DemoMode || CameraTestMode) && !TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE) && dimensionmode != 6)
|
||||||
return;
|
|
||||||
|
|
||||||
if (DemoMode || CameraTestMode)
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE))
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (dimensionmode == 6)
|
|
||||||
return;
|
|
||||||
|
|
||||||
{
|
{
|
||||||
//NORMALXHAIR:
|
int32_t a = 2326;
|
||||||
rotatesprite(160<<16, 100<<16, (1 << 16), 0,
|
|
||||||
2326, 10, 0,
|
double crosshair_scale = cl_crosshairscale * .01;
|
||||||
0, windowxy1.x, windowxy1.y, windowxy2.x, windowxy2.y);
|
if (isRR()) crosshair_scale *= .5;
|
||||||
|
|
||||||
|
DrawTexture(twod, tileGetTexture(a), 160, 100, DTA_Color, shadeToLight(10),
|
||||||
|
DTA_FullscreenScale, FSMode_ScaleToFit43, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_ScaleX, crosshair_scale, DTA_ScaleY, crosshair_scale, DTA_CenterOffsetRel, true,
|
||||||
|
DTA_ViewportX, windowxy1.x, DTA_ViewportY, windowxy1.y, DTA_ViewportWidth, windowxy2.x - windowxy1.x + 1, DTA_ViewportHeight, windowxy2.y - windowxy1.y + 1, TAG_DONE);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -108,7 +108,6 @@ extern int sw_snd_scratch;
|
||||||
#define BETA 0
|
#define BETA 0
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#define TITLE_ROT_FLAGS (RS_TOPLEFT|ROTATE_SPRITE_SCREEN_CLIP|ROTATE_SPRITE_NON_MASK)
|
|
||||||
#define PAL_SIZE (256*3)
|
#define PAL_SIZE (256*3)
|
||||||
|
|
||||||
char DemoName[15][16];
|
char DemoName[15][16];
|
||||||
|
@ -937,7 +936,8 @@ void DrawMenuLevelScreen(void)
|
||||||
{
|
{
|
||||||
const int TITLE_PIC = 2324;
|
const int TITLE_PIC = 2324;
|
||||||
twod->ClearScreen();
|
twod->ClearScreen();
|
||||||
rotatesprite(0, 0, RS_SCALE, 0, TITLE_PIC, 20, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
|
DrawTexture(twod, tileGetTexture(TITLE_PIC), 0, 0, DTA_FullscreenEx, FSMode_ScaleToFit43, DTA_LegacyRenderStyle, STYLE_Normal,
|
||||||
|
DTA_Color, shadeToLight(20), TAG_DONE);
|
||||||
}
|
}
|
||||||
|
|
||||||
short PlayerQuitMenuLevel = -1;
|
short PlayerQuitMenuLevel = -1;
|
||||||
|
@ -2392,13 +2392,23 @@ SHOWSPRITE:
|
||||||
// Special case tiles
|
// Special case tiles
|
||||||
if (spr->picnum == 3123) break;
|
if (spr->picnum == 3123) break;
|
||||||
|
|
||||||
|
int spnum = -1;
|
||||||
if (sprisplayer)
|
if (sprisplayer)
|
||||||
{
|
{
|
||||||
if (gNet.MultiGameType != MULTI_GAME_COMMBAT || j == Player[screenpeek].PlayerSprite)
|
if (gNet.MultiGameType != MULTI_GAME_COMMBAT || j == Player[screenpeek].PlayerSprite)
|
||||||
rotatesprite((x1 << 4) + (xdim << 15), (y1 << 4) + (ydim << 15), mulscale16(czoom * (spr->yrepeat), yxaspect), daang, 1196+pspr_ndx[myconnectindex], spr->shade, spr->pal, (spr->cstat & 2) >> 1, windowxy1.x, windowxy1.y, windowxy2.x, windowxy2.y);
|
spnum = 1196 + pspr_ndx[myconnectindex];
|
||||||
|
}
|
||||||
|
else spnum = spr->picnum;
|
||||||
|
|
||||||
|
double xd = ((x1 << 4) + (xdim << 15)) / 65536.;
|
||||||
|
double yd = ((y1 << 4) + (ydim << 15)) / 65536.;
|
||||||
|
double sc = mulscale16(czoom * (spr->yrepeat), yxaspect) / 65536.;
|
||||||
|
if (spnum >= 0)
|
||||||
|
{
|
||||||
|
DrawTexture(twod, tileGetTexture(5407, true), xd, yd, DTA_FullscreenScale, FSMode_ScaleToFit43, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
|
||||||
|
DTA_CenterOffsetRel, true, DTA_TranslationIndex, TRANSLATION(Translation_Remap, spr->pal), DTA_Color, shadeToLight(spr->shade),
|
||||||
|
DTA_Alpha, (spr->cstat & 2) ? 0.33 : 1., TAG_DONE);
|
||||||
}
|
}
|
||||||
else
|
|
||||||
rotatesprite((x1 << 4) + (xdim << 15), (y1 << 4) + (ydim << 15), mulscale16(czoom * (spr->yrepeat), yxaspect), daang, spr->picnum, spr->shade, spr->pal, (spr->cstat & 2) >> 1, windowxy1.x, windowxy1.y, windowxy2.x, windowxy2.y);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -544,10 +544,6 @@ int StdRandomRange(int range);
|
||||||
#define NORM_WALL(val) ((val) & (MAXWALLS - 1))
|
#define NORM_WALL(val) ((val) & (MAXWALLS - 1))
|
||||||
#define NORM_SECTOR(val) ((val) & (MAXSECTORS - 1))
|
#define NORM_SECTOR(val) ((val) & (MAXSECTORS - 1))
|
||||||
|
|
||||||
EDUKE32_STATIC_ASSERT(isPow2(MAXSPRITES));
|
|
||||||
EDUKE32_STATIC_ASSERT(isPow2(MAXWALLS));
|
|
||||||
EDUKE32_STATIC_ASSERT(isPow2(MAXSECTORS));
|
|
||||||
|
|
||||||
// overwritesprite flags
|
// overwritesprite flags
|
||||||
#define OVER_SPRITE_MIDDLE (BIT(0))
|
#define OVER_SPRITE_MIDDLE (BIT(0))
|
||||||
#define OVER_SPRITE_VIEW_CLIP (BIT(1))
|
#define OVER_SPRITE_VIEW_CLIP (BIT(1))
|
||||||
|
@ -555,12 +551,6 @@ EDUKE32_STATIC_ASSERT(isPow2(MAXSECTORS));
|
||||||
#define OVER_SPRITE_XFLIP (BIT(3))
|
#define OVER_SPRITE_XFLIP (BIT(3))
|
||||||
#define OVER_SPRITE_YFLIP (BIT(4))
|
#define OVER_SPRITE_YFLIP (BIT(4))
|
||||||
|
|
||||||
// rotatesprite flags
|
|
||||||
#define ROTATE_SPRITE_SCREEN_CLIP (BIT(1)|BIT(3)) // use window
|
|
||||||
#define ROTATE_SPRITE_NON_MASK (BIT(6)) // non masked sprites
|
|
||||||
|
|
||||||
#define RS_SCALE BIT(16)
|
|
||||||
|
|
||||||
// system defines for status bits
|
// system defines for status bits
|
||||||
#define CEILING_STAT_PLAX BIT(0)
|
#define CEILING_STAT_PLAX BIT(0)
|
||||||
#define CEILING_STAT_SLOPE BIT(1)
|
#define CEILING_STAT_SLOPE BIT(1)
|
||||||
|
|
|
@ -89,7 +89,6 @@ void MNU_DrawStringLarge(int x, int y, const char* string, int shade = 0, int al
|
||||||
#define pic_shadow_warrior 2366
|
#define pic_shadow_warrior 2366
|
||||||
|
|
||||||
#define m_defshade 2
|
#define m_defshade 2
|
||||||
#define MenuDrawFlags (ROTATE_SPRITE_SCREEN_CLIP)
|
|
||||||
extern SWBOOL LoadGameOutsideMoveLoop;
|
extern SWBOOL LoadGameOutsideMoveLoop;
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -121,7 +121,6 @@ struct PANEL_SPRITEstruct
|
||||||
// list
|
// list
|
||||||
short picndx; // for pip stuff in conpic.h
|
short picndx; // for pip stuff in conpic.h
|
||||||
short picnum; // bypass pip stuff in conpic.h
|
short picnum; // bypass pip stuff in conpic.h
|
||||||
short x1, y1, x2, y2; // for rotatesprites box cliping
|
|
||||||
short vel, vel_adj;
|
short vel, vel_adj;
|
||||||
short numpages;
|
short numpages;
|
||||||
int xorig, yorig, flags, priority;
|
int xorig, yorig, flags, priority;
|
||||||
|
|
|
@ -2425,46 +2425,12 @@ DoPlayerSlide(PLAYERp pp)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void PlayerMoveHitDebug(short ret)
|
|
||||||
{
|
|
||||||
SPRITEp sp;
|
|
||||||
|
|
||||||
switch (TEST(ret, HIT_MASK))
|
|
||||||
{
|
|
||||||
case HIT_SPRITE:
|
|
||||||
sp = &sprite[NORM_SPRITE(ret)];
|
|
||||||
//DSPRINTF(ds, "Hit a Sprite %d, stat %d ", sp-sprite, (short)sp->statnum);
|
|
||||||
if (sp->statnum == STAT_MISSILE)
|
|
||||||
{
|
|
||||||
//DSPRINTF(ds, "Monster hit bullet %d, stat %d ", sp-sprite, (short)sp->statnum);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
//DSPRINTF(ds, "Hit a Sprite %d, stat %d ", sp-sprite, (short)sp->statnum);
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
case HIT_WALL:
|
|
||||||
//DSPRINTF(ds, "Hit a Wall %d ", NORM_WALL(ret));
|
|
||||||
break;
|
|
||||||
case HIT_SECTOR:
|
|
||||||
//DSPRINTF(ds, "Hit a Sector %d ", NORM_SECTOR(ret));
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
MONO_PRINT(ds);
|
|
||||||
}
|
|
||||||
|
|
||||||
void PlayerCheckValidMove(PLAYERp pp)
|
void PlayerCheckValidMove(PLAYERp pp)
|
||||||
{
|
{
|
||||||
if (pp->cursectnum == -1)
|
if (pp->cursectnum == -1)
|
||||||
{
|
{
|
||||||
static int count = 0;
|
static int count = 0;
|
||||||
|
|
||||||
#if DEBUG
|
|
||||||
//DSPRINTF(ds,"PROBLEM!!!!! Player %d is not in a sector", pp - Player);
|
|
||||||
MONO_PRINT(ds);
|
|
||||||
#endif
|
|
||||||
|
|
||||||
pp->posx = pp->oldposx;
|
pp->posx = pp->oldposx;
|
||||||
pp->posy = pp->oldposy;
|
pp->posy = pp->oldposy;
|
||||||
pp->posz = pp->oldposz;
|
pp->posz = pp->oldposz;
|
||||||
|
@ -2985,19 +2951,6 @@ DoPlayerMoveBoat(PLAYERp pp)
|
||||||
DoPlayerHorizon(pp, &pp->q16horiz, pp->input.q16aimvel);
|
DoPlayerHorizon(pp, &pp->q16horiz, pp->input.q16aimvel);
|
||||||
}
|
}
|
||||||
|
|
||||||
#if 0
|
|
||||||
STATE s_TankTreadMove[] =
|
|
||||||
{
|
|
||||||
{755, 6|SF_WALL_ANIM, NULL, s_TankTreadMove[1]},
|
|
||||||
{756, 6|SF_WALL_ANIM, NULL, s_TankTreadMove[0]},
|
|
||||||
};
|
|
||||||
|
|
||||||
STATE s_TankTreadStill[] =
|
|
||||||
{
|
|
||||||
{755, 6|SF_WALL_ANIM, NULL, s_TankTreadMove[0]},
|
|
||||||
};
|
|
||||||
#endif
|
|
||||||
|
|
||||||
void DoTankTreads(PLAYERp pp)
|
void DoTankTreads(PLAYERp pp)
|
||||||
{
|
{
|
||||||
SPRITEp sp;
|
SPRITEp sp;
|
||||||
|
@ -3026,25 +2979,6 @@ void DoTankTreads(PLAYERp pp)
|
||||||
if (!TEST_BOOL1(sp))
|
if (!TEST_BOOL1(sp))
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
#if 0
|
|
||||||
if (sp->statnum == STAT_WALL_ANIM)
|
|
||||||
{
|
|
||||||
if (SP_TAG3(sp) == TANK_TREAD_WALL_ANIM)
|
|
||||||
{
|
|
||||||
if (vel)
|
|
||||||
{
|
|
||||||
if (u->StateStart != s_TankTreadMove)
|
|
||||||
ChangeState(i, s_TankTreadMove);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
if (u->StateStart != s_TankTreadStill)
|
|
||||||
ChangeState(i, s_TankTreadStill);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
#endif
|
|
||||||
if (sp->statnum == STAT_WALL_PAN)
|
if (sp->statnum == STAT_WALL_PAN)
|
||||||
{
|
{
|
||||||
if (reverse)
|
if (reverse)
|
||||||
|
@ -3761,9 +3695,6 @@ DoPlayerFall(PLAYERp pp)
|
||||||
// adjust player height by jump speed
|
// adjust player height by jump speed
|
||||||
pp->posz += pp->jump_speed;
|
pp->posz += pp->jump_speed;
|
||||||
|
|
||||||
////DSPRINTF(ds,"Fall velocity = %d",pp->jump_speed);
|
|
||||||
//MONO_PRINT(ds);
|
|
||||||
|
|
||||||
if (pp->jump_speed > 2000)
|
if (pp->jump_speed > 2000)
|
||||||
{
|
{
|
||||||
PlayerSound(DIGI_FALLSCREAM, v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
PlayerSound(DIGI_FALLSCREAM, v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
||||||
|
@ -4196,83 +4127,6 @@ SWBOOL PlayerFlyKey(void)
|
||||||
return key;
|
return key;
|
||||||
}
|
}
|
||||||
|
|
||||||
#if 0
|
|
||||||
void
|
|
||||||
DoPlayerBeginSwim(PLAYERp pp)
|
|
||||||
{
|
|
||||||
USERp u = User[pp->PlayerSprite];
|
|
||||||
SPRITEp sp = &sprite[pp->PlayerSprite];
|
|
||||||
|
|
||||||
RESET(pp->Flags, PF_FALLING | PF_JUMPING);
|
|
||||||
SET(pp->Flags, PF_SWIMMING);
|
|
||||||
|
|
||||||
// reset because of bobbing when wading
|
|
||||||
pp->SpriteP->z = pp->posz + PLAYER_SWIM_HEIGHT;
|
|
||||||
|
|
||||||
pp->friction = PLAYER_SWIM_FRICTION;
|
|
||||||
pp->floor_dist = PLAYER_SWIM_FLOOR_DIST;
|
|
||||||
pp->ceiling_dist = PLAYER_SWIM_CEILING_DIST;
|
|
||||||
pp->DoPlayerAction = DoPlayerSwim;
|
|
||||||
|
|
||||||
//DamageData[u->WeaponNum].Init(pp);
|
|
||||||
|
|
||||||
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Swim);
|
|
||||||
|
|
||||||
SET(sp->cstat, CSTAT_SPRITE_YCENTER);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
void
|
|
||||||
DoPlayerSwim(PLAYERp pp)
|
|
||||||
{
|
|
||||||
USERp u = User[pp->PlayerSprite];
|
|
||||||
SPRITEp sp = &sprite[pp->PlayerSprite];
|
|
||||||
|
|
||||||
// Jump to get up
|
|
||||||
if (TEST_SYNC_KEY(pp, SK_JUMP))
|
|
||||||
{
|
|
||||||
if (FLAG_KEY_PRESSED(pp, SK_JUMP))
|
|
||||||
{
|
|
||||||
FLAG_KEY_RELEASE(pp, SK_JUMP);
|
|
||||||
RESET(sp->cstat, CSTAT_SPRITE_YCENTER);
|
|
||||||
RESET(pp->Flags, PF_SWIMMING);
|
|
||||||
DoPlayerBeginJump(pp);
|
|
||||||
// return;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
FLAG_KEY_RESET(pp, SK_JUMP);
|
|
||||||
}
|
|
||||||
|
|
||||||
// If too shallow to swim or stopped the "RUN" key
|
|
||||||
if (pp->WadeDepth < MIN_SWIM_DEPTH || !(TEST_SYNC_KEY(pp, SK_RUN) || TEST(pp->Flags, PF_LOCK_RUN)))
|
|
||||||
{
|
|
||||||
RESET(sp->cstat, CSTAT_SPRITE_YCENTER);
|
|
||||||
RESET(pp->Flags, PF_SWIMMING);
|
|
||||||
DoPlayerBeginRun(pp);
|
|
||||||
// smooth the transition by updating the sprite now
|
|
||||||
//UpdatePlayerSprite(pp);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Move around
|
|
||||||
DoPlayerMove(pp);
|
|
||||||
|
|
||||||
if (PlayerCanDive(pp))
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (!TEST(pp->Flags, PF_PLAYER_MOVED))
|
|
||||||
{
|
|
||||||
RESET(sp->cstat, CSTAT_SPRITE_YCENTER);
|
|
||||||
RESET(pp->Flags, PF_SWIMMING);
|
|
||||||
DoPlayerBeginWade(pp);
|
|
||||||
DoPlayerWade(pp);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
void
|
void
|
||||||
DoPlayerBeginCrawl(PLAYERp pp)
|
DoPlayerBeginCrawl(PLAYERp pp)
|
||||||
{
|
{
|
||||||
|
@ -5302,11 +5156,11 @@ DoPlayerDiveMeter(PLAYERp pp)
|
||||||
else
|
else
|
||||||
color = 22;
|
color = 22;
|
||||||
|
|
||||||
rotatesprite((200+8)<<16,y<<16,65536L,0,5408,1,1,
|
DrawTexture(twod, tileGetTexture(5408, true), 208, y, DTA_FullscreenScale, FSMode_ScaleToFit43, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
|
||||||
(ROTATE_SPRITE_SCREEN_CLIP),0,0,xdim-1,ydim-1);
|
DTA_CenterOffsetRel, true, DTA_TranslationIndex, TRANSLATION(Translation_Remap, 1), TAG_DONE);
|
||||||
|
|
||||||
rotatesprite((218+47)<<16,y<<16,65536L,0,5406-metertics,1,color,
|
DrawTexture(twod, tileGetTexture(5406 - metertics, true), 265, y, DTA_FullscreenScale, FSMode_ScaleToFit43, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
|
||||||
(ROTATE_SPRITE_SCREEN_CLIP),0,0,xdim-1,ydim-1);
|
DTA_CenterOffsetRel, true, DTA_TranslationIndex, TRANSLATION(Translation_Remap, color), TAG_DONE);
|
||||||
}
|
}
|
||||||
|
|
||||||
void
|
void
|
||||||
|
@ -5751,16 +5605,6 @@ DoPlayerWade(PLAYERp pp)
|
||||||
// Adjust height moving up and down sectors
|
// Adjust height moving up and down sectors
|
||||||
DoPlayerHeight(pp);
|
DoPlayerHeight(pp);
|
||||||
|
|
||||||
#if 0
|
|
||||||
if ((TEST_SYNC_KEY(pp, SK_RUN) || TEST(pp->Flags, PF_LOCK_RUN)) && PlayerInDiveArea(pp))
|
|
||||||
{
|
|
||||||
DoPlayerBeginSwim(pp);
|
|
||||||
pp->bob_amt = 0;
|
|
||||||
pp->bob_ndx = 0;
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
if (!pp->WadeDepth)
|
if (!pp->WadeDepth)
|
||||||
{
|
{
|
||||||
DoPlayerBeginRun(pp);
|
DoPlayerBeginRun(pp);
|
||||||
|
@ -6332,21 +6176,12 @@ DoPlayerDeathFall(PLAYERp pp)
|
||||||
// adjust player height by jump speed
|
// adjust player height by jump speed
|
||||||
pp->posz += pp->jump_speed;
|
pp->posz += pp->jump_speed;
|
||||||
|
|
||||||
#if 0
|
|
||||||
if (pp->lo_sectp && TEST(pp->lo_sectp->extra, SECTFX_SINK))
|
|
||||||
{
|
|
||||||
loz = pp->lo_sectp->floorz - Z(SectUser[pp->lo_sectp - sector]->depth);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
loz = pp->loz;
|
|
||||||
#else
|
|
||||||
if (pp->lo_sectp && TEST(pp->lo_sectp->extra, SECTFX_SINK))
|
if (pp->lo_sectp && TEST(pp->lo_sectp->extra, SECTFX_SINK))
|
||||||
{
|
{
|
||||||
loz = pp->lo_sectp->floorz;
|
loz = pp->lo_sectp->floorz;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
loz = pp->loz;
|
loz = pp->loz;
|
||||||
#endif
|
|
||||||
|
|
||||||
if (PlayerFloorHit(pp, loz - PLAYER_DEATH_HEIGHT))
|
if (PlayerFloorHit(pp, loz - PLAYER_DEATH_HEIGHT))
|
||||||
//if (pp->posz > loz - PLAYER_DEATH_HEIGHT)
|
//if (pp->posz > loz - PLAYER_DEATH_HEIGHT)
|
||||||
|
@ -6524,16 +6359,7 @@ DoPlayerBeginDie(PLAYERp pp)
|
||||||
|
|
||||||
PlayerSound(PlayerLowHealthPainVocs[choosesnd],v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
PlayerSound(PlayerLowHealthPainVocs[choosesnd],v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
||||||
|
|
||||||
#if 0
|
PutStringInfo(pp, GStrings("TXTS_PRESSSPACE"));
|
||||||
if (!CommEnabled && numplayers <= 1 && QuickLoadNum >= 0)
|
|
||||||
{
|
|
||||||
ReloadPrompt = TRUE;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
#endif
|
|
||||||
{
|
|
||||||
PutStringInfo(pp, GStrings("TXTS_PRESSSPACE"));
|
|
||||||
}
|
|
||||||
|
|
||||||
if (pp->sop_control)
|
if (pp->sop_control)
|
||||||
DoPlayerStopOperate(pp);
|
DoPlayerStopOperate(pp);
|
||||||
|
@ -6544,20 +6370,7 @@ DoPlayerBeginDie(PLAYERp pp)
|
||||||
|
|
||||||
RESET(pp->Flags, PF_JUMPING|PF_FALLING|PF_DIVING|PF_FLYING|PF_CLIMBING|PF_CRAWLING|PF_LOCK_CRAWL);
|
RESET(pp->Flags, PF_JUMPING|PF_FALLING|PF_DIVING|PF_FLYING|PF_CLIMBING|PF_CRAWLING|PF_LOCK_CRAWL);
|
||||||
|
|
||||||
#if 0
|
|
||||||
short random;
|
|
||||||
|
|
||||||
// get tilt value
|
|
||||||
random = RANDOM_P2(1024);
|
|
||||||
if (random < 128)
|
|
||||||
pp->tilt_dest = 0;
|
|
||||||
else if (random < 512+64)
|
|
||||||
pp->tilt_dest = PLAYER_DEATH_TILT_VALUE;
|
|
||||||
else
|
|
||||||
pp->tilt_dest = -PLAYER_DEATH_TILT_VALUE;
|
|
||||||
#else
|
|
||||||
pp->tilt_dest = 0;
|
pp->tilt_dest = 0;
|
||||||
#endif
|
|
||||||
|
|
||||||
ActorCoughItem(pp->PlayerSprite);
|
ActorCoughItem(pp->PlayerSprite);
|
||||||
|
|
||||||
|
@ -7702,17 +7515,8 @@ void PlayerGlobal(PLAYERp pp)
|
||||||
{
|
{
|
||||||
int min_height;
|
int min_height;
|
||||||
|
|
||||||
#if 0
|
|
||||||
if (TEST(pp->Flags, PF_JUMPING))
|
|
||||||
// this is a special case for jumping. Jumps have a very small
|
|
||||||
// z height for the box so players can jump into small areas.
|
|
||||||
min_height = PLAYER_MIN_HEIGHT_JUMP;
|
|
||||||
else
|
|
||||||
min_height = PLAYER_MIN_HEIGHT;
|
|
||||||
#else
|
|
||||||
// just adjusted min height to something small to take care of all cases
|
// just adjusted min height to something small to take care of all cases
|
||||||
min_height = PLAYER_MIN_HEIGHT;
|
min_height = PLAYER_MIN_HEIGHT;
|
||||||
#endif
|
|
||||||
|
|
||||||
if (labs(pp->loz - pp->hiz) < min_height)
|
if (labs(pp->loz - pp->hiz) < min_height)
|
||||||
{
|
{
|
||||||
|
@ -7966,15 +7770,8 @@ domovethings(void)
|
||||||
|
|
||||||
if (!TEST(pp->Flags, PF_DEAD))
|
if (!TEST(pp->Flags, PF_DEAD))
|
||||||
{
|
{
|
||||||
#if DEBUG
|
|
||||||
if (!DebugPanel)
|
|
||||||
WeaponOperate(pp);
|
|
||||||
if (!DebugSector)
|
|
||||||
PlayerOperateEnv(pp);
|
|
||||||
#else
|
|
||||||
WeaponOperate(pp);
|
WeaponOperate(pp);
|
||||||
PlayerOperateEnv(pp);
|
PlayerOperateEnv(pp);
|
||||||
#endif
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// do for moving sectors
|
// do for moving sectors
|
||||||
|
@ -8003,9 +7800,6 @@ domovethings(void)
|
||||||
}
|
}
|
||||||
UpdatePlayerSprite(pp);
|
UpdatePlayerSprite(pp);
|
||||||
|
|
||||||
#if DEBUG
|
|
||||||
if (!DebugPanel)
|
|
||||||
#endif
|
|
||||||
pSpriteControl(pp);
|
pSpriteControl(pp);
|
||||||
|
|
||||||
PlayerStateControl(pp->PlayerSprite);
|
PlayerStateControl(pp->PlayerSprite);
|
||||||
|
|
|
@ -37,6 +37,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
||||||
#include "sector.h"
|
#include "sector.h"
|
||||||
#include "gamecontrol.h"
|
#include "gamecontrol.h"
|
||||||
#include "mapinfo.h"
|
#include "mapinfo.h"
|
||||||
|
#include "v_draw.h"
|
||||||
|
|
||||||
BEGIN_SW_NS
|
BEGIN_SW_NS
|
||||||
|
|
||||||
|
@ -974,11 +975,11 @@ BossHealthMeter(void)
|
||||||
else
|
else
|
||||||
color = 22;
|
color = 22;
|
||||||
|
|
||||||
rotatesprite((73+12)<<16,y<<16,65536L,0,5407,1,1,
|
DrawTexture(twod, tileGetTexture(5407, true), 85, y, DTA_FullscreenScale, FSMode_ScaleToFit43, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
|
||||||
(ROTATE_SPRITE_SCREEN_CLIP),0,0,xdim-1,ydim-1);
|
DTA_CenterOffsetRel, true, DTA_TranslationIndex, TRANSLATION(Translation_Remap, 1), TAG_DONE);
|
||||||
|
|
||||||
rotatesprite((100+47)<<16,y<<16,65536L,0,5406-metertics,1,color,
|
DrawTexture(twod, tileGetTexture(5406 - metertics, true), 147, y, DTA_FullscreenScale, FSMode_ScaleToFit43, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
|
||||||
(ROTATE_SPRITE_SCREEN_CLIP),0,0,xdim-1,ydim-1);
|
DTA_CenterOffsetRel, true, DTA_TranslationIndex, TRANSLATION(Translation_Remap, color), TAG_DONE);
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue