-processinput_d

This commit is contained in:
Christoph Oelckers 2020-05-19 00:26:07 +02:00
parent df41875aa6
commit fadbe61b9c
4 changed files with 823 additions and 147 deletions

View file

@ -631,7 +631,7 @@ int endoflevel(int snum)
// //
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------
void timedexit(int snum) int timedexit(int snum)
{ {
auto p = &ps[snum]; auto p = &ps[snum];
p->timebeforeexit--; p->timebeforeexit--;
@ -659,8 +659,9 @@ void timedexit(int snum)
ud.level_number++; ud.level_number++;
ud.m_level_number = ud.level_number; ud.m_level_number = ud.level_number;
} }
return; return true;
} }
return false;
} }
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------
@ -735,6 +736,16 @@ void playerCenterView(int snum)
} }
} }
#pragma message("input stuff begins here")
void horizAngleAdjust(int snum, int delta)
{
#if 1 // for per-frame input
g_player[snum].horizAngleAdjust = delta;
#else // for synchronous input
ps[snum].addhoriz(delta);
#endif
}
void playerLookUp(int snum, int sb_snum) void playerLookUp(int snum, int sb_snum)
{ {
auto p = &ps[snum]; auto p = &ps[snum];
@ -743,8 +754,7 @@ void playerLookUp(int snum, int sb_snum)
if (GetGameVarID(g_iReturnVarID, p->i, snum) == 0) if (GetGameVarID(g_iReturnVarID, p->i, snum) == 0)
{ {
p->return_to_center = 9; p->return_to_center = 9;
if (sb_snum & SKB_RUN) p->addhoriz(12); // running horizAngleAdjust(snum, (sb_snum & SKB_RUN) ? 12 : 24);
p->addhoriz(12);
} }
} }
@ -756,8 +766,7 @@ void playerLookDown(int snum, int sb_snum)
if (GetGameVarID(g_iReturnVarID, p->i, snum) == 0) if (GetGameVarID(g_iReturnVarID, p->i, snum) == 0)
{ {
p->return_to_center = 9; p->return_to_center = 9;
if (sb_snum & SKB_RUN) p->addhoriz(-12); horizAngleAdjust(snum, (sb_snum & SKB_RUN) ? -12 : -24);
p->addhoriz(-12); // running
} }
} }
@ -768,8 +777,7 @@ void playerAimUp(int snum, int sb_snum)
OnEvent(EVENT_AIMUP, p->i, snum, -1); OnEvent(EVENT_AIMUP, p->i, snum, -1);
if (GetGameVarID(g_iReturnVarID, p->i, snum) == 0) if (GetGameVarID(g_iReturnVarID, p->i, snum) == 0)
{ {
if (sb_snum & SKB_RUN) p->addhoriz(6); // running horizAngleAdjust(snum, (sb_snum & SKB_RUN) ? 6 : 12);
p->addhoriz(6); // running
} }
} }
@ -780,8 +788,7 @@ void playerAimDown(int snum, int sb_snum)
OnEvent(EVENT_AIMDOWN, p->i, snum, -1); OnEvent(EVENT_AIMDOWN, p->i, snum, -1);
if (GetGameVarID(g_iReturnVarID, p->i, snum) == 0) if (GetGameVarID(g_iReturnVarID, p->i, snum) == 0)
{ {
if (sb_snum & SKB_RUN) p->addhoriz(-6); // running horizAngleAdjust(snum, (sb_snum & SKB_RUN) ? -6 : -12);
p->addhoriz(-6); // running
} }
} }

View file

@ -187,6 +187,7 @@ typedef struct player_struct {
void addang(int v) { q16ang = (q16ang + (v << FRACBITS)) & ((2048 << FRACBITS)-1); } void addang(int v) { q16ang = (q16ang + (v << FRACBITS)) & ((2048 << FRACBITS)-1); }
void setoang(int v) { oq16ang = v << FRACBITS; } void setoang(int v) { oq16ang = v << FRACBITS; }
