//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements) Copyright (C) 2004, 2007 - EDuke32 developers This file is part of EDuke32 EDuke32 is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ //------------------------------------------------------------------------- /* #include "duke3d.h" #include "gamedef.h" #include "osd.h" */ // this is all the crap for accessing the game's structs through the CON VM // I got a 3-4 fps gain by inlining these... #ifndef _gamevars_c_ static void __fastcall VM_AccessUserdef(int32_t iSet, int32_t lLabelID, int32_t lVar2) { int32_t lValue=0; if (vm.g_p != myconnectindex) { // if (lVar2 == MAXGAMEVARS) // insptr++; insptr += (lVar2 == MAXGAMEVARS); return; } if (iSet) lValue=Gv_GetVar(lVar2, vm.g_i, vm.g_p); switch (lLabelID) { case USERDEFS_GOD: if (iSet) { ud.god = lValue; return; } Gv_SetVar(lVar2, ud.god, vm.g_i, vm.g_p); return; case USERDEFS_WARP_ON: if (iSet) { ud.warp_on = lValue; return; } Gv_SetVar(lVar2, ud.warp_on, vm.g_i, vm.g_p); return; case USERDEFS_CASHMAN: if (iSet) { ud.cashman = lValue; return; } Gv_SetVar(lVar2, ud.cashman, vm.g_i, vm.g_p); return; case USERDEFS_EOG: if (iSet) { ud.eog = lValue; return; } Gv_SetVar(lVar2, ud.eog, vm.g_i, vm.g_p); return; case USERDEFS_SHOWALLMAP: if (iSet) { ud.showallmap = lValue; return; } Gv_SetVar(lVar2, ud.showallmap, vm.g_i, vm.g_p); return; case USERDEFS_SHOW_HELP: if (iSet) { ud.show_help = lValue; return; } Gv_SetVar(lVar2, ud.show_help, vm.g_i, vm.g_p); return; case USERDEFS_SCROLLMODE: if (iSet) { ud.scrollmode = lValue; return; } Gv_SetVar(lVar2, ud.scrollmode, vm.g_i, vm.g_p); return; case USERDEFS_CLIPPING: if (iSet) { ud.clipping = lValue; return; } Gv_SetVar(lVar2, ud.clipping, vm.g_i, vm.g_p); return; // case USERDEFS_USER_NAME: // if(iSet) // { // ud.user_name[MAXPLAYERS][32] = lValue; // return; // } // Gv_SetVar(lVar2, ud.user_name[MAXPLAYERS][32], vm.g_i, vm.g_p); // return; // case USERDEFS_RIDECULE: // if(iSet) // { // ud.ridecule = lValue; // return; // } // Gv_SetVar(lVar2, ud.ridecule, vm.g_i, vm.g_p); // return; // case USERDEFS_SAVEGAME: // if(iSet) // { // ud.savegame = lValue; // return; // } // Gv_SetVar(lVar2, ud.savegame, vm.g_i, vm.g_p); // return; // case USERDEFS_PWLOCKOUT: // if(iSet) // { // ud.pwlockout = lValue; // return; // } // Gv_SetVar(lVar2, ud.pwlockout, vm.g_i, vm.g_p); // return; // case USERDEFS_RTSNAME: // if(iSet) // { // ud.rtsname = lValue; // return; // } // Gv_SetVar(lVar2, ud.rtsname, vm.g_i, vm.g_p); // return; case USERDEFS_OVERHEAD_ON: if (iSet) { ud.overhead_on = lValue; return; } Gv_SetVar(lVar2, ud.overhead_on, vm.g_i, vm.g_p); return; case USERDEFS_LAST_OVERHEAD: if (iSet) { ud.last_overhead = lValue; return; } Gv_SetVar(lVar2, ud.last_overhead, vm.g_i, vm.g_p); return; case USERDEFS_SHOWWEAPONS: if (iSet) { ud.showweapons = lValue; return; } Gv_SetVar(lVar2, ud.showweapons, vm.g_i, vm.g_p); return; case USERDEFS_PAUSE_ON: if (iSet) { ud.pause_on = lValue; return; } Gv_SetVar(lVar2, ud.pause_on, vm.g_i, vm.g_p); return; case USERDEFS_FROM_BONUS: if (iSet) { ud.from_bonus = lValue; return; } Gv_SetVar(lVar2, ud.from_bonus, vm.g_i, vm.g_p); return; case USERDEFS_CAMERASPRITE: if (iSet) { ud.camerasprite = lValue; return; } Gv_SetVar(lVar2, ud.camerasprite, vm.g_i, vm.g_p); return; case USERDEFS_LAST_CAMSPRITE: if (iSet) { ud.last_camsprite = lValue; return; } Gv_SetVar(lVar2, ud.last_camsprite, vm.g_i, vm.g_p); return; case USERDEFS_LAST_LEVEL: if (iSet) { ud.last_level = lValue; return; } Gv_SetVar(lVar2, ud.last_level, vm.g_i, vm.g_p); return; case USERDEFS_SECRETLEVEL: if (iSet) { ud.secretlevel = lValue; return; } Gv_SetVar(lVar2, ud.secretlevel, vm.g_i, vm.g_p); return; case USERDEFS_CONST_VISIBILITY: if (iSet) { ud.const_visibility = lValue; return; } Gv_SetVar(lVar2, ud.const_visibility, vm.g_i, vm.g_p); return; case USERDEFS_UW_FRAMERATE: if (iSet) { ud.uw_framerate = lValue; return; } Gv_SetVar(lVar2, ud.uw_framerate, vm.g_i, vm.g_p); return; case USERDEFS_CAMERA_TIME: if (iSet) { ud.camera_time = lValue; return; } Gv_SetVar(lVar2, ud.camera_time, vm.g_i, vm.g_p); return; case USERDEFS_FOLFVEL: if (iSet) { ud.folfvel = lValue; return; } Gv_SetVar(lVar2, ud.folfvel, vm.g_i, vm.g_p); return; case USERDEFS_FOLAVEL: if (iSet) { ud.folavel = lValue; return; } Gv_SetVar(lVar2, ud.folavel, vm.g_i, vm.g_p); return; case USERDEFS_FOLX: if (iSet) { ud.folx = lValue; return; } Gv_SetVar(lVar2, ud.folx, vm.g_i, vm.g_p); return; case USERDEFS_FOLY: if (iSet) { ud.foly = lValue; return; } Gv_SetVar(lVar2, ud.foly, vm.g_i, vm.g_p); return; case USERDEFS_FOLA: if (iSet) { ud.fola = lValue; return; } Gv_SetVar(lVar2, ud.fola, vm.g_i, vm.g_p); return; case USERDEFS_RECCNT: if (iSet) { ud.reccnt = lValue; return; } Gv_SetVar(lVar2, ud.reccnt, vm.g_i, vm.g_p); return; case USERDEFS_ENTERED_NAME: if (iSet) { ud.entered_name = lValue; return; } Gv_SetVar(lVar2, ud.entered_name, vm.g_i, vm.g_p); return; case USERDEFS_SCREEN_TILTING: if (iSet) { ud.screen_tilting = lValue; return; } Gv_SetVar(lVar2, ud.screen_tilting, vm.g_i, vm.g_p); return; case USERDEFS_SHADOWS: if (iSet) { ud.shadows = lValue; return; } Gv_SetVar(lVar2, ud.shadows, vm.g_i, vm.g_p); return; case USERDEFS_FTA_ON: if (iSet) { ud.fta_on = lValue; return; } Gv_SetVar(lVar2, ud.fta_on, vm.g_i, vm.g_p); return; case USERDEFS_EXECUTIONS: if (iSet) { ud.executions = lValue; return; } Gv_SetVar(lVar2, ud.executions, vm.g_i, vm.g_p); return; case USERDEFS_AUTO_RUN: if (iSet) { ud.auto_run = lValue; return; } Gv_SetVar(lVar2, ud.auto_run, vm.g_i, vm.g_p); return; case USERDEFS_COORDS: if (iSet) { ud.coords = lValue; return; } Gv_SetVar(lVar2, ud.coords, vm.g_i, vm.g_p); return; case USERDEFS_TICKRATE: if (iSet) { ud.tickrate = lValue; return; } Gv_SetVar(lVar2, ud.tickrate, vm.g_i, vm.g_p); return; case USERDEFS_M_COOP: if (iSet) { ud.m_coop = lValue; return; } Gv_SetVar(lVar2, ud.m_coop, vm.g_i, vm.g_p); return; case USERDEFS_COOP: if (iSet) { ud.coop = lValue; return; } Gv_SetVar(lVar2, ud.coop, vm.g_i, vm.g_p); return; case USERDEFS_SCREEN_SIZE: if (iSet) { if (ud.screen_size != lValue) { ud.screen_size = lValue; G_UpdateScreenArea(); } return; } Gv_SetVar(lVar2, ud.screen_size, vm.g_i, vm.g_p); return; case USERDEFS_LOCKOUT: if (iSet) { ud.lockout = lValue; return; } Gv_SetVar(lVar2, ud.lockout, vm.g_i, vm.g_p); return; case USERDEFS_CROSSHAIR: if (iSet) { ud.crosshair = lValue; return; } Gv_SetVar(lVar2, ud.crosshair, vm.g_i, vm.g_p); return; // case USERDEFS_WCHOICE: // if(iSet) // { // ud.wchoice = lValue; // return; // } // Gv_SetVar(lVar2, ud.wchoice, vm.g_i, vm.g_p); // return; case USERDEFS_PLAYERAI: if (iSet) { ud.playerai = lValue; return; } Gv_SetVar(lVar2, ud.playerai, vm.g_i, vm.g_p); return; case USERDEFS_RESPAWN_MONSTERS: if (iSet) { ud.respawn_monsters = lValue; return; } Gv_SetVar(lVar2, ud.respawn_monsters, vm.g_i, vm.g_p); return; case USERDEFS_RESPAWN_ITEMS: if (iSet) { ud.respawn_items = lValue; return; } Gv_SetVar(lVar2, ud.respawn_items, vm.g_i, vm.g_p); return; case USERDEFS_RESPAWN_INVENTORY: if (iSet) { ud.respawn_inventory = lValue; return; } Gv_SetVar(lVar2, ud.respawn_inventory, vm.g_i, vm.g_p); return; case USERDEFS_RECSTAT: if (iSet) { ud.recstat = lValue; return; } Gv_SetVar(lVar2, ud.recstat, vm.g_i, vm.g_p); return; case USERDEFS_MONSTERS_OFF: if (iSet) { ud.monsters_off = lValue; return; } Gv_SetVar(lVar2, ud.monsters_off, vm.g_i, vm.g_p); return; case USERDEFS_BRIGHTNESS: if (iSet) { ud.brightness = lValue; return; } Gv_SetVar(lVar2, ud.brightness, vm.g_i, vm.g_p); return; case USERDEFS_M_RESPAWN_ITEMS: if (iSet) { ud.m_respawn_items = lValue; return; } Gv_SetVar(lVar2, ud.m_respawn_items, vm.g_i, vm.g_p); return; case USERDEFS_M_RESPAWN_MONSTERS: if (iSet) { ud.m_respawn_monsters = lValue; return; } Gv_SetVar(lVar2, ud.m_respawn_monsters, vm.g_i, vm.g_p); return; case USERDEFS_M_RESPAWN_INVENTORY: if (iSet) { ud.m_respawn_inventory = lValue; return; } Gv_SetVar(lVar2, ud.m_respawn_inventory, vm.g_i, vm.g_p); return; case USERDEFS_M_RECSTAT: if (iSet) { ud.m_recstat = lValue; return; } Gv_SetVar(lVar2, ud.m_recstat, vm.g_i, vm.g_p); return; case USERDEFS_M_MONSTERS_OFF: if (iSet) { ud.m_monsters_off = lValue; return; } Gv_SetVar(lVar2, ud.m_monsters_off, vm.g_i, vm.g_p); return; case USERDEFS_DETAIL: if (iSet) { ud.detail = lValue; return; } Gv_SetVar(lVar2, ud.detail, vm.g_i, vm.g_p); return; case USERDEFS_M_FFIRE: if (iSet) { ud.m_ffire = lValue; return; } Gv_SetVar(lVar2, ud.m_ffire, vm.g_i, vm.g_p); return; case USERDEFS_FFIRE: if (iSet) { ud.ffire = lValue; return; } Gv_SetVar(lVar2, ud.ffire, vm.g_i, vm.g_p); return; case USERDEFS_M_PLAYER_SKILL: if (iSet) { ud.m_player_skill = lValue; return; } Gv_SetVar(lVar2, ud.m_player_skill, vm.g_i, vm.g_p); return; case USERDEFS_M_LEVEL_NUMBER: if (iSet) { ud.m_level_number = lValue; return; } Gv_SetVar(lVar2, ud.m_level_number, vm.g_i, vm.g_p); return; case USERDEFS_M_VOLUME_NUMBER: if (iSet) { ud.m_volume_number = lValue; return; } Gv_SetVar(lVar2, ud.m_volume_number, vm.g_i, vm.g_p); return; case USERDEFS_MULTIMODE: if (iSet) { ud.multimode = lValue; return; } Gv_SetVar(lVar2, ud.multimode, vm.g_i, vm.g_p); return; case USERDEFS_PLAYER_SKILL: if (iSet) { ud.player_skill = lValue; return; } Gv_SetVar(lVar2, ud.player_skill, vm.g_i, vm.g_p); return; case USERDEFS_LEVEL_NUMBER: if (iSet) { ud.level_number = lValue; return; } Gv_SetVar(lVar2, ud.level_number, vm.g_i, vm.g_p); return; case USERDEFS_VOLUME_NUMBER: if (iSet) { ud.volume_number = lValue; return; } Gv_SetVar(lVar2, ud.volume_number, vm.g_i, vm.g_p); return; case USERDEFS_M_MARKER: if (iSet) { ud.m_marker = lValue; return; } Gv_SetVar(lVar2, ud.m_marker, vm.g_i, vm.g_p); return; case USERDEFS_MARKER: if (iSet) { ud.marker = lValue; return; } Gv_SetVar(lVar2, ud.marker, vm.g_i, vm.g_p); return; case USERDEFS_MOUSEFLIP: if (iSet) { ud.mouseflip = lValue; return; } Gv_SetVar(lVar2, ud.mouseflip, vm.g_i, vm.g_p); return; case USERDEFS_STATUSBARSCALE: if (iSet) { ud.statusbarscale = lValue; return; } Gv_SetVar(lVar2, ud.statusbarscale, vm.g_i, vm.g_p); return; case USERDEFS_DRAWWEAPON: if (iSet) { ud.drawweapon = lValue; return; } Gv_SetVar(lVar2, ud.drawweapon, vm.g_i, vm.g_p); return; case USERDEFS_MOUSEAIMING: if (iSet) { ud.mouseaiming = lValue; return; } Gv_SetVar(lVar2, ud.mouseaiming, vm.g_i, vm.g_p); return; case USERDEFS_WEAPONSWITCH: if (iSet) { ud.weaponswitch = lValue; return; } Gv_SetVar(lVar2, ud.weaponswitch, vm.g_i, vm.g_p); return; case USERDEFS_DEMOCAMS: if (iSet) { ud.democams = lValue; return; } Gv_SetVar(lVar2, ud.democams, vm.g_i, vm.g_p); return; case USERDEFS_COLOR: if (iSet) { ud.color = lValue; return; } Gv_SetVar(lVar2, ud.color, vm.g_i, vm.g_p); return; case USERDEFS_MSGDISPTIME: if (iSet) { ud.msgdisptime = lValue; return; } Gv_SetVar(lVar2, ud.msgdisptime, vm.g_i, vm.g_p); return; case USERDEFS_STATUSBARMODE: if (iSet) { ud.statusbarmode = lValue; return; } Gv_SetVar(lVar2, ud.statusbarmode, vm.g_i, vm.g_p); return; case USERDEFS_M_NOEXITS: if (iSet) { ud.m_noexits = lValue; return; } Gv_SetVar(lVar2, ud.m_noexits, vm.g_i, vm.g_p); return; case USERDEFS_NOEXITS: if (iSet) { ud.noexits = lValue; return; } Gv_SetVar(lVar2, ud.noexits, vm.g_i, vm.g_p); return; case USERDEFS_AUTOVOTE: if (iSet) { ud.autovote = lValue; return; } Gv_SetVar(lVar2, ud.autovote, vm.g_i, vm.g_p); return; case USERDEFS_AUTOMSG: if (iSet) { ud.automsg = lValue; return; } Gv_SetVar(lVar2, ud.automsg, vm.g_i, vm.g_p); return; case USERDEFS_IDPLAYERS: if (iSet) { ud.idplayers = lValue; return; } Gv_SetVar(lVar2, ud.idplayers, vm.g_i, vm.g_p); return; case USERDEFS_TEAM: if (iSet) { ud.team = lValue; return; } Gv_SetVar(lVar2, ud.team, vm.g_i, vm.g_p); return; case USERDEFS_VIEWBOB: if (iSet) { ud.viewbob = lValue; return; } Gv_SetVar(lVar2, ud.viewbob, vm.g_i, vm.g_p); return; case USERDEFS_WEAPONSWAY: if (iSet) { ud.weaponsway = lValue; return; } Gv_SetVar(lVar2, ud.weaponsway, vm.g_i, vm.g_p); return; case USERDEFS_ANGLEINTERPOLATION: if (iSet) { ud.angleinterpolation = lValue; return; } Gv_SetVar(lVar2, ud.angleinterpolation, vm.g_i, vm.g_p); return; case USERDEFS_OBITUARIES: if (iSet) { ud.obituaries = lValue; return; } Gv_SetVar(lVar2, ud.obituaries, vm.g_i, vm.g_p); return; case USERDEFS_LEVELSTATS: if (iSet) { ud.levelstats = lValue; return; } Gv_SetVar(lVar2, ud.levelstats, vm.g_i, vm.g_p); return; case USERDEFS_CROSSHAIRSCALE: if (iSet) { ud.crosshairscale = lValue; return; } Gv_SetVar(lVar2, ud.crosshairscale, vm.g_i, vm.g_p); return; case USERDEFS_ALTHUD: if (iSet) { ud.althud = lValue; return; } Gv_SetVar(lVar2, ud.althud, vm.g_i, vm.g_p); return; case USERDEFS_DISPLAY_BONUS_SCREEN: if (iSet) { ud.display_bonus_screen = lValue; return; } Gv_SetVar(lVar2, ud.display_bonus_screen, vm.g_i, vm.g_p); return; case USERDEFS_SHOW_LEVEL_TEXT: if (iSet) { ud.show_level_text = lValue; return; } Gv_SetVar(lVar2, ud.show_level_text, vm.g_i, vm.g_p); return; case USERDEFS_WEAPONSCALE: if (iSet) { ud.weaponscale = lValue; return; } Gv_SetVar(lVar2, ud.weaponscale, vm.g_i, vm.g_p); return; case USERDEFS_TEXTSCALE: if (iSet) { ud.textscale = lValue; return; } Gv_SetVar(lVar2, ud.textscale, vm.g_i, vm.g_p); return; default: return; } } static void __fastcall VM_AccessActiveProjectile(int32_t iSet, int32_t lVar1, int32_t lLabelID, int32_t lVar2) { int32_t lValue=0,proj=vm.g_i; if (lVar1 != g_iThisActorID) proj=Gv_GetVar(lVar1, vm.g_i, vm.g_p); if ((proj < 0 || proj >= MAXSPRITES) /* && g_scriptSanityChecks */) { // OSD_Printf("VM_AccessActiveProjectile(): invalid projectile (%d)\n",proj); OSD_Printf(CON_ERROR "tried to %s %s on invalid target projectile (%d) %d %d from %s\n",g_errorLineNum,keyw[g_tw], iSet?"set":"get",ProjectileLabels[lLabelID].name,proj,vm.g_i,vm.g_sp->picnum, (lVar1= playerswhenstarted) /* && g_scriptSanityChecks */) goto badplayer; if ((PlayerLabels[lLabelID].flags & LABEL_HASPARM2 && (lParm2 < 0 || lParm2 >= PlayerLabels[lLabelID].maxParm2)) /* && g_scriptSanityChecks */) goto badpos; switch (lLabelID) { case PLAYER_ZOOM: Gv_SetVar(lVar2, g_player[iPlayer].ps->zoom, vm.g_i, vm.g_p); return; case PLAYER_EXITX: Gv_SetVar(lVar2, g_player[iPlayer].ps->exitx, vm.g_i, vm.g_p); return; case PLAYER_EXITY: Gv_SetVar(lVar2, g_player[iPlayer].ps->exity, vm.g_i, vm.g_p); return; case PLAYER_LOOGIEX: Gv_SetVar(lVar2, g_player[iPlayer].ps->loogiex[lParm2], vm.g_i, vm.g_p); return; case PLAYER_LOOGIEY: Gv_SetVar(lVar2, g_player[iPlayer].ps->loogiey[lParm2], vm.g_i, vm.g_p); return; case PLAYER_NUMLOOGS: Gv_SetVar(lVar2, g_player[iPlayer].ps->numloogs, vm.g_i, vm.g_p); return; case PLAYER_LOOGCNT: Gv_SetVar(lVar2, g_player[iPlayer].ps->loogcnt, vm.g_i, vm.g_p); return; case PLAYER_POSX: Gv_SetVar(lVar2, g_player[iPlayer].ps->pos.x, vm.g_i, vm.g_p); return; case PLAYER_POSY: Gv_SetVar(lVar2, g_player[iPlayer].ps->pos.y, vm.g_i, vm.g_p); return; case PLAYER_POSZ: Gv_SetVar(lVar2, g_player[iPlayer].ps->pos.z, vm.g_i, vm.g_p); return; case PLAYER_HORIZ: Gv_SetVar(lVar2, g_player[iPlayer].ps->horiz, vm.g_i, vm.g_p); return; case PLAYER_OHORIZ: Gv_SetVar(lVar2, g_player[iPlayer].ps->ohoriz, vm.g_i, vm.g_p); return; case PLAYER_OHORIZOFF: Gv_SetVar(lVar2, g_player[iPlayer].ps->ohorizoff, vm.g_i, vm.g_p); return; case PLAYER_INVDISPTIME: Gv_SetVar(lVar2, g_player[iPlayer].ps->invdisptime, vm.g_i, vm.g_p); return; case PLAYER_BOBPOSX: Gv_SetVar(lVar2, g_player[iPlayer].ps->bobposx, vm.g_i, vm.g_p); return; case PLAYER_BOBPOSY: Gv_SetVar(lVar2, g_player[iPlayer].ps->bobposy, vm.g_i, vm.g_p); return; case PLAYER_OPOSX: Gv_SetVar(lVar2, g_player[iPlayer].ps->opos.x, vm.g_i, vm.g_p); return; case PLAYER_OPOSY: Gv_SetVar(lVar2, g_player[iPlayer].ps->opos.y, vm.g_i, vm.g_p); return; case PLAYER_OPOSZ: Gv_SetVar(lVar2, g_player[iPlayer].ps->opos.z, vm.g_i, vm.g_p); return; case PLAYER_PYOFF: Gv_SetVar(lVar2, g_player[iPlayer].ps->pyoff, vm.g_i, vm.g_p); return; case PLAYER_OPYOFF: Gv_SetVar(lVar2, g_player[iPlayer].ps->opyoff, vm.g_i, vm.g_p); return; case PLAYER_POSXV: Gv_SetVar(lVar2, g_player[iPlayer].ps->posvel.x, vm.g_i, vm.g_p); return; case PLAYER_POSYV: Gv_SetVar(lVar2, g_player[iPlayer].ps->posvel.y, vm.g_i, vm.g_p); return; case PLAYER_POSZV: Gv_SetVar(lVar2, g_player[iPlayer].ps->posvel.z, vm.g_i, vm.g_p); return; case PLAYER_LAST_PISSED_TIME: Gv_SetVar(lVar2, g_player[iPlayer].ps->last_pissed_time, vm.g_i, vm.g_p); return; case PLAYER_TRUEFZ: Gv_SetVar(lVar2, g_player[iPlayer].ps->truefz, vm.g_i, vm.g_p); return; case PLAYER_TRUECZ: Gv_SetVar(lVar2, g_player[iPlayer].ps->truecz, vm.g_i, vm.g_p); return; case PLAYER_PLAYER_PAR: Gv_SetVar(lVar2, g_player[iPlayer].ps->player_par, vm.g_i, vm.g_p); return; case PLAYER_VISIBILITY: Gv_SetVar(lVar2, g_player[iPlayer].ps->visibility, vm.g_i, vm.g_p); return; case PLAYER_BOBCOUNTER: Gv_SetVar(lVar2, g_player[iPlayer].ps->bobcounter, vm.g_i, vm.g_p); return; case PLAYER_WEAPON_SWAY: Gv_SetVar(lVar2, g_player[iPlayer].ps->weapon_sway, vm.g_i, vm.g_p); return; case PLAYER_PALS_TIME: Gv_SetVar(lVar2, g_player[iPlayer].ps->pals.f, vm.g_i, vm.g_p); return; case PLAYER_RANDOMFLAMEX: Gv_SetVar(lVar2, g_player[iPlayer].ps->randomflamex, vm.g_i, vm.g_p); return; case PLAYER_CRACK_TIME: Gv_SetVar(lVar2, g_player[iPlayer].ps->crack_time, vm.g_i, vm.g_p); return; case PLAYER_AIM_MODE: Gv_SetVar(lVar2, g_player[iPlayer].ps->aim_mode, vm.g_i, vm.g_p); return; case PLAYER_ANG: Gv_SetVar(lVar2, g_player[iPlayer].ps->ang, vm.g_i, vm.g_p); return; case PLAYER_OANG: Gv_SetVar(lVar2, g_player[iPlayer].ps->oang, vm.g_i, vm.g_p); return; case PLAYER_ANGVEL: Gv_SetVar(lVar2, g_player[iPlayer].ps->angvel, vm.g_i, vm.g_p); return; case PLAYER_CURSECTNUM: Gv_SetVar(lVar2, g_player[iPlayer].ps->cursectnum, vm.g_i, vm.g_p); return; case PLAYER_LOOK_ANG: Gv_SetVar(lVar2, g_player[iPlayer].ps->look_ang, vm.g_i, vm.g_p); return; case PLAYER_LAST_EXTRA: Gv_SetVar(lVar2, g_player[iPlayer].ps->last_extra, vm.g_i, vm.g_p); return; case PLAYER_SUBWEAPON: Gv_SetVar(lVar2, g_player[iPlayer].ps->subweapon, vm.g_i, vm.g_p); return; case PLAYER_AMMO_AMOUNT: Gv_SetVar(lVar2, g_player[iPlayer].ps->ammo_amount[lParm2], vm.g_i, vm.g_p); return; case PLAYER_WACKEDBYACTOR: Gv_SetVar(lVar2, g_player[iPlayer].ps->wackedbyactor, vm.g_i, vm.g_p); return; case PLAYER_FRAG: Gv_SetVar(lVar2, g_player[iPlayer].ps->frag, vm.g_i, vm.g_p); return; case PLAYER_FRAGGEDSELF: Gv_SetVar(lVar2, g_player[iPlayer].ps->fraggedself, vm.g_i, vm.g_p); return; case PLAYER_CURR_WEAPON: Gv_SetVar(lVar2, g_player[iPlayer].ps->curr_weapon, vm.g_i, vm.g_p); return; case PLAYER_LAST_WEAPON: Gv_SetVar(lVar2, g_player[iPlayer].ps->last_weapon, vm.g_i, vm.g_p); return; case PLAYER_TIPINCS: Gv_SetVar(lVar2, g_player[iPlayer].ps->tipincs, vm.g_i, vm.g_p); return; case PLAYER_HORIZOFF: Gv_SetVar(lVar2, g_player[iPlayer].ps->horizoff, vm.g_i, vm.g_p); return; case PLAYER_WANTWEAPONFIRE: Gv_SetVar(lVar2, g_player[iPlayer].ps->wantweaponfire, vm.g_i, vm.g_p); return; case PLAYER_HOLODUKE_AMOUNT: Gv_SetVar(lVar2, g_player[iPlayer].ps->inv_amount[GET_HOLODUKE], vm.g_i, vm.g_p); return; case PLAYER_NEWOWNER: Gv_SetVar(lVar2, g_player[iPlayer].ps->newowner, vm.g_i, vm.g_p); return; case PLAYER_HURT_DELAY: Gv_SetVar(lVar2, g_player[iPlayer].ps->hurt_delay, vm.g_i, vm.g_p); return; case PLAYER_HBOMB_HOLD_DELAY: Gv_SetVar(lVar2, g_player[iPlayer].ps->hbomb_hold_delay, vm.g_i, vm.g_p); return; case PLAYER_JUMPING_COUNTER: Gv_SetVar(lVar2, g_player[iPlayer].ps->jumping_counter, vm.g_i, vm.g_p); return; case PLAYER_AIRLEFT: Gv_SetVar(lVar2, g_player[iPlayer].ps->airleft, vm.g_i, vm.g_p); return; case PLAYER_KNEE_INCS: Gv_SetVar(lVar2, g_player[iPlayer].ps->knee_incs, vm.g_i, vm.g_p); return; case PLAYER_ACCESS_INCS: Gv_SetVar(lVar2, g_player[iPlayer].ps->access_incs, vm.g_i, vm.g_p); return; case PLAYER_FTA: Gv_SetVar(lVar2, g_player[iPlayer].ps->fta, vm.g_i, vm.g_p); return; case PLAYER_FTQ: Gv_SetVar(lVar2, g_player[iPlayer].ps->ftq, vm.g_i, vm.g_p); return; case PLAYER_ACCESS_WALLNUM: Gv_SetVar(lVar2, g_player[iPlayer].ps->access_wallnum, vm.g_i, vm.g_p); return; case PLAYER_ACCESS_SPRITENUM: Gv_SetVar(lVar2, g_player[iPlayer].ps->access_spritenum, vm.g_i, vm.g_p); return; case PLAYER_KICKBACK_PIC: Gv_SetVar(lVar2, g_player[iPlayer].ps->kickback_pic, vm.g_i, vm.g_p); return; case PLAYER_GOT_ACCESS: Gv_SetVar(lVar2, g_player[iPlayer].ps->got_access, vm.g_i, vm.g_p); return; case PLAYER_WEAPON_ANG: Gv_SetVar(lVar2, g_player[iPlayer].ps->weapon_ang, vm.g_i, vm.g_p); return; case PLAYER_FIRSTAID_AMOUNT: Gv_SetVar(lVar2, g_player[iPlayer].ps->inv_amount[GET_FIRSTAID], vm.g_i, vm.g_p); return; case PLAYER_SOMETHINGONPLAYER: Gv_SetVar(lVar2, g_player[iPlayer].ps->somethingonplayer, vm.g_i, vm.g_p); return; case PLAYER_ON_CRANE: Gv_SetVar(lVar2, g_player[iPlayer].ps->on_crane, vm.g_i, vm.g_p); return; case PLAYER_I: Gv_SetVar(lVar2, g_player[iPlayer].ps->i, vm.g_i, vm.g_p); return; case PLAYER_ONE_PARALLAX_SECTNUM: Gv_SetVar(lVar2, g_player[iPlayer].ps->one_parallax_sectnum, vm.g_i, vm.g_p); return; case PLAYER_OVER_SHOULDER_ON: Gv_SetVar(lVar2, g_player[iPlayer].ps->over_shoulder_on, vm.g_i, vm.g_p); return; case PLAYER_RANDOM_CLUB_FRAME: Gv_SetVar(lVar2, g_player[iPlayer].ps->random_club_frame, vm.g_i, vm.g_p); return; case PLAYER_FIST_INCS: Gv_SetVar(lVar2, g_player[iPlayer].ps->fist_incs, vm.g_i, vm.g_p); return; case PLAYER_ONE_EIGHTY_COUNT: Gv_SetVar(lVar2, g_player[iPlayer].ps->one_eighty_count, vm.g_i, vm.g_p); return; case PLAYER_CHEAT_PHASE: Gv_SetVar(lVar2, g_player[iPlayer].ps->cheat_phase, vm.g_i, vm.g_p); return; case PLAYER_DUMMYPLAYERSPRITE: Gv_SetVar(lVar2, g_player[iPlayer].ps->dummyplayersprite, vm.g_i, vm.g_p); return; case PLAYER_EXTRA_EXTRA8: Gv_SetVar(lVar2, g_player[iPlayer].ps->extra_extra8, vm.g_i, vm.g_p); return; case PLAYER_QUICK_KICK: Gv_SetVar(lVar2, g_player[iPlayer].ps->quick_kick, vm.g_i, vm.g_p); return; case PLAYER_HEAT_AMOUNT: Gv_SetVar(lVar2, g_player[iPlayer].ps->inv_amount[GET_HEATS], vm.g_i, vm.g_p); return; case PLAYER_ACTORSQU: Gv_SetVar(lVar2, g_player[iPlayer].ps->actorsqu, vm.g_i, vm.g_p); return; case PLAYER_TIMEBEFOREEXIT: Gv_SetVar(lVar2, g_player[iPlayer].ps->timebeforeexit, vm.g_i, vm.g_p); return; case PLAYER_CUSTOMEXITSOUND: Gv_SetVar(lVar2, g_player[iPlayer].ps->customexitsound, vm.g_i, vm.g_p); return; case PLAYER_WEAPRECS: Gv_SetVar(lVar2, g_player[iPlayer].ps->weaprecs[lParm2], vm.g_i, vm.g_p); return; case PLAYER_WEAPRECCNT: Gv_SetVar(lVar2, g_player[iPlayer].ps->weapreccnt, vm.g_i, vm.g_p); return; case PLAYER_INTERFACE_TOGGLE_FLAG: Gv_SetVar(lVar2, g_player[iPlayer].ps->interface_toggle_flag, vm.g_i, vm.g_p); return; case PLAYER_ROTSCRNANG: Gv_SetVar(lVar2, g_player[iPlayer].ps->rotscrnang, vm.g_i, vm.g_p); return; case PLAYER_DEAD_FLAG: Gv_SetVar(lVar2, g_player[iPlayer].ps->dead_flag, vm.g_i, vm.g_p); return; case PLAYER_SHOW_EMPTY_WEAPON: Gv_SetVar(lVar2, g_player[iPlayer].ps->show_empty_weapon, vm.g_i, vm.g_p); return; case PLAYER_SCUBA_AMOUNT: Gv_SetVar(lVar2, g_player[iPlayer].ps->inv_amount[GET_SCUBA], vm.g_i, vm.g_p); return; case PLAYER_JETPACK_AMOUNT: Gv_SetVar(lVar2, g_player[iPlayer].ps->inv_amount[GET_JETPACK], vm.g_i, vm.g_p); return; case PLAYER_STEROIDS_AMOUNT: Gv_SetVar(lVar2, g_player[iPlayer].ps->inv_amount[GET_STEROIDS], vm.g_i, vm.g_p); return; case PLAYER_SHIELD_AMOUNT: Gv_SetVar(lVar2, g_player[iPlayer].ps->inv_amount[GET_SHIELD], vm.g_i, vm.g_p); return; case PLAYER_HOLODUKE_ON: Gv_SetVar(lVar2, g_player[iPlayer].ps->holoduke_on, vm.g_i, vm.g_p); return; case PLAYER_PYCOUNT: Gv_SetVar(lVar2, g_player[iPlayer].ps->pycount, vm.g_i, vm.g_p); return; case PLAYER_WEAPON_POS: Gv_SetVar(lVar2, g_player[iPlayer].ps->weapon_pos, vm.g_i, vm.g_p); return; case PLAYER_FRAG_PS: Gv_SetVar(lVar2, g_player[iPlayer].ps->frag_ps, vm.g_i, vm.g_p); return; case PLAYER_TRANSPORTER_HOLD: Gv_SetVar(lVar2, g_player[iPlayer].ps->transporter_hold, vm.g_i, vm.g_p); return; case PLAYER_LAST_FULL_WEAPON: Gv_SetVar(lVar2, g_player[iPlayer].ps->last_full_weapon, vm.g_i, vm.g_p); return; case PLAYER_FOOTPRINTSHADE: Gv_SetVar(lVar2, g_player[iPlayer].ps->footprintshade, vm.g_i, vm.g_p); return; case PLAYER_BOOT_AMOUNT: Gv_SetVar(lVar2, g_player[iPlayer].ps->inv_amount[GET_BOOTS], vm.g_i, vm.g_p); return; case PLAYER_SCREAM_VOICE: Gv_SetVar(lVar2, g_player[iPlayer].ps->scream_voice, vm.g_i, vm.g_p); return; case PLAYER_GM: Gv_SetVar(lVar2, g_player[iPlayer].ps->gm, vm.g_i, vm.g_p); return; case PLAYER_ON_WARPING_SECTOR: Gv_SetVar(lVar2, g_player[iPlayer].ps->on_warping_sector, vm.g_i, vm.g_p); return; case PLAYER_FOOTPRINTCOUNT: Gv_SetVar(lVar2, g_player[iPlayer].ps->footprintcount, vm.g_i, vm.g_p); return; case PLAYER_HBOMB_ON: Gv_SetVar(lVar2, g_player[iPlayer].ps->hbomb_on, vm.g_i, vm.g_p); return; case PLAYER_JUMPING_TOGGLE: Gv_SetVar(lVar2, g_player[iPlayer].ps->jumping_toggle, vm.g_i, vm.g_p); return; case PLAYER_RAPID_FIRE_HOLD: Gv_SetVar(lVar2, g_player[iPlayer].ps->rapid_fire_hold, vm.g_i, vm.g_p); return; case PLAYER_ON_GROUND: Gv_SetVar(lVar2, g_player[iPlayer].ps->on_ground, vm.g_i, vm.g_p); return; case PLAYER_INVEN_ICON: Gv_SetVar(lVar2, g_player[iPlayer].ps->inven_icon, vm.g_i, vm.g_p); return; case PLAYER_BUTTONPALETTE: Gv_SetVar(lVar2, g_player[iPlayer].ps->buttonpalette, vm.g_i, vm.g_p); return; case PLAYER_JETPACK_ON: Gv_SetVar(lVar2, g_player[iPlayer].ps->jetpack_on, vm.g_i, vm.g_p); return; case PLAYER_SPRITEBRIDGE: Gv_SetVar(lVar2, g_player[iPlayer].ps->spritebridge, vm.g_i, vm.g_p); return; case PLAYER_LASTRANDOMSPOT: Gv_SetVar(lVar2, g_player[iPlayer].ps->lastrandomspot, vm.g_i, vm.g_p); return; case PLAYER_SCUBA_ON: Gv_SetVar(lVar2, g_player[iPlayer].ps->scuba_on, vm.g_i, vm.g_p); return; case PLAYER_FOOTPRINTPAL: Gv_SetVar(lVar2, g_player[iPlayer].ps->footprintpal, vm.g_i, vm.g_p); return; case PLAYER_HEAT_ON: Gv_SetVar(lVar2, g_player[iPlayer].ps->heat_on, vm.g_i, vm.g_p); return; case PLAYER_HOLSTER_WEAPON: Gv_SetVar(lVar2, g_player[iPlayer].ps->holster_weapon, vm.g_i, vm.g_p); return; case PLAYER_FALLING_COUNTER: Gv_SetVar(lVar2, g_player[iPlayer].ps->falling_counter, vm.g_i, vm.g_p); return; case PLAYER_GOTWEAPON: Gv_SetVar(lVar2, (g_player[iPlayer].ps->gotweapon & (1<refresh_inventory, vm.g_i, vm.g_p); return; case PLAYER_TOGGLE_KEY_FLAG: Gv_SetVar(lVar2, g_player[iPlayer].ps->toggle_key_flag, vm.g_i, vm.g_p); return; case PLAYER_KNUCKLE_INCS: Gv_SetVar(lVar2, g_player[iPlayer].ps->knuckle_incs, vm.g_i, vm.g_p); return; case PLAYER_WALKING_SND_TOGGLE: Gv_SetVar(lVar2, g_player[iPlayer].ps->walking_snd_toggle, vm.g_i, vm.g_p); return; case PLAYER_PALOOKUP: Gv_SetVar(lVar2, g_player[iPlayer].ps->palookup, vm.g_i, vm.g_p); return; case PLAYER_HARD_LANDING: Gv_SetVar(lVar2, g_player[iPlayer].ps->hard_landing, vm.g_i, vm.g_p); return; case PLAYER_MAX_SECRET_ROOMS: Gv_SetVar(lVar2, g_player[iPlayer].ps->max_secret_rooms, vm.g_i, vm.g_p); return; case PLAYER_SECRET_ROOMS: Gv_SetVar(lVar2, g_player[iPlayer].ps->secret_rooms, vm.g_i, vm.g_p); return; case PLAYER_PALS: switch (lParm2) { case 0: Gv_SetVar(lVar2, g_player[iPlayer].ps->pals.r, vm.g_i, vm.g_p); return; case 1: Gv_SetVar(lVar2, g_player[iPlayer].ps->pals.g, vm.g_i, vm.g_p); return; case 2: Gv_SetVar(lVar2, g_player[iPlayer].ps->pals.b, vm.g_i, vm.g_p); return; } return; case PLAYER_MAX_ACTORS_KILLED: Gv_SetVar(lVar2, g_player[iPlayer].ps->max_actors_killed, vm.g_i, vm.g_p); return; case PLAYER_ACTORS_KILLED: Gv_SetVar(lVar2, g_player[iPlayer].ps->actors_killed, vm.g_i, vm.g_p); return; case PLAYER_RETURN_TO_CENTER: Gv_SetVar(lVar2, g_player[iPlayer].ps->return_to_center, vm.g_i, vm.g_p); return; case PLAYER_RUNSPEED: Gv_SetVar(lVar2, g_player[iPlayer].ps->runspeed, vm.g_i, vm.g_p); return; case PLAYER_SBS: Gv_SetVar(lVar2, g_player[iPlayer].ps->sbs, vm.g_i, vm.g_p); return; case PLAYER_RELOADING: Gv_SetVar(lVar2, g_player[iPlayer].ps->reloading, vm.g_i, vm.g_p); return; case PLAYER_AUTO_AIM: Gv_SetVar(lVar2, g_player[iPlayer].ps->auto_aim, vm.g_i, vm.g_p); return; case PLAYER_MOVEMENT_LOCK: Gv_SetVar(lVar2, g_player[iPlayer].ps->movement_lock, vm.g_i, vm.g_p); return; case PLAYER_SOUND_PITCH: Gv_SetVar(lVar2, g_player[iPlayer].ps->sound_pitch, vm.g_i, vm.g_p); return; case PLAYER_WEAPONSWITCH: Gv_SetVar(lVar2, g_player[iPlayer].ps->weaponswitch, vm.g_i, vm.g_p); return; case PLAYER_TEAM: Gv_SetVar(lVar2, g_player[iPlayer].ps->team, vm.g_i, vm.g_p); return; case PLAYER_MAX_PLAYER_HEALTH: Gv_SetVar(lVar2, g_player[iPlayer].ps->max_player_health, vm.g_i, vm.g_p); return; case PLAYER_MAX_SHIELD_AMOUNT: Gv_SetVar(lVar2, g_player[iPlayer].ps->max_shield_amount, vm.g_i, vm.g_p); return; case PLAYER_MAX_AMMO_AMOUNT: Gv_SetVar(lVar2, g_player[iPlayer].ps->max_ammo_amount[lParm2], vm.g_i, vm.g_p); return; case PLAYER_LAST_QUICK_KICK: Gv_SetVar(lVar2, g_player[iPlayer].ps->last_quick_kick, vm.g_i, vm.g_p); return; default: return; } badplayer: // OSD_Printf("VM_AccessPlayer(): invalid target player (%d) %d\n",iPlayer,vm.g_i); OSD_Printf(CON_ERROR "tried to get %s on invalid target player (%d) from spr %d gv %s\n",g_errorLineNum,keyw[g_tw], PlayerLabels[lLabelID].name,iPlayer,vm.g_i, (lVar1= playerswhenstarted) /* && g_scriptSanityChecks */) goto badplayer; if ((PlayerLabels[lLabelID].flags & LABEL_HASPARM2 && (lParm2 < 0 || lParm2 >= PlayerLabels[lLabelID].maxParm2)) /* && g_scriptSanityChecks */) goto badpos; lVar1=Gv_GetVar(lVar2, vm.g_i, vm.g_p); switch (lLabelID) { case PLAYER_ZOOM: g_player[iPlayer].ps->zoom=lVar1; return; case PLAYER_EXITX: g_player[iPlayer].ps->exitx=lVar1; return; case PLAYER_EXITY: g_player[iPlayer].ps->exity=lVar1; return; case PLAYER_LOOGIEX: g_player[iPlayer].ps->loogiex[lParm2]=lVar1; return; case PLAYER_LOOGIEY: g_player[iPlayer].ps->loogiey[lParm2]=lVar1; return; case PLAYER_NUMLOOGS: g_player[iPlayer].ps->numloogs=lVar1; return; case PLAYER_LOOGCNT: g_player[iPlayer].ps->loogcnt=lVar1; return; case PLAYER_POSX: g_player[iPlayer].ps->pos.x=lVar1; return; case PLAYER_POSY: g_player[iPlayer].ps->pos.y=lVar1; return; case PLAYER_POSZ: g_player[iPlayer].ps->pos.z=lVar1; return; case PLAYER_HORIZ: g_player[iPlayer].ps->horiz=lVar1; return; case PLAYER_OHORIZ: g_player[iPlayer].ps->ohoriz=lVar1; return; case PLAYER_OHORIZOFF: g_player[iPlayer].ps->ohorizoff=lVar1; return; case PLAYER_INVDISPTIME: g_player[iPlayer].ps->invdisptime=lVar1; return; case PLAYER_BOBPOSX: g_player[iPlayer].ps->bobposx=lVar1; return; case