//------------------------------------------------------------------------- /* 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 #include "duke3d.h" #include "gamedef.h" #include "scriplib.h" #include "osd.h" int g_i,g_p; static int g_x; static intptr_t *g_t; static spritetype *g_sp; static int killit_flag; static int parse(void); static void DoUserDef(int iSet, int lLabelID, int lVar2) { int lValue; if (g_p != myconnectindex) { // if (lVar2 == MAXGAMEVARS) // insptr++; insptr += (lVar2 == MAXGAMEVARS); return; } lValue=GetGameVarID(lVar2, g_i, g_p); switch (lLabelID) { case USERDEFS_GOD: if (iSet) { ud.god = lValue; return; } SetGameVarID(lVar2, ud.god, g_i, g_p); return; case USERDEFS_WARP_ON: if (iSet) { ud.warp_on = lValue; return; } SetGameVarID(lVar2, ud.warp_on, g_i, g_p); return; case USERDEFS_CASHMAN: if (iSet) { ud.cashman = lValue; return; } SetGameVarID(lVar2, ud.cashman, g_i, g_p); return; case USERDEFS_EOG: if (iSet) { ud.eog = lValue; return; } SetGameVarID(lVar2, ud.eog, g_i, g_p); return; case USERDEFS_SHOWALLMAP: if (iSet) { ud.showallmap = lValue; return; } SetGameVarID(lVar2, ud.showallmap, g_i, g_p); return; case USERDEFS_SHOW_HELP: if (iSet) { ud.show_help = lValue; return; } SetGameVarID(lVar2, ud.show_help, g_i, g_p); return; case USERDEFS_SCROLLMODE: if (iSet) { ud.scrollmode = lValue; return; } SetGameVarID(lVar2, ud.scrollmode, g_i, g_p); return; case USERDEFS_CLIPPING: if (iSet) { ud.clipping = lValue; return; } SetGameVarID(lVar2, ud.clipping, g_i, g_p); return; // case USERDEFS_USER_NAME: // if(iSet) // { // ud.user_name[MAXPLAYERS][32] = lValue; // return; // } // SetGameVarID(lVar2, ud.user_name[MAXPLAYERS][32], g_i, g_p); // return; // case USERDEFS_RIDECULE: // if(iSet) // { // ud.ridecule = lValue; // return; // } // SetGameVarID(lVar2, ud.ridecule, g_i, g_p); // return; // case USERDEFS_SAVEGAME: // if(iSet) // { // ud.savegame = lValue; // return; // } // SetGameVarID(lVar2, ud.savegame, g_i, g_p); // return; // case USERDEFS_PWLOCKOUT: // if(iSet) // { // ud.pwlockout = lValue; // return; // } // SetGameVarID(lVar2, ud.pwlockout, g_i, g_p); // return; // case USERDEFS_RTSNAME: // if(iSet) // { // ud.rtsname = lValue; // return; // } // SetGameVarID(lVar2, ud.rtsname, g_i, g_p); // return; case USERDEFS_OVERHEAD_ON: if (iSet) { ud.overhead_on = lValue; return; } SetGameVarID(lVar2, ud.overhead_on, g_i, g_p); return; case USERDEFS_LAST_OVERHEAD: if (iSet) { ud.last_overhead = lValue; return; } SetGameVarID(lVar2, ud.last_overhead, g_i, g_p); return; case USERDEFS_SHOWWEAPONS: if (iSet) { ud.showweapons = lValue; return; } SetGameVarID(lVar2, ud.showweapons, g_i, g_p); return; case USERDEFS_PAUSE_ON: if (iSet) { ud.pause_on = lValue; return; } SetGameVarID(lVar2, ud.pause_on, g_i, g_p); return; case USERDEFS_FROM_BONUS: if (iSet) { ud.from_bonus = lValue; return; } SetGameVarID(lVar2, ud.from_bonus, g_i, g_p); return; case USERDEFS_CAMERASPRITE: if (iSet) { ud.camerasprite = lValue; return; } SetGameVarID(lVar2, ud.camerasprite, g_i, g_p); return; case USERDEFS_LAST_CAMSPRITE: if (iSet) { ud.last_camsprite = lValue; return; } SetGameVarID(lVar2, ud.last_camsprite, g_i, g_p); return; case USERDEFS_LAST_LEVEL: if (iSet) { ud.last_level = lValue; return; } SetGameVarID(lVar2, ud.last_level, g_i, g_p); return; case USERDEFS_SECRETLEVEL: if (iSet) { ud.secretlevel = lValue; return; } SetGameVarID(lVar2, ud.secretlevel, g_i, g_p); return; case USERDEFS_CONST_VISIBILITY: if (iSet) { ud.const_visibility = lValue; return; } SetGameVarID(lVar2, ud.const_visibility, g_i, g_p); return; case USERDEFS_UW_FRAMERATE: if (iSet) { ud.uw_framerate = lValue; return; } SetGameVarID(lVar2, ud.uw_framerate, g_i, g_p); return; case USERDEFS_CAMERA_TIME: if (iSet) { ud.camera_time = lValue; return; } SetGameVarID(lVar2, ud.camera_time, g_i, g_p); return; case USERDEFS_FOLFVEL: if (iSet) { ud.folfvel = lValue; return; } SetGameVarID(lVar2, ud.folfvel, g_i, g_p); return; case USERDEFS_FOLAVEL: if (iSet) { ud.folavel = lValue; return; } SetGameVarID(lVar2, ud.folavel, g_i, g_p); return; case USERDEFS_FOLX: if (iSet) { ud.folx = lValue; return; } SetGameVarID(lVar2, ud.folx, g_i, g_p); return; case USERDEFS_FOLY: if (iSet) { ud.foly = lValue; return; } SetGameVarID(lVar2, ud.foly, g_i, g_p); return; case USERDEFS_FOLA: if (iSet) { ud.fola = lValue; return; } SetGameVarID(lVar2, ud.fola, g_i, g_p); return; case USERDEFS_RECCNT: if (iSet) { ud.reccnt = lValue; return; } SetGameVarID(lVar2, ud.reccnt, g_i, g_p); return; case USERDEFS_ENTERED_NAME: if (iSet) { ud.entered_name = lValue; return; } SetGameVarID(lVar2, ud.entered_name, g_i, g_p); return; case USERDEFS_SCREEN_TILTING: if (iSet) { ud.screen_tilting = lValue; return; } SetGameVarID(lVar2, ud.screen_tilting, g_i, g_p); return; case USERDEFS_SHADOWS: if (iSet) { ud.shadows = lValue; return; } SetGameVarID(lVar2, ud.shadows, g_i, g_p); return; case USERDEFS_FTA_ON: if (iSet) { ud.fta_on = lValue; return; } SetGameVarID(lVar2, ud.fta_on, g_i, g_p); return; case USERDEFS_EXECUTIONS: if (iSet) { ud.executions = lValue; return; } SetGameVarID(lVar2, ud.executions, g_i, g_p); return; case USERDEFS_AUTO_RUN: if (iSet) { ud.auto_run = lValue; return; } SetGameVarID(lVar2, ud.auto_run, g_i, g_p); return; case USERDEFS_COORDS: if (iSet) { ud.coords = lValue; return; } SetGameVarID(lVar2, ud.coords, g_i, g_p); return; case USERDEFS_TICKRATE: if (iSet) { ud.tickrate = lValue; return; } SetGameVarID(lVar2, ud.tickrate, g_i, g_p); return; case USERDEFS_M_COOP: if (iSet) { ud.m_coop = lValue; return; } SetGameVarID(lVar2, ud.m_coop, g_i, g_p); return; case USERDEFS_COOP: if (iSet) { ud.coop = lValue; return; } SetGameVarID(lVar2, ud.coop, g_i, g_p); return; case USERDEFS_SCREEN_SIZE: if (iSet) { if (ud.screen_size != lValue) { ud.screen_size = lValue; vscrn(); } return; } SetGameVarID(lVar2, ud.screen_size, g_i, g_p); return; case USERDEFS_LOCKOUT: if (iSet) { ud.lockout = lValue; return; } SetGameVarID(lVar2, ud.lockout, g_i, g_p); return; case USERDEFS_CROSSHAIR: if (iSet) { ud.crosshair = lValue; return; } SetGameVarID(lVar2, ud.crosshair, g_i, g_p); return; // case USERDEFS_WCHOICE: // if(iSet) // { // ud.wchoice = lValue; // return; // } // SetGameVarID(lVar2, ud.wchoice, g_i, g_p); // return; case USERDEFS_PLAYERAI: if (iSet) { ud.playerai = lValue; return; } SetGameVarID(lVar2, ud.playerai, g_i, g_p); return; case USERDEFS_RESPAWN_MONSTERS: if (iSet) { ud.respawn_monsters = lValue; return; } SetGameVarID(lVar2, ud.respawn_monsters, g_i, g_p); return; case USERDEFS_RESPAWN_ITEMS: if (iSet) { ud.respawn_items = lValue; return; } SetGameVarID(lVar2, ud.respawn_items, g_i, g_p); return; case USERDEFS_RESPAWN_INVENTORY: if (iSet) { ud.respawn_inventory = lValue; return; } SetGameVarID(lVar2, ud.respawn_inventory, g_i, g_p); return; case USERDEFS_RECSTAT: if (iSet) { ud.recstat = lValue; return; } SetGameVarID(lVar2, ud.recstat, g_i, g_p); return; case USERDEFS_MONSTERS_OFF: if (iSet) { ud.monsters_off = lValue; return; } SetGameVarID(lVar2, ud.monsters_off, g_i, g_p); return; case USERDEFS_BRIGHTNESS: if (iSet) { ud.brightness = lValue; return; } SetGameVarID(lVar2, ud.brightness, g_i, g_p); return; case USERDEFS_M_RESPAWN_ITEMS: if (iSet) { ud.m_respawn_items = lValue; return; } SetGameVarID(lVar2, ud.m_respawn_items, g_i, g_p); return; case USERDEFS_M_RESPAWN_MONSTERS: if (iSet) { ud.m_respawn_monsters = lValue; return; } SetGameVarID(lVar2, ud.m_respawn_monsters, g_i, g_p); return; case USERDEFS_M_RESPAWN_INVENTORY: if (iSet) { ud.m_respawn_inventory = lValue; return; } SetGameVarID(lVar2, ud.m_respawn_inventory, g_i, g_p); return; case USERDEFS_M_RECSTAT: if (iSet) { ud.m_recstat = lValue; return; } SetGameVarID(lVar2, ud.m_recstat, g_i, g_p); return; case USERDEFS_M_MONSTERS_OFF: if (iSet) { ud.m_monsters_off = lValue; return; } SetGameVarID(lVar2, ud.m_monsters_off, g_i, g_p); return; case USERDEFS_DETAIL: if (iSet) { ud.detail = lValue; return; } SetGameVarID(lVar2, ud.detail, g_i, g_p); return; case USERDEFS_M_FFIRE: if (iSet) { ud.m_ffire = lValue; return; } SetGameVarID(lVar2, ud.m_ffire, g_i, g_p); return; case USERDEFS_FFIRE: if (iSet) { ud.ffire = lValue; return; } SetGameVarID(lVar2, ud.ffire, g_i, g_p); return; case USERDEFS_M_PLAYER_SKILL: if (iSet) { ud.m_player_skill = lValue; return; } SetGameVarID(lVar2, ud.m_player_skill, g_i, g_p); return; case USERDEFS_M_LEVEL_NUMBER: if (iSet) { ud.m_level_number = lValue; return; } SetGameVarID(lVar2, ud.m_level_number, g_i, g_p); return; case USERDEFS_M_VOLUME_NUMBER: if (iSet) { ud.m_volume_number = lValue; return; } SetGameVarID(lVar2, ud.m_volume_number, g_i, g_p); return; case USERDEFS_MULTIMODE: if (iSet) { ud.multimode = lValue; return; } SetGameVarID(lVar2, ud.multimode, g_i, g_p); return; case USERDEFS_PLAYER_SKILL: if (iSet) { ud.player_skill = lValue; return; } SetGameVarID(lVar2, ud.player_skill, g_i, g_p); return; case USERDEFS_LEVEL_NUMBER: if (iSet) { ud.level_number = lValue; return; } SetGameVarID(lVar2, ud.level_number, g_i, g_p); return; case USERDEFS_VOLUME_NUMBER: if (iSet) { ud.volume_number = lValue; return; } SetGameVarID(lVar2, ud.volume_number, g_i, g_p); return; case USERDEFS_M_MARKER: if (iSet) { ud.m_marker = lValue; return; } SetGameVarID(lVar2, ud.m_marker, g_i, g_p); return; case USERDEFS_MARKER: if (iSet) { ud.marker = lValue; return; } SetGameVarID(lVar2, ud.marker, g_i, g_p); return; case USERDEFS_MOUSEFLIP: if (iSet) { ud.mouseflip = lValue; return; } SetGameVarID(lVar2, ud.mouseflip, g_i, g_p); return; case USERDEFS_STATUSBARSCALE: if (iSet) { ud.statusbarscale = lValue; return; } SetGameVarID(lVar2, ud.statusbarscale, g_i, g_p); return; case USERDEFS_DRAWWEAPON: if (iSet) { ud.drawweapon = lValue; return; } SetGameVarID(lVar2, ud.drawweapon, g_i, g_p); return; case USERDEFS_MOUSEAIMING: if (iSet) { ud.mouseaiming = lValue; return; } SetGameVarID(lVar2, ud.mouseaiming, g_i, g_p); return; case USERDEFS_WEAPONSWITCH: if (iSet) { ud.weaponswitch = lValue; return; } SetGameVarID(lVar2, ud.weaponswitch, g_i, g_p); return; case USERDEFS_DEMOCAMS: if (iSet) { ud.democams = lValue; return; } SetGameVarID(lVar2, ud.democams, g_i, g_p); return; case USERDEFS_COLOR: if (iSet) { ud.color = lValue; return; } SetGameVarID(lVar2, ud.color, g_i, g_p); return; case USERDEFS_MSGDISPTIME: if (iSet) { ud.msgdisptime = lValue; return; } SetGameVarID(lVar2, ud.msgdisptime, g_i, g_p); return; case USERDEFS_STATUSBARMODE: if (iSet) { ud.statusbarmode = lValue; return; } SetGameVarID(lVar2, ud.statusbarmode, g_i, g_p); return; case USERDEFS_M_NOEXITS: if (iSet) { ud.m_noexits = lValue; return; } SetGameVarID(lVar2, ud.m_noexits, g_i, g_p); return; case USERDEFS_NOEXITS: if (iSet) { ud.noexits = lValue; return; } SetGameVarID(lVar2, ud.noexits, g_i, g_p); return; case USERDEFS_AUTOVOTE: if (iSet) { ud.autovote = lValue; return; } SetGameVarID(lVar2, ud.autovote, g_i, g_p); return; case USERDEFS_AUTOMSG: if (iSet) { ud.automsg = lValue; return; } SetGameVarID(lVar2, ud.automsg, g_i, g_p); return; case USERDEFS_IDPLAYERS: if (iSet) { ud.idplayers = lValue; return; } SetGameVarID(lVar2, ud.idplayers, g_i, g_p); return; case USERDEFS_TEAM: if (iSet) { ud.team = lValue; return; } SetGameVarID(lVar2, ud.team, g_i, g_p); return; case USERDEFS_VIEWBOB: if (iSet) { ud.viewbob = lValue; return; } SetGameVarID(lVar2, ud.viewbob, g_i, g_p); return; case USERDEFS_WEAPONSWAY: if (iSet) { ud.weaponsway = lValue; return; } SetGameVarID(lVar2, ud.weaponsway, g_i, g_p); return; case USERDEFS_ANGLEINTERPOLATION: if (iSet) { ud.angleinterpolation = lValue; return; } SetGameVarID(lVar2, ud.angleinterpolation, g_i, g_p); return; case USERDEFS_DEATHMSGS: if (iSet) { ud.deathmsgs = lValue; return; } SetGameVarID(lVar2, ud.deathmsgs, g_i, g_p); return; case USERDEFS_LEVELSTATS: if (iSet) { ud.levelstats = lValue; return; } SetGameVarID(lVar2, ud.levelstats, g_i, g_p); return; default: return; } } static void DoThisProjectile(int iSet, int lVar1, int lLabelID, int lVar2) { int lValue,proj=g_i; if (lVar1 != g_iThisActorID) proj=GetGameVarID(lVar1, g_i, g_p); if (proj < 0 || proj >= MAXSPRITES) { OSD_Printf("DoThisProjectile(): invalid projectile (%d)\n",proj); insptr += (lVar2 == MAXGAMEVARS); return; } lValue=GetGameVarID(lVar2, g_i, g_p); switch (lLabelID) { case PROJ_WORKSLIKE: if (iSet) { hittype[proj].projectile.workslike=lValue; return; } SetGameVarID(lVar2, hittype[proj].projectile.workslike, g_i, g_p); return; case PROJ_SPAWNS: if (iSet) { hittype[proj].projectile.spawns=lValue; return; } SetGameVarID(lVar2, hittype[proj].projectile.spawns, g_i, g_p); return; case PROJ_SXREPEAT: if (iSet) { hittype[proj].projectile.sxrepeat=lValue; return; } SetGameVarID(lVar2, hittype[proj].projectile.sxrepeat, g_i, g_p); return; case PROJ_SYREPEAT: if (iSet) { hittype[proj].projectile.syrepeat=lValue; return; } SetGameVarID(lVar2, hittype[proj].projectile.syrepeat, g_i, g_p); return; case PROJ_SOUND: if (iSet) { hittype[proj].projectile.sound=lValue; return; } SetGameVarID(lVar2, hittype[proj].projectile.sound, g_i, g_p); return; case PROJ_ISOUND: if (iSet) { hittype[proj].projectile.isound=lValue; return; } SetGameVarID(lVar2, hittype[proj].projectile.isound, g_i, g_p); return; case PROJ_VEL: if (iSet) { hittype[proj].projectile.vel=lValue; return; } SetGameVarID(lVar2, hittype[proj].projectile.vel, g_i, g_p); return; case PROJ_EXTRA: if (iSet) { hittype[proj].projectile.extra=lValue; return; } SetGameVarID(lVar2, hittype[proj].projectile.extra, g_i, g_p); return; case PROJ_DECAL: if (iSet) { hittype[proj].projectile.decal=lValue; return; } SetGameVarID(lVar2, hittype[proj].projectile.decal, g_i, g_p); return; case PROJ_TRAIL: if (iSet) { hittype[proj].projectile.trail=lValue; return; } SetGameVarID(lVar2, hittype[proj].projectile.trail, g_i, g_p); return; case PROJ_TXREPEAT: if (iSet) { hittype[proj].projectile.txrepeat=lValue; return; } SetGameVarID(lVar2, hittype[proj].projectile.txrepeat, g_i, g_p); return; case PROJ_TYREPEAT: if (iSet) { hittype[proj].projectile.tyrepeat=lValue; return; } SetGameVarID(lVar2, hittype[proj].projectile.tyrepeat, g_i, g_p); return; case PROJ_TOFFSET: if (iSet) { hittype[proj].projectile.toffset=lValue; return; } SetGameVarID(lVar2, hittype[proj].projectile.toffset, g_i, g_p); return; case PROJ_TNUM: if (iSet) { hittype[proj].projectile.tnum=lValue; return; } SetGameVarID(lVar2, hittype[proj].projectile.tnum, g_i, g_p); return; case PROJ_DROP: if (iSet) { hittype[proj].projectile.drop=lValue; return; } SetGameVarID(lVar2, hittype[proj].projectile.drop, g_i, g_p); return; case PROJ_CSTAT: if (iSet) { hittype[proj].projectile.cstat=lValue; return; } SetGameVarID(lVar2, hittype[proj].projectile.cstat, g_i, g_p); return; case PROJ_CLIPDIST: if (iSet) { hittype[proj].projectile.clipdist=lValue; return; } SetGameVarID(lVar2, hittype[proj].projectile.clipdist, g_i, g_p); return; case PROJ_SHADE: if (iSet) { hittype[proj].projectile.shade=lValue; return; } SetGameVarID(lVar2, hittype[proj].projectile.shade, g_i, g_p); return; case PROJ_XREPEAT: if (iSet) { hittype[proj].projectile.xrepeat=lValue; return; } SetGameVarID(lVar2, hittype[proj].projectile.xrepeat, g_i, g_p); return; case PROJ_YREPEAT: if (iSet) { hittype[proj].projectile.yrepeat=lValue; return; } SetGameVarID(lVar2, hittype[proj].projectile.yrepeat, g_i, g_p); return; case PROJ_PAL: if (iSet) { hittype[proj].projectile.pal=lValue; return; } SetGameVarID(lVar2, hittype[proj].projectile.pal, g_i, g_p); return; case PROJ_EXTRA_RAND: if (iSet) { hittype[proj].projectile.extra_rand=lValue; return; } SetGameVarID(lVar2, hittype[proj].projectile.extra_rand, g_i, g_p); return; case PROJ_HITRADIUS: if (iSet) { hittype[proj].projectile.hitradius=lValue; return; } SetGameVarID(lVar2, hittype[proj].projectile.hitradius, g_i, g_p); return; case PROJ_VEL_MULT: if (iSet) { hittype[proj].projectile.velmult=lValue; return; } SetGameVarID(lVar2, hittype[proj].projectile.velmult, g_i, g_p); return; case PROJ_OFFSET: if (iSet) { hittype[proj].projectile.offset=lValue; return; } SetGameVarID(lVar2, hittype[proj].projectile.offset, g_i, g_p); return; case PROJ_BOUNCES: if (iSet) { hittype[proj].projectile.bounces=lValue; return; } SetGameVarID(lVar2, hittype[proj].projectile.bounces, g_i, g_p); return; case PROJ_BSOUND: if (iSet) { hittype[proj].projectile.bsound=lValue; return; } SetGameVarID(lVar2, hittype[proj].projectile.bsound, g_i, g_p); return; case PROJ_RANGE: if (iSet) { hittype[proj].projectile.range=lValue; return; } SetGameVarID(lVar2, hittype[proj].projectile.range, g_i, g_p); return; default: return; } } static void DoPlayer(int iSet, int lVar1, int lLabelID, int lVar2, int lParm2) { int lValue; int lTemp; int iPlayer=g_p; if (lVar1 != g_iThisActorID) iPlayer=GetGameVarID(lVar1, g_i, g_p); if (iPlayer<0 || iPlayer >= ud.multimode) { insptr += (lVar2 == MAXGAMEVARS); OSD_Printf("DoPlayer(): invalid target player (%d) %d\n",iPlayer,g_i); return; } lValue=GetGameVarID(lVar2, g_i, g_p); switch (lLabelID) { case PLAYER_ZOOM: if (iSet) { g_player[iPlayer].ps->zoom=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->zoom, g_i, g_p); return; case PLAYER_EXITX: if (iSet) { g_player[iPlayer].ps->exitx=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->exitx, g_i, g_p); return; case PLAYER_EXITY: if (iSet) { g_player[iPlayer].ps->exity=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->exity, g_i, g_p); return; case PLAYER_LOOGIEX: lTemp=lParm2; if (iSet) { g_player[iPlayer].ps->loogiex[lTemp]=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->loogiex[lTemp], g_i, g_p); return; case PLAYER_LOOGIEY: lTemp=lParm2; if (iSet) { g_player[iPlayer].ps->loogiey[lTemp]=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->loogiey[lTemp], g_i, g_p); return; case PLAYER_NUMLOOGS: if (iSet) { g_player[iPlayer].ps->numloogs=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->numloogs, g_i, g_p); return; case PLAYER_LOOGCNT: if (iSet) { g_player[iPlayer].ps->loogcnt=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->loogcnt, g_i, g_p); return; case PLAYER_POSX: if (iSet) { g_player[iPlayer].ps->posx=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->posx, g_i, g_p); return; case PLAYER_POSY: if (iSet) { g_player[iPlayer].ps->posy=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->posy, g_i, g_p); return; case PLAYER_POSZ: if (iSet) { g_player[iPlayer].ps->posz=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->posz, g_i, g_p); return; case PLAYER_HORIZ: if (iSet) { g_player[iPlayer].ps->horiz=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->horiz, g_i, g_p); return; case PLAYER_OHORIZ: if (iSet) { g_player[iPlayer].ps->ohoriz=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->ohoriz, g_i, g_p); return; case PLAYER_OHORIZOFF: if (iSet) { g_player[iPlayer].ps->ohorizoff=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->ohorizoff, g_i, g_p); return; case PLAYER_INVDISPTIME: if (iSet) { g_player[iPlayer].ps->invdisptime=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->invdisptime, g_i, g_p); return; case PLAYER_BOBPOSX: if (iSet) { g_player[iPlayer].ps->bobposx=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->bobposx, g_i, g_p); return; case PLAYER_BOBPOSY: if (iSet) { g_player[iPlayer].ps->bobposy=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->bobposy, g_i, g_p); return; case PLAYER_OPOSX: if (iSet) { g_player[iPlayer].ps->oposx=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->oposx, g_i, g_p); return; case PLAYER_OPOSY: if (iSet) { g_player[iPlayer].ps->oposy=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->oposy, g_i, g_p); return; case PLAYER_OPOSZ: if (iSet) { g_player[iPlayer].ps->oposz=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->oposz, g_i, g_p); return; case PLAYER_PYOFF: if (iSet) { g_player[iPlayer].ps->pyoff=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->pyoff, g_i, g_p); return; case PLAYER_OPYOFF: if (iSet) { g_player[iPlayer].ps->opyoff=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->opyoff, g_i, g_p); return; case PLAYER_POSXV: if (iSet) { g_player[iPlayer].ps->posxv=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->posxv, g_i, g_p); return; case PLAYER_POSYV: if (iSet) { g_player[iPlayer].ps->posyv=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->posyv, g_i, g_p); return; case PLAYER_POSZV: if (iSet) { g_player[iPlayer].ps->poszv=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->poszv, g_i, g_p); return; case PLAYER_LAST_PISSED_TIME: if (iSet) { g_player[iPlayer].ps->last_pissed_time=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->last_pissed_time, g_i, g_p); return; case PLAYER_TRUEFZ: if (iSet) { g_player[iPlayer].ps->truefz=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->truefz, g_i, g_p); return; case PLAYER_TRUECZ: if (iSet) { g_player[iPlayer].ps->truecz=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->truecz, g_i, g_p); return; case PLAYER_PLAYER_PAR: if (iSet) { g_player[iPlayer].ps->player_par=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->player_par, g_i, g_p); return; case PLAYER_VISIBILITY: if (iSet) { g_player[iPlayer].ps->visibility=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->visibility, g_i, g_p); return; case PLAYER_BOBCOUNTER: if (iSet) { g_player[iPlayer].ps->bobcounter=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->bobcounter, g_i, g_p); return; case PLAYER_WEAPON_SWAY: if (iSet) { g_player[iPlayer].ps->weapon_sway=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->weapon_sway, g_i, g_p); return; case PLAYER_PALS_TIME: if (iSet) { g_player[iPlayer].ps->pals_time=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->pals_time, g_i, g_p); return; case PLAYER_RANDOMFLAMEX: if (iSet) { g_player[iPlayer].ps->randomflamex=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->randomflamex, g_i, g_p); return; case PLAYER_CRACK_TIME: if (iSet) { g_player[iPlayer].ps->crack_time=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->crack_time, g_i, g_p); return; case PLAYER_AIM_MODE: if (iSet) { g_player[iPlayer].ps->aim_mode=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->aim_mode, g_i, g_p); return; case PLAYER_ANG: if (iSet) { g_player[iPlayer].ps->ang=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->ang, g_i, g_p); return; case PLAYER_OANG: if (iSet) { g_player[iPlayer].ps->oang=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->oang, g_i, g_p); return; case PLAYER_ANGVEL: if (iSet) { g_player[iPlayer].ps->angvel=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->angvel, g_i, g_p); return; case PLAYER_CURSECTNUM: if (iSet) { g_player[iPlayer].ps->cursectnum=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->cursectnum, g_i, g_p); return; case PLAYER_LOOK_ANG: if (iSet) { g_player[iPlayer].ps->look_ang=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->look_ang, g_i, g_p); return; case PLAYER_LAST_EXTRA: if (iSet) { g_player[iPlayer].ps->last_extra=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->last_extra, g_i, g_p); return; case PLAYER_SUBWEAPON: if (iSet) { g_player[iPlayer].ps->subweapon=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->subweapon, g_i, g_p); return; case PLAYER_AMMO_AMOUNT: lTemp=lParm2; if (iSet) { g_player[iPlayer].ps->ammo_amount[lTemp]=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->ammo_amount[lTemp], g_i, g_p); return; case PLAYER_WACKEDBYACTOR: if (iSet) { g_player[iPlayer].ps->wackedbyactor=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->wackedbyactor, g_i, g_p); return; case PLAYER_FRAG: if (iSet) { g_player[iPlayer].ps->frag=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->frag, g_i, g_p); return; case PLAYER_FRAGGEDSELF: if (iSet) { g_player[iPlayer].ps->fraggedself=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->fraggedself, g_i, g_p); return; case PLAYER_CURR_WEAPON: if (iSet) { g_player[iPlayer].ps->curr_weapon=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->curr_weapon, g_i, g_p); return; case PLAYER_LAST_WEAPON: if (iSet) { g_player[iPlayer].ps->last_weapon=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->last_weapon, g_i, g_p); return; case PLAYER_TIPINCS: if (iSet) { g_player[iPlayer].ps->tipincs=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->tipincs, g_i, g_p); return; case PLAYER_HORIZOFF: if (iSet) { g_player[iPlayer].ps->horizoff=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->horizoff, g_i, g_p); return; case PLAYER_WANTWEAPONFIRE: if (iSet) { g_player[iPlayer].ps->wantweaponfire=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->wantweaponfire, g_i, g_p); return; case PLAYER_HOLODUKE_AMOUNT: if (iSet) { g_player[iPlayer].ps->holoduke_amount=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->holoduke_amount, g_i, g_p); return; case PLAYER_NEWOWNER: if (iSet) { g_player[iPlayer].ps->newowner=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->newowner, g_i, g_p); return; case PLAYER_HURT_DELAY: if (iSet) { g_player[iPlayer].ps->hurt_delay=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->hurt_delay, g_i, g_p); return; case PLAYER_HBOMB_HOLD_DELAY: if (iSet) { g_player[iPlayer].ps->hbomb_hold_delay=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->hbomb_hold_delay, g_i, g_p); return; case PLAYER_JUMPING_COUNTER: if (iSet) { g_player[iPlayer].ps->jumping_counter=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->jumping_counter, g_i, g_p); return; case PLAYER_AIRLEFT: if (iSet) { g_player[iPlayer].ps->airleft=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->airleft, g_i, g_p); return; case PLAYER_KNEE_INCS: if (iSet) { g_player[iPlayer].ps->knee_incs=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->knee_incs, g_i, g_p); return; case PLAYER_ACCESS_INCS: if (iSet) { g_player[iPlayer].ps->access_incs=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->access_incs, g_i, g_p); return; case PLAYER_FTA: if (iSet) { g_player[iPlayer].ps->fta=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->fta, g_i, g_p); return; case PLAYER_FTQ: if (iSet) { g_player[iPlayer].ps->ftq=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->ftq, g_i, g_p); return; case PLAYER_ACCESS_WALLNUM: if (iSet) { g_player[iPlayer].ps->access_wallnum=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->access_wallnum, g_i, g_p); return; case PLAYER_ACCESS_SPRITENUM: if (iSet) { g_player[iPlayer].ps->access_spritenum=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->access_spritenum, g_i, g_p); return; case PLAYER_KICKBACK_PIC: if (iSet) { g_player[iPlayer].ps->kickback_pic=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->kickback_pic, g_i, g_p); return; case PLAYER_GOT_ACCESS: if (iSet) { g_player[iPlayer].ps->got_access=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->got_access, g_i, g_p); return; case PLAYER_WEAPON_ANG: if (iSet) { g_player[iPlayer].ps->weapon_ang=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->weapon_ang, g_i, g_p); return; case PLAYER_FIRSTAID_AMOUNT: if (iSet) { g_player[iPlayer].ps->firstaid_amount=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->firstaid_amount, g_i, g_p); return; case PLAYER_SOMETHINGONPLAYER: if (iSet) { g_player[iPlayer].ps->somethingonplayer=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->somethingonplayer, g_i, g_p); return; case PLAYER_ON_CRANE: if (iSet) { g_player[iPlayer].ps->on_crane=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->on_crane, g_i, g_p); return; case PLAYER_I: if (iSet) { g_player[iPlayer].ps->i=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->i, g_i, g_p); return; case PLAYER_ONE_PARALLAX_SECTNUM: if (iSet) { g_player[iPlayer].ps->one_parallax_sectnum=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->one_parallax_sectnum, g_i, g_p); return; case PLAYER_OVER_SHOULDER_ON: if (iSet) { g_player[iPlayer].ps->over_shoulder_on=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->over_shoulder_on, g_i, g_p); return; case PLAYER_RANDOM_CLUB_FRAME: if (iSet) { g_player[iPlayer].ps->random_club_frame=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->random_club_frame, g_i, g_p); return; case