void addhoriz(int v) { q16horiz += (v << FRACBITS); } void addhoriz(int v) { q16horiz += (v << FRACBITS); }
void addhorizoff(int v) { q16horiz += (v << FRACBITS); }
void sethoriz(int v) { q16horiz = (v << FRACBITS); } void sethoriz(int v) { q16horiz = (v << FRACBITS); }
int gethoriz() { return q16horiz >> FRACBITS; } int gethoriz() { return q16horiz >> FRACBITS; }
int gethorizsum() { return (q16horiz + q16horizoff) >> FRACBITS; } int gethorizsum() { return (q16horiz + q16horizoff) >> FRACBITS; }
@ -462,13 +463,21 @@ int hits(int i);
int hitasprite(int i, short* hitsp); int hitasprite(int i, short* hitsp);
int aim(spritetype* s, int aang); int aim(spritetype* s, int aang);
void timedexit(int snum); int timedexit(int snum);
void dokneeattack(int snum, int pi, const std::initializer_list<int>& respawnlist);
int endoflevel(int snum); int endoflevel(int snum);
void playerisdead(int snum, int psectlotag, int fz, int cz); void playerisdead(int snum, int psectlotag, int fz, int cz);
void footprints(int snum); void footprints(int snum);
int makepainsounds(int snum, int type); int makepainsounds(int snum, int type);
void playerCrouch(int snum); void playerCrouch(int snum);
void playerJump(int snum, int fz, int cz); void playerJump(int snum, int fz, int cz);
void playerLookLeft(int snum);
void playerLookRight(int snum);
void playerCenterView(int snum);
void playerLookUp(int snum, int sb_snum);
void playerLookDown(int snum, int sb_snum);
void playerAimUp(int snum, int sb_snum);
void playerAimDown(int snum, int sb_snum);
extern int lastvisinc; extern int lastvisinc;

File diff suppressed because it is too large Load diff

View file

@ -92,7 +92,7 @@ void DoFire(struct player_struct *p, short snum)
{ {
// do clip check... // do clip check...
p->kickback_pic=aplWeaponTotalTime[p->curr_weapon][snum]; p->kickback_pic=aplWeaponTotalTime[p->curr_weapon][snum];
// is same as (*kb).... // is same as p->kickback_pic....
} }
if(aplWeaponWorksLike[p->curr_weapon][snum]!=KNEE_WEAPON) if(aplWeaponWorksLike[p->curr_weapon][snum]!=KNEE_WEAPON)
@ -141,7 +141,7 @@ void DoSpawn(struct player_struct *p, short snum)
// //
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------
void fireweapon_ww(int snum, int* kb) void fireweapon_ww(int snum)
{ {
auto p = &ps[snum]; auto p = &ps[snum];
int pi = p->i; int pi = p->i;
@ -171,7 +171,7 @@ void fireweapon_ww(int snum, int* kb)
p->hbomb_hold_delay = 0; p->hbomb_hold_delay = 0;
if (p->ammo_amount[p->curr_weapon] > 0) if (p->ammo_amount[p->curr_weapon] > 0)
{ {
(*kb) = 1; p->kickback_pic = 1;
if (aplWeaponInitialSound[p->curr_weapon][snum]) if (aplWeaponInitialSound[p->curr_weapon][snum])
{ {
spritesound(aplWeaponInitialSound[p->curr_weapon][snum], pi); spritesound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
@ -180,7 +180,7 @@ void fireweapon_ww(int snum, int* kb)
break; break;