PLAYER_BOBPOSY: g_player[iPlayer].ps->bobposy=lVar1; return; case PLAYER_OPOSX: g_player[iPlayer].ps->opos.x=lVar1; return; case PLAYER_OPOSY: g_player[iPlayer].ps->opos.y=lVar1; return; case PLAYER_OPOSZ: g_player[iPlayer].ps->opos.z=lVar1; return; case PLAYER_PYOFF: g_player[iPlayer].ps->pyoff=lVar1; return; case PLAYER_OPYOFF: g_player[iPlayer].ps->opyoff=lVar1; return; case PLAYER_POSXV: g_player[iPlayer].ps->posvel.x=lVar1; return; case PLAYER_POSYV: g_player[iPlayer].ps->posvel.y=lVar1; return; case PLAYER_POSZV: g_player[iPlayer].ps->posvel.z=lVar1; return; case PLAYER_LAST_PISSED_TIME: g_player[iPlayer].ps->last_pissed_time=lVar1; return; case PLAYER_TRUEFZ: g_player[iPlayer].ps->truefz=lVar1; return; case PLAYER_TRUECZ: g_player[iPlayer].ps->truecz=lVar1; return; case PLAYER_PLAYER_PAR: g_player[iPlayer].ps->player_par=lVar1; return; case PLAYER_VISIBILITY: g_player[iPlayer].ps->visibility=lVar1; return; case PLAYER_BOBCOUNTER: g_player[iPlayer].ps->bobcounter=lVar1; return; case PLAYER_WEAPON_SWAY: g_player[iPlayer].ps->weapon_sway=lVar1; return; case PLAYER_PALS_TIME: g_player[iPlayer].ps->pals.f=lVar1; return; case PLAYER_RANDOMFLAMEX: g_player[iPlayer].ps->randomflamex=lVar1; return; case PLAYER_CRACK_TIME: g_player[iPlayer].ps->crack_time=lVar1; return; case PLAYER_AIM_MODE: g_player[iPlayer].ps->aim_mode=lVar1; return; case PLAYER_ANG: g_player[iPlayer].ps->ang=lVar1; return; case PLAYER_OANG: g_player[iPlayer].ps->oang=lVar1; return; case PLAYER_ANGVEL: g_player[iPlayer].ps->angvel=lVar1; return; case PLAYER_CURSECTNUM: g_player[iPlayer].ps->cursectnum=lVar1; return; case PLAYER_LOOK_ANG: g_player[iPlayer].ps->look_ang=lVar1; return; case PLAYER_LAST_EXTRA: g_player[iPlayer].ps->last_extra=lVar1; return; case PLAYER_SUBWEAPON: g_player[iPlayer].ps->subweapon=lVar1; return; case PLAYER_AMMO_AMOUNT: g_player[iPlayer].ps->ammo_amount[lParm2]=lVar1; return; case PLAYER_WACKEDBYACTOR: g_player[iPlayer].ps->wackedbyactor=lVar1; return; case PLAYER_FRAG: g_player[iPlayer].ps->frag=lVar1; return; case PLAYER_FRAGGEDSELF: g_player[iPlayer].ps->fraggedself=lVar1; return; case PLAYER_CURR_WEAPON: g_player[iPlayer].ps->curr_weapon=lVar1; return; case PLAYER_LAST_WEAPON: g_player[iPlayer].ps->last_weapon=lVar1; return; case PLAYER_TIPINCS: g_player[iPlayer].ps->tipincs=lVar1; return; case PLAYER_HORIZOFF: g_player[iPlayer].ps->horizoff=lVar1; return; case PLAYER_WANTWEAPONFIRE: g_player[iPlayer].ps->wantweaponfire=lVar1; return; case PLAYER_HOLODUKE_AMOUNT: g_player[iPlayer].ps->inv_amount[GET_HOLODUKE]=lVar1; return; case PLAYER_NEWOWNER: g_player[iPlayer].ps->newowner=lVar1; return; case PLAYER_HURT_DELAY: g_player[iPlayer].ps->hurt_delay=lVar1; return; case PLAYER_HBOMB_HOLD_DELAY: g_player[iPlayer].ps->hbomb_hold_delay=lVar1; return; case PLAYER_JUMPING_COUNTER: g_player[iPlayer].ps->jumping_counter=lVar1; return; case PLAYER_AIRLEFT: g_player[iPlayer].ps->airleft=lVar1; return; case PLAYER_KNEE_INCS: g_player[iPlayer].ps->knee_incs=lVar1; return; case PLAYER_ACCESS_INCS: g_player[iPlayer].ps->access_incs=lVar1; return; case PLAYER_FTA: g_player[iPlayer].ps->fta=lVar1; return; case PLAYER_FTQ: g_player[iPlayer].ps->ftq=lVar1; return; case PLAYER_ACCESS_WALLNUM: g_player[iPlayer].ps->access_wallnum=lVar1; return; case PLAYER_ACCESS_SPRITENUM: g_player[iPlayer].ps->access_spritenum=lVar1; return; case PLAYER_KICKBACK_PIC: g_player[iPlayer].ps->kickback_pic=lVar1; return; case PLAYER_GOT_ACCESS: g_player[iPlayer].ps->got_access=lVar1; return; case PLAYER_WEAPON_ANG: g_player[iPlayer].ps->weapon_ang=lVar1; return; case PLAYER_FIRSTAID_AMOUNT: g_player[iPlayer].ps->inv_amount[GET_FIRSTAID]=lVar1; return; case PLAYER_SOMETHINGONPLAYER: g_player[iPlayer].ps->somethingonplayer=lVar1; return; case PLAYER_ON_CRANE: g_player[iPlayer].ps->on_crane=lVar1; return; case PLAYER_I: g_player[iPlayer].ps->i=lVar1; return; case PLAYER_ONE_PARALLAX_SECTNUM: g_player[iPlayer].ps->one_parallax_sectnum=lVar1; return; case PLAYER_OVER_SHOULDER_ON: g_player[iPlayer].ps->over_shoulder_on=lVar1; return; case PLAYER_RANDOM_CLUB_FRAME: g_player[iPlayer].ps->random_club_frame=lVar1; return; case PLAYER_FIST_INCS: g_player[iPlayer].ps->fist_incs=lVar1; return; case PLAYER_ONE_EIGHTY_COUNT: g_player[iPlayer].ps->one_eighty_count=lVar1; return; case PLAYER_CHEAT_PHASE: g_player[iPlayer].ps->cheat_phase=lVar1; return; case PLAYER_DUMMYPLAYERSPRITE: g_player[iPlayer].ps->dummyplayersprite=lVar1; return; case PLAYER_EXTRA_EXTRA8: g_player[iPlayer].ps->extra_extra8=lVar1; return; case PLAYER_QUICK_KICK: g_player[iPlayer].ps->quick_kick=lVar1; return; case PLAYER_HEAT_AMOUNT: g_player[iPlayer].ps->inv_amount[GET_HEATS]=lVar1; return; case PLAYER_ACTORSQU: g_player[iPlayer].ps->actorsqu=lVar1; return; case PLAYER_TIMEBEFOREEXIT: g_player[iPlayer].ps->timebeforeexit=lVar1; return; case PLAYER_CUSTOMEXITSOUND: g_player[iPlayer].ps->customexitsound=lVar1; return; case PLAYER_WEAPRECS: g_player[iPlayer].ps->weaprecs[lParm2]=lVar1; return; case PLAYER_WEAPRECCNT: g_player[iPlayer].ps->weapreccnt=lVar1; return; case PLAYER_INTERFACE_TOGGLE_FLAG: g_player[iPlayer].ps->interface_toggle_flag=lVar1; return; case PLAYER_ROTSCRNANG: g_player[iPlayer].ps->rotscrnang=lVar1; return; case PLAYER_DEAD_FLAG: g_player[iPlayer].ps->dead_flag=lVar1; return; case PLAYER_SHOW_EMPTY_WEAPON: g_player[iPlayer].ps->show_empty_weapon=lVar1; return; case PLAYER_SCUBA_AMOUNT: g_player[iPlayer].ps->inv_amount[GET_SCUBA]=lVar1; return; case PLAYER_JETPACK_AMOUNT: g_player[iPlayer].ps->inv_amount[GET_JETPACK]=lVar1; return; case PLAYER_STEROIDS_AMOUNT: g_player[iPlayer].ps->inv_amount[GET_STEROIDS]=lVar1; return; case PLAYER_SHIELD_AMOUNT: g_player[iPlayer].ps->inv_amount[GET_SHIELD]=lVar1; return; case PLAYER_HOLODUKE_ON: g_player[iPlayer].ps->holoduke_on=lVar1; return; case PLAYER_PYCOUNT: g_player[iPlayer].ps->pycount=lVar1; return; case PLAYER_WEAPON_POS: g_player[iPlayer].ps->weapon_pos=lVar1; return; case PLAYER_FRAG_PS: g_player[iPlayer].ps->frag_ps=lVar1; return; case PLAYER_TRANSPORTER_HOLD: g_player[iPlayer].ps->transporter_hold=lVar1; return; case PLAYER_LAST_FULL_WEAPON: g_player[iPlayer].ps->last_full_weapon=lVar1; return; case PLAYER_FOOTPRINTSHADE: g_player[iPlayer].ps->footprintshade=lVar1; return; case PLAYER_BOOT_AMOUNT: g_player[iPlayer].ps->inv_amount[GET_BOOTS]=lVar1; return; case PLAYER_SCREAM_VOICE: g_player[iPlayer].ps->scream_voice=lVar1; return; case PLAYER_GM: g_player[iPlayer].ps->gm=lVar1; return; case PLAYER_ON_WARPING_SECTOR: g_player[iPlayer].ps->on_warping_sector=lVar1; return; case PLAYER_FOOTPRINTCOUNT: g_player[iPlayer].ps->footprintcount=lVar1; return; case PLAYER_HBOMB_ON: g_player[iPlayer].ps->hbomb_on=lVar1; return; case PLAYER_JUMPING_TOGGLE: g_player[iPlayer].ps->jumping_toggle=lVar1; return; case PLAYER_RAPID_FIRE_HOLD: g_player[iPlayer].ps->rapid_fire_hold=lVar1; return; case PLAYER_ON_GROUND: g_player[iPlayer].ps->on_ground=lVar1; return; case PLAYER_INVEN_ICON: g_player[iPlayer].ps->inven_icon=lVar1; return; case PLAYER_BUTTONPALETTE: g_player[iPlayer].ps->buttonpalette=lVar1; return; case PLAYER_JETPACK_ON: g_player[iPlayer].ps->jetpack_on=lVar1; return; case PLAYER_SPRITEBRIDGE: g_player[iPlayer].ps->spritebridge=lVar1; return; case PLAYER_LASTRANDOMSPOT: g_player[iPlayer].ps->lastrandomspot=lVar1; return; case PLAYER_SCUBA_ON: g_player[iPlayer].ps->scuba_on=lVar1; return; case PLAYER_FOOTPRINTPAL: g_player[iPlayer].ps->footprintpal=lVar1; return; case PLAYER_HEAT_ON: if (g_player[iPlayer].ps->heat_on != lVar1) { g_player[iPlayer].ps->heat_on=lVar1; P_UpdateScreenPal(g_player[iPlayer].ps); } return; case PLAYER_HOLSTER_WEAPON: g_player[iPlayer].ps->holster_weapon=lVar1; return; case PLAYER_FALLING_COUNTER: g_player[iPlayer].ps->falling_counter=lVar1; return; case PLAYER_GOTWEAPON: if (lVar1) { g_player[iPlayer].ps->gotweapon |= (1<gotweapon &= ~(1<refresh_inventory=lVar1; return; case PLAYER_TOGGLE_KEY_FLAG: g_player[iPlayer].ps->toggle_key_flag=lVar1; return; case PLAYER_KNUCKLE_INCS: g_player[iPlayer].ps->knuckle_incs=lVar1; return; case PLAYER_WALKING_SND_TOGGLE: g_player[iPlayer].ps->walking_snd_toggle=lVar1; return; case PLAYER_PALOOKUP: g_player[iPlayer].ps->palookup=lVar1; return; case PLAYER_HARD_LANDING: g_player[iPlayer].ps->hard_landing=lVar1; return; case PLAYER_MAX_SECRET_ROOMS: g_player[iPlayer].ps->max_secret_rooms=lVar1; return; case PLAYER_SECRET_ROOMS: g_player[iPlayer].ps->secret_rooms=lVar1; return; case PLAYER_PALS: switch (lParm2) { case 0: g_player[iPlayer].ps->pals.r = lVar1; return; case 1: g_player[iPlayer].ps->pals.g = lVar1; return; case 2: g_player[iPlayer].ps->pals.b = lVar1; return; } return; case PLAYER_MAX_ACTORS_KILLED: g_player[iPlayer].ps->max_actors_killed=lVar1; return; case PLAYER_ACTORS_KILLED: g_player[iPlayer].ps->actors_killed=lVar1; return; case PLAYER_RETURN_TO_CENTER: g_player[iPlayer].ps->return_to_center=lVar1; return; case PLAYER_RUNSPEED: g_player[iPlayer].ps->runspeed=lVar1; return; case PLAYER_SBS: g_player[iPlayer].ps->sbs=lVar1; return; case PLAYER_RELOADING: g_player[iPlayer].ps->reloading=lVar1; return; case PLAYER_AUTO_AIM: g_player[iPlayer].ps->auto_aim=lVar1; return; case PLAYER_MOVEMENT_LOCK: g_player[iPlayer].ps->movement_lock=lVar1; return; case PLAYER_SOUND_PITCH: g_player[iPlayer].ps->sound_pitch=lVar1; return; case PLAYER_WEAPONSWITCH: g_player[iPlayer].ps->weaponswitch=lVar1; return; case PLAYER_TEAM: g_player[iPlayer].ps->team=lVar1; return; case PLAYER_MAX_PLAYER_HEALTH: g_player[iPlayer].ps->max_player_health = lVar1; return; case PLAYER_MAX_SHIELD_AMOUNT: g_player[iPlayer].ps->max_shield_amount = lVar1; return; case PLAYER_MAX_AMMO_AMOUNT: g_player[iPlayer].ps->max_ammo_amount[lParm2]=lVar1; return; case PLAYER_LAST_QUICK_KICK: g_player[iPlayer].ps->last_quick_kick=lVar1; return; default: return; } badplayer: // OSD_Printf("VM_AccessPlayer(): invalid target player (%d) %d\n",iPlayer,vm.g_i); OSD_Printf(CON_ERROR "tried to set %s on invalid target player (%d) from spr %d gv %s\n",g_errorLineNum,keyw[g_tw], PlayerLabels[lLabelID].name,iPlayer,vm.g_i, (lVar1= playerswhenstarted) /* && g_scriptSanityChecks */) goto badplayer; if (iSet) lValue=Gv_GetVar(lVar2, vm.g_i, vm.g_p); switch (lLabelID) { case INPUT_AVEL: if (iSet) { g_player[iPlayer].sync->avel=lValue; return; } Gv_SetVar(lVar2, g_player[iPlayer].sync->avel, vm.g_i, vm.g_p); return; case INPUT_HORZ: if (iSet) { g_player[iPlayer].sync->horz=lValue; return; } Gv_SetVar(lVar2, g_player[iPlayer].sync->horz, vm.g_i, vm.g_p); return; case INPUT_FVEL: if (iSet) { g_player[iPlayer].sync->fvel=lValue; return; } Gv_SetVar(lVar2, g_player[iPlayer].sync->fvel, vm.g_i, vm.g_p); return; case INPUT_SVEL: if (iSet) { g_player[iPlayer].sync->svel=lValue; return; } Gv_SetVar(lVar2, g_player[iPlayer].sync->svel, vm.g_i, vm.g_p); return; case INPUT_BITS: if (iSet) { g_player[iPlayer].sync->bits=lValue; return; } Gv_SetVar(lVar2, g_player[iPlayer].sync->bits, vm.g_i, vm.g_p); return; case INPUT_EXTBITS: if (iSet) { g_player[iPlayer].sync->extbits=lValue; return; } Gv_SetVar(lVar2, g_player[iPlayer].sync->extbits, vm.g_i, vm.g_p); return; default: return; } badplayer: insptr += (lVar2 == MAXGAMEVARS); OSD_Printf(CON_ERROR "invalid target player (%d) %d\n",g_errorLineNum,keyw[g_tw],iPlayer,vm.g_i); return; } static void __fastcall VM_AccessWall(int32_t iSet, int32_t lVar1, int32_t lLabelID, int32_t lVar2) { int32_t lValue=0; int32_t iWall = Gv_GetVar(lVar1, vm.g_i, vm.g_p); if ((iWall<0 || iWall >= numwalls) /* && g_scriptSanityChecks */) goto badwall; if (iSet) lValue=Gv_GetVar(lVar2, vm.g_i, vm.g_p); switch (lLabelID) { case WALL_X: if (iSet) { wall[iWall].x=lValue; return; } Gv_SetVar(lVar2, wall[iWall].x, vm.g_i, vm.g_p); return; case WALL_Y: if (iSet) { wall[iWall].y=lValue; return; } Gv_SetVar(lVar2, wall[iWall].y, vm.g_i, vm.g_p); return; case WALL_POINT2: if (iSet) { wall[iWall].point2=lValue; return; } Gv_SetVar(lVar2, wall[iWall].point2, vm.g_i, vm.g_p); return; case WALL_NEXTWALL: if (iSet) { wall[iWall].nextwall=lValue; return; } Gv_SetVar(lVar2, wall[iWall].nextwall, vm.g_i, vm.g_p); return; case WALL_NEXTSECTOR: if (iSet) { wall[iWall].nextsector=lValue; return; } Gv_SetVar(lVar2, wall[iWall].nextsector, vm.g_i, vm.g_p); return; case WALL_CSTAT: if (iSet) { wall[iWall].cstat=lValue; return; } Gv_SetVar(lVar2, wall[iWall].cstat, vm.g_i, vm.g_p); return; case WALL_PICNUM: if (iSet) { wall[iWall].picnum=lValue; return; } Gv_SetVar(lVar2, wall[iWall].picnum, vm.g_i, vm.g_p); return; case WALL_OVERPICNUM: if (iSet) { wall[iWall].overpicnum=lValue; return; } Gv_SetVar(lVar2, wall[iWall].overpicnum, vm.g_i, vm.g_p); return; case WALL_SHADE: if (iSet) { wall[iWall].shade=lValue; return; } Gv_SetVar(lVar2, wall[iWall].shade, vm.g_i, vm.g_p); return; case WALL_PAL: if (iSet) { wall[iWall].pal=lValue; return; } Gv_SetVar(lVar2, wall[iWall].pal, vm.g_i, vm.g_p); return; case WALL_XREPEAT: if (iSet) { wall[iWall].xrepeat=lValue; return; } Gv_SetVar(lVar2, wall[iWall].xrepeat, vm.g_i, vm.g_p); return; case WALL_YREPEAT: if (iSet) { wall[iWall].yrepeat=lValue; return; } Gv_SetVar(lVar2, wall[iWall].yrepeat, vm.g_i, vm.g_p); return; case WALL_XPANNING: if (iSet) { wall[iWall].xpanning=lValue; return; } Gv_SetVar(lVar2, wall[iWall].xpanning, vm.g_i, vm.g_p); return; case WALL_YPANNING: if (iSet) { wall[iWall].ypanning=lValue; return; } Gv_SetVar(lVar2, wall[iWall].ypanning, vm.g_i, vm.g_p); return; case WALL_LOTAG: if (iSet) { wall[iWall].lotag=lValue; return; } Gv_SetVar(lVar2, wall[iWall].lotag, vm.g_i, vm.g_p); return; case WALL_HITAG: if (iSet) { wall[iWall].hitag=lValue; return; } Gv_SetVar(lVar2, wall[iWall].hitag, vm.g_i, vm.g_p); return; case WALL_EXTRA: if (iSet) { wall[iWall].extra=lValue; return; } Gv_SetVar(lVar2, wall[iWall].extra, vm.g_i, vm.g_p); return; default: return; } badwall: insptr += (lVar2 == MAXGAMEVARS); OSD_Printf(CON_ERROR "Invalid wall %d\n",g_errorLineNum,keyw[g_tw],iWall); return; } static void __fastcall VM_AccessSector(int32_t iSet, int32_t lVar1, int32_t lLabelID, int32_t lVar2) { int32_t lValue=0; int32_t iSector=sprite[vm.g_i].sectnum; if (lVar1 != g_iThisActorID) iSector=Gv_GetVar(lVar1, vm.g_i, vm.g_p); if ((iSector<0 || iSector >= numsectors) /* && g_scriptSanityChecks */) goto badsector; if (iSet) lValue=Gv_GetVar(lVar2, vm.g_i, vm.g_p); switch (lLabelID) { case SECTOR_WALLPTR: if (iSet) { sector[iSector].wallptr=lValue; return; } Gv_SetVar(lVar2, sector[iSector].wallptr,vm.g_i,vm.g_p); return; case SECTOR_WALLNUM: if (iSet) { sector[iSector].wallnum=lValue; return; } Gv_SetVar(lVar2, sector[iSector].wallnum,vm.g_i,vm.g_p); return; case SECTOR_CEILINGZ: if (iSet) { sector[iSector].ceilingz=lValue; return; } Gv_SetVar(lVar2, sector[iSector].ceilingz,vm.g_i,vm.g_p); return; case SECTOR_FLOORZ: if (iSet) { sector[iSector].floorz=lValue; return; } Gv_SetVar(lVar2, sector[iSector].floorz,vm.g_i,vm.g_p); return; case SECTOR_CEILINGSTAT: if (iSet) { sector[iSector].ceilingstat=lValue; return; } Gv_SetVar(lVar2, sector[iSector].ceilingstat,vm.g_i,vm.g_p); return; case SECTOR_FLOORSTAT: if (iSet) { sector[iSector].floorstat=lValue; return; } Gv_SetVar(lVar2, sector[iSector].floorstat,vm.g_i,vm.g_p); return; case SECTOR_CEILINGPICNUM: if (iSet) { sector[iSector].ceilingpicnum=lValue; return; } Gv_SetVar(lVar2, sector[iSector].ceilingpicnum,vm.g_i,vm.g_p); return; case SECTOR_CEILINGSLOPE: if (iSet) { sector[iSector].ceilingheinum=lValue; return; } Gv_SetVar(lVar2, sector[iSector].ceilingheinum,vm.g_i,vm.g_p); return; case SECTOR_CEILINGSHADE: if (iSet) { sector[iSector].ceilingshade=lValue; return; } Gv_SetVar(lVar2, sector[iSector].ceilingshade,vm.g_i,vm.g_p); return; case SECTOR_CEILINGPAL: if (iSet) { sector[iSector].ceilingpal=lValue; return; } Gv_SetVar(lVar2, sector[iSector].ceilingpal,vm.g_i,vm.g_p); return; case SECTOR_CEILINGXPANNING: if (iSet) { sector[iSector].ceilingxpanning=lValue; return; } Gv_SetVar(lVar2, sector[iSector].ceilingxpanning,vm.g_i,vm.g_p); return; case SECTOR_CEILINGYPANNING: if (iSet) { sector[iSector].ceilingypanning=lValue; return; } Gv_SetVar(lVar2, sector[iSector].ceilingypanning,vm.g_i,vm.g_p); return; case SECTOR_FLOORPICNUM: if (iSet) { sector[iSector].floorpicnum=lValue; return; } Gv_SetVar(lVar2, sector[iSector].floorpicnum,vm.g_i,vm.g_p); return; case SECTOR_FLOORSLOPE: if (iSet) { sector[iSector].floorheinum=lValue; return; } Gv_SetVar(lVar2, sector[iSector].floorheinum,vm.g_i,vm.g_p); return; case SECTOR_FLOORSHADE: if (iSet) { sector[iSector].floorshade=lValue; return; } Gv_SetVar(lVar2, sector[iSector].floorshade,vm.g_i,vm.g_p); return; case SECTOR_FLOORPAL: if (iSet) { sector[iSector].floorpal=lValue; return; } Gv_SetVar(lVar2, sector[iSector].floorpal,vm.g_i,vm.g_p); return; case SECTOR_FLOORXPANNING: if (iSet) { sector[iSector].floorxpanning=lValue; return; } Gv_SetVar(lVar2, sector[iSector].floorxpanning,vm.g_i,vm.g_p); return; case SECTOR_FLOORYPANNING: if (iSet) { sector[iSector].floorypanning=lValue; return; } Gv_SetVar(lVar2, sector[iSector].floorypanning,vm.g_i,vm.g_p); return; case SECTOR_VISIBILITY: if (iSet) { sector[iSector].visibility=lValue; return; } Gv_SetVar(lVar2, sector[iSector].visibility,vm.g_i,vm.g_p); return; case SECTOR_ALIGNTO: if (iSet) { sector[iSector].filler=lValue; return; } Gv_SetVar(lVar2, sector[iSector].filler,vm.g_i,vm.g_p); return; case SECTOR_LOTAG: if (iSet) { sector[iSector].lotag=lValue; return; } Gv_SetVar(lVar2, sector[iSector].lotag,vm.g_i,vm.g_p); return; case SECTOR_HITAG: if (iSet) { sector[iSector].hitag=lValue; return; } Gv_SetVar(lVar2, sector[iSector].hitag,vm.g_i,vm.g_p); return; case SECTOR_EXTRA: if (iSet) { sector[iSector].extra=lValue; return; } Gv_SetVar(lVar2, sector[iSector].extra,vm.g_i,vm.g_p); return; default: return; } badsector: OSD_Printf(CON_ERROR "Invalid sector %d\n",g_errorLineNum,keyw[g_tw],iSector); insptr += (lVar2 == MAXGAMEVARS); return; } static void __fastcall VM_SetSprite(int32_t lVar1, int32_t lLabelID, int32_t lVar2, int32_t lParm2) { register int32_t iActor=vm.g_i; if (lVar1 != g_iThisActorID) iActor=Gv_GetVar(lVar1, vm.g_i, vm.g_p); if ((iActor < 0 || iActor >= MAXSPRITES) /* && g_scriptSanityChecks */) goto badactor; if ((ActorLabels[lLabelID].flags & LABEL_HASPARM2 && (lParm2 < 0 || lParm2 >= ActorLabels[lLabelID].maxParm2)) /* && g_scriptSanityChecks */) goto badpos; lVar1=Gv_GetVar(lVar2, vm.g_i, vm.g_p); switch (lLabelID) { case ACTOR_X: sprite[iActor].x=lVar1; return; case ACTOR_Y: sprite[iActor].y=lVar1; return; case ACTOR_Z: sprite[iActor].z=lVar1; return; case ACTOR_CSTAT: sprite[iActor].cstat=lVar1; return; case ACTOR_PICNUM: sprite[iActor].picnum=lVar1; return; case ACTOR_SHADE: sprite[iActor].shade=lVar1; return; case ACTOR_PAL: sprite[iActor].pal=lVar1; return; case ACTOR_CLIPDIST: sprite[iActor].clipdist=lVar1; return; case ACTOR_DETAIL: sprite[iActor].filler=lVar1; return; case ACTOR_XREPEAT: sprite[iActor].xrepeat=lVar1; return; case ACTOR_YREPEAT: sprite[iActor].yrepeat=lVar1; return; case ACTOR_XOFFSET: sprite[iActor].xoffset=lVar1; return; case ACTOR_YOFFSET: sprite[iActor].yoffset=lVar1; return; case ACTOR_SECTNUM: changespritesect(iActor,lVar1); return; case ACTOR_STATNUM: changespritestat(iActor,lVar1); return; case ACTOR_ANG: sprite[iActor].ang=lVar1; return; case ACTOR_OWNER: sprite[iActor].owner=lVar1; return; case ACTOR_XVEL: sprite[iActor].xvel=lVar1; return; case ACTOR_YVEL: sprite[iActor].yvel=lVar1; return; case ACTOR_ZVEL: sprite[iActor].zvel=lVar1; return; case ACTOR_LOTAG: sprite[iActor].lotag=lVar1; return; case ACTOR_HITAG: sprite[iActor].hitag=lVar1; return; case ACTOR_EXTRA: sprite[iActor].extra=lVar1; return; case ACTOR_HTCGG: actor[iActor].cgg=lVar1; return; case ACTOR_HTPICNUM : actor[iActor].picnum=lVar1; return; case ACTOR_HTANG: actor[iActor].ang=lVar1; return; case ACTOR_HTEXTRA: actor[iActor].extra=lVar1; return; case ACTOR_HTOWNER: actor[iActor].owner=lVar1; return; case ACTOR_HTMOVFLAG: actor[iActor].movflag=lVar1; return; case ACTOR_HTTEMPANG: actor[iActor].tempang=lVar1; return; case ACTOR_HTACTORSTAYPUT: actor[iActor].actorstayput=lVar1; return; case ACTOR_HTDISPICNUM: actor[iActor].dispicnum=lVar1; return; case ACTOR_HTTIMETOSLEEP: actor[iActor].timetosleep=lVar1; return; case ACTOR_HTFLOORZ: actor[iActor].floorz=lVar1; return; case ACTOR_HTCEILINGZ: actor[iActor].ceilingz=lVar1; return; case ACTOR_HTLASTVX: actor[iActor].lastvx=lVar1; return; case ACTOR_HTLASTVY: actor[iActor].lastvy=lVar1; return; case ACTOR_HTBPOSX: actor[iActor].bposx=lVar1; return; case ACTOR_HTBPOSY: actor[iActor].bposy=lVar1; return; case ACTOR_HTBPOSZ: actor[iActor].bposz=lVar1; return; case ACTOR_HTG_T: actor[iActor].t_data[lParm2]=lVar1; return; case ACTOR_ANGOFF: spriteext[iActor].angoff=lVar1; return; case ACTOR_PITCH: spriteext[iActor].pitch=lVar1; return; case ACTOR_ROLL: spriteext[iActor].roll=lVar1; return; case ACTOR_MDXOFF: spriteext[iActor].xoff=lVar1; return; case ACTOR_MDYOFF: spriteext[iActor].yoff=lVar1; return; case ACTOR_MDZOFF: spriteext[iActor].zoff=lVar1; return; case ACTOR_MDFLAGS: spriteext[iActor].flags=lVar1; return; case ACTOR_XPANNING: spriteext[iActor].xpanning=lVar1; return; case ACTOR_YPANNING: spriteext[iActor].ypanning=lVar1; return; case ACTOR_HTFLAGS: actor[iActor].flags=lVar1; return; case ACTOR_ALPHA: spriteext[iActor].alpha=(float)(lVar1/255.0f); return; default: return; } badactor: OSD_Printf(CON_ERROR "tried to set %s on invalid target sprite (%d) from spr %d pic %d gv %s\n",g_errorLineNum,keyw[g_tw], ActorLabels[lLabelID].name,iActor,vm.g_i,vm.g_sp->picnum, (lVar1= MAXSPRITES) /* && g_scriptSanityChecks */) goto badactor; if ((ActorLabels[lLabelID].flags & LABEL_HASPARM2 && (lParm2 < 0 || lParm2 >= ActorLabels[lLabelID].maxParm2)) /* && g_scriptSanityChecks */) goto badpos; switch (lLabelID) { case ACTOR_X: Gv_SetVar(lVar2, sprite[iActor].x,vm.g_i,vm.g_p); return; case ACTOR_Y: Gv_SetVar(lVar2, sprite[iActor].y,vm.g_i,vm.g_p); return; case ACTOR_Z: Gv_SetVar(lVar2, sprite[iActor].z,vm.g_i,vm.g_p); return; case ACTOR_CSTAT: Gv_SetVar(lVar2, sprite[iActor].cstat,vm.g_i,vm.g_p); return; case ACTOR_PICNUM: Gv_SetVar(lVar2, sprite[iActor].picnum,vm.g_i,vm.g_p); return; case ACTOR_SHADE: Gv_SetVar(lVar2, sprite[iActor].shade,vm.g_i,vm.g_p); return; case ACTOR_PAL: Gv_SetVar(lVar2, sprite[iActor].pal,vm.g_i,vm.g_p); return; case ACTOR_CLIPDIST: Gv_SetVar(lVar2, sprite[iActor].clipdist,vm.g_i,vm.g_p); return; case ACTOR_DETAIL: Gv_SetVar(lVar2, sprite[iActor].filler,vm.g_i,vm.g_p); return; case ACTOR_XREPEAT: Gv_SetVar(lVar2, sprite[iActor].xrepeat,vm.g_i,vm.g_p); return; case ACTOR_YREPEAT: Gv_SetVar(lVar2, sprite[iActor].yrepeat,vm.g_i,vm.g_p); return; case ACTOR_XOFFSET: Gv_SetVar(lVar2, sprite[iActor].xoffset,vm.g_i,vm.g_p); return; case ACTOR_YOFFSET: Gv_SetVar(lVar2, sprite[iActor].yoffset,vm.g_i,vm.g_p); return; case ACTOR_SECTNUM: Gv_SetVar(lVar2, sprite[iActor].sectnum,vm.g_i,vm.g_p); return; case ACTOR_STATNUM: Gv_SetVar(lVar2, sprite[iActor].statnum,vm.g_i,vm.g_p); return; case ACTOR_ANG: Gv_SetVar(lVar2, sprite[iActor].ang,vm.g_i,vm.g_p); return; case ACTOR_OWNER: Gv_SetVar(lVar2, sprite[iActor].owner,vm.g_i,vm.g_p); return; case ACTOR_XVEL: Gv_SetVar(lVar2, sprite[iActor].xvel,vm.g_i,vm.g_p); return; case ACTOR_YVEL: Gv_SetVar(lVar2, sprite[iActor].yvel,vm.g_i,vm.g_p); return; case ACTOR_ZVEL: Gv_SetVar(lVar2, sprite[iActor].zvel,vm.g_i,vm.g_p); return; case ACTOR_LOTAG: Gv_SetVar(lVar2, sprite[iActor].lotag,vm.g_i,vm.g_p); return; case ACTOR_HITAG: Gv_SetVar(lVar2, sprite[iActor].hitag,vm.g_i,vm.g_p); return; case ACTOR_EXTRA: Gv_SetVar(lVar2, sprite[iActor].extra,vm.g_i,vm.g_p); return; case ACTOR_HTCGG: Gv_SetVar(lVar2, actor[iActor].cgg, vm.g_i, vm.g_p); return; case ACTOR_HTPICNUM : Gv_SetVar(lVar2, actor[iActor].picnum, vm.g_i, vm.g_p); return; case ACTOR_HTANG: Gv_SetVar(lVar2, actor[iActor].ang, vm.g_i, vm.g_p); return; case ACTOR_HTEXTRA: Gv_SetVar(lVar2,actor[iActor].extra, vm.g_i, vm.g_p); return; case ACTOR_HTOWNER: Gv_SetVar(lVar2,actor[iActor].owner, vm.g_i, vm.g_p); return; case ACTOR_HTMOVFLAG: Gv_SetVar(lVar2,actor[iActor].movflag, vm.g_i, vm.g_p); return; case ACTOR_HTTEMPANG: Gv_SetVar(lVar2,actor[iActor].tempang, vm.g_i, vm.g_p); return; case ACTOR_HTACTORSTAYPUT: Gv_SetVar(lVar2,actor[iActor].actorstayput, vm.g_i, vm.g_p); return; case ACTOR_HTDISPICNUM: Gv_SetVar(lVar2,actor[iActor].dispicnum, vm.g_i, vm.g_p); return; case ACTOR_HTTIMETOSLEEP: Gv_SetVar(lVar2,actor[iActor].timetosleep, vm.g_i, vm.g_p); return; case ACTOR_HTFLOORZ: Gv_SetVar(lVar2,actor[iActor].floorz, vm.g_i, vm.g_p); return; case ACTOR_HTCEILINGZ: Gv_SetVar(lVar2,actor[iActor].ceilingz, vm.g_i, vm.g_p); return; case ACTOR_HTLASTVX: Gv_SetVar(lVar2,actor[iActor].lastvx, vm.g_i, vm.g_p); return; case ACTOR_HTLASTVY: Gv_SetVar(lVar2,actor[iActor].lastvy, vm.g_i, vm.g_p); return; case ACTOR_HTBPOSX: Gv_SetVar(lVar2,actor[iActor].bposx, vm.g_i, vm.g_p); return; case ACTOR_HTBPOSY: Gv_SetVar(lVar2,actor[iActor].bposy, vm.g_i, vm.g_p); return; case ACTOR_HTBPOSZ: Gv_SetVar(lVar2,actor[iActor].bposz, vm.g_i, vm.g_p); return; case ACTOR_HTG_T: Gv_SetVar(lVar2, actor[iActor].t_data[lParm2], vm.g_i, vm.g_p); return; case ACTOR_ANGOFF: Gv_SetVar(lVar2,spriteext[iActor].angoff, vm.g_i, vm.g_p); return; case ACTOR_PITCH: Gv_SetVar(lVar2,spriteext[iActor].pitch, vm.g_i, vm.g_p); return; case ACTOR_ROLL: Gv_SetVar(lVar2,spriteext[iActor].roll, vm.g_i, vm.g_p); return; case ACTOR_MDXOFF: Gv_SetVar(lVar2,spriteext[iActor].xoff, vm.g_i, vm.g_p); return; case ACTOR_MDYOFF: Gv_SetVar(lVar2,spriteext[iActor].yoff, vm.g_i, vm.g_p); return; case ACTOR_MDZOFF: Gv_SetVar(lVar2,spriteext[iActor].zoff, vm.g_i, vm.g_p); return; case ACTOR_MDFLAGS: Gv_SetVar(lVar2,spriteext[iActor].flags, vm.g_i, vm.g_p); return; case ACTOR_XPANNING: Gv_SetVar(lVar2, spriteext[iActor].xpanning,vm.g_i,vm.g_p); return; case ACTOR_YPANNING: Gv_SetVar(lVar2, spriteext[iActor].ypanning,vm.g_i,vm.g_p); return; case ACTOR_HTFLAGS: Gv_SetVar(lVar2,actor[iActor].flags, vm.g_i, vm.g_p); return; case ACTOR_ALPHA: Gv_SetVar(lVar2, (uint8_t)(spriteext[iActor].alpha * 255.0f), vm.g_i, vm.g_p); return; default: return; } badactor: OSD_Printf(CON_ERROR "tried to get %s on invalid target sprite (%d) from spr %d pic %d gv %s\n",g_errorLineNum,keyw[g_tw], ActorLabels[lLabelID].name,iActor,vm.g_i,vm.g_sp->picnum, (lVar1= MAXSPRITES) && g_scriptSanityChecks) goto badsprite; if (iSet) lValue=Gv_GetVar(lVar2, vm.g_i, vm.g_p); if ((!spriteext[iActor].tspr) && g_scriptSanityChecks) goto badtspr; switch (lLabelID) { case ACTOR_X: if (iSet) { spriteext[iActor].tspr->x=lValue; return; } Gv_SetVar(lVar2, spriteext[iActor].tspr->x,vm.g_i,vm.g_p); return; case ACTOR_Y: if (iSet) { spriteext[iActor].tspr->y=lValue; return; } Gv_SetVar(lVar2, spriteext[iActor].tspr->y,vm.g_i,vm.g_p); return; case ACTOR_Z: if (iSet) { spriteext[iActor].tspr->z=lValue; return; } Gv_SetVar(lVar2, spriteext[iActor].tspr->z,vm.g_i,vm.g_p); return; case ACTOR_CSTAT: if (iSet) { spriteext[iActor].tspr->cstat=lValue; return; } Gv_SetVar(lVar2, spriteext[iActor].tspr->cstat,vm.g_i,vm.g_p); return; case ACTOR_PICNUM: if (iSet) { spriteext[iActor].tspr->picnum=lValue; return; } Gv_SetVar(lVar2, spriteext[iActor].tspr->picnum,vm.g_i,vm.g_p); return; case ACTOR_SHADE: if (iSet) { spriteext[iActor].tspr->shade=lValue; return; } Gv_SetVar(lVar2, spriteext[iActor].tspr->shade,vm.g_i,vm.g_p); return; case ACTOR_PAL: if (iSet) { spriteext[iActor].tspr->pal=lValue; return; } Gv_SetVar(lVar2, spriteext[iActor].tspr->pal,vm.g_i,vm.g_p); return; case ACTOR_CLIPDIST: if (iSet) { spriteext[iActor].tspr->clipdist=lValue; return; } Gv_SetVar(lVar2, spriteext[iActor].tspr->clipdist,vm.g_i,vm.g_p); return; case ACTOR_DETAIL: if (iSet) { spriteext[iActor].tspr->filler=lValue; return; } Gv_SetVar(lVar2, spriteext[iActor].tspr->filler,vm.g_i,vm.g_p); return; case ACTOR_XREPEAT: if (iSet) { spriteext[iActor].tspr->xrepeat=lValue; return; } Gv_SetVar(lVar2, spriteext[iActor].tspr->xrepeat,vm.g_i,vm.g_p); return; case ACTOR_YREPEAT: if (iSet) { spriteext[iActor].tspr->yrepeat=lValue; return; } Gv_SetVar(lVar2, spriteext[iActor].tspr->yrepeat,vm.g_i,vm.g_p); return; case ACTOR_XOFFSET: if (iSet) { spriteext[iActor].tspr->xoffset=lValue; return; } Gv_SetVar(lVar2, spriteext[iActor].tspr->xoffset,vm.g_i,vm.g_p); return; case ACTOR_YOFFSET: if (iSet) { spriteext[iActor].tspr->yoffset=lValue; return; } Gv_SetVar(lVar2, spriteext[iActor].tspr->yoffset,vm.g_i,vm.g_p); return; case ACTOR_SECTNUM: if (iSet) { spriteext[iActor].tspr->sectnum=lValue; return; } Gv_SetVar(lVar2, spriteext[iActor].tspr->sectnum,vm.g_i,vm.g_p); return; case ACTOR_STATNUM: if (iSet) { spriteext[iActor].tspr->statnum=lValue; return; } Gv_SetVar(lVar2, spriteext[iActor].tspr->statnum,vm.g_i,vm.g_p); return; case ACTOR_ANG: if (iSet) { spriteext[iActor].tspr->ang=lValue; return; } Gv_SetVar(lVar2, spriteext[iActor].tspr->ang,vm.g_i,vm.g_p); return; case ACTOR_OWNER: if (iSet) { spriteext[iActor].tspr->owner=lValue; return; } Gv_SetVar(lVar2, spriteext[iActor].tspr->owner,vm.g_i,vm.g_p); return; #if 1 case ACTOR_XVEL: if (iSet) { spriteext[iActor].tspr->xvel=lValue; return; } Gv_SetVar(lVar2, spriteext[iActor].tspr->xvel,vm.g_i,vm.g_p); return; case ACTOR_YVEL: if (iSet) { spriteext[iActor].tspr->yvel=lValue; return; } Gv_SetVar(lVar2, spriteext[iActor].tspr->yvel,vm.g_i,vm.g_p); return; case ACTOR_ZVEL: if (iSet) { spriteext[iActor].tspr->zvel=lValue; return; } Gv_SetVar(lVar2, spriteext[iActor].tspr->zvel,vm.g_i,vm.g_p); return; case ACTOR_LOTAG: if (iSet) { spriteext[iActor].tspr->lotag=lValue; return; } Gv_SetVar(lVar2, spriteext[iActor].tspr->lotag,vm.g_i,vm.g_p); return; case ACTOR_HITAG: if (iSet) { spriteext[iActor].tspr->hitag=lValue; return; } Gv_SetVar(lVar2, spriteext[iActor].tspr->hitag,vm.g_i,vm.g_p); return; case ACTOR_EXTRA: if (iSet) { spriteext[iActor].tspr->extra=lValue; return; } Gv_SetVar(lVar2, spriteext[iActor].tspr->extra,vm.g_i,vm.g_p); return; #endif default: return; } badsprite: OSD_Printf(CON_ERROR "invalid target sprite (%d) %d %d\n",g_errorLineNum,keyw[g_tw],iActor,vm.g_i,vm.g_sp->picnum); insptr += (lVar2 == MAXGAMEVARS); return; badtspr: OSD_Printf(CON_ERROR "Internal bug, tsprite is unavailable\n",g_errorLineNum,keyw[g_tw]); return; } static void __fastcall VM_AccessProjectile(int32_t iSet, int32_t lVar1, int32_t lLabelID, int32_t lVar2) { int32_t lValue=0; if ((lVar1 < 0 || lVar1 >= MAXTILES) /* && g_scriptSanityChecks */) goto badtile; if (iSet) lValue=Gv_GetVar(lVar2, vm.g_i, vm.g_p); switch (lLabelID) { case PROJ_WORKSLIKE: if (iSet) { ProjectileData[lVar1].workslike=lValue; return; } Gv_SetVar(lVar2, ProjectileData[lVar1].workslike, vm.g_i, vm.g_p); return; case PROJ_SPAWNS: if (iSet) { ProjectileData[lVar1].spawns=lValue; return; } Gv_SetVar(lVar2, ProjectileData[lVar1].spawns, vm.g_i, vm.g_p); return; case PROJ_SXREPEAT: if (iSet) { ProjectileData[lVar1].sxrepeat=lValue; return; } Gv_SetVar(lVar2, ProjectileData[lVar1].sxrepeat, vm.g_i, vm.g_p); return; case PROJ_SYREPEAT: if (iSet) { ProjectileData[lVar1].syrepeat=lValue; return; } Gv_SetVar(lVar2, ProjectileData[lVar1].syrepeat, vm.g_i, vm.g_p); return; case PROJ_SOUND: if (iSet) { ProjectileData[lVar1].sound=lValue; return; } Gv_SetVar(lVar2, ProjectileData[lVar1].sound, vm.g_i, vm.g_p); return; case PROJ_ISOUND: if (iSet) { ProjectileData[lVar1].isound=lValue; return; } Gv_SetVar(lVar2, ProjectileData[lVar1].isound, vm.g_i, vm.g_p); return; case PROJ_VEL: if (iSet) { ProjectileData[lVar1].vel=lValue; return; } Gv_SetVar(lVar2, ProjectileData[lVar1].vel, vm.g_i, vm.g_p); return; case PROJ_EXTRA: if (iSet) { ProjectileData[lVar1].extra=lValue; return; } Gv_SetVar(lVar2, ProjectileData[lVar1].extra, vm.g_i, vm.g_p); return; case PROJ_DECAL: if (iSet) { ProjectileData[lVar1].decal=lValue; return; } Gv_SetVar(lVar2, ProjectileData[lVar1].decal, vm.g_i, vm.g_p); return; case PROJ_TRAIL: if (iSet) { ProjectileData[lVar1].trail=lValue; return; } Gv_SetVar(lVar2, ProjectileData[lVar1].trail, vm.g_i, vm.g_p); return; case PROJ_TXREPEAT: if (iSet) { ProjectileData[lVar1].txrepeat=lValue; return; } Gv_SetVar(lVar2, ProjectileData[lVar1].txrepeat, vm.g_i, vm.g_p); return; case PROJ_TYREPEAT: if (iSet) { ProjectileData[lVar1].tyrepeat=lValue; return; } Gv_SetVar(lVar2, ProjectileData[lVar1].tyrepeat, vm.g_i, vm.g_p); return; case PROJ_TOFFSET: if (iSet) { ProjectileData[lVar1].toffset=lValue; return; } Gv_SetVar(lVar2, ProjectileData[lVar1].toffset, vm.g_i, vm.g_p); return; case PROJ_TNUM: if (iSet) { ProjectileData[lVar1].tnum=lValue; return; } Gv_SetVar(lVar2, ProjectileData[lVar1].tnum, vm.g_i, vm.g_p); return; case PROJ_DROP: if (iSet) { ProjectileData[lVar1].drop=lValue; return; } Gv_SetVar(lVar2, ProjectileData[lVar1].drop, vm.g_i, vm.g_p); return; case PROJ_CSTAT: if (iSet) { ProjectileData[lVar1].cstat=lValue; return; } Gv_SetVar(lVar2, ProjectileData[lVar1].cstat, vm.g_i, vm.g_p); return; case PROJ_CLIPDIST: if (iSet) { ProjectileData[lVar1].clipdist=lValue; return; } Gv_SetVar(lVar2, ProjectileData[lVar1].clipdist, vm.g_i, vm.g_p); return; case PROJ_SHADE: if (iSet) { ProjectileData[lVar1].shade=lValue; return; } Gv_SetVar(lVar2, ProjectileData[lVar1].shade, vm.g_i, vm.g_p); return; case PROJ_XREPEAT: if (iSet) { ProjectileData[lVar1].xrepeat=lValue; return; } Gv_SetVar(lVar2, ProjectileData[lVar1].xrepeat, vm.g_i, vm.g_p); return; case PROJ_YREPEAT: if (iSet) { ProjectileData[lVar1].yrepeat=lValue; return; } Gv_SetVar(lVar2, ProjectileData[lVar1].yrepeat, vm.g_i, vm.g_p); return; case PROJ_PAL: if (iSet) { ProjectileData[lVar1].pal=lValue; return; } Gv_SetVar(lVar2, ProjectileData[lVar1].pal, vm.g_i, vm.g_p); return; case PROJ_EXTRA_RAND: if (iSet) { ProjectileData[lVar1].extra_rand=lValue; return; } Gv_SetVar(lVar2, ProjectileData[lVar1].extra_rand, vm.g_i, vm.g_p); return; case PROJ_HITRADIUS: if (iSet) { ProjectileData[lVar1].hitradius=lValue; return; } Gv_SetVar(lVar2, ProjectileData[lVar1].hitradius, vm.g_i, vm.g_p); return; case PROJ_VEL_MULT: if (iSet) { ProjectileData[lVar1].velmult=lValue; return; } Gv_SetVar(lVar2, ProjectileData[lVar1].velmult, vm.g_i, vm.g_p); return; case PROJ_OFFSET: if (iSet) { ProjectileData[lVar1].offset=lValue; return; } Gv_SetVar(lVar2, ProjectileData[lVar1].offset, vm.g_i, vm.g_p); return; case PROJ_BOUNCES: if (iSet) { ProjectileData[lVar1].bounces=lValue; return; } Gv_SetVar(lVar2, ProjectileData[lVar1].bounces, vm.g_i, vm.g_p); return; case PROJ_BSOUND: if (iSet) { ProjectileData[lVar1].bsound=lValue; return; } Gv_SetVar(lVar2, ProjectileData[lVar1].bsound, vm.g_i, vm.g_p); return; case PROJ_RANGE: if (iSet) { ProjectileData[lVar1].range=lValue; return; } Gv_SetVar(lVar2, ProjectileData[lVar1].range, vm.g_i, vm.g_p); return; default: return; } badtile: OSD_Printf(CON_ERROR "invalid tile (%d)\n",g_errorLineNum,keyw[g_tw],lVar1); insptr += (lVar2 == MAXGAMEVARS); return; } #else static int32_t __fastcall VM_AccessSpriteX(int32_t iActor, int32_t lLabelID, int32_t lParm2) { if ((ActorLabels[lLabelID].flags & LABEL_HASPARM2 && (lParm2 < 0 || lParm2 >= ActorLabels[lLabelID].maxParm2)) /* && g_scriptSanityChecks */) goto badpos; switch (lLabelID) { case ACTOR_X: return sprite[iActor].x; case ACTOR_Y: return sprite[iActor].y; case ACTOR_Z: return sprite[iActor].z; case ACTOR_CSTAT: return sprite[iActor].cstat; case ACTOR_PICNUM: return sprite[iActor].picnum; case ACTOR_SHADE: return sprite[iActor].shade; case ACTOR_PAL: return sprite[iActor].pal; case ACTOR_CLIPDIST: return sprite[iActor].clipdist; case ACTOR_DETAIL: return sprite[iActor].filler; case ACTOR_XREPEAT: return sprite[iActor].xrepeat; case ACTOR_YREPEAT: return sprite[iActor].yrepeat; case ACTOR_XOFFSET: return sprite[iActor].xoffset; case ACTOR_YOFFSET: return sprite[iActor].yoffset; case ACTOR_SECTNUM: return sprite[iActor].sectnum; case ACTOR_STATNUM: return sprite[iActor].statnum; case ACTOR_ANG: return sprite[iActor].ang; case ACTOR_OWNER: return sprite[iActor].owner; case ACTOR_XVEL: return sprite[iActor].xvel; case ACTOR_YVEL: return sprite[iActor].yvel; case ACTOR_ZVEL: return sprite[iActor].zvel; case ACTOR_LOTAG: return sprite[iActor].lotag; case ACTOR_HITAG: return sprite[iActor].hitag; case ACTOR_EXTRA: return sprite[iActor].extra; case ACTOR_HTCGG: return actor[iActor].cgg; case ACTOR_HTPICNUM : return actor[iActor].picnum; case ACTOR_HTANG: return actor[iActor].ang; case ACTOR_HTEXTRA: return actor[iActor].extra; case ACTOR_HTOWNER: return actor[iActor].owner; case ACTOR_HTMOVFLAG: return actor[iActor].movflag; case ACTOR_HTTEMPANG: return actor[iActor].tempang; case ACTOR_HTACTORSTAYPUT: return actor[iActor].actorstayput; case ACTOR_HTDISPICNUM: return actor[iActor].dispicnum; case ACTOR_HTTIMETOSLEEP: return actor[iActor].timetosleep; case ACTOR_HTFLOORZ: return actor[iActor].floorz; case ACTOR_HTCEILINGZ: return actor[iActor].ceilingz; case ACTOR_HTLASTVX: return actor[iActor].lastvx; case ACTOR_HTLASTVY: return actor[iActor].lastvy; case ACTOR_HTBPOSX: return actor[iActor].bposx; case ACTOR_HTBPOSY: return actor[iActor].bposy; case ACTOR_HTBPOSZ: return actor[iActor].bposz; case ACTOR_HTG_T: return actor[iActor].t_data[lParm2]; case ACTOR_ANGOFF: return spriteext[iActor].angoff; case ACTOR_PITCH: return spriteext[iActor].pitch; case ACTOR_ROLL: return spriteext[iActor].roll; case ACTOR_MDXOFF: return spriteext[iActor].xoff; case ACTOR_MDYOFF: return spriteext[iActor].yoff; case ACTOR_MDZOFF: return spriteext[iActor].zoff; case ACTOR_MDFLAGS: return spriteext[iActor].flags; case ACTOR_XPANNING: return spriteext[iActor].xpanning; case ACTOR_YPANNING: return spriteext[iActor].ypanning; case ACTOR_HTFLAGS: return actor[iActor].flags; case ACTOR_ALPHA: return (uint8_t)(spriteext[iActor].alpha*255.0f); default: return -1; } badpos: OSD_Printf(CON_ERROR "tried to get invalid %s position %d on sprite (%d) from spr %d\n", g_errorLineNum,keyw[g_tw],ActorLabels[lLabelID].name,lParm2,iActor,vm.g_i); return -1; } static int32_t __fastcall VM_AccessSectorX(int32_t iSector, int32_t lLabelID) { switch (lLabelID) { case SECTOR_WALLPTR: return sector[iSector].wallptr; case SECTOR_WALLNUM: return sector[iSector].wallnum; case SECTOR_CEILINGZ: return sector[iSector].ceilingz; case SECTOR_FLOORZ: return sector[iSector].floorz; case SECTOR_CEILINGSTAT: return sector[iSector].ceilingstat; case SECTOR_FLOORSTAT: return sector[iSector].floorstat; case SECTOR_CEILINGPICNUM: return sector[iSector].ceilingpicnum; case SECTOR_CEILINGSLOPE: return sector[iSector].ceilingheinum; case SECTOR_CEILINGSHADE: return sector[iSector].ceilingshade; case SECTOR_CEILINGPAL: return sector[iSector].ceilingpal; case SECTOR_CEILINGXPANNING: return sector[iSector].ceilingxpanning; case SECTOR_CEILINGYPANNING: return sector[iSector].ceilingypanning; case SECTOR_FLOORPICNUM: return sector[iSector].floorpicnum; case SECTOR_FLOORSLOPE: return sector[iSector].floorheinum; case SECTOR_FLOORSHADE: return sector[iSector].floorshade; case SECTOR_FLOORPAL: return sector[iSector].floorpal; case SECTOR_FLOORXPANNING: return sector[iSector].floorxpanning; case SECTOR_FLOORYPANNING: return sector[iSector].floorypanning; case SECTOR_VISIBILITY: return sector[iSector].visibility; case SECTOR_ALIGNTO: return sector[iSector].filler; case SECTOR_LOTAG: return sector[iSector].lotag; case SECTOR_HITAG: return sector[iSector].hitag; case SECTOR_EXTRA: return sector[iSector].extra; default: return -1; } } static int32_t __fastcall VM_AccessPlayerX(int32_t iPlayer, int32_t lLabelID, int32_t lParm2) { if ((PlayerLabels[lLabelID].flags & LABEL_HASPARM2 && (lParm2 < 0 || lParm2 >= PlayerLabels[lLabelID].maxParm2)) /* && g_scriptSanityChecks */) goto badpos; switch (lLabelID) { case PLAYER_ZOOM: return g_player[iPlayer].ps->zoom; case PLAYER_EXITX: return g_player[iPlayer].ps->exitx; case PLAYER_EXITY: return g_player[iPlayer].ps->exity; case PLAYER_LOOGIEX: return g_player[iPlayer].ps->loogiex[lParm2]; case PLAYER_LOOGIEY: return g_player[iPlayer].ps->loogiey[lParm2]; case PLAYER_NUMLOOGS: return g_player[iPlayer].ps->numloogs; case PLAYER_LOOGCNT: return g_player[iPlayer].ps->loogcnt; case PLAYER_POSX: return g_player[iPlayer].ps->pos.x; case PLAYER_POSY: return g_player[iPlayer].ps->pos.y; case PLAYER_POSZ: return g_player[iPlayer].ps->pos.z; case PLAYER_HORIZ: return g_player[iPlayer].ps->horiz; case PLAYER_OHORIZ: return g_player[iPlayer].ps->ohoriz; case PLAYER_OHORIZOFF: return g_player[iPlayer].ps->ohorizoff; case PLAYER_INVDISPTIME: return g_player[iPlayer].ps->invdisptime; case PLAYER_BOBPOSX: return g_player[iPlayer].ps->bobposx; case PLAYER_BOBPOSY: return g_player[iPlayer].ps->bobposy; case PLAYER_OPOSX: return g_player[iPlayer].ps->opos.x; case PLAYER_OPOSY: return g_player[iPlayer].ps->opos.y; case PLAYER_OPOSZ: return g_player[iPlayer].ps->opos.z; case PLAYER_PYOFF: return g_player[iPlayer].ps->pyoff; case PLAYER_OPYOFF: return g_player[iPlayer].ps->opyoff; case PLAYER_POSXV: return g_player[iPlayer].ps->posvel.x; case PLAYER_POSYV: return g_player[iPlayer].ps->posvel.y; case PLAYER_POSZV: return g_player[iPlayer].ps->posvel.z; case PLAYER_LAST_PISSED_TIME: return g_player[iPlayer].ps->last_pissed_time; case PLAYER_TRUEFZ: return g_player[iPlayer].ps->truefz; case PLAYER_TRUECZ: return g_player[iPlayer].ps->truecz; case PLAYER_PLAYER_PAR: return g_player[iPlayer].ps->player_par; case PLAYER_VISIBILITY: return g_player[iPlayer].ps->visibility; case PLAYER_BOBCOUNTER: return g_player[iPlayer].ps->bobcounter; case PLAYER_WEAPON_SWAY: return g_player[iPlayer].ps->weapon_sway; case PLAYER_PALS_TIME: return g_player[iPlayer].ps->pals.f; case PLAYER_RANDOMFLAMEX: return g_player[iPlayer].ps->randomflamex; case PLAYER_CRACK_TIME: return g_player[iPlayer].ps->crack_time; case PLAYER_AIM_MODE: return g_player[iPlayer].ps->aim_mode; case PLAYER_ANG: return g_player[iPlayer].ps->ang; case PLAYER_OANG: return g_player[iPlayer].ps->oang; case PLAYER_ANGVEL: return g_player[iPlayer].ps->angvel; case PLAYER_CURSECTNUM: return g_player[iPlayer].ps->cursectnum; case PLAYER_LOOK_ANG: return g_player[iPlayer].ps->look_ang; case PLAYER_LAST_EXTRA: return g_player[iPlayer].ps->last_extra; case PLAYER_SUBWEAPON: return g_player[iPlayer].ps->subweapon; case PLAYER_AMMO_AMOUNT: return g_player[iPlayer].ps->ammo_amount[lParm2]; case PLAYER_WACKEDBYACTOR: return g_player[iPlayer].ps->wackedbyactor; case PLAYER_FRAG: return g_player[iPlayer].ps->frag; case PLAYER_FRAGGEDSELF: return g_player[iPlayer].ps->fraggedself; case PLAYER_CURR_WEAPON: return g_player[iPlayer].ps->curr_weapon; case PLAYER_LAST_WEAPON: return g_player[iPlayer].ps->last_weapon; case PLAYER_TIPINCS: return g_player[iPlayer].ps->tipincs; case PLAYER_HORIZOFF: return g_player[iPlayer].ps->horizoff; case PLAYER_WANTWEAPONFIRE: return g_player[iPlayer].ps->wantweaponfire; case PLAYER_HOLODUKE_AMOUNT: return g_player[iPlayer].ps->inv_amount[GET_HOLODUKE]; case PLAYER_NEWOWNER: return g_player[iPlayer].ps->newowner; case PLAYER_HURT_DELAY: return g_player[iPlayer].ps->hurt_delay; case PLAYER_HBOMB_HOLD_DELAY: return g_player[iPlayer].ps->hbomb_hold_delay; case PLAYER_JUMPING_COUNTER: return g_player[iPlayer].ps->jumping_counter; case PLAYER_AIRLEFT: return g_player[iPlayer].ps->airleft; case PLAYER_KNEE_INCS: return g_player[iPlayer].ps->knee_incs; case PLAYER_ACCESS_INCS: return g_player[iPlayer].ps->access_incs; case PLAYER_FTA: return g_player[iPlayer].ps->fta; case PLAYER_FTQ: return g_player[iPlayer].ps->ftq; case PLAYER_ACCESS_WALLNUM: return g_player[iPlayer].ps->access_wallnum; case PLAYER_ACCESS_SPRITENUM: return g_player[iPlayer].ps->access_spritenum; case PLAYER_KICKBACK_PIC: return g_player[iPlayer].ps->kickback_pic; case PLAYER_GOT_ACCESS: return g_player[iPlayer].ps->got_access; case PLAYER_WEAPON_ANG: return g_player[iPlayer].ps->weapon_ang; case PLAYER_FIRSTAID_AMOUNT: return g_player[iPlayer].ps->inv_amount[GET_FIRSTAID]; case PLAYER_SOMETHINGONPLAYER: return g_player[iPlayer].ps->somethingonplayer; case PLAYER_ON_CRANE: return g_player[iPlayer].ps->on_crane; case PLAYER_I: return g_player[iPlayer].ps->i; case PLAYER_ONE_PARALLAX_SECTNUM: return g_player[iPlayer].ps->one_parallax_sectnum; case PLAYER_OVER_SHOULDER_ON: return g_player[iPlayer].ps->over_shoulder_on; case PLAYER_RANDOM_CLUB_FRAME: return g_player[iPlayer].ps->random_club_frame; case PLAYER_FIST_INCS: return g_player[iPlayer].ps->fist_incs; case PLAYER_ONE_EIGHTY_COUNT: return g_player[iPlayer].ps->one_eighty_count; case PLAYER_CHEAT_PHASE: return g_player[iPlayer].ps->cheat_phase; case PLAYER_DUMMYPLAYERSPRITE: return g_player[iPlayer].ps->dummyplayersprite; case PLAYER_EXTRA_EXTRA8: return g_player[iPlayer].ps->extra_extra8; case PLAYER_QUICK_KICK: return g_player[iPlayer].ps->quick_kick; case PLAYER_HEAT_AMOUNT: return g_player[iPlayer].ps->inv_amount[GET_HEATS]; case PLAYER_ACTORSQU: return g_player[iPlayer].ps->actorsqu; case PLAYER_TIMEBEFOREEXIT: return g_player[iPlayer].ps->timebeforeexit; case PLAYER_CUSTOMEXITSOUND: return g_player[iPlayer].ps->customexitsound; case PLAYER_WEAPRECS: return g_player[iPlayer].ps->weaprecs[lParm2]; case PLAYER_WEAPRECCNT: return g_player[iPlayer].ps->weapreccnt; case PLAYER_INTERFACE_TOGGLE_FLAG: return g_player[iPlayer].ps->interface_toggle_flag; case PLAYER_ROTSCRNANG: return g_player[iPlayer].ps->rotscrnang; case PLAYER_DEAD_FLAG: return g_player[iPlayer].ps->dead_flag; case PLAYER_SHOW_EMPTY_WEAPON: return g_player[iPlayer].ps->show_empty_weapon; case PLAYER_SCUBA_AMOUNT: return g_player[iPlayer].ps->inv_amount[GET_SCUBA]; case PLAYER_JETPACK_AMOUNT: return g_player[iPlayer].ps->inv_amount[GET_JETPACK]; case PLAYER_STEROIDS_AMOUNT: return g_player[iPlayer].ps->inv_amount[GET_STEROIDS]; case PLAYER_SHIELD_AMOUNT: return g_player[iPlayer].ps->inv_amount[GET_SHIELD]; case PLAYER_HOLODUKE_ON: return g_player[iPlayer].ps->holoduke_on; case PLAYER_PYCOUNT: return g_player[iPlayer].ps->pycount; case PLAYER_WEAPON_POS: return g_player[iPlayer].ps->weapon_pos; case PLAYER_FRAG_PS: return g_player[iPlayer].ps->frag_ps; case PLAYER_TRANSPORTER_HOLD: return g_player[iPlayer].ps->transporter_hold; case PLAYER_LAST_FULL_WEAPON: return g_player[iPlayer].ps->last_full_weapon; case PLAYER_FOOTPRINTSHADE: return g_player[iPlayer].ps->footprintshade; case PLAYER_BOOT_AMOUNT: return g_player[iPlayer].ps->inv_amount[GET_BOOTS]; case PLAYER_SCREAM_VOICE: return g_player[iPlayer].ps->scream_voice; case PLAYER_GM: return g_player[iPlayer].ps->gm; case PLAYER_ON_WARPING_SECTOR: return g_player[iPlayer].ps->on_warping_sector; case PLAYER_FOOTPRINTCOUNT: return g_player[iPlayer].ps->footprintcount; case PLAYER_HBOMB_ON: return g_player[iPlayer].ps->hbomb_on; case PLAYER_JUMPING_TOGGLE: return g_player[iPlayer].ps->jumping_toggle; case PLAYER_RAPID_FIRE_HOLD: return g_player[iPlayer].ps->rapid_fire_hold; case PLAYER_ON_GROUND: return g_player[iPlayer].ps->on_ground; case PLAYER_INVEN_ICON: return g_player[iPlayer].ps->inven_icon; case PLAYER_BUTTONPALETTE: return g_player[iPlayer].ps->buttonpalette; case PLAYER_JETPACK_ON: return g_player[iPlayer].ps->jetpack_on; case PLAYER_SPRITEBRIDGE: return g_player[iPlayer].ps->spritebridge; case PLAYER_LASTRANDOMSPOT: return g_player[iPlayer].ps->lastrandomspot; case PLAYER_SCUBA_ON: return g_player[iPlayer].ps->scuba_on; case PLAYER_FOOTPRINTPAL: return g_player[iPlayer].ps->footprintpal; case PLAYER_HEAT_ON: return g_player[iPlayer].ps->heat_on; case PLAYER_HOLSTER_WEAPON: return g_player[iPlayer].ps->holster_weapon; case PLAYER_FALLING_COUNTER: return g_player[iPlayer].ps->falling_counter; case PLAYER_GOTWEAPON: return (g_player[iPlayer].ps->gotweapon & (1<refresh_inventory; case PLAYER_TOGGLE_KEY_FLAG: return g_player[iPlayer].ps->toggle_key_flag; case PLAYER_KNUCKLE_INCS: return g_player[iPlayer].ps->knuckle_incs; case PLAYER_WALKING_SND_TOGGLE: return g_player[iPlayer].ps->walking_snd_toggle; case PLAYER_PALOOKUP: return g_player[iPlayer].ps->palookup; case PLAYER_HARD_LANDING: return g_player[iPlayer].ps->hard_landing; case PLAYER_MAX_SECRET_ROOMS: return g_player[iPlayer].ps->max_secret_rooms; case PLAYER_SECRET_ROOMS: return g_player[iPlayer].ps->secret_rooms; case PLAYER_PALS: switch (lParm2) { case 0: return g_player[iPlayer].ps->pals.r; case 1: return g_player[iPlayer].ps->pals.g; case 2: return g_player[iPlayer].ps->pals.b; } return -1; case PLAYER_MAX_ACTORS_KILLED: return g_player[iPlayer].ps->max_actors_killed; case PLAYER_ACTORS_KILLED: return g_player[iPlayer].ps->actors_killed; case PLAYER_RETURN_TO_CENTER: return g_player[iPlayer].ps->return_to_center; case PLAYER_RUNSPEED: return g_player[iPlayer].ps->runspeed; case PLAYER_SBS: return g_player[iPlayer].ps->sbs; case PLAYER_RELOADING: return g_player[iPlayer].ps->reloading; case PLAYER_AUTO_AIM: return g_player[iPlayer].ps->auto_aim; case PLAYER_MOVEMENT_LOCK: return g_player[iPlayer].ps->movement_lock; case PLAYER_SOUND_PITCH: return g_player[iPlayer].ps->sound_pitch; case PLAYER_WEAPONSWITCH: return g_player[iPlayer].ps->weaponswitch; case PLAYER_TEAM: return g_player[iPlayer].ps->team; case PLAYER_MAX_PLAYER_HEALTH: return g_player[iPlayer].ps->max_player_health; case PLAYER_MAX_SHIELD_AMOUNT: return g_player[iPlayer].ps->max_shield_amount; case PLAYER_MAX_AMMO_AMOUNT: return g_player[iPlayer].ps->max_ammo_amount[lParm2]; case PLAYER_LAST_QUICK_KICK: return g_player[iPlayer].ps->last_quick_kick; default: return -1; } badpos: OSD_Printf(CON_ERROR "tried to get invalid %s position %d on player (%d) from spr %d\n", g_errorLineNum,keyw[g_tw],PlayerLabels[lLabelID].name,lParm2,iPlayer,vm.g_i); return -1; } static int32_t __fastcall VM_AccessWallX(int32_t iWall, int32_t lLabelID) { switch (lLabelID) { case WALL_X: return wall[iWall].x; case WALL_Y: return wall[iWall].y; case WALL_POINT2: return wall[iWall].point2; case WALL_NEXTWALL: return wall[iWall].nextwall; case WALL_NEXTSECTOR: return wall[iWall].nextsector; case WALL_CSTAT: return wall[iWall].cstat; case WALL_PICNUM: return wall[iWall].picnum; case WALL_OVERPICNUM: return wall[iWall].overpicnum; case WALL_SHADE: return wall[iWall].shade; case WALL_PAL: return wall[iWall].pal; case WALL_XREPEAT: return wall[iWall].xrepeat; case WALL_YREPEAT: return wall[iWall].yrepeat; case WALL_XPANNING: return wall[iWall].xpanning; case WALL_YPANNING: return wall[iWall].ypanning; case WALL_LOTAG: return wall[iWall].lotag; case WALL_HITAG: return wall[iWall].hitag; case WALL_EXTRA: return wall[iWall].extra; default: return -1; } } #endif // _gamevars_c_