PLAYER_FIST_INCS: if (iSet) { g_player[iPlayer].ps->fist_incs=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->fist_incs, g_i, g_p); return; case PLAYER_ONE_EIGHTY_COUNT: if (iSet) { g_player[iPlayer].ps->one_eighty_count=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->one_eighty_count, g_i, g_p); return; case PLAYER_CHEAT_PHASE: if (iSet) { g_player[iPlayer].ps->cheat_phase=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->cheat_phase, g_i, g_p); return; case PLAYER_DUMMYPLAYERSPRITE: if (iSet) { g_player[iPlayer].ps->dummyplayersprite=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->dummyplayersprite, g_i, g_p); return; case PLAYER_EXTRA_EXTRA8: if (iSet) { g_player[iPlayer].ps->extra_extra8=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->extra_extra8, g_i, g_p); return; case PLAYER_QUICK_KICK: if (iSet) { g_player[iPlayer].ps->quick_kick=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->quick_kick, g_i, g_p); return; case PLAYER_HEAT_AMOUNT: if (iSet) { g_player[iPlayer].ps->heat_amount=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->heat_amount, g_i, g_p); return; case PLAYER_ACTORSQU: if (iSet) { g_player[iPlayer].ps->actorsqu=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->actorsqu, g_i, g_p); return; case PLAYER_TIMEBEFOREEXIT: if (iSet) { g_player[iPlayer].ps->timebeforeexit=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->timebeforeexit, g_i, g_p); return; case PLAYER_CUSTOMEXITSOUND: if (iSet) { g_player[iPlayer].ps->customexitsound=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->customexitsound, g_i, g_p); return; case PLAYER_WEAPRECS: if (iSet) { g_player[iPlayer].ps->weaprecs[16]=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->weaprecs[16], g_i, g_p); return; case PLAYER_WEAPRECCNT: if (iSet) { g_player[iPlayer].ps->weapreccnt=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->weapreccnt, g_i, g_p); return; case PLAYER_INTERFACE_TOGGLE_FLAG: if (iSet) { g_player[iPlayer].ps->interface_toggle_flag=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->interface_toggle_flag, g_i, g_p); return; case PLAYER_ROTSCRNANG: if (iSet) { g_player[iPlayer].ps->rotscrnang=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->rotscrnang, g_i, g_p); return; case PLAYER_DEAD_FLAG: if (iSet) { g_player[iPlayer].ps->dead_flag=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->dead_flag, g_i, g_p); return; case PLAYER_SHOW_EMPTY_WEAPON: if (iSet) { g_player[iPlayer].ps->show_empty_weapon=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->show_empty_weapon, g_i, g_p); return; case PLAYER_SCUBA_AMOUNT: if (iSet) { g_player[iPlayer].ps->scuba_amount=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->scuba_amount, g_i, g_p); return; case PLAYER_JETPACK_AMOUNT: if (iSet) { g_player[iPlayer].ps->jetpack_amount=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->jetpack_amount, g_i, g_p); return; case PLAYER_STEROIDS_AMOUNT: if (iSet) { g_player[iPlayer].ps->steroids_amount=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->steroids_amount, g_i, g_p); return; case PLAYER_SHIELD_AMOUNT: if (iSet) { g_player[iPlayer].ps->shield_amount=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->shield_amount, g_i, g_p); return; case PLAYER_HOLODUKE_ON: if (iSet) { g_player[iPlayer].ps->holoduke_on=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->holoduke_on, g_i, g_p); return; case PLAYER_PYCOUNT: if (iSet) { g_player[iPlayer].ps->pycount=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->pycount, g_i, g_p); return; case PLAYER_WEAPON_POS: if (iSet) { g_player[iPlayer].ps->weapon_pos=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->weapon_pos, g_i, g_p); return; case PLAYER_FRAG_PS: if (iSet) { g_player[iPlayer].ps->frag_ps=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->frag_ps, g_i, g_p); return; case PLAYER_TRANSPORTER_HOLD: if (iSet) { g_player[iPlayer].ps->transporter_hold=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->transporter_hold, g_i, g_p); return; case PLAYER_LAST_FULL_WEAPON: if (iSet) { g_player[iPlayer].ps->last_full_weapon=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->last_full_weapon, g_i, g_p); return; case PLAYER_FOOTPRINTSHADE: if (iSet) { g_player[iPlayer].ps->footprintshade=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->footprintshade, g_i, g_p); return; case PLAYER_BOOT_AMOUNT: if (iSet) { g_player[iPlayer].ps->boot_amount=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->boot_amount, g_i, g_p); return; case PLAYER_SCREAM_VOICE: if (iSet) { g_player[iPlayer].ps->scream_voice=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->scream_voice, g_i, g_p); return; case PLAYER_GM: if (iSet) { g_player[iPlayer].ps->gm=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->gm, g_i, g_p); return; case PLAYER_ON_WARPING_SECTOR: if (iSet) { g_player[iPlayer].ps->on_warping_sector=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->on_warping_sector, g_i, g_p); return; case PLAYER_FOOTPRINTCOUNT: if (iSet) { g_player[iPlayer].ps->footprintcount=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->footprintcount, g_i, g_p); return; case PLAYER_HBOMB_ON: if (iSet) { g_player[iPlayer].ps->hbomb_on=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->hbomb_on, g_i, g_p); return; case PLAYER_JUMPING_TOGGLE: if (iSet) { g_player[iPlayer].ps->jumping_toggle=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->jumping_toggle, g_i, g_p); return; case PLAYER_RAPID_FIRE_HOLD: if (iSet) { g_player[iPlayer].ps->rapid_fire_hold=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->rapid_fire_hold, g_i, g_p); return; case PLAYER_ON_GROUND: if (iSet) { g_player[iPlayer].ps->on_ground=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->on_ground, g_i, g_p); return; case PLAYER_NAME: if (iSet) { g_player[iPlayer].ps->name[32]=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->name[32], g_i, g_p); return; case PLAYER_INVEN_ICON: if (iSet) { g_player[iPlayer].ps->inven_icon=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->inven_icon, g_i, g_p); return; case PLAYER_BUTTONPALETTE: if (iSet) { g_player[iPlayer].ps->buttonpalette=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->buttonpalette, g_i, g_p); return; case PLAYER_JETPACK_ON: if (iSet) { g_player[iPlayer].ps->jetpack_on=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->jetpack_on, g_i, g_p); return; case PLAYER_SPRITEBRIDGE: if (iSet) { g_player[iPlayer].ps->spritebridge=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->spritebridge, g_i, g_p); return; case PLAYER_LASTRANDOMSPOT: if (iSet) { g_player[iPlayer].ps->lastrandomspot=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->lastrandomspot, g_i, g_p); return; case PLAYER_SCUBA_ON: if (iSet) { g_player[iPlayer].ps->scuba_on=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->scuba_on, g_i, g_p); return; case PLAYER_FOOTPRINTPAL: if (iSet) { g_player[iPlayer].ps->footprintpal=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->footprintpal, g_i, g_p); return; case PLAYER_HEAT_ON: if (iSet) { { if (g_player[iPlayer].ps->heat_on != lValue) { g_player[iPlayer].ps->heat_on=lValue; setpal(g_player[iPlayer].ps); } } return; } SetGameVarID(lVar2, g_player[iPlayer].ps->heat_on, g_i, g_p); return; case PLAYER_HOLSTER_WEAPON: if (iSet) { g_player[iPlayer].ps->holster_weapon=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->holster_weapon, g_i, g_p); return; case PLAYER_FALLING_COUNTER: if (iSet) { g_player[iPlayer].ps->falling_counter=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->falling_counter, g_i, g_p); return; case PLAYER_GOTWEAPON: lTemp=lParm2; if (iSet) { g_player[iPlayer].ps->gotweapon[lTemp]=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->gotweapon[lTemp], g_i, g_p); return; case PLAYER_REFRESH_INVENTORY: if (iSet) { g_player[iPlayer].ps->refresh_inventory=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->refresh_inventory, g_i, g_p); return; // case PLAYER_PALETTE: // if(iSet) // { // g_player[iPlayer].ps->palette=lValue; // } // return; } // { // SetGameVarID(lVar2, g_player[iPlayer].ps->palette, g_i, g_p); // } // return; case PLAYER_TOGGLE_KEY_FLAG: if (iSet) { g_player[iPlayer].ps->toggle_key_flag=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->toggle_key_flag, g_i, g_p); return; case PLAYER_KNUCKLE_INCS: if (iSet) { g_player[iPlayer].ps->knuckle_incs=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->knuckle_incs, g_i, g_p); return; case PLAYER_WALKING_SND_TOGGLE: if (iSet) { g_player[iPlayer].ps->walking_snd_toggle=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->walking_snd_toggle, g_i, g_p); return; case PLAYER_PALOOKUP: if (iSet) { g_player[iPlayer].ps->palookup=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->palookup, g_i, g_p); return; case PLAYER_HARD_LANDING: if (iSet) { g_player[iPlayer].ps->hard_landing=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->hard_landing, g_i, g_p); return; case PLAYER_MAX_SECRET_ROOMS: if (iSet) { g_player[iPlayer].ps->max_secret_rooms=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->max_secret_rooms, g_i, g_p); return; case PLAYER_SECRET_ROOMS: if (iSet) { g_player[iPlayer].ps->secret_rooms=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->secret_rooms, g_i, g_p); return; case PLAYER_PALS: lTemp=lParm2; if (iSet) { g_player[iPlayer].ps->pals[lTemp]=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->pals[lTemp], g_i, g_p); return; case PLAYER_MAX_ACTORS_KILLED: if (iSet) { g_player[iPlayer].ps->max_actors_killed=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->max_actors_killed, g_i, g_p); return; case PLAYER_ACTORS_KILLED: if (iSet) { g_player[iPlayer].ps->actors_killed=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->actors_killed, g_i, g_p); return; case PLAYER_RETURN_TO_CENTER: if (iSet) { g_player[iPlayer].ps->return_to_center=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->return_to_center, g_i, g_p); return; case PLAYER_RUNSPEED: if (iSet) { g_player[iPlayer].ps->runspeed=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->runspeed, g_i, g_p); return; case PLAYER_SBS: if (iSet) { g_player[iPlayer].ps->sbs=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->sbs, g_i, g_p); return; case PLAYER_RELOADING: if (iSet) { g_player[iPlayer].ps->reloading=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->reloading, g_i, g_p); return; case PLAYER_AUTO_AIM: if (iSet) { g_player[iPlayer].ps->auto_aim=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->auto_aim, g_i, g_p); return; case PLAYER_MOVEMENT_LOCK: if (iSet) { g_player[iPlayer].ps->movement_lock=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->movement_lock, g_i, g_p); return; case PLAYER_SOUND_PITCH: if (iSet) { g_player[iPlayer].ps->sound_pitch=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->sound_pitch, g_i, g_p); return; case PLAYER_WEAPONSWITCH: if (iSet) { g_player[iPlayer].ps->weaponswitch=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->weaponswitch, g_i, g_p); return; case PLAYER_TEAM: if (iSet) { g_player[iPlayer].ps->team=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->team, g_i, g_p); return; case PLAYER_MAX_PLAYER_HEALTH: if (iSet) { g_player[iPlayer].ps->max_player_health = lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->max_player_health, g_i, g_p); return; case PLAYER_MAX_SHIELD_AMOUNT: if (iSet) { g_player[iPlayer].ps->max_shield_amount = lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->max_shield_amount, g_i, g_p); return; case PLAYER_MAX_AMMO_AMOUNT: lTemp=lParm2; if (iSet) { g_player[iPlayer].ps->max_ammo_amount[lTemp]=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].ps->max_ammo_amount[lTemp], g_i, g_p); return; default: return; } } static void DoInput(int iSet, int lVar1, int lLabelID, int lVar2) { int lValue; int iPlayer=g_p; if (lVar1 != g_iThisActorID) iPlayer=GetGameVarID(lVar1, g_i, g_p); if (iPlayer<0 || iPlayer >= ud.multimode) { insptr += (lVar2 == MAXGAMEVARS); OSD_Printf("DoInput(): invalid target player (%d) %d\n",iPlayer,g_i); return; } lValue=GetGameVarID(lVar2, g_i, g_p); switch (lLabelID) { case INPUT_AVEL: if (iSet) { g_player[iPlayer].sync->avel=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].sync->avel, g_i, g_p); return; case INPUT_HORZ: if (iSet) { g_player[iPlayer].sync->horz=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].sync->horz, g_i, g_p); return; case INPUT_FVEL: if (iSet) { g_player[iPlayer].sync->fvel=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].sync->fvel, g_i, g_p); return; case INPUT_SVEL: if (iSet) { g_player[iPlayer].sync->svel=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].sync->svel, g_i, g_p); return; case INPUT_BITS: if (iSet) { g_player[iPlayer].sync->bits=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].sync->bits, g_i, g_p); return; case INPUT_EXTBITS: if (iSet) { g_player[iPlayer].sync->extbits=lValue; return; } SetGameVarID(lVar2, g_player[iPlayer].sync->extbits, g_i, g_p); return; default: return; } } static void DoWall(int iSet, int lVar1, int lLabelID, int lVar2) { int lValue; int iWall = GetGameVarID(lVar1, g_i, g_p); if (iWall<0 || iWall >= MAXWALLS) { insptr += (lVar2 == MAXGAMEVARS); return; } lValue=GetGameVarID(lVar2, g_i, g_p); switch (lLabelID) { case WALL_X: if (iSet) { wall[iWall].x=lValue; return; } SetGameVarID(lVar2, wall[iWall].x, g_i, g_p); return; case WALL_Y: if (iSet) { wall[iWall].y=lValue; return; } SetGameVarID(lVar2, wall[iWall].y, g_i, g_p); return; case WALL_POINT2: if (iSet) { wall[iWall].point2=lValue; return; } SetGameVarID(lVar2, wall[iWall].point2, g_i, g_p); return; case WALL_NEXTWALL: if (iSet) { wall[iWall].nextwall=lValue; return; } SetGameVarID(lVar2, wall[iWall].nextwall, g_i, g_p); return; case WALL_NEXTSECTOR: if (iSet) { wall[iWall].nextsector=lValue; return; } SetGameVarID(lVar2, wall[iWall].nextsector, g_i, g_p); return; case WALL_CSTAT: if (iSet) { wall[iWall].cstat=lValue; return; } SetGameVarID(lVar2, wall[iWall].cstat, g_i, g_p); return; case WALL_PICNUM: if (iSet) { wall[iWall].picnum=lValue; return; } SetGameVarID(lVar2, wall[iWall].picnum, g_i, g_p); return; case WALL_OVERPICNUM: if (iSet) { wall[iWall].overpicnum=lValue; return; } SetGameVarID(lVar2, wall[iWall].overpicnum, g_i, g_p); return; case WALL_SHADE: if (iSet) { wall[iWall].shade=lValue; return; } SetGameVarID(lVar2, wall[iWall].shade, g_i, g_p); return; case WALL_PAL: if (iSet) { wall[iWall].pal=lValue; return; } SetGameVarID(lVar2, wall[iWall].pal, g_i, g_p); return; case WALL_XREPEAT: if (iSet) { wall[iWall].xrepeat=lValue; return; } SetGameVarID(lVar2, wall[iWall].xrepeat, g_i, g_p); return; case WALL_YREPEAT: if (iSet) { wall[iWall].yrepeat=lValue; return; } SetGameVarID(lVar2, wall[iWall].yrepeat, g_i, g_p); return; case WALL_XPANNING: if (iSet) { wall[iWall].xpanning=lValue; return; } SetGameVarID(lVar2, wall[iWall].xpanning, g_i, g_p); return; case WALL_YPANNING: if (iSet) { wall[iWall].ypanning=lValue; return; } SetGameVarID(lVar2, wall[iWall].ypanning, g_i, g_p); return; case WALL_LOTAG: if (iSet) { wall[iWall].lotag=lValue; return; } SetGameVarID(lVar2, wall[iWall].lotag, g_i, g_p); return; case WALL_HITAG: if (iSet) { wall[iWall].hitag=lValue; return; } SetGameVarID(lVar2, wall[iWall].hitag, g_i, g_p); return; case WALL_EXTRA: if (iSet) { wall[iWall].extra=lValue; return; } SetGameVarID(lVar2, wall[iWall].extra, g_i, g_p); return; default: return; } } static void DoSector(int iSet, int lVar1, int lLabelID, int lVar2) { int lValue; int iSector=sprite[g_i].sectnum; if (lVar1 != g_iThisActorID) iSector=GetGameVarID(lVar1, g_i, g_p); if (iSector<0 || iSector >= MAXSECTORS) { insptr += (lVar2 == MAXGAMEVARS); return; } lValue=GetGameVarID(lVar2, g_i, g_p); switch (lLabelID) { case SECTOR_WALLPTR: if (iSet) { sector[iSector].wallptr=lValue; return; } SetGameVarID(lVar2, sector[iSector].wallptr,g_i,g_p); return; case SECTOR_WALLNUM: if (iSet) { sector[iSector].wallnum=lValue; return; } SetGameVarID(lVar2, sector[iSector].wallnum,g_i,g_p); return; case SECTOR_CEILINGZ: if (iSet) { sector[iSector].ceilingz=lValue; return; } SetGameVarID(lVar2, sector[iSector].ceilingz,g_i,g_p); return; case SECTOR_FLOORZ: if (iSet) { sector[iSector].floorz=lValue; return; } SetGameVarID(lVar2, sector[iSector].floorz,g_i,g_p); return; case SECTOR_CEILINGSTAT: if (iSet) { sector[iSector].ceilingstat=lValue; return; } SetGameVarID(lVar2, sector[iSector].ceilingstat,g_i,g_p); return; case SECTOR_FLOORSTAT: if (iSet) { sector[iSector].floorstat=lValue; return; } SetGameVarID(lVar2, sector[iSector].floorstat,g_i,g_p); return; case SECTOR_CEILINGPICNUM: if (iSet) { sector[iSector].ceilingpicnum=lValue; return; } SetGameVarID(lVar2, sector[iSector].ceilingpicnum,g_i,g_p); return; case SECTOR_CEILINGSLOPE: if (iSet) { sector[iSector].ceilingheinum=lValue; return; } SetGameVarID(lVar2, sector[iSector].ceilingheinum,g_i,g_p); return; case SECTOR_CEILINGSHADE: if (iSet) { sector[iSector].ceilingshade=lValue; return; } SetGameVarID(lVar2, sector[iSector].ceilingshade,g_i,g_p); return; case SECTOR_CEILINGPAL: if (iSet) { sector[iSector].ceilingpal=lValue; return; } SetGameVarID(lVar2, sector[iSector].ceilingpal,g_i,g_p); return; case SECTOR_CEILINGXPANNING: if (iSet) { sector[iSector].ceilingxpanning=lValue; return; } SetGameVarID(lVar2, sector[iSector].ceilingxpanning,g_i,g_p); return; case SECTOR_CEILINGYPANNING: if (iSet) { sector[iSector].ceilingypanning=lValue; return; } SetGameVarID(lVar2, sector[iSector].ceilingypanning,g_i,g_p); return; case SECTOR_FLOORPICNUM: if (iSet) { sector[iSector].floorpicnum=lValue; return; } SetGameVarID(lVar2, sector[iSector].floorpicnum,g_i,g_p); return; case SECTOR_FLOORSLOPE: if (iSet) { sector[iSector].floorheinum=lValue; return; } SetGameVarID(lVar2, sector[iSector].floorheinum,g_i,g_p); return; case SECTOR_FLOORSHADE: if (iSet) { sector[iSector].floorshade=lValue; return; } SetGameVarID(lVar2, sector[iSector].floorshade,g_i,g_p); return; case SECTOR_FLOORPAL: if (iSet) { sector[iSector].floorpal=lValue; return; } SetGameVarID(lVar2, sector[iSector].floorpal,g_i,g_p); return; case SECTOR_FLOORXPANNING: if (iSet) { sector[iSector].floorxpanning=lValue; return; } SetGameVarID(lVar2, sector[iSector].floorxpanning,g_i,g_p); return; case SECTOR_FLOORYPANNING: if (iSet) { sector[iSector].floorypanning=lValue; return; } SetGameVarID(lVar2, sector[iSector].floorypanning,g_i,g_p); return; case SECTOR_VISIBILITY: if (iSet) { sector[iSector].visibility=lValue; return; } SetGameVarID(lVar2, sector[iSector].visibility,g_i,g_p); return; case SECTOR_ALIGNTO: if (iSet) { sector[iSector].filler=lValue; return; } SetGameVarID(lVar2, sector[iSector].filler,g_i,g_p); return; case SECTOR_LOTAG: if (iSet) { sector[iSector].lotag=lValue; return; } SetGameVarID(lVar2, sector[iSector].lotag,g_i,g_p); return; case SECTOR_HITAG: if (iSet) { sector[iSector].hitag=lValue; return; } SetGameVarID(lVar2, sector[iSector].hitag,g_i,g_p); return; case SECTOR_EXTRA: if (iSet) { sector[iSector].extra=lValue; return; } SetGameVarID(lVar2, sector[iSector].extra,g_i,g_p); return; default: return; } } static void DoActor(int iSet, int lVar1, int lLabelID, int lVar2, int lParm2) { int lValue; int lTemp; int iActor=g_i; if (lVar1 != g_iThisActorID) iActor=GetGameVarID(lVar1, g_i, g_p); if (iActor < 0 || iActor >= MAXSPRITES) { OSD_Printf("DoActor(): invalid target sprite (%d) %d %d\n",iActor,g_i,g_sp->picnum); insptr += (lVar2 == MAXGAMEVARS); return; } lValue=GetGameVarID(lVar2, g_i, g_p); switch (lLabelID) { case ACTOR_X: if (iSet) { sprite[iActor].x=lValue; return; } SetGameVarID(lVar2, sprite[iActor].x,g_i,g_p); return; case ACTOR_Y: if (iSet) { sprite[iActor].y=lValue; return; } SetGameVarID(lVar2, sprite[iActor].y,g_i,g_p); return; case ACTOR_Z: if (iSet) { sprite[iActor].z=lValue; return; } SetGameVarID(lVar2, sprite[iActor].z,g_i,g_p); return; case ACTOR_CSTAT: if (iSet) { sprite[iActor].cstat=lValue; return; } SetGameVarID(lVar2, sprite[iActor].cstat,g_i,g_p); return; case ACTOR_PICNUM: if (iSet) { sprite[iActor].picnum=lValue; return; } SetGameVarID(lVar2, sprite[iActor].picnum,g_i,g_p); return; case ACTOR_SHADE: if (iSet) { sprite[iActor].shade=lValue; return; } SetGameVarID(lVar2, sprite[iActor].shade,g_i,g_p); return; case ACTOR_PAL: if (iSet) { sprite[iActor].pal=lValue; return; } SetGameVarID(lVar2, sprite[iActor].pal,g_i,g_p); return; case ACTOR_CLIPDIST: if (iSet) { sprite[iActor].clipdist=lValue; return; } SetGameVarID(lVar2, sprite[iActor].clipdist,g_i,g_p); return; case ACTOR_DETAIL: if (iSet) { sprite[iActor].filler=lValue; return; } SetGameVarID(lVar2, sprite[iActor].filler,g_i,g_p); return; case ACTOR_XREPEAT: if (iSet) { sprite[iActor].xrepeat=lValue; return; } SetGameVarID(lVar2, sprite[iActor].xrepeat,g_i,g_p); return; case ACTOR_YREPEAT: if (iSet) { sprite[iActor].yrepeat=lValue; return; } SetGameVarID(lVar2, sprite[iActor].yrepeat,g_i,g_p); return; case ACTOR_XOFFSET: if (iSet) { sprite[iActor].xoffset=lValue; return; } SetGameVarID(lVar2, sprite[iActor].xoffset,g_i,g_p); return; case ACTOR_YOFFSET: if (iSet) { sprite[iActor].yoffset=lValue; return; } SetGameVarID(lVar2, sprite[iActor].yoffset,g_i,g_p); return; case ACTOR_SECTNUM: if (iSet) { changespritesect(iActor,lValue); return; } SetGameVarID(lVar2, sprite[iActor].sectnum,g_i,g_p); return; case ACTOR_STATNUM: if (iSet) { changespritestat(iActor,lValue); return; } SetGameVarID(lVar2, sprite[iActor].statnum,g_i,g_p); return; case ACTOR_ANG: if (iSet) { sprite[iActor].ang=lValue; return; } SetGameVarID(lVar2, sprite[iActor].ang,g_i,g_p); return; case ACTOR_OWNER: if (iSet) { sprite[iActor].owner=lValue; return; } SetGameVarID(lVar2, sprite[iActor].owner,g_i,g_p); return; case ACTOR_XVEL: if (iSet) { sprite[iActor].xvel=lValue; return; } SetGameVarID(lVar2, sprite[iActor].xvel,g_i,g_p); return; case ACTOR_YVEL: if (iSet) { sprite[iActor].yvel=lValue; return; } SetGameVarID(lVar2, sprite[iActor].yvel,g_i,g_p); return; case ACTOR_ZVEL: if (iSet) { sprite[iActor].zvel=lValue; return; } SetGameVarID(lVar2, sprite[iActor].zvel,g_i,g_p); return; case ACTOR_LOTAG: if (iSet) { sprite[iActor].lotag=lValue; return; } SetGameVarID(lVar2, sprite[iActor].lotag,g_i,g_p); return; case ACTOR_HITAG: if (iSet) { sprite[iActor].hitag=lValue; return; } SetGameVarID(lVar2, sprite[iActor].hitag,g_i,g_p); return; case ACTOR_EXTRA: if (iSet) { sprite[iActor].extra=lValue; return; } SetGameVarID(lVar2, sprite[iActor].extra,g_i,g_p); return; case ACTOR_HTCGG: if (iSet) { hittype[iActor].cgg=lValue; return; } SetGameVarID(lVar2, hittype[iActor].cgg, g_i, g_p); return; case ACTOR_HTPICNUM : if (iSet) { hittype[iActor].picnum=lValue; return; } SetGameVarID(lVar2, hittype[iActor].picnum, g_i, g_p); return; case ACTOR_HTANG: if (iSet) { hittype[iActor].ang=lValue; return; } SetGameVarID(lVar2, hittype[iActor].ang, g_i, g_p); return; case ACTOR_HTEXTRA: if (iSet) { hittype[iActor].extra=lValue; return; } SetGameVarID(lVar2,hittype[iActor].extra, g_i, g_p); return; case ACTOR_HTOWNER: if (iSet) { hittype[iActor].owner=lValue; return; } SetGameVarID(lVar2,hittype[iActor].owner, g_i, g_p); return; case ACTOR_HTMOVFLAG: if (iSet) { hittype[iActor].movflag=lValue; return; } SetGameVarID(lVar2,hittype[iActor].movflag, g_i, g_p); return; case ACTOR_HTTEMPANG: if (iSet) { hittype[iActor].tempang=lValue; return; } SetGameVarID(lVar2,hittype[iActor].tempang, g_i, g_p); return; case ACTOR_HTACTORSTAYPUT: if (iSet) { hittype[iActor].actorstayput=lValue; return; } SetGameVarID(lVar2,hittype[iActor].actorstayput, g_i, g_p); return; case ACTOR_HTDISPICNUM: if (iSet) { hittype[iActor].dispicnum=lValue; return; } SetGameVarID(lVar2,hittype[iActor].dispicnum, g_i, g_p); return; case ACTOR_HTTIMETOSLEEP: if (iSet) { hittype[iActor].timetosleep=lValue; return; } SetGameVarID(lVar2,hittype[iActor].timetosleep, g_i, g_p); return; case ACTOR_HTFLOORZ: if (iSet) { hittype[iActor].floorz=lValue; return; } SetGameVarID(lVar2,hittype[iActor].floorz, g_i, g_p); return; case ACTOR_HTCEILINGZ: if (iSet) { hittype[iActor].ceilingz=lValue; return; } SetGameVarID(lVar2,hittype[iActor].ceilingz, g_i, g_p); return; case ACTOR_HTLASTVX: if (iSet) { hittype[iActor].lastvx=lValue; return; } SetGameVarID(lVar2,hittype[iActor].lastvx, g_i, g_p); return; case ACTOR_HTLASTVY: if (iSet) { hittype[iActor].lastvy=lValue; return; } SetGameVarID(lVar2,hittype[iActor].lastvy, g_i, g_p); return; case ACTOR_HTBPOSX: if (iSet) { hittype[iActor].bposx=lValue; return; } SetGameVarID(lVar2,hittype[iActor].bposx, g_i, g_p); return; case ACTOR_HTBPOSY: if (iSet) { hittype[iActor].bposy=lValue; return; } SetGameVarID(lVar2,hittype[iActor].bposy, g_i, g_p); return; case ACTOR_HTBPOSZ: if (iSet) { hittype[iActor].bposz=lValue; return; } SetGameVarID(lVar2,hittype[iActor].bposz, g_i, g_p); return; case ACTOR_HTG_T: lTemp=lParm2; if (iSet) { hittype[iActor].temp_data[lTemp]=lValue; return; } SetGameVarID(lVar2, hittype[iActor].temp_data[lTemp], g_i, g_p); return; case ACTOR_ANGOFF: if (iSet) { spriteext[iActor].angoff=lValue; return; } SetGameVarID(lVar2,spriteext[iActor].angoff, g_i, g_p); return; case ACTOR_PITCH: if (iSet) { spriteext[iActor].pitch=lValue; return; } SetGameVarID(lVar2,spriteext[iActor].pitch, g_i, g_p); return; case ACTOR_ROLL: if (iSet) { spriteext[iActor].roll=lValue; return; } SetGameVarID(lVar2,spriteext[iActor].roll, g_i, g_p); return; case ACTOR_MDXOFF: if (iSet) { spriteext[iActor].xoff=lValue; return; } SetGameVarID(lVar2,spriteext[iActor].xoff, g_i, g_p); return; case ACTOR_MDYOFF: if (iSet) { spriteext[iActor].yoff=lValue; return; } SetGameVarID(lVar2,spriteext[iActor].yoff, g_i, g_p); return; case ACTOR_MDZOFF: if (iSet) { spriteext[iActor].zoff=lValue; return; } SetGameVarID(lVar2,spriteext[iActor].zoff, g_i, g_p); return; case ACTOR_MDFLAGS: if (iSet) { spriteext[iActor].flags=lValue; return; } SetGameVarID(lVar2,spriteext[iActor].flags, g_i, g_p); return; case ACTOR_XPANNING: if (iSet) { spriteext[iActor].xpanning=lValue; return; } SetGameVarID(lVar2, spriteext[iActor].xpanning,g_i,g_p); return; case ACTOR_YPANNING: if (iSet) { spriteext[iActor].ypanning=lValue; return; } SetGameVarID(lVar2, spriteext[iActor].ypanning,g_i,g_p); return; default: return; } } static void DoProjectile(int iSet, int lVar1, int lLabelID, int lVar2) { int lValue; if (lVar1 < 0 || lVar1 >= MAXTILES) { OSD_Printf("DoProjectile(): invalid tile (%d)\n",lVar1); insptr += (lVar2 == MAXGAMEVARS); return; } lValue=GetGameVarID(lVar2, g_i, g_p); switch (lLabelID) { case PROJ_WORKSLIKE: if (iSet) { projectile[lVar1].workslike=lValue; return; } SetGameVarID(lVar2, projectile[lVar1].workslike, g_i, g_p); return; case PROJ_SPAWNS: if (iSet) { projectile[lVar1].spawns=lValue; return; } SetGameVarID(lVar2, projectile[lVar1].spawns, g_i, g_p); return; case PROJ_SXREPEAT: if (iSet) { projectile[lVar1].sxrepeat=lValue; return; } SetGameVarID(lVar2, projectile[lVar1].sxrepeat, g_i, g_p); return; case PROJ_SYREPEAT: if (iSet) { projectile[lVar1].syrepeat=lValue; return; } SetGameVarID(lVar2, projectile[lVar1].syrepeat, g_i, g_p); return; case PROJ_SOUND: if (iSet) { projectile[lVar1].sound=lValue; return; } SetGameVarID(lVar2, projectile[lVar1].sound, g_i, g_p); return; case PROJ_ISOUND: if (iSet) { projectile[lVar1].isound=lValue; return; } SetGameVarID(lVar2, projectile[lVar1].isound, g_i, g_p); return; case PROJ_VEL: if (iSet) { projectile[lVar1].vel=lValue; return; } SetGameVarID(lVar2, projectile[lVar1].vel, g_i, g_p); return; case PROJ_EXTRA: if (iSet) { projectile[lVar1].extra=lValue; return; } SetGameVarID(lVar2, projectile[lVar1].extra, g_i, g_p); return; case PROJ_DECAL: if (iSet) { projectile[lVar1].decal=lValue; return; } SetGameVarID(lVar2, projectile[lVar1].decal, g_i, g_p); return; case PROJ_TRAIL: if (iSet) { projectile[lVar1].trail=lValue; return; } SetGameVarID(lVar2, projectile[lVar1].trail, g_i, g_p); return; case PROJ_TXREPEAT: if (iSet) { projectile[lVar1].txrepeat=lValue; return; } SetGameVarID(lVar2, projectile[lVar1].txrepeat, g_i, g_p); return; case