case HANDREMOTE_WEAPON: case HANDREMOTE_WEAPON:
p->hbomb_hold_delay = 0; p->hbomb_hold_delay = 0;
(*kb) = 1; p->kickback_pic = 1;
if (aplWeaponInitialSound[p->curr_weapon][snum]) if (aplWeaponInitialSound[p->curr_weapon][snum])
{ {
spritesound(aplWeaponInitialSound[p->curr_weapon][snum], pi); spritesound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
@ -191,7 +191,7 @@ void fireweapon_ww(int snum, int* kb)
if (p->ammo_amount[p->curr_weapon] > 0) if (p->ammo_amount[p->curr_weapon] > 0)
{ {
// p->ammo_amount[p->curr_weapon]--; // p->ammo_amount[p->curr_weapon]--;
(*kb) = 1; p->kickback_pic = 1;
if (aplWeaponInitialSound[p->curr_weapon][snum]) if (aplWeaponInitialSound[p->curr_weapon][snum])
{ {
spritesound(aplWeaponInitialSound[p->curr_weapon][snum], pi); spritesound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
@ -203,7 +203,7 @@ void fireweapon_ww(int snum, int* kb)
case CHAINGUN_WEAPON: case CHAINGUN_WEAPON:
if (p->ammo_amount[p->curr_weapon] > 0) if (p->ammo_amount[p->curr_weapon] > 0)
{ {
(*kb) = 1; p->kickback_pic = 1;
if (aplWeaponInitialSound[p->curr_weapon][snum]) if (aplWeaponInitialSound[p->curr_weapon][snum])
{ {
spritesound(aplWeaponInitialSound[p->curr_weapon][snum], pi); spritesound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
@ -214,7 +214,7 @@ void fireweapon_ww(int snum, int* kb)
case SHOTGUN_WEAPON: case SHOTGUN_WEAPON:
if (p->ammo_amount[p->curr_weapon] > 0 && p->random_club_frame == 0) if (p->ammo_amount[p->curr_weapon] > 0 && p->random_club_frame == 0)
{ {
(*kb) = 1; p->kickback_pic = 1;
if (aplWeaponInitialSound[p->curr_weapon][snum]) if (aplWeaponInitialSound[p->curr_weapon][snum])
{ {
spritesound(aplWeaponInitialSound[p->curr_weapon][snum], pi); spritesound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
@ -224,7 +224,7 @@ void fireweapon_ww(int snum, int* kb)
case TRIPBOMB_WEAPON: case TRIPBOMB_WEAPON:
if (operateTripbomb(snum)) if (operateTripbomb(snum))
{ {
(*kb) = 1; p->kickback_pic = 1;
if (aplWeaponInitialSound[p->curr_weapon][snum]) if (aplWeaponInitialSound[p->curr_weapon][snum])
{ {
spritesound(aplWeaponInitialSound[p->curr_weapon][snum], pi); spritesound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
@ -235,7 +235,7 @@ void fireweapon_ww(int snum, int* kb)
case SHRINKER_WEAPON: case SHRINKER_WEAPON:
if (p->ammo_amount[p->curr_weapon] > 0) if (p->ammo_amount[p->curr_weapon] > 0)
{ {
(*kb) = 1; p->kickback_pic = 1;
if (aplWeaponInitialSound[p->curr_weapon][snum]) if (aplWeaponInitialSound[p->curr_weapon][snum])
{ {
spritesound(aplWeaponInitialSound[p->curr_weapon][snum], pi); spritesound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
@ -246,7 +246,7 @@ void fireweapon_ww(int snum, int* kb)
case GROW_WEAPON: case GROW_WEAPON:
if (p->ammo_amount[p->curr_weapon] > 0) if (p->ammo_amount[p->curr_weapon] > 0)
{ {
(*kb) = 1; p->kickback_pic = 1;
if (aplWeaponInitialSound[p->curr_weapon][snum]) if (aplWeaponInitialSound[p->curr_weapon][snum])
{ {
spritesound(aplWeaponInitialSound[p->curr_weapon][snum], pi); spritesound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
@ -257,7 +257,7 @@ void fireweapon_ww(int snum, int* kb)
case FREEZE_WEAPON: case FREEZE_WEAPON:
if (p->ammo_amount[p->curr_weapon] > 0) if (p->ammo_amount[p->curr_weapon] > 0)
{ {
(*kb) = 1; p->kickback_pic = 1;
if (aplWeaponInitialSound[p->curr_weapon][snum]) if (aplWeaponInitialSound[p->curr_weapon][snum])
{ {
spritesound(aplWeaponInitialSound[p->curr_weapon][snum], pi); spritesound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
@ -267,7 +267,7 @@ void fireweapon_ww(int snum, int* kb)
case DEVISTATOR_WEAPON: case DEVISTATOR_WEAPON:
if (p->ammo_amount[p->curr_weapon] > 0) if (p->ammo_amount[p->curr_weapon] > 0)
{ {
(*kb) = 1; p->kickback_pic = 1;
p->hbomb_hold_delay = !p->hbomb_hold_delay; p->hbomb_hold_delay = !p->hbomb_hold_delay;
if (aplWeaponInitialSound[p->curr_weapon][snum]) if (aplWeaponInitialSound[p->curr_weapon][snum])
{ {
@ -279,7 +279,7 @@ void fireweapon_ww(int snum, int* kb)
case RPG_WEAPON: case RPG_WEAPON:
if (p->ammo_amount[RPG_WEAPON] > 0) if (p->ammo_amount[RPG_WEAPON] > 0)
{ {
(*kb) = 1; p->kickback_pic = 1;
if (aplWeaponInitialSound[p->curr_weapon][snum]) if (aplWeaponInitialSound[p->curr_weapon][snum])
{ {
spritesound(aplWeaponInitialSound[p->curr_weapon][snum], pi); spritesound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
@ -290,7 +290,7 @@ void fireweapon_ww(int snum, int* kb)
case KNEE_WEAPON: case KNEE_WEAPON:
if (p->quick_kick == 0) if (p->quick_kick == 0)
{ {
(*kb) = 1; p->kickback_pic = 1;
if (aplWeaponInitialSound[p->curr_weapon][snum]) if (aplWeaponInitialSound[p->curr_weapon][snum])
{ {
spritesound(aplWeaponInitialSound[p->curr_weapon][snum], pi); spritesound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
@ -308,7 +308,7 @@ void fireweapon_ww(int snum, int* kb)
// //
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------
void operateweapon_ww(int snum, int sb_snum, int psect, int* kb) void operateweapon_ww(int snum, int sb_snum, int psect)
{ {
auto p = &ps[snum]; auto p = &ps[snum];
int pi = p->i; int pi = p->i;
@ -319,7 +319,7 @@ void operateweapon_ww(int snum, int sb_snum, int psect, int* kb)
if (aplWeaponWorksLike[p->curr_weapon][snum] == HANDBOMB_WEAPON) if (aplWeaponWorksLike[p->curr_weapon][snum] == HANDBOMB_WEAPON)
{ {
if (aplWeaponHoldDelay[p->curr_weapon][snum] // there is a hold delay if (aplWeaponHoldDelay[p->curr_weapon][snum] // there is a hold delay
&& ((*kb) == aplWeaponFireDelay[p->curr_weapon][snum]) // and we are 'at' hold && (p->kickback_pic == aplWeaponFireDelay[p->curr_weapon][snum]) // and we are 'at' hold
&& (sb_snum & (1 << 2)) // and 'fire' button is still down && (sb_snum & (1 << 2)) // and 'fire' button is still down
) )
// just hold here... // just hold here...
@ -327,8 +327,8 @@ void operateweapon_ww(int snum, int sb_snum, int psect, int* kb)
p->rapid_fire_hold = 1; p->rapid_fire_hold = 1;
return; return;
} }
(*kb)++; p->kickback_pic++;
if ((*kb) == aplWeaponHoldDelay[p->curr_weapon][snum]) if (p->kickback_pic == aplWeaponHoldDelay[p->curr_weapon][snum])
{ {
p->ammo_amount[p->curr_weapon]--; p->ammo_amount[p->curr_weapon]--;
@ -375,23 +375,23 @@ void operateweapon_ww(int snum, int sb_snum, int psect, int* kb)
p->hbomb_on = 1; p->hbomb_on = 1;
} }
else if ((*kb) < aplWeaponHoldDelay[p->curr_weapon][snum] && else if (p->kickback_pic < aplWeaponHoldDelay[p->curr_weapon][snum] &&
(sb_snum & SKB_CROUCH)) (sb_snum & SKB_CROUCH))
{ {
p->hbomb_hold_delay++; p->hbomb_hold_delay++;
} }
else if ((*kb) > aplWeaponTotalTime[p->curr_weapon][snum]) else if (p->kickback_pic > aplWeaponTotalTime[p->curr_weapon][snum])
{ {
(*kb) = 0; p->kickback_pic = 0;
// don't change to remote when in NAM: grenades are timed // don't change to remote when in NAM: grenades are timed
checkavailweapon(p); checkavailweapon(p);
} }
} }
else if (aplWeaponWorksLike[p->curr_weapon][snum] == HANDREMOTE_WEAPON) else if (aplWeaponWorksLike[p->curr_weapon][snum] == HANDREMOTE_WEAPON)
{ {
(*kb)++; p->kickback_pic++;
if ((*kb) == aplWeaponFireDelay[p->curr_weapon][snum]) if (p->kickback_pic == aplWeaponFireDelay[p->curr_weapon][snum])
{ {
if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_BOMB_TRIGGER) if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_BOMB_TRIGGER)
{ {
@ -411,9 +411,9 @@ void operateweapon_ww(int snum, int sb_snum, int psect, int* kb)
} }
} }
if ((*kb) >= aplWeaponTotalTime[p->curr_weapon][snum]) if (p->kickback_pic >= aplWeaponTotalTime[p->curr_weapon][snum])
{ {
(*kb) = 0; p->kickback_pic = 0;
/// WHAT THE HELL DOES THIS DO....????????????? /// WHAT THE HELL DOES THIS DO....?????????????
if (p->ammo_amount[TRIPBOMB_WEAPON] > 0) if (p->ammo_amount[TRIPBOMB_WEAPON] > 0)
fi.addweapon(p, TRIPBOMB_WEAPON); fi.addweapon(p, TRIPBOMB_WEAPON);
@ -426,51 +426,51 @@ void operateweapon_ww(int snum, int sb_snum, int psect, int* kb)
{ {
// the basic weapon... // the basic weapon...
(*kb)++; p->kickback_pic++;
if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_CHECKATRELOAD) if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_CHECKATRELOAD)
{ {
if (*kb == aplWeaponReload[p->curr_weapon][snum]) if (p->kickback_pic == aplWeaponReload[p->curr_weapon][snum])
{ {
checkavailweapon(p); checkavailweapon(p);
} }
} }
if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_STANDSTILL if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_STANDSTILL
&& *kb < (aplWeaponFireDelay[p->curr_weapon][snum] + 1)) && p->kickback_pic < (aplWeaponFireDelay[p->curr_weapon][snum] + 1))
{ {
p->posz = p->oposz; p->posz = p->oposz;
p->poszv = 0; p->poszv = 0;
} }
if (*kb == aplWeaponSound2Time[p->curr_weapon][snum]) if (p->kickback_pic == aplWeaponSound2Time[p->curr_weapon][snum])
{ {
if (aplWeaponSound2Sound[p->curr_weapon][snum]) if (aplWeaponSound2Sound[p->curr_weapon][snum])
{ {
spritesound(aplWeaponSound2Sound[p->curr_weapon][snum], pi); spritesound(aplWeaponSound2Sound[p->curr_weapon][snum], pi);
} }
} }
if (*kb == aplWeaponSpawnTime[p->curr_weapon][snum]) if (p->kickback_pic == aplWeaponSpawnTime[p->curr_weapon][snum])
{ {
DoSpawn(p, snum); DoSpawn(p, snum);
} }
if (*kb == aplWeaponFireDelay[p->curr_weapon][snum]) if (p->kickback_pic == aplWeaponFireDelay[p->curr_weapon][snum])
{ {
DoFire(p, snum); DoFire(p, snum);
} }
if (*kb > aplWeaponFireDelay[p->curr_weapon][snum] if (p->kickback_pic > aplWeaponFireDelay[p->curr_weapon][snum]
&& (*kb) < aplWeaponTotalTime[p->curr_weapon][snum]) && p->kickback_pic < aplWeaponTotalTime[p->curr_weapon][snum])
{ {
if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_AUTOMATIC) if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_AUTOMATIC)
{ // an 'automatic' { // an 'automatic'
if ((sb_snum & (1 << 2)) == 0) if ((sb_snum & (1 << 2)) == 0)
{ {
*kb = aplWeaponTotalTime[p->curr_weapon][snum]; p->kickback_pic = aplWeaponTotalTime[p->curr_weapon][snum];
} }
if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_FIREEVERYTHIRD) if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_FIREEVERYTHIRD)
{ {
if (((*(kb)) % 3) == 0) if (((p->kickback_pic) % 3) == 0)
{ {
DoFire(p, snum); DoFire(p, snum);
DoSpawn(p, snum); DoSpawn(p, snum);
@ -486,7 +486,7 @@ void operateweapon_ww(int snum, int sb_snum, int psect, int* kb)
} // 'automatic } // 'automatic
} }
else if ((*kb) >= aplWeaponTotalTime[p->curr_weapon][snum]) else if (p->kickback_pic >= aplWeaponTotalTime[p->curr_weapon][snum])
{ {
if ( //!(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_CHECKATRELOAD) && if ( //!(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_CHECKATRELOAD) &&
aplWeaponReload[p->curr_weapon][snum] > aplWeaponTotalTime[p->curr_weapon][snum] aplWeaponReload[p->curr_weapon][snum] > aplWeaponTotalTime[p->curr_weapon][snum]
@ -500,19 +500,19 @@ void operateweapon_ww(int snum, int sb_snum, int psect, int* kb)
i = aplWeaponReload[p->curr_weapon][snum] - aplWeaponTotalTime[p->curr_weapon][snum]; i = aplWeaponReload[p->curr_weapon][snum] - aplWeaponTotalTime[p->curr_weapon][snum];
// time for 'reload' // time for 'reload'
if ((*kb) == (aplWeaponTotalTime[p->curr_weapon][snum] + 1)) if (p->kickback_pic == (aplWeaponTotalTime[p->curr_weapon][snum] + 1))
{ // eject shortly after 'total time' { // eject shortly after 'total time'
spritesound(EJECT_CLIP, pi); spritesound(EJECT_CLIP, pi);
} }
else if ((*kb) == (aplWeaponReload[p->curr_weapon][snum] - (i / 3))) else if (p->kickback_pic == (aplWeaponReload[p->curr_weapon][snum] - (i / 3)))
{ {
// insert occurs 2/3 of way through reload delay // insert occurs 2/3 of way through reload delay
spritesound(INSERT_CLIP, pi); spritesound(INSERT_CLIP, pi);
} }
if ((*kb) >= (aplWeaponReload[p->curr_weapon][snum])) if (p->kickback_pic >= (aplWeaponReload[p->curr_weapon][snum]))
{ {
*kb = 0; p->kickback_pic = 0;
} }
} }
@ -525,21 +525,21 @@ void operateweapon_ww(int snum, int sb_snum, int psect, int* kb)
// we are an AUTOMATIC. Fire again... // we are an AUTOMATIC. Fire again...
if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_RANDOMRESTART) if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_RANDOMRESTART)
{ {
*kb = 1 + (krand() & 3); p->kickback_pic = 1 + (krand() & 3);
} }
else else
{ {
*kb = 1; p->kickback_pic = 1;
} }
} }
else else
{ {
*kb = 0; p->kickback_pic = 0;
} }
} }
else else
{ // not 'automatic' and >totaltime { // not 'automatic' and >totaltime
*kb = 0; p->kickback_pic = 0;
} }
} }
} }