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https://github.com/ZDoom/raze-gles.git
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- … and for Exhumed
This game does not implement follow mode. Note: Follow mode needs to be simplified across games!
This commit is contained in:
parent
0ee042fb60
commit
e158775e67
7 changed files with 10 additions and 18 deletions
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@ -167,9 +167,6 @@ short nCurBodyNum = 0;
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short nBodyTotal = 0;
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short nBodyTotal = 0;
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short lastfps;
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short lastfps;
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short nMapMode = 0;
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short nTotalPlayers = 1;
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short nTotalPlayers = 1;
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// TODO: Rename this (or make it static) so it doesn't conflict with library function
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// TODO: Rename this (or make it static) so it doesn't conflict with library function
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//short socket = 0;
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//short socket = 0;
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@ -188,11 +188,6 @@ extern short nBodyTotal;
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extern short bSnakeCam;
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extern short bSnakeCam;
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extern uint8_t nCinemaSeen;
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extern uint8_t nCinemaSeen;
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//extern short nScreenWidth;
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//extern short nScreenHeight;
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extern short nMapMode;
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extern short nButtonColor;
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extern short nButtonColor;
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extern short nHeadStage;
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extern short nHeadStage;
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@ -74,7 +74,7 @@ static int FinishLevel(TArray<JobDesc> &jobs)
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StopAllSounds();
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StopAllSounds();
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bCamera = false;
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bCamera = false;
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nMapMode = 0;
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automapMode = am_off;
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STAT_Update(lnum == kMap20);
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STAT_Update(lnum == kMap20);
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if (lnum != kMap20)
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if (lnum != kMap20)
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@ -958,7 +958,7 @@ void DrawWeapons(double smooth)
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nPal = RemapPLU(nPal);
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nPal = RemapPLU(nPal);
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double xOffset, yOffset;
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double xOffset = 0, yOffset = 0;
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if (cl_weaponsway)
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if (cl_weaponsway)
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{
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{
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@ -128,7 +128,7 @@ void UpdateInputs()
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void CheckKeys()
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void CheckKeys()
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{
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{
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if (!nMapMode)
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if (automapMode == am_off)
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{
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{
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if (buttonMap.ButtonDown(gamefunc_Enlarge_Screen))
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if (buttonMap.ButtonDown(gamefunc_Enlarge_Screen))
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{
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{
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@ -191,11 +191,11 @@ void CheckKeys2()
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buttonMap.ClearButton(gamefunc_Map);
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buttonMap.ClearButton(gamefunc_Map);
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if (!nFreeze) {
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if (!nFreeze) {
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nMapMode = (nMapMode + 1) % 3;
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automapMode = (automapMode + 1) % 3;
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}
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}
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}
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}
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if (nMapMode != 0)
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if (automapMode != am_off)
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{
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{
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int const timerOffset = ((int)totalclock - nonsharedtimer);
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int const timerOffset = ((int)totalclock - nonsharedtimer);
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nonsharedtimer += timerOffset;
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nonsharedtimer += timerOffset;
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@ -335,7 +335,7 @@ static void G_DrawOverheadMap(int32_t cposx, int32_t cposy, int32_t czoom, int16
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if (sector[wal->nextsector].ceilingz == z1 && sector[wal->nextsector].floorz == z2)
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if (sector[wal->nextsector].ceilingz == z1 && sector[wal->nextsector].floorz == z2)
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if (((wal->cstat|wall[wal->nextwall].cstat)&(16+32)) == 0) continue;
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if (((wal->cstat|wall[wal->nextwall].cstat)&(16+32)) == 0) continue;
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if (nMapMode == 2)
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if (automapMode == am_full)
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col = 111;
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col = 111;
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else
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else
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col = 111 - min(klabs(z2 - nPlayerZ) >> 13, 12);
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col = 111 - min(klabs(z2 - nPlayerZ) >> 13, 12);
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@ -364,7 +364,7 @@ static void G_DrawOverheadMap(int32_t cposx, int32_t cposy, int32_t czoom, int16
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endwall = sector[i].wallptr + sector[i].wallnum;
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endwall = sector[i].wallptr + sector[i].wallnum;
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z2 = sector[i].floorz;
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z2 = sector[i].floorz;
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if (nMapMode == 2)
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if (automapMode == am_full)
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{
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{
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col = 111;
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col = 111;
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}
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}
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@ -465,9 +465,9 @@ void UpdateMap()
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void DrawMap()
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void DrawMap()
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{
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{
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if (!nFreeze && nMapMode) {
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if (!nFreeze && automapMode != am_off) {
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//drawoverheadmap(initx, inity, lMapZoom, inita);
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//drawoverheadmap(initx, inity, lMapZoom, inita);
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if (nMapMode == 2)
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if (automapMode == am_full)
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{
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{
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twod->ClearScreen();
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twod->ClearScreen();
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renderDrawMapView(initx, inity, lMapZoom, inita);
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renderDrawMapView(initx, inity, lMapZoom, inita);
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@ -453,7 +453,7 @@ void InitPlayerInventory(short nPlayer)
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PlayerList[nPlayer].nCurrentWeapon = 0;
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PlayerList[nPlayer].nCurrentWeapon = 0;
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if (nPlayer == nLocalPlayer) {
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if (nPlayer == nLocalPlayer) {
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nMapMode = 0;
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automapMode = am_off;
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}
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}
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nPlayerScore[nPlayer] = 0;
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nPlayerScore[nPlayer] = 0;
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