PROJ_TYREPEAT: if (iSet) { projectile[lVar1].tyrepeat=lValue; return; } SetGameVarID(lVar2, projectile[lVar1].tyrepeat, g_i, g_p); return; case PROJ_TOFFSET: if (iSet) { projectile[lVar1].toffset=lValue; return; } SetGameVarID(lVar2, projectile[lVar1].toffset, g_i, g_p); return; case PROJ_TNUM: if (iSet) { projectile[lVar1].tnum=lValue; return; } SetGameVarID(lVar2, projectile[lVar1].tnum, g_i, g_p); return; case PROJ_DROP: if (iSet) { projectile[lVar1].drop=lValue; return; } SetGameVarID(lVar2, projectile[lVar1].drop, g_i, g_p); return; case PROJ_CSTAT: if (iSet) { projectile[lVar1].cstat=lValue; return; } SetGameVarID(lVar2, projectile[lVar1].cstat, g_i, g_p); return; case PROJ_CLIPDIST: if (iSet) { projectile[lVar1].clipdist=lValue; return; } SetGameVarID(lVar2, projectile[lVar1].clipdist, g_i, g_p); return; case PROJ_SHADE: if (iSet) { projectile[lVar1].shade=lValue; return; } SetGameVarID(lVar2, projectile[lVar1].shade, g_i, g_p); return; case PROJ_XREPEAT: if (iSet) { projectile[lVar1].xrepeat=lValue; return; } SetGameVarID(lVar2, projectile[lVar1].xrepeat, g_i, g_p); return; case PROJ_YREPEAT: if (iSet) { projectile[lVar1].yrepeat=lValue; return; } SetGameVarID(lVar2, projectile[lVar1].yrepeat, g_i, g_p); return; case PROJ_PAL: if (iSet) { projectile[lVar1].pal=lValue; return; } SetGameVarID(lVar2, projectile[lVar1].pal, g_i, g_p); return; case PROJ_EXTRA_RAND: if (iSet) { projectile[lVar1].extra_rand=lValue; return; } SetGameVarID(lVar2, projectile[lVar1].extra_rand, g_i, g_p); return; case PROJ_HITRADIUS: if (iSet) { projectile[lVar1].hitradius=lValue; return; } SetGameVarID(lVar2, projectile[lVar1].hitradius, g_i, g_p); return; case PROJ_VEL_MULT: if (iSet) { projectile[lVar1].velmult=lValue; return; } SetGameVarID(lVar2, projectile[lVar1].velmult, g_i, g_p); return; case PROJ_OFFSET: if (iSet) { projectile[lVar1].offset=lValue; return; } SetGameVarID(lVar2, projectile[lVar1].offset, g_i, g_p); return; case PROJ_BOUNCES: if (iSet) { projectile[lVar1].bounces=lValue; return; } SetGameVarID(lVar2, projectile[lVar1].bounces, g_i, g_p); return; case PROJ_BSOUND: if (iSet) { projectile[lVar1].bsound=lValue; return; } SetGameVarID(lVar2, projectile[lVar1].bsound, g_i, g_p); return; case PROJ_RANGE: if (iSet) { projectile[lVar1].range=lValue; return; } SetGameVarID(lVar2, projectile[lVar1].range, g_i, g_p); return; default: return; } } void OnEvent(int iEventID, int iActor, int iPlayer, int lDist) { if (iEventID >= MAXGAMEEVENTS) { OSD_Printf("OnEvent(): invalid event ID"); return; } if (apScriptGameEvent[iEventID] == 0) { //Bsprintf(g_szBuf,"No event found for %d",iEventID); //AddLog(g_szBuf); return; } { int og_i=g_i, og_p=g_p, okillit_flag=killit_flag; int og_x=g_x, *og_t=g_t; intptr_t *oinsptr=insptr; spritetype *og_sp=g_sp; g_i = iActor; // current sprite ID g_p = iPlayer; // current player ID g_x = lDist; // ? g_sp = &sprite[g_i]; g_t = &hittype[g_i].temp_data[0]; insptr = (apScriptGameEvent[iEventID]); //Bsprintf(g_szBuf,"Executing event for %d at %lX",iEventID, insptr); //AddLog(g_szBuf); killit_flag = 0; while (1) if (parse()) break; if (killit_flag == 1) { // if player was set to squish, first stop that... if (g_p >= 0) { if (g_player[g_p].ps->actorsqu == g_i) g_player[g_p].ps->actorsqu = -1; } deletesprite(g_i); } // restore old values... g_i=og_i; g_p=og_p; g_x=og_x; g_sp=og_sp; g_t=og_t; killit_flag=okillit_flag; insptr=oinsptr; //AddLog("End of Execution"); } } static int ifsquished(int i, int p) { sectortype *sc = §or[SECT]; int squishme; if (PN == APLAYER && ud.clipping) return 0; if (sc->lotag != 23) { squishme = (sc->floorz - sc->ceilingz < (12<<8)); // && (sc->lotag&32768) == 0; if (sprite[i].pal == 1) squishme = (sc->floorz - sc->ceilingz < (32<<8) && (sc->lotag&32768) == 0); } else squishme = 0; if (squishme) { FTA(10,g_player[p].ps); if (badguy(&sprite[i])) sprite[i].xvel = 0; if (sprite[i].pal == 1) { hittype[i].picnum = SHOTSPARK1; hittype[i].extra = 1; return 0; } return 1; } return 0; } static void forceplayerangle(player_struct *p) { int n = 128-(TRAND&255); p->horiz += 64; p->return_to_center = 9; p->look_ang = n>>1; p->rotscrnang = n>>1; } static char dodge(spritetype *s) { int bx,by,bxvect,byvect,d,i; int mx = s->x, my = s->y; int mxvect = sintable[(s->ang+512)&2047]; int myvect = sintable[s->ang&2047]; for (i=headspritestat[4];i>=0;i=nextspritestat[i]) //weapons list { if (OW == i || SECT != s->sectnum) continue; bx = SX-mx; by = SY-my; bxvect = sintable[(SA+512)&2047]; byvect = sintable[SA&2047]; if (mxvect*bx + myvect*by >= 0) if (bxvect*bx + byvect*by < 0) { d = bxvect*by - byvect*bx; if (klabs(d) < 65536*64) { s->ang -= 512+(TRAND&1024); return 1; } } } return 0; } int furthestangle(int iActor,int angs) { short hitsect,hitwall,hitspr,furthest_angle=0; int hx, hy, hz, d; spritetype *s = &sprite[iActor]; int greatestd = -(1<<30); int angincs = 2048/angs,j; if (s->picnum != APLAYER) if ((g_t[0]&63) > 2) return(s->ang + 1024); for (j=s->ang;j<(2048+s->ang);j+=angincs) { hitscan(s->x, s->y, s->z-(8<<8), s->sectnum, sintable[(j+512)&2047], sintable[j&2047],0, &hitsect,&hitwall,&hitspr,&hx,&hy,&hz,CLIPMASK1); d = klabs(hx-s->x) + klabs(hy-s->y); if (d > greatestd) { greatestd = d; furthest_angle = j; } } return (furthest_angle&2047); } int furthestcanseepoint(int iActor,spritetype *ts,int *dax,int *day) { short hitsect,hitwall,hitspr, angincs; int hx, hy, hz, d, da;//, d, cd, ca,tempx,tempy,cx,cy; int j; spritetype *s = &sprite[iActor]; if ((g_t[0]&63)) return -1; if (ud.multimode < 2 && ud.player_skill < 3) angincs = 2048/2; else angincs = 2048/(1+(TRAND&1)); for (j=ts->ang;j<(2048+ts->ang);j+=(angincs-(TRAND&511))) { hitscan(ts->x, ts->y, ts->z-(16<<8), ts->sectnum, sintable[(j+512)&2047], sintable[j&2047],16384-(TRAND&32767), &hitsect,&hitwall,&hitspr,&hx,&hy,&hz,CLIPMASK1); d = klabs(hx-ts->x)+klabs(hy-ts->y); da = klabs(hx-s->x)+klabs(hy-s->y); if (d < da) if (cansee(hx,hy,hz,hitsect,s->x,s->y,s->z-(16<<8),s->sectnum)) { *dax = hx; *day = hy; return hitsect; } } return -1; } void getglobalz(int iActor) { spritetype *s = &sprite[iActor]; if (s->statnum == 10 || s->statnum == 6 || s->statnum == 2 || s->statnum == 1 || s->statnum == 4) { int hz,lz,zr = 127L; if (s->statnum == 4) zr = 4L; getzrange(s->x,s->y,s->z-(FOURSLEIGHT),s->sectnum,&hittype[iActor].ceilingz,&hz,&hittype[iActor].floorz,&lz,zr,CLIPMASK0); if ((lz&49152) == 49152 && (sprite[lz&(MAXSPRITES-1)].cstat&48) == 0) { lz &= (MAXSPRITES-1); if (badguy(&sprite[lz]) && sprite[lz].pal != 1) { if (s->statnum != 4) { hittype[iActor].dispicnum = -4; // No shadows on actors s->xvel = -256; ssp(iActor,CLIPMASK0); } } else if (sprite[lz].picnum == APLAYER && badguy(s)) { hittype[iActor].dispicnum = -4; // No shadows on actors s->xvel = -256; ssp(iActor,CLIPMASK0); } else if (s->statnum == 4 && sprite[lz].picnum == APLAYER) if (s->owner == lz) { hittype[iActor].ceilingz = sector[s->sectnum].ceilingz; hittype[iActor].floorz = sector[s->sectnum].floorz; } } } else { hittype[iActor].ceilingz = sector[s->sectnum].ceilingz; hittype[iActor].floorz = sector[s->sectnum].floorz; } } void makeitfall(int iActor) { spritetype *s = &sprite[iActor]; int hz,lz,c = gc; if (floorspace(s->sectnum)) c = 0; else { if (ceilingspace(s->sectnum) || sector[s->sectnum].lotag == 2) c = gc/6; } if ((s->statnum == 1 || s->statnum == 10 || s->statnum == 2 || s->statnum == 6)) getzrange(s->x,s->y,s->z-(FOURSLEIGHT),s->sectnum,&hittype[iActor].ceilingz,&hz,&hittype[iActor].floorz,&lz,127L,CLIPMASK0); else { hittype[iActor].ceilingz = sector[s->sectnum].ceilingz; hittype[iActor].floorz = sector[s->sectnum].floorz; } if (s->z < hittype[iActor].floorz-(FOURSLEIGHT)) { if (sector[s->sectnum].lotag == 2 && s->zvel > 3122) s->zvel = 3144; if (s->zvel < 6144) s->zvel += c; else s->zvel = 6144; s->z += s->zvel; } if (s->z >= hittype[iActor].floorz-(FOURSLEIGHT)) { s->z = hittype[iActor].floorz - FOURSLEIGHT; s->zvel = 0; } } int getincangle(int a,int na) { a &= 2047; na &= 2047; if (klabs(a-na) < 1024) { // OSD_Printf("getincangle() returning %d\n",na-a); return (na-a); } if (na > 1024) na -= 2048; if (a > 1024) a -= 2048; na -= 2048; a -= 2048; // OSD_Printf("getincangle() returning %d\n",na-a); return (na-a); } static void alterang(int a) { int aang = g_sp->ang, angdif, goalang; int ticselapsed = (g_t[0])&31; intptr_t *moveptr = (intptr_t *)g_t[1]; int j = g_player[g_p].ps->holoduke_on; g_sp->xvel += (*moveptr-g_sp->xvel)/5; if (g_sp->zvel < 648) g_sp->zvel += ((*(moveptr+1)<<4)-g_sp->zvel)/5; if (a&seekplayer) { // NOTE: looks like 'owner' is set to target sprite ID... if (j >= 0 && cansee(sprite[j].x,sprite[j].y,sprite[j].z,sprite[j].sectnum,g_sp->x,g_sp->y,g_sp->z,g_sp->sectnum)) g_sp->owner = j; else g_sp->owner = g_player[g_p].ps->i; if (sprite[g_sp->owner].picnum == APLAYER) goalang = getangle(hittype[g_i].lastvx-g_sp->x,hittype[g_i].lastvy-g_sp->y); else goalang = getangle(sprite[g_sp->owner].x-g_sp->x,sprite[g_sp->owner].y-g_sp->y); if (g_sp->xvel && g_sp->picnum != DRONE) { angdif = getincangle(aang,goalang); if (ticselapsed < 2) { if (klabs(angdif) < 256) { j = 128-(TRAND&256); g_sp->ang += j; if (hits(g_i) < 844) g_sp->ang -= j; } } else if (ticselapsed > 18 && ticselapsed < 26) // choose { if (klabs(angdif>>2) < 128) g_sp->ang = goalang; else g_sp->ang += angdif>>2; } } else g_sp->ang = goalang; } if (ticselapsed < 1) { j = 2; if (a&furthestdir) { goalang = furthestangle(g_i,j); g_sp->ang = goalang; g_sp->owner = g_player[g_p].ps->i; } if (a&fleeenemy) { goalang = furthestangle(g_i,j); g_sp->ang = goalang; // += angdif; // = getincangle(aang,goalang)>>1; } } } static void move(void) { int l, *moveptr; int a = g_sp->hitag, goalang, angdif; int daxvel; if (a == -1) a = 0; g_t[0]++; if (a&face_player) { if (g_player[g_p].ps->newowner >= 0) goalang = getangle(g_player[g_p].ps->oposx-g_sp->x,g_player[g_p].ps->oposy-g_sp->y); else goalang = getangle(g_player[g_p].ps->posx-g_sp->x,g_player[g_p].ps->posy-g_sp->y); angdif = getincangle(g_sp->ang,goalang)>>2; if ((angdif > -8 && angdif < 0) || (angdif < 8 && angdif > 0)) angdif *= 2; g_sp->ang += angdif; } if (a&spin) g_sp->ang += sintable[((g_t[0]<<3)&2047)]>>6; if (a&face_player_slow) { if (g_player[g_p].ps->newowner >= 0) goalang = getangle(g_player[g_p].ps->oposx-g_sp->x,g_player[g_p].ps->oposy-g_sp->y); else goalang = getangle(g_player[g_p].ps->posx-g_sp->x,g_player[g_p].ps->posy-g_sp->y); angdif = getincangle(g_sp->ang,goalang)>>4; if ((angdif > -8 && angdif < 0) || (angdif < 8 && angdif > 0)) angdif *= 2; g_sp->ang += angdif; } if ((a&jumptoplayer) == jumptoplayer) { if (g_t[0] < 16) g_sp->zvel -= (sintable[(512+(g_t[0]<<4))&2047]>>5); } if (a&face_player_smart) { int newx = g_player[g_p].ps->posx+(g_player[g_p].ps->posxv/768); int newy = g_player[g_p].ps->posy+(g_player[g_p].ps->posyv/768); goalang = getangle(newx-g_sp->x,newy-g_sp->y); angdif = getincangle(g_sp->ang,goalang)>>2; if ((angdif > -8 && angdif < 0) || (angdif < 8 && angdif > 0)) angdif *= 2; g_sp->ang += angdif; } if (g_t[1] == 0 || a == 0) { if ((badguy(g_sp) && g_sp->extra <= 0) || (hittype[g_i].bposx != g_sp->x) || (hittype[g_i].bposy != g_sp->y)) { hittype[g_i].bposx = g_sp->x; hittype[g_i].bposy = g_sp->y; setsprite(g_i,g_sp->x,g_sp->y,g_sp->z); } return; } moveptr = (intptr_t *)g_t[1]; if (a&geth) g_sp->xvel += (*moveptr-g_sp->xvel)>>1; if (a&getv) g_sp->zvel += ((*(moveptr+1)<<4)-g_sp->zvel)>>1; if (a&dodgebullet) dodge(g_sp); if (g_sp->picnum != APLAYER) alterang(a); if (g_sp->xvel > -6 && g_sp->xvel < 6) g_sp->xvel = 0; a = badguy(g_sp); if (g_sp->xvel || g_sp->zvel) { if (a && g_sp->picnum != ROTATEGUN) { if ((g_sp->picnum == DRONE || g_sp->picnum == COMMANDER) && g_sp->extra > 0) { if (g_sp->picnum == COMMANDER) { hittype[g_i].floorz = l = getflorzofslope(g_sp->sectnum,g_sp->x,g_sp->y); if (g_sp->z > (l-(8<<8))) { if (g_sp->z > (l-(8<<8))) g_sp->z = l-(8<<8); g_sp->zvel = 0; } hittype[g_i].ceilingz = l = getceilzofslope(g_sp->sectnum,g_sp->x,g_sp->y); if ((g_sp->z-l) < (80<<8)) { g_sp->z = l+(80<<8); g_sp->zvel = 0; } } else { if (g_sp->zvel > 0) { hittype[g_i].floorz = l = getflorzofslope(g_sp->sectnum,g_sp->x,g_sp->y); if (g_sp->z > (l-(30<<8))) g_sp->z = l-(30<<8); } else { hittype[g_i].ceilingz = l = getceilzofslope(g_sp->sectnum,g_sp->x,g_sp->y); if ((g_sp->z-l) < (50<<8)) { g_sp->z = l+(50<<8); g_sp->zvel = 0; } } } } else if (g_sp->picnum != ORGANTIC) { if (g_sp->zvel > 0 && hittype[g_i].floorz < g_sp->z) g_sp->z = hittype[g_i].floorz; if (g_sp->zvel < 0) { l = getceilzofslope(g_sp->sectnum,g_sp->x,g_sp->y); if ((g_sp->z-l) < (66<<8)) { g_sp->z = l+(66<<8); g_sp->zvel >>= 1; } } } } else if (g_sp->picnum == APLAYER) if ((g_sp->z-hittype[g_i].ceilingz) < (32<<8)) g_sp->z = hittype[g_i].ceilingz+(32<<8); daxvel = g_sp->xvel; angdif = g_sp->ang; if (a && g_sp->picnum != ROTATEGUN) { if (g_x < 960 && g_sp->xrepeat > 16) { daxvel = -(1024-g_x); angdif = getangle(g_player[g_p].ps->posx-g_sp->x,g_player[g_p].ps->posy-g_sp->y); if (g_x < 512) { g_player[g_p].ps->posxv = 0; g_player[g_p].ps->posyv = 0; } else { g_player[g_p].ps->posxv = mulscale(g_player[g_p].ps->posxv,g_player[g_p].ps->runspeed-0x2000,16); g_player[g_p].ps->posyv = mulscale(g_player[g_p].ps->posyv,g_player[g_p].ps->runspeed-0x2000,16); } } else if (g_sp->picnum != DRONE && g_sp->picnum != SHARK && g_sp->picnum != COMMANDER) { if (hittype[g_i].bposz != g_sp->z || (ud.multimode < 2 && ud.player_skill < 2)) { if ((g_t[0]&1) || g_player[g_p].ps->actorsqu == g_i) return; else daxvel <<= 1; } else { if ((g_t[0]&3) || g_player[g_p].ps->actorsqu == g_i) return; else daxvel <<= 2; } } } hittype[g_i].movflag = movesprite(g_i, (daxvel*(sintable[(angdif+512)&2047]))>>14, (daxvel*(sintable[angdif&2047]))>>14,g_sp->zvel,CLIPMASK0); } if (a) { if (sector[g_sp->sectnum].ceilingstat&1) g_sp->shade += (sector[g_sp->sectnum].ceilingshade-g_sp->shade)>>1; else g_sp->shade += (sector[g_sp->sectnum].floorshade-g_sp->shade)>>1; if (sector[g_sp->sectnum].floorpicnum == MIRROR) deletesprite(g_i); } } static inline void parseifelse(int condition) { if (condition) { // skip 'else' pointer.. and... insptr+=2; parse(); return; } insptr = (intptr_t *) *(insptr+1); if (*insptr == CON_ELSE) { // else... // skip 'else' and... insptr+=2; parse(); } } // int *it = 0x00589a04; static int parse(void) { int j, l, s, tw = *insptr; if (killit_flag) return 1; // if(*it == 1668249134L) gameexit("\nERR"); // Bsprintf(g_szBuf,"Parsing: %d",*insptr); // AddLog(g_szBuf); switch (tw) { case CON_REDEFINEQUOTE: insptr++; { int q = *insptr++, i = *insptr++; if (fta_quotes[q] == NULL || redefined_quotes[i] == NULL) { OSD_Printf("%s %d null quote %d %d\n",__FILE__,__LINE__,q,i); break; } Bstrcpy(fta_quotes[q],redefined_quotes[i]); break; } case CON_GETTHISPROJECTILE: case CON_SETTHISPROJECTILE: insptr++; { // syntax [gs]etplayer[].x // int lVar1=*insptr++, lLabelID=*insptr++, lVar2=*insptr++; DoThisProjectile(tw==CON_SETTHISPROJECTILE,lVar1,lLabelID,lVar2); break; } case CON_IFRND: insptr++; parseifelse(rnd(*insptr)); break; case CON_IFCANSHOOTTARGET: if (g_x > 1024) { short temphit, sclip = 768, angdif = 16; if (badguy(g_sp) && g_sp->xrepeat > 56) { sclip = 3084; angdif = 48; } j = hitasprite(g_i,&temphit); if (j == (1<<30)) { parseifelse(1); break; } if (j > sclip) { if (temphit >= 0 && sprite[temphit].picnum == g_sp->picnum) j = 0; else { g_sp->ang += angdif; j = hitasprite(g_i,&temphit); g_sp->ang -= angdif; if (j > sclip) { if (temphit >= 0 && sprite[temphit].picnum == g_sp->picnum) j = 0; else { g_sp->ang -= angdif; j = hitasprite(g_i,&temphit); g_sp->ang += angdif; if (j > 768) { if (temphit >= 0 && sprite[temphit].picnum == g_sp->picnum) j = 0; else j = 1; } else j = 0; } } else j = 0; } } else j = 0; } else j = 1; parseifelse(j); break; case CON_IFCANSEETARGET: j = cansee(g_sp->x,g_sp->y,g_sp->z-((TRAND&41)<<8),g_sp->sectnum,g_player[g_p].ps->posx,g_player[g_p].ps->posy,g_player[g_p].ps->posz/*-((TRAND&41)<<8)*/,sprite[g_player[g_p].ps->i].sectnum); parseifelse(j); if (j) hittype[g_i].timetosleep = SLEEPTIME; break; case CON_IFACTORNOTSTAYPUT: parseifelse(hittype[g_i].actorstayput == -1); break; case CON_IFCANSEE: { spritetype *s; // select sprite for monster to target // if holoduke is on, let them target holoduke first. // if (g_player[g_p].ps->holoduke_on >= 0) { s = &sprite[g_player[g_p].ps->holoduke_on]; j = cansee(g_sp->x,g_sp->y,g_sp->z-(TRAND&((32<<8)-1)),g_sp->sectnum, s->x,s->y,s->z,s->sectnum); if (j == 0) { // they can't see player's holoduke // check for player... s = &sprite[g_player[g_p].ps->i]; } } else s = &sprite[g_player[g_p].ps->i]; // holoduke not on. look for player // can they see player, (or player's holoduke) j = cansee(g_sp->x,g_sp->y,g_sp->z-(TRAND&((47<<8))),g_sp->sectnum, s->x,s->y,s->z-(24<<8),s->sectnum); if (j == 0) { // they can't see it. // Huh?. This does nothing.... // (the result is always j==0....) if ((klabs(hittype[g_i].lastvx-g_sp->x)+klabs(hittype[g_i].lastvy-g_sp->y)) < (klabs(hittype[g_i].lastvx-s->x)+klabs(hittype[g_i].lastvy-s->y))) j = 0; // um yeah, this if() will always fire.... if (j == 0) { // search around for target player // also modifies 'target' x&y if found.. j = furthestcanseepoint(g_i,s,&hittype[g_i].lastvx,&hittype[g_i].lastvy); if (j == -1) j = 0; else j = 1; } } else { // else, they did see it. // save where we were looking... hittype[g_i].lastvx = s->x; hittype[g_i].lastvy = s->y; } if (j == 1 && (g_sp->statnum == 1 || g_sp->statnum == 6)) hittype[g_i].timetosleep = SLEEPTIME; parseifelse(j == 1); break; } case CON_IFHITWEAPON: parseifelse(ifhitbyweapon(g_i) >= 0); break; case CON_IFSQUISHED: parseifelse(ifsquished(g_i, g_p) == 1); break; case CON_IFDEAD: j = g_sp->extra; if (g_sp->picnum == APLAYER) j--; parseifelse(j < 0); break; case CON_AI: insptr++; //Following changed to use pointersizes g_t[5] = *insptr++; // Ai g_t[4] = *(intptr_t *)(g_t[5]); // Action g_t[1] = *(((intptr_t *)g_t[5])+1); // move g_sp->hitag = *(((intptr_t *)g_t[5])+2); // move flags g_t[0] = g_t[2] = g_t[3] = 0; // count, actioncount... g_t[3] = ??? if (g_sp->hitag&random_angle) g_sp->ang = TRAND&2047; break; case CON_ACTION: insptr++; g_t[2] = 0; g_t[3] = 0; g_t[4] = *insptr++; break; case CON_IFPDISTL: insptr++; parseifelse(g_x < *insptr); if (g_x > MAXSLEEPDIST && hittype[g_i].timetosleep == 0) hittype[g_i].timetosleep = SLEEPTIME; break; case CON_IFPDISTG: insptr++; parseifelse(g_x > *insptr); if (g_x > MAXSLEEPDIST && hittype[g_i].timetosleep == 0) hittype[g_i].timetosleep = SLEEPTIME; break; case CON_ELSE: insptr = (intptr_t *) *(insptr+1); break; case CON_ADDSTRENGTH: insptr++; g_sp->extra += *insptr++; break; case CON_STRENGTH: insptr++; g_sp->extra = *insptr++; break; case CON_IFGOTWEAPONCE: insptr++; if ((gametype_flags[ud.coop]&GAMETYPE_FLAG_WEAPSTAY) && ud.multimode > 1) { if (*insptr == 0) { for (j=0;j < g_player[g_p].ps->weapreccnt;j++) if (g_player[g_p].ps->weaprecs[j] == g_sp->picnum) break; parseifelse(j < g_player[g_p].ps->weapreccnt && g_sp->owner == g_i); } else if (g_player[g_p].ps->weapreccnt < 16) { g_player[g_p].ps->weaprecs[g_player[g_p].ps->weapreccnt++] = g_sp->picnum; parseifelse(g_sp->owner == g_i); } else parseifelse(0); } else parseifelse(0); break; case CON_GETLASTPAL: insptr++; if (g_sp->picnum == APLAYER) g_sp->pal = g_player[g_sp->yvel].ps->palookup; else g_sp->pal = hittype[g_i].tempang; hittype[g_i].tempang = 0; break; case CON_TOSSWEAPON: insptr++; checkweapons(g_player[g_sp->yvel].ps); break; case CON_NULLOP: insptr++; break; case CON_MIKESND: insptr++; if (!isspritemakingsound(g_i,g_sp->yvel)) spritesound(g_sp->yvel,g_i); break; case CON_PKICK: insptr++; if (ud.multimode > 1 && g_sp->picnum == APLAYER) { if (g_player[otherp].ps->quick_kick == 0) g_player[otherp].ps->quick_kick = 14; } else if (g_sp->picnum != APLAYER && g_player[g_p].ps->quick_kick == 0) g_player[g_p].ps->quick_kick = 14; break; case CON_SIZETO: insptr++; j = (*insptr++-g_sp->xrepeat)<<1; g_sp->xrepeat += ksgn(j); if ((g_sp->picnum == APLAYER && g_sp->yrepeat < 36) || *insptr < g_sp->yrepeat || ((g_sp->yrepeat*(tilesizy[g_sp->picnum]+8))<<2) < (hittype[g_i].floorz - hittype[g_i].ceilingz)) { j = ((*insptr)-g_sp->yrepeat)<<1; if (klabs(j)) g_sp->yrepeat += ksgn(j); } insptr++; break; case CON_SIZEAT: insptr++; g_sp->xrepeat = (char) *insptr++; g_sp->yrepeat = (char) *insptr++; break; case CON_SHOOT: insptr++; shoot(g_i,(short)*insptr++); break; case CON_SOUNDONCE: insptr++; if (!isspritemakingsound(g_i,*insptr)) spritesound((short) *insptr,g_i); insptr++; break; case CON_IFSOUND: insptr++; parseifelse(isspritemakingsound(g_i,*insptr)); // parseifelse(SoundOwner[*insptr][0].i == g_i); break; case CON_STOPSOUND: insptr++; if (isspritemakingsound(g_i,*insptr)) stopspritesound((short)*insptr,g_i); insptr++; break; case CON_GLOBALSOUND: insptr++; if (g_p == screenpeek || (gametype_flags[ud.coop]&GAMETYPE_FLAG_COOPSOUND)) spritesound((short) *insptr,g_player[screenpeek].ps->i); insptr++; break; case CON_SOUND: insptr++; spritesound((short) *insptr++,g_i); break; case CON_TIP: insptr++; g_player[g_p].ps->tipincs = 26; break; case CON_FALL: insptr++; g_sp->xoffset = 0; g_sp->yoffset = 0; j = gc; if (ceilingspace(g_sp->sectnum) || sector[g_sp->sectnum].lotag == 2) j = gc/6; else if (floorspace(g_sp->sectnum)) j = 0; if (hittype[g_i].cgg <= 0 || (sector[g_sp->sectnum].floorstat&2)) { getglobalz(g_i); hittype[g_i].cgg = 3; } else hittype[g_i].cgg --; if (g_sp->z < (hittype[g_i].floorz-FOURSLEIGHT)) { g_sp->zvel += j; g_sp->z+=g_sp->zvel; if (g_sp->zvel > 6144) g_sp->zvel = 6144; if (g_sp->z > (hittype[g_i].floorz - FOURSLEIGHT)) g_sp->z = (hittype[g_i].floorz - FOURSLEIGHT); } else { g_sp->z = hittype[g_i].floorz - FOURSLEIGHT; if (badguy(g_sp) || (g_sp->picnum == APLAYER && g_sp->owner >= 0)) { if (g_sp->zvel > 3084 && g_sp->extra <= 1) { if (g_sp->pal != 1 && g_sp->picnum != DRONE) { if (!(g_sp->picnum == APLAYER && g_sp->extra > 0)) { guts(g_i,JIBS6,15); spritesound(SQUISHED,g_i); spawn(g_i,BLOODPOOL); } } hittype[g_i].picnum = SHOTSPARK1; hittype[g_i].extra = 1; g_sp->zvel = 0; } else if (g_sp->zvel > 2048 && sector[g_sp->sectnum].lotag != 1) { j = g_sp->sectnum; pushmove(&g_sp->x,&g_sp->y,&g_sp->z,(short*)&j,128L,(4L<<8),(4L<<8),CLIPMASK0); if (j != g_sp->sectnum && j >= 0 && j < MAXSECTORS) changespritesect(g_i,j); spritesound(THUD,g_i); } } if (g_sp->z > (hittype[g_i].floorz - FOURSLEIGHT)) { getglobalz(g_i); if (hittype[g_i].floorz != sector[g_sp->sectnum].floorz) g_sp->z = (hittype[g_i].floorz - FOURSLEIGHT); } else if (sector[g_sp->sectnum].lotag == 1) { switch (dynamictostatic[g_sp->picnum]) { case OCTABRAIN__STATIC: case COMMANDER__STATIC: case DRONE__STATIC: break; default: g_sp->z += (24<<8); break; } } else g_sp->zvel = 0; } break; case CON_ENDA: case CON_BREAK: case CON_ENDS: return 1; case CON_RIGHTBRACE: insptr++; return 1; case CON_ADDAMMO: insptr++; if (g_player[g_p].ps->ammo_amount[*insptr] >= g_player[g_p].ps->max_ammo_amount[*insptr]) { killit_flag = 2; break; } addammo(*insptr, g_player[g_p].ps, *(insptr+1)); if (g_player[g_p].ps->curr_weapon == KNEE_WEAPON) if (g_player[g_p].ps->gotweapon[*insptr]) { if (!(g_player[g_p].ps->weaponswitch & 1)) addweaponnoswitch(g_player[g_p].ps, *insptr); else addweapon(g_player[g_p].ps, *insptr); } insptr += 2; break; case CON_MONEY: insptr++; lotsofmoneymailpaper(g_i,*insptr++,MONEY); break; case CON_MAIL: insptr++; lotsofmoneymailpaper(g_i,*insptr++,MAIL); break; case CON_SLEEPTIME: insptr++; hittype[g_i].timetosleep = (short)*insptr++; break; case CON_PAPER: insptr++; lotsofmoneymailpaper(g_i,*insptr++,PAPER); break; case CON_ADDKILLS: insptr++; g_player[g_p].ps->actors_killed += *insptr++; hittype[g_i].actorstayput = -1; break; case CON_LOTSOFGLASS: insptr++; spriteglass(g_i,*insptr++); break; case CON_KILLIT: insptr++; killit_flag = 1; break; case CON_ADDWEAPON: insptr++; if (g_player[g_p].ps->gotweapon[*insptr] == 0) { if (!(g_player[g_p].ps->weaponswitch & 1)) addweaponnoswitch(g_player[g_p].ps, *insptr); else addweapon(g_player[g_p].ps, *insptr); } else if (g_player[g_p].ps->ammo_amount[*insptr] >= g_player[g_p].ps->max_ammo_amount[*insptr]) { killit_flag = 2; break; } addammo(*insptr, g_player[g_p].ps, *(insptr+1)); if (g_player[g_p].ps->curr_weapon == KNEE_WEAPON) if (g_player[g_p].ps->gotweapon[*insptr]) { if (!(g_player[g_p].ps->weaponswitch & 1)) addweaponnoswitch(g_player[g_p].ps, *insptr); else addweapon(g_player[g_p].ps, *insptr); } insptr+=2; break; case CON_DEBUG: insptr++; initprintf("%d\n",*insptr++); break; case CON_ENDOFGAME: insptr++; g_player[g_p].ps->timebeforeexit = *insptr++; g_player[g_p].ps->customexitsound = -1; ud.eog = 1; break; case CON_ADDPHEALTH: insptr++; if (g_player[g_p].ps->newowner >= 0) { g_player[g_p].ps->newowner = -1; g_player[g_p].ps->posx = g_player[g_p].ps->oposx; g_player[g_p].ps->posy = g_player[g_p].ps->oposy; g_player[g_p].ps->posz = g_player[g_p].ps->oposz; g_player[g_p].ps->ang = g_player[g_p].ps->oang; updatesector(g_player[g_p].ps->posx,g_player[g_p].ps->posy,&g_player[g_p].ps->cursectnum); setpal(g_player[g_p].ps); j = headspritestat[1]; while (j >= 0) { if (sprite[j].picnum==CAMERA1) sprite[j].yvel = 0; j = nextspritestat[j]; } } j = sprite[g_player[g_p].ps->i].extra; if (g_sp->picnum != ATOMICHEALTH) { if (j > g_player[g_p].ps->max_player_health && *insptr > 0) { insptr++; break; } else { if (j > 0) j += *insptr; if (j > g_player[g_p].ps->max_player_health && *insptr > 0) j = g_player[g_p].ps->max_player_health; } } else { if (j > 0) j += *insptr; if (j > (g_player[g_p].ps->max_player_health<<1)) j = (g_player[g_p].ps->max_player_health<<1); } if (j < 0) j = 0; if (ud.god == 0) { if (*insptr > 0) { if ((j - *insptr) < (g_player[g_p].ps->max_player_health>>2) && j >= (g_player[g_p].ps->max_player_health>>2)) spritesound(DUKE_GOTHEALTHATLOW,g_player[g_p].ps->i); g_player[g_p].ps->last_extra = j; } sprite[g_player[g_p].ps->i].extra = j; } insptr++; break; case CON_STATE: { intptr_t *tempscrptr=insptr+2; insptr = (intptr_t *) *(insptr+1); while (1) if (parse()) break; insptr = tempscrptr; } break; case CON_LEFTBRACE: insptr++; while (1) if (parse()) break; break; case CON_MOVE: insptr++; g_t[0]=0; g_t[1] = *insptr++; g_sp->hitag = *insptr++; if (g_sp->hitag&random_angle) g_sp->ang = TRAND&2047; break; case CON_ADDWEAPONVAR: insptr++; if (g_player[g_p].ps->gotweapon[GetGameVarID(*(insptr),g_i,g_p)] == 0) { if (!(g_player[g_p].ps->weaponswitch & 1)) addweaponnoswitch(g_player[g_p].ps, GetGameVarID(*(insptr),g_i,g_p)); else addweapon(g_player[g_p].ps, GetGameVarID(*(insptr),g_i,g_p)); } else if (g_player[g_p].ps->ammo_amount[GetGameVarID(*(insptr),g_i,g_p)] >= g_player[g_p].ps->max_ammo_amount[GetGameVarID(*(insptr),g_i,g_p)]) { killit_flag = 2; break; } addammo(GetGameVarID(*(insptr),g_i,g_p), g_player[g_p].ps, GetGameVarID(*(insptr+1),g_i,g_p)); if (g_player[g_p].ps->curr_weapon == KNEE_WEAPON) if (g_player[g_p].ps->gotweapon[GetGameVarID(*(insptr),g_i,g_p)]) { if (!(g_player[g_p].ps->weaponswitch & 1)) addweaponnoswitch(g_player[g_p].ps, GetGameVarID(*(insptr),g_i,g_p)); else addweapon(g_player[g_p].ps, GetGameVarID(*(insptr),g_i,g_p)); } insptr+=2; break; case CON_ACTIVATEBYSECTOR: case CON_OPERATESECTORS: case CON_OPERATEACTIVATORS: case CON_SETASPECT: case CON_SSP: insptr++; { int var1 = GetGameVarID(*insptr++,g_i,g_p), var2; if (tw == CON_OPERATEACTIVATORS && *insptr == g_iThisActorID) { var2 = g_p; insptr++; } else var2 = GetGameVarID(*insptr++,g_i,g_p); switch (tw) { case CON_ACTIVATEBYSECTOR: activatebysector(var1, var2); break; case CON_OPERATESECTORS: operatesectors(var1, var2); break; case CON_OPERATEACTIVATORS: operateactivators(var1, var2); break; case CON_SETASPECT: setaspect(var1, var2); break; case CON_SSP: ssp(var1, var2); break; } break; } case CON_CANSEESPR: insptr++; { int lVar1 = GetGameVarID(*insptr++,g_i,g_p), lVar2 = GetGameVarID(*insptr++,g_i,g_p); SetGameVarID(*insptr++, cansee(sprite[lVar1].x,sprite[lVar1].y,sprite[lVar1].z,sprite[lVar1].sectnum, sprite[lVar2].x,sprite[lVar2].y,sprite[lVar2].z,sprite[lVar2].sectnum), g_i, g_p); break; } case CON_OPERATERESPAWNS: case CON_OPERATEMASTERSWITCHES: case CON_CHECKACTIVATORMOTION: insptr++; { int var1 = GetGameVarID(*insptr++,g_i,g_p); switch (tw) { case CON_OPERATERESPAWNS: operaterespawns(var1); break; case CON_OPERATEMASTERSWITCHES: operatemasterswitches(var1); break; case CON_CHECKACTIVATORMOTION: SetGameVarID(g_iReturnVarID, check_activator_motion(var1), g_i, g_p); break; } break; } case CON_INSERTSPRITEQ: insptr++; insertspriteq(g_i); break; case CON_QSTRLEN: insptr++; { int i=*insptr++; j=GetGameVarID(*insptr++, g_i, g_p); if (fta_quotes[j] == NULL) { SetGameVarID(i,-1,g_i,g_p); break; } SetGameVarID(i,Bstrlen(fta_quotes[j]),g_i,g_p); break; } case CON_HEADSPRITESTAT: case CON_PREVSPRITESTAT: case CON_NEXTSPRITESTAT: case CON_HEADSPRITESECT: case CON_PREVSPRITESECT: case CON_NEXTSPRITESECT: insptr++; { int i=*insptr++; j=GetGameVarID(*insptr++, g_i, g_p); switch (tw) { case CON_HEADSPRITESTAT: if (j < MAXSTATUS) SetGameVarID(i,headspritestat[j],g_i,g_p); break; case CON_PREVSPRITESTAT: if (j < MAXSPRITES) SetGameVarID(i,prevspritestat[j],g_i,g_p); break; case CON_NEXTSPRITESTAT: if (j < MAXSPRITES) SetGameVarID(i,nextspritestat[j],g_i,g_p); break; case CON_HEADSPRITESECT: if (j < MAXSECTORS) SetGameVarID(i,headspritesect[j],g_i,g_p); break; case CON_PREVSPRITESECT: if (j < MAXSPRITES) SetGameVarID(i,prevspritesect[j],g_i,g_p); break; case CON_NEXTSPRITESECT: if (j < MAXSPRITES) SetGameVarID(i,nextspritesect[j],g_i,g_p); break; } break; } case CON_GETKEYNAME: insptr++; { int i = GetGameVarID(*insptr++, g_i, g_p), f=GetGameVarID(*insptr++, g_i, g_p); j=GetGameVarID(*insptr++, g_i, g_p); if (i MAXVOLUMES-1 || volnume < 0) { OSD_Printf("parse():CON_STARTLEVEL: invalid volume (%d)\n",volnume); break; } if (levnume > MAXLEVELS-1 || levnume < 0) { OSD_Printf("parse():CON_STARTLEVEL: invalid level (%d)\n",levnume); break; } ud.m_volume_number = ud.volume_number = volnume; ud.m_level_number = ud.level_number = levnume; if (numplayers > 1 && myconnectindex == connecthead) mpchangemap(volnume,levnume); else { g_player[myconnectindex].ps->gm |= MODE_EOL; display_bonus_screen = 0; } // MODE_RESTART; break; } case CON_MYOSX: case CON_MYOSPALX: case CON_MYOS: case CON_MYOSPAL: insptr++; { int x=GetGameVarID(*insptr++,g_i,g_p), y=GetGameVarID(*insptr++,g_i,g_p), tilenum=GetGameVarID(*insptr++,g_i,g_p); int shade=GetGameVarID(*insptr++,g_i,g_p), orientation=GetGameVarID(*insptr++,g_i,g_p); switch (tw) { case CON_MYOS: myos(x,y,tilenum,shade,orientation); break; case CON_MYOSPAL: { int pal=GetGameVarID(*insptr++,g_i,g_p); myospal(x,y,tilenum,shade,orientation,pal); break; } case CON_MYOSX: myosx(x,y,tilenum,shade,orientation); break; case CON_MYOSPALX: { int pal=GetGameVarID(*insptr++,g_i,g_p); myospalx(x,y,tilenum,shade,orientation,pal); break; } } break; } case CON_SWITCH: insptr++; // p-code { // command format: // variable ID to check // script offset to 'end' // count of case statements // script offset to default case (null if none) // For each case: value, ptr to code //AddLog("Processing Switch..."); int lValue=GetGameVarID(*insptr++, g_i, g_p), lEnd=*insptr++, lCases=*insptr++; intptr_t *lpDefault=insptr++, *lpCases=insptr, *lTempInsPtr; int bMatched=0, lCheckCase; int left,right; insptr+=lCases*2; lTempInsPtr=insptr; //Bsprintf(g_szBuf,"lEnd= %d *lpDefault=%d",lEnd,*lpDefault); //AddLog(g_szBuf); //Bsprintf(g_szBuf,"Checking %d cases for %d",lCases, lValue); //AddLog(g_szBuf); left=0;right=lCases-1; while (!bMatched) { //Bsprintf(g_szBuf,"Checking #%d Value= %d",lCheckCase, lpCases[lCheckCase*2]); //AddLog(g_szBuf); lCheckCase=(left+right)/2; // initprintf("(%2d..%2d..%2d) [%2d..%2d..%2d]==%2d\n",left,lCheckCase,right,lpCases[left*2],lpCases[lCheckCase*2],lpCases[right*2],lValue); if (lpCases[lCheckCase*2] > lValue) right=lCheckCase-1; else if (lpCases[lCheckCase*2] < lValue) left =lCheckCase+1; else if (lpCases[lCheckCase*2] == lValue) { //AddLog("Found Case Match"); //Bsprintf(g_szBuf,"insptr=%d. lCheckCase=%d, offset=%d, &script[0]=%d", // (int)insptr,(int)lCheckCase,lpCases[lCheckCase*2+1],(int)&script[0]); //AddLog(g_szBuf); // fake a 2-d Array insptr=(intptr_t*)(lpCases[lCheckCase*2+1] + &script[0]); //Bsprintf(g_szBuf,"insptr=%d. ", (int)insptr); //AddLog(g_szBuf); while (1) { if (parse()) break; } //AddLog("Done Executing Case"); bMatched=1; } if (right-left<0)break; } if (!bMatched) { if (*lpDefault) { //AddLog("No Matching Case: Using Default"); insptr=(int*)(*lpDefault + &script[0]); while (1) if (parse()) break; } else { //AddLog("No Matching Case: No Default to use"); } } insptr=(intptr_t *)(lEnd + (intptr_t)&script[0]); //Bsprintf(g_szBuf,"insptr=%d. ", (int)insptr); //AddLog(g_szBuf); //AddLog("Done Processing Switch"); break; } case CON_ENDSWITCH: case CON_ENDEVENT: insptr++; return 1; break; case CON_DISPLAYRAND: insptr++; SetGameVarID(*insptr++, rand(), g_i, g_p); break; case CON_DRAGPOINT: insptr++; { int wallnum = GetGameVarID(*insptr++, g_i, g_p), newx = GetGameVarID(*insptr++, g_i, g_p), newy = GetGameVarID(*insptr++, g_i, g_p); dragpoint(wallnum,newx,newy); break; } case CON_DIST: case CON_LDIST: insptr++; { int distvar = *insptr++, xvar = GetGameVarID(*insptr++, g_i, g_p), yvar = GetGameVarID(*insptr++, g_i, g_p), distx=0; if (xvar > -1 && xvar < MAXSPRITES && yvar > -1 && yvar < MAXSPRITES) { switch (tw) { case CON_DIST: distx = dist(&sprite[xvar],&sprite[yvar]); break; case CON_LDIST: distx = ldist(&sprite[xvar],&sprite[yvar]); break; } } else OSD_Printf("error: invalid sprite\n"); SetGameVarID(distvar, distx, g_i, g_p); break; } case CON_GETINCANGLE: case CON_GETANGLE: insptr++; { int angvar = *insptr++; int xvar = GetGameVarID(*insptr++, g_i, g_p); int yvar = GetGameVarID(*insptr++, g_i, g_p); if (tw==CON_GETANGLE) { SetGameVarID(angvar, getangle(xvar,yvar), g_i, g_p); break; } SetGameVarID(angvar, getincangle(xvar,yvar), g_i, g_p); break; } case CON_MULSCALE: insptr++; { int var1 = *insptr++, var2 = GetGameVarID(*insptr++, g_i, g_p); int var3 = GetGameVarID(*insptr++, g_i, g_p), var4 = GetGameVarID(*insptr++, g_i, g_p); SetGameVarID(var1, mulscale(var2, var3, var4), g_i, g_p); break; } case CON_INITTIMER: insptr++; j = GetGameVarID(*insptr++, g_i, g_p); if (timer != j) { uninittimer(); inittimer(j); timer = j; } break; case CON_TIME: insptr += 2; break; case CON_ESPAWNVAR: case CON_EQSPAWNVAR: case CON_QSPAWNVAR: insptr++; { int lIn=GetGameVarID(*insptr++, g_i, g_p); j = -1; if (g_sp->sectnum >= 0 && g_sp->sectnum < MAXSECTORS) j = spawn(g_i, lIn); switch (tw) { case CON_EQSPAWNVAR: if (j != -1) insertspriteq(j); case CON_ESPAWNVAR: SetGameVarID(g_iReturnVarID, j, g_i, g_p); break; case CON_QSPAWNVAR: if (j != -1) insertspriteq(j); break; } break; } case CON_ESPAWN: case CON_EQSPAWN: case CON_QSPAWN: insptr++; j=-1; if (g_sp->sectnum >= 0 && g_sp->sectnum < MAXSECTORS) j = spawn(g_i,*insptr++); else insptr++; switch (tw) { case CON_EQSPAWN: if (j != -1) insertspriteq(j); case CON_ESPAWN: SetGameVarID(g_iReturnVarID, j, g_i, g_p); break; case CON_QSPAWN: if (j != -1) insertspriteq(j); break; } break; case CON_ESHOOT: case CON_EZSHOOT: case CON_ZSHOOT: insptr++; if (tw == CON_ZSHOOT || tw == CON_EZSHOOT) { hittype[g_i].temp_data[9] = GetGameVarID(*insptr++, g_i, g_p); if (hittype[g_i].temp_data[9] == 0) hittype[g_i].temp_data[9] = 1; } if (g_sp->sectnum >= 0 && g_sp->sectnum < MAXSECTORS) { if (tw == CON_EZSHOOT || tw == CON_ESHOOT) SetGameVarID(g_iReturnVarID, shoot(g_i,*insptr++), g_i, g_p); else shoot(g_i,*insptr++); } else insptr++; hittype[g_i].temp_data[9]=0; break; case CON_SHOOTVAR: case CON_ESHOOTVAR: case CON_EZSHOOTVAR: case CON_ZSHOOTVAR: { int lReturn=-1; insptr++; if (tw == CON_ZSHOOTVAR || tw == CON_EZSHOOTVAR) { hittype[g_i].temp_data[9] = GetGameVarID(*insptr++, g_i, g_p); if (hittype[g_i].temp_data[9] == 0) hittype[g_i].temp_data[9] = 1; } j=GetGameVarID(*insptr++, g_i, g_p); if (g_sp->sectnum >= 0 && g_sp->sectnum < MAXSECTORS) { lReturn = shoot(g_i, j); if (tw == CON_ESHOOTVAR || tw == CON_EZSHOOTVAR) SetGameVarID(g_iReturnVarID, lReturn, g_i, g_p); } hittype[g_i].temp_data[9]=0; break; } case CON_SOUNDVAR: case CON_STOPSOUNDVAR: case CON_SOUNDONCEVAR: case CON_GLOBALSOUNDVAR: insptr++; j=GetGameVarID(*insptr++, g_i, g_p); switch (tw) { case CON_SOUNDONCEVAR: if (!isspritemakingsound(g_i,j)) spritesound((short)j,g_i); break; case CON_GLOBALSOUNDVAR: spritesound((short)j,g_player[screenpeek].ps->i); break; case CON_STOPSOUNDVAR: if (isspritemakingsound(g_i,j)) stopspritesound((short)j,g_i); break; case CON_SOUNDVAR: spritesound((short)j,g_i); break; } break; case CON_GUNIQHUDID: insptr++; { j=GetGameVarID(*insptr++, g_i, g_p); if (j < MAXUNIQHUDID-1) guniqhudid = j; break; } case CON_SAVEGAMEVAR: case CON_READGAMEVAR: { int32 i=0; insptr++; if (ud.config.scripthandle < 0) break; switch (tw) { case CON_SAVEGAMEVAR: i=GetGameVarID(*insptr, g_i, g_p); SCRIPT_PutNumber(ud.config.scripthandle, "Gamevars",aGameVars[*insptr++].szLabel,i,false,false); break; case CON_READGAMEVAR: SCRIPT_GetNumber(ud.config.scripthandle, "Gamevars",aGameVars[*insptr].szLabel,&i); SetGameVarID(*insptr++, i, g_i, g_p); break; } break; } case CON_SHOWVIEW: insptr++; { int x=GetGameVarID(*insptr++,g_i,g_p); int y=GetGameVarID(*insptr++,g_i,g_p); int z=GetGameVarID(*insptr++,g_i,g_p); int a=GetGameVarID(*insptr++,g_i,g_p); int horiz=GetGameVarID(*insptr++,g_i,g_p); int sect=GetGameVarID(*insptr++,g_i,g_p); int x1=scale(GetGameVarID(*insptr++,g_i,g_p),xdim,320); int y1=scale(GetGameVarID(*insptr++,g_i,g_p),ydim,200); int x2=scale(GetGameVarID(*insptr++,g_i,g_p),xdim,320); int y2=scale(GetGameVarID(*insptr++,g_i,g_p),ydim,200); int smoothratio = 65536; if (x1 > x2) swaplong(&x1,&x2); if (y1 > y2) swaplong(&y1,&y2); if (x1 < 0 || y1 < 0 || x2 > xdim-1 || y2 > ydim-1 || x2-x1 < 2 || y2-y1 < 2) break; #if defined(USE_OPENGL) && defined(POLYMOST) j = glprojectionhacks; glprojectionhacks = 0; #endif setview(x1,y1,x2,y2); #if 0 if (!ud.pause_on && ((ud.show_help == 0 && ud.multimode < 2 && !(g_player[myconnectindex].ps->gm&MODE_MENU)) || ud.multimode > 1 || ud.recstat == 2)) smoothratio = min(max((totalclock-ototalclock)*(65536L/TICSPERFRAME),0),65536); #endif dointerpolations(smoothratio); #define SE40 #ifdef SE40 se40code(x,y,z,a,horiz,smoothratio); #endif if (((gotpic[MIRROR>>3]&(1<<(MIRROR&7))) > 0) && (rendmode != 4)) { int j, i = 0, k, dst = 0x7fffffff; for (k=0;k>1) + (j>>2); drawrooms(tposx,tposy,z,tang,horiz,mirrorsector[i]+MAXSECTORS); display_mirror = 1; animatesprites(tposx,tposy,tang,smoothratio); display_mirror = 0; drawmasks(); completemirror(); //Reverse screen x-wise in this function visibility = j; } gotpic[MIRROR>>3] &= ~(1<<(MIRROR&7)); } if (rendmode == 4) polymer_setanimatesprites(animatesprites, x,y,a,smoothratio); drawrooms(x,y,z,a,horiz,sect); display_mirror = 2; animatesprites(x,y,a,smoothratio); display_mirror = 0; drawmasks(); restoreinterpolations(); vscrn(); #if defined(USE_OPENGL) && defined(POLYMOST) glprojectionhacks = j; #endif break; } case CON_ROTATESPRITE16: case CON_ROTATESPRITE: insptr++; { int x=GetGameVarID(*insptr++,g_i,g_p), y=GetGameVarID(*insptr++,g_i,g_p), z=GetGameVarID(*insptr++,g_i,g_p); int a=GetGameVarID(*insptr++,g_i,g_p), tilenum=GetGameVarID(*insptr++,g_i,g_p), shade=GetGameVarID(*insptr++,g_i,g_p); int pal=GetGameVarID(*insptr++,g_i,g_p), orientation=GetGameVarID(*insptr++,g_i,g_p); int x1=GetGameVarID(*insptr++,g_i,g_p), y1=GetGameVarID(*insptr++,g_i,g_p); int x2=GetGameVarID(*insptr++,g_i,g_p), y2=GetGameVarID(*insptr++,g_i,g_p); if (tw == CON_ROTATESPRITE){x<<=16;y<<=16;} rotatesprite(x,y,z,a,tilenum,shade,pal,2|orientation,x1,y1,x2,y2); break; } case CON_MINITEXT: case CON_GAMETEXT: case CON_GAMETEXTZ: case CON_DIGITALNUMBER: case CON_DIGITALNUMBERZ: insptr++; { int tilenum = (tw == CON_GAMETEXT || tw == CON_GAMETEXTZ || tw == CON_DIGITALNUMBER || tw == CON_DIGITALNUMBERZ)?GetGameVarID(*insptr++,g_i,g_p):0; int x=GetGameVarID(*insptr++,g_i,g_p), y=GetGameVarID(*insptr++,g_i,g_p), q=GetGameVarID(*insptr++,g_i,g_p); int shade=GetGameVarID(*insptr++,g_i,g_p), pal=GetGameVarID(*insptr++,g_i,g_p); if (tw == CON_GAMETEXT || tw == CON_GAMETEXTZ || tw == CON_DIGITALNUMBER || tw == CON_DIGITALNUMBERZ) { int orientation=GetGameVarID(*insptr++,g_i,g_p); int x1=GetGameVarID(*insptr++,g_i,g_p), y1=GetGameVarID(*insptr++,g_i,g_p); int x2=GetGameVarID(*insptr++,g_i,g_p), y2=GetGameVarID(*insptr++,g_i,g_p); int z=65536; if (tw == CON_GAMETEXT || tw == CON_GAMETEXTZ) { int z=65536; if (fta_quotes[q] == NULL) { OSD_Printf("%s %d null quote %d\n",__FILE__,__LINE__,q); break; } if (tw == CON_GAMETEXTZ)z=GetGameVarID(*insptr++,g_i,g_p); gametext_z(0,tilenum,x>>1,y,fta_quotes[q],shade,pal,orientation,x1,y1,x2,y2,z); break; } if (tw == CON_DIGITALNUMBERZ)z=GetGameVarID(*insptr++,g_i,g_p); txdigitalnumberz(tilenum,x,y,q,shade,pal,orientation,x1,y1,x2,y2,z); break; } if (fta_quotes[q] == NULL) { OSD_Printf("%s %d null quote %d\n",__FILE__,__LINE__,q); break; } minitextshade(x,y,fta_quotes[q],shade,pal,26); break; } case CON_ANGOFF: insptr++; spriteext[g_i].angoff=*insptr++; break; case CON_GETZRANGE: insptr++; { int x=GetGameVarID(*insptr++,g_i,g_p), y=GetGameVarID(*insptr++,g_i,g_p), z=GetGameVarID(*insptr++,g_i,g_p); int sectnum=GetGameVarID(*insptr++,g_i,g_p); int ceilzvar=*insptr++, ceilhitvar=*insptr++, florzvar=*insptr++, florhitvar=*insptr++; int walldist=GetGameVarID(*insptr++,g_i,g_p), clipmask=GetGameVarID(*insptr++,g_i,g_p); int ceilz, ceilhit, florz, florhit; getzrange(x, y, z, sectnum, &ceilz, &ceilhit, &florz, &florhit, walldist, clipmask); SetGameVarID(ceilzvar, ceilz, g_i, g_p); SetGameVarID(ceilhitvar, ceilhit, g_i, g_p); SetGameVarID(florzvar, florz, g_i, g_p); SetGameVarID(florhitvar, florhit, g_i, g_p); break; } case CON_HITSCAN: insptr++; { int xs=GetGameVarID(*insptr++,g_i,g_p), ys=GetGameVarID(*insptr++,g_i,g_p), zs=GetGameVarID(*insptr++,g_i,g_p); int sectnum=GetGameVarID(*insptr++,g_i,g_p); int vx=GetGameVarID(*insptr++,g_i,g_p), vy=GetGameVarID(*insptr++,g_i,g_p), vz=GetGameVarID(*insptr++,g_i,g_p); int hitsectvar=*insptr++, hitwallvar=*insptr++, hitspritevar=*insptr++; int hitxvar=*insptr++, hityvar=*insptr++, hitzvar=*insptr++, cliptype=GetGameVarID(*insptr++,g_i,g_p); short hitsect, hitwall, hitsprite; int hitx, hity, hitz; hitscan(xs, ys, zs, sectnum, vx, vy, vz, &hitsect, &hitwall, &hitsprite, &hitx, &hity, &hitz, cliptype); SetGameVarID(hitsectvar, hitsect, g_i, g_p); SetGameVarID(hitwallvar, hitwall, g_i, g_p); SetGameVarID(hitspritevar, hitsprite, g_i, g_p); SetGameVarID(hitxvar, hitx, g_i, g_p); SetGameVarID(hityvar, hity, g_i, g_p); SetGameVarID(hitzvar, hitz, g_i, g_p); break; } case CON_CANSEE: insptr++; { int x1=GetGameVarID(*insptr++,g_i,g_p), y1=GetGameVarID(*insptr++,g_i,g_p), z1=GetGameVarID(*insptr++,g_i,g_p); int sect1=GetGameVarID(*insptr++,g_i,g_p); int x2=GetGameVarID(*insptr++,g_i,g_p), y2=GetGameVarID(*insptr++,g_i,g_p), z2=GetGameVarID(*insptr++,g_i,g_p); int sect2=GetGameVarID(*insptr++,g_i,g_p), rvar=*insptr++; SetGameVarID(rvar, cansee(x1,y1,z1,sect1,x2,y2,z2,sect2), g_i, g_p); break; } case CON_ROTATEPOINT: insptr++; { int xpivot=GetGameVarID(*insptr++,g_i,g_p), ypivot=GetGameVarID(*insptr++,g_i,g_p); int x=GetGameVarID(*insptr++,g_i,g_p), y=GetGameVarID(*insptr++,g_i,g_p), daang=GetGameVarID(*insptr++,g_i,g_p); int x2var=*insptr++, y2var=*insptr++; int x2, y2; rotatepoint(xpivot,ypivot,x,y,daang,&x2,&y2); SetGameVarID(x2var, x2, g_i, g_p); SetGameVarID(y2var, y2, g_i, g_p); break; } case CON_NEARTAG: insptr++; { // neartag(int x, int y, int z, short sectnum, short ang, //Starting position & angle // short *neartagsector, //Returns near sector if sector[].tag != 0 // short *neartagwall, //Returns near wall if wall[].tag != 0 // short *neartagsprite, //Returns near sprite if sprite[].tag != 0 // int *neartaghitdist, //Returns actual distance to object (scale: 1024=largest grid size) // int neartagrange, //Choose maximum distance to scan (scale: 1024=largest grid size) // char tagsearch) //1-lotag only, 2-hitag only, 3-lotag&hitag int x=GetGameVarID(*insptr++,g_i,g_p), y=GetGameVarID(*insptr++,g_i,g_p), z=GetGameVarID(*insptr++,g_i,g_p); int sectnum=GetGameVarID(*insptr++,g_i,g_p), ang=GetGameVarID(*insptr++,g_i,g_p); int neartagsectorvar=*insptr++, neartagwallvar=*insptr++, neartagspritevar=*insptr++, neartaghitdistvar=*insptr++; int neartagrange=GetGameVarID(*insptr++,g_i,g_p), tagsearch=GetGameVarID(*insptr++,g_i,g_p); neartag(x, y, z, sectnum, ang, &neartagsector, &neartagwall, &neartagsprite, &neartaghitdist, neartagrange, tagsearch); SetGameVarID(neartagsectorvar, neartagsector, g_i, g_p); SetGameVarID(neartagwallvar, neartagwall, g_i, g_p); SetGameVarID(neartagspritevar, neartagsprite, g_i, g_p); SetGameVarID(neartaghitdistvar, neartaghitdist, g_i, g_p); break; } case CON_MOVESPRITE: case CON_SETSPRITE: insptr++; { int spritenum = GetGameVarID(*insptr++,g_i,g_p); int x = GetGameVarID(*insptr++,g_i,g_p), y = GetGameVarID(*insptr++,g_i,g_p), z = GetGameVarID(*insptr++,g_i,g_p); if (tw == CON_SETSPRITE) { setsprite(spritenum, x, y, z); break; } { int cliptype = GetGameVarID(*insptr++,g_i,g_p); SetGameVarID(*insptr++, movesprite(spritenum, x, y, z, cliptype), g_i, g_p); break; } } case CON_GETFLORZOFSLOPE: case CON_GETCEILZOFSLOPE: insptr++; { int sectnum = GetGameVarID(*insptr++,g_i,g_p), x = GetGameVarID(*insptr++,g_i,g_p), y = GetGameVarID(*insptr++,g_i,g_p); if (tw == CON_GETFLORZOFSLOPE) { SetGameVarID(*insptr++, getflorzofslope(sectnum,x,y), g_i, g_p); break; } SetGameVarID(*insptr++, getceilzofslope(sectnum,x,y), g_i, g_p); break; } case CON_UPDATESECTOR: case CON_UPDATESECTORZ: insptr++; { int x=GetGameVarID(*insptr++,g_i,g_p), y=GetGameVarID(*insptr++,g_i,g_p); int z=(tw==CON_UPDATESECTORZ)?GetGameVarID(*insptr++,g_i,g_p):0; int var=*insptr++; short w=sprite[g_i].sectnum; if (tw==CON_UPDATESECTOR) updatesector(x,y,&w); else if (tw==CON_UPDATESECTORZ) updatesectorz(x,y,z,&w); SetGameVarID(var, w, g_i, g_p); break; } case CON_SPAWN: insptr++; if (g_sp->sectnum >= 0 && g_sp->sectnum < MAXSECTORS) spawn(g_i,*insptr); insptr++; break; case CON_IFWASWEAPON: insptr++; parseifelse(hittype[g_i].picnum == *insptr); break; case CON_IFAI: insptr++; parseifelse(g_t[5] == *insptr); break; case CON_IFACTION: insptr++; parseifelse(g_t[4] == *insptr); break; case CON_IFACTIONCOUNT: insptr++; parseifelse(g_t[2] >= *insptr); break; case CON_RESETACTIONCOUNT: insptr++; g_t[2] = 0; break; case CON_DEBRIS: insptr++; { int dnum = *insptr++; if (g_sp->sectnum >= 0 && g_sp->sectnum < MAXSECTORS) for (j=(*insptr)-1;j>=0;j--) { if (g_sp->picnum == BLIMP && dnum == SCRAP1) s = 0; else s = (TRAND%3); l = EGS(g_sp->sectnum, g_sp->x+(TRAND&255)-128,g_sp->y+(TRAND&255)-128,g_sp->z-(8<<8)-(TRAND&8191), dnum+s,g_sp->shade,32+(TRAND&15),32+(TRAND&15), TRAND&2047,(TRAND&127)+32, -(TRAND&2047),g_i,5); if (g_sp->picnum == BLIMP && dnum == SCRAP1) sprite[l].yvel = weaponsandammosprites[j%14]; else sprite[l].yvel = -1; sprite[l].pal = g_sp->pal; } insptr++; } break; case CON_COUNT: insptr++; g_t[0] = (short) *insptr++; break; case CON_CSTATOR: insptr++; g_sp->cstat |= (short) *insptr++; break; case CON_CLIPDIST: insptr++; g_sp->clipdist = (short) *insptr++; break; case CON_CSTAT: insptr++; g_sp->cstat = (short) *insptr++; break; case CON_SAVE: insptr++; { time_t curtime; lastsavedpos = *insptr++; if ((movesperpacket == 4 && connecthead != myconnectindex) || lastsavedpos > 9) break; curtime = time(NULL); Bstrcpy(tempbuf,asctime(localtime(&curtime))); clearbuf(ud.savegame[lastsavedpos],sizeof(ud.savegame[lastsavedpos]),0); Bsprintf(ud.savegame[lastsavedpos],"Auto"); // for (j=0;j<13;j++) // Bmemcpy(&ud.savegame[lastsavedpos][j+4],&tempbuf[j+3],sizeof(tempbuf[j+3])); // ud.savegame[lastsavedpos][j+4] = '\0'; Bmemcpy(&ud.savegame[lastsavedpos][4],&tempbuf[3],sizeof(tempbuf[0])*13); ud.savegame[lastsavedpos][17] = '\0'; OSD_Printf("Saving to slot %d\n",lastsavedpos); KB_FlushKeyboardQueue(); screencapt = 1; displayrooms(myconnectindex,65536); screencapt = 0; if (ud.multimode > 1) saveplayer(-1-(lastsavedpos)); else saveplayer(lastsavedpos); break; } case CON_QUAKE: insptr++; earthquaketime = (char)GetGameVarID(*insptr++,g_i,g_p); spritesound(EARTHQUAKE,g_player[screenpeek].ps->i); break; case CON_IFMOVE: insptr++; parseifelse(g_t[1] == *insptr); break; case CON_RESETPLAYER: { insptr++; //AddLog("resetplayer"); if (ud.multimode < 2) { if (lastsavedpos >= 0 && ud.recstat != 2) { g_player[g_p].ps->gm = MODE_MENU; KB_ClearKeyDown(sc_Space); cmenu(15000); } else g_player[g_p].ps->gm = MODE_RESTART; killit_flag = 2; } else { pickrandomspot(g_p); g_sp->x = hittype[g_i].bposx = g_player[g_p].ps->bobposx = g_player[g_p].ps->oposx = g_player[g_p].ps->posx; g_sp->y = hittype[g_i].bposy = g_player[g_p].ps->bobposy = g_player[g_p].ps->oposy =g_player[g_p].ps->posy; g_sp->z = hittype[g_i].bposy = g_player[g_p].ps->oposz =g_player[g_p].ps->posz; updatesector(g_player[g_p].ps->posx,g_player[g_p].ps->posy,&g_player[g_p].ps->cursectnum); setsprite(g_player[g_p].ps->i,g_player[g_p].ps->posx,g_player[g_p].ps->posy,g_player[g_p].ps->posz+PHEIGHT); g_sp->cstat = 257; g_sp->shade = -12; g_sp->clipdist = 64; g_sp->xrepeat = 42; g_sp->yrepeat = 36; g_sp->owner = g_i; g_sp->xoffset = 0; g_sp->pal = g_player[g_p].ps->palookup; g_player[g_p].ps->last_extra = g_sp->extra = g_player[g_p].ps->max_player_health; g_player[g_p].ps->wantweaponfire = -1; g_player[g_p].ps->horiz = 100; g_player[g_p].ps->on_crane = -1; g_player[g_p].ps->frag_ps = g_p; g_player[g_p].ps->horizoff = 0; g_player[g_p].ps->opyoff = 0; g_player[g_p].ps->wackedbyactor = -1; g_player[g_p].ps->shield_amount = start_armour_amount; g_player[g_p].ps->dead_flag = 0; g_player[g_p].ps->pals_time = 0; g_player[g_p].ps->footprintcount = 0; g_player[g_p].ps->weapreccnt = 0; g_player[g_p].ps->fta = 0; g_player[g_p].ps->ftq = 0; g_player[g_p].ps->posxv = g_player[g_p].ps->posyv = 0; g_player[g_p].ps->rotscrnang = 0; g_player[g_p].ps->runspeed = dukefriction; g_player[g_p].ps->falling_counter = 0; hittype[g_i].extra = -1; hittype[g_i].owner = g_i; hittype[g_i].cgg = 0; hittype[g_i].movflag = 0; hittype[g_i].tempang = 0; hittype[g_i].actorstayput = -1; hittype[g_i].dispicnum = 0; hittype[g_i].owner = g_player[g_p].ps->i; resetinventory(g_p); resetweapons(g_p); g_player[g_p].ps->reloading = 0; g_player[g_p].ps->movement_lock = 0; OnEvent(EVENT_RESETPLAYER, g_player[g_p].ps->i, g_p, -1); cameradist = 0; cameraclock = totalclock; } setpal(g_player[g_p].ps); //AddLog("EOF: resetplayer"); } break; case CON_IFONWATER: parseifelse(klabs(g_sp->z-sector[g_sp->sectnum].floorz) < (32<<8) && sector[g_sp->sectnum].lotag == 1); break; case CON_IFINWATER: parseifelse(sector[g_sp->sectnum].lotag == 2); break; case CON_IFCOUNT: insptr++; parseifelse(g_t[0] >= *insptr); break; case CON_IFACTOR: insptr++; parseifelse(g_sp->picnum == *insptr); break; case CON_RESETCOUNT: insptr++; g_t[0] = 0; break; case CON_ADDINVENTORY: insptr+=2; switch (*(insptr-1)) { case GET_STEROIDS: g_player[g_p].ps->steroids_amount = *insptr; g_player[g_p].ps->inven_icon = 2; break; case GET_SHIELD: g_player[g_p].ps->shield_amount += *insptr;// 100; if (g_player[g_p].ps->shield_amount > g_player[g_p].ps->max_shield_amount) g_player[g_p].ps->shield_amount = g_player[g_p].ps->max_shield_amount; break; case GET_SCUBA: g_player[g_p].ps->scuba_amount = *insptr;// 1600; g_player[g_p].ps->inven_icon = 6; break; case GET_HOLODUKE: g_player[g_p].ps->holoduke_amount = *insptr;// 1600; g_player[g_p].ps->inven_icon = 3; break; case GET_JETPACK: g_player[g_p].ps->jetpack_amount = *insptr;// 1600; g_player[g_p].ps->inven_icon = 4; break; case GET_ACCESS: switch (g_sp->pal) { case 0: g_player[g_p].ps->got_access |= 1; break; case 21: g_player[g_p].ps->got_access |= 2; break; case 23: g_player[g_p].ps->got_access |= 4; break; } break; case GET_HEATS: g_player[g_p].ps->heat_amount = *insptr; g_player[g_p].ps->inven_icon = 5; break; case GET_FIRSTAID: g_player[g_p].ps->inven_icon = 1; g_player[g_p].ps->firstaid_amount = *insptr; break; case GET_BOOTS: g_player[g_p].ps->inven_icon = 7; g_player[g_p].ps->boot_amount = *insptr; break; } insptr++; break; case CON_HITRADIUSVAR: insptr++; { int v1=GetGameVarID(*insptr++,g_i,g_p),v2=GetGameVarID(*insptr++,g_i,g_p),v3=GetGameVarID(*insptr++,g_i,g_p); int v4=GetGameVarID(*insptr++,g_i,g_p),v5=GetGameVarID(*insptr++,g_i,g_p); hitradius(g_i,v1,v2,v3,v4,v5); } break; case CON_HITRADIUS: hitradius(g_i,*(insptr+1),*(insptr+2),*(insptr+3),*(insptr+4),*(insptr+5)); insptr+=6; break; case CON_IFP: { // insptr++; l = *(++insptr); j = 0; s = sprite[g_player[g_p].ps->i].xvel; if ((l&8) && g_player[g_p].ps->on_ground && (g_player[g_p].sync->bits&2)) j = 1; else if ((l&16) && g_player[g_p].ps->jumping_counter == 0 && !g_player[g_p].ps->on_ground && g_player[g_p].ps->poszv > 2048) j = 1; else if ((l&32) && g_player[g_p].ps->jumping_counter > 348) j = 1; else if ((l&1) && s >= 0 && s < 8) j = 1; else if ((l&2) && s >= 8 && !(g_player[g_p].sync->bits&(1<<5))) j = 1; else if ((l&4) && s >= 8 && g_player[g_p].sync->bits&(1<<5)) j = 1; else if ((l&64) && g_player[g_p].ps->posz < (g_sp->z-(48<<8))) j = 1; else if ((l&128) && s <= -8 && !(g_player[g_p].sync->bits&(1<<5))) j = 1; else if ((l&256) && s <= -8 && (g_player[g_p].sync->bits&(1<<5))) j = 1; else if ((l&512) && (g_player[g_p].ps->quick_kick > 0 || (g_player[g_p].ps->curr_weapon == KNEE_WEAPON && g_player[g_p].ps->kickback_pic > 0))) j = 1; else if ((l&1024) && sprite[g_player[g_p].ps->i].xrepeat < 32) j = 1; else if ((l&2048) && g_player[g_p].ps->jetpack_on) j = 1; else if ((l&4096) && g_player[g_p].ps->steroids_amount > 0 && g_player[g_p].ps->steroids_amount < 400) j = 1; else if ((l&8192) && g_player[g_p].ps->on_ground) j = 1; else if ((l&16384) && sprite[g_player[g_p].ps->i].xrepeat > 32 && sprite[g_player[g_p].ps->i].extra > 0 && g_player[g_p].ps->timebeforeexit == 0) j = 1; else if ((l&32768) && sprite[g_player[g_p].ps->i].extra <= 0) j = 1; else if ((l&65536L)) { if (g_sp->picnum == APLAYER && ud.multimode > 1) j = getincangle(g_player[otherp].ps->ang,getangle(g_player[g_p].ps->posx-g_player[otherp].ps->posx,g_player[g_p].ps->posy-g_player[otherp].ps->posy)); else j = getincangle(g_player[g_p].ps->ang,getangle(g_sp->x-g_player[g_p].ps->posx,g_sp->y-g_player[g_p].ps->posy)); if (j > -128 && j < 128) j = 1; else j = 0; } parseifelse((intptr_t) j); } break; case CON_IFSTRENGTH: insptr++; parseifelse(g_sp->extra <= *insptr); break; case CON_GUTS: insptr += 2; guts(g_i,*(insptr-1),*insptr); insptr++; break; case CON_IFSPAWNEDBY: insptr++; parseifelse(hittype[g_i].picnum == *insptr); break; case CON_WACKPLAYER: insptr++; forceplayerangle(g_player[g_p].ps); return 0; case CON_FLASH: insptr++; sprite[g_i].shade = -127; g_player[g_p].ps->visibility = -127; lastvisinc = totalclock+32; return 0; case CON_STOPALLSOUNDS: insptr++; if (screenpeek == g_p) FX_StopAllSounds(); return 0; case CON_IFGAPZL: insptr++; parseifelse(((hittype[g_i].floorz - hittype[g_i].ceilingz) >> 8) < *insptr); break; case CON_IFHITSPACE: parseifelse(g_player[g_p].sync->bits&(1<<29)); break; case CON_IFOUTSIDE: parseifelse(sector[g_sp->sectnum].ceilingstat&1); break; case CON_IFMULTIPLAYER: parseifelse(ud.multimode > 1); break; case CON_OPERATE: insptr++; if (sector[g_sp->sectnum].lotag == 0) { neartag(g_sp->x,g_sp->y,g_sp->z-(32<<8),g_sp->sectnum,g_sp->ang,&neartagsector,&neartagwall,&neartagsprite,&neartaghitdist,768L,1); if (neartagsector >= 0 && isanearoperator(sector[neartagsector].lotag)) if ((sector[neartagsector].lotag&0xff) == 23 || sector[neartagsector].floorz == sector[neartagsector].ceilingz) if ((sector[neartagsector].lotag&16384) == 0) if ((sector[neartagsector].lotag&32768) == 0) { j = headspritesect[neartagsector]; while (j >= 0) { if (sprite[j].picnum == ACTIVATOR) break; j = nextspritesect[j]; } if (j == -1) operatesectors(neartagsector,g_i); } } break; case CON_IFINSPACE: parseifelse(ceilingspace(g_sp->sectnum)); break; case CON_SPRITEPAL: insptr++; if (g_sp->picnum != APLAYER) hittype[g_i].tempang = g_sp->pal; g_sp->pal = *insptr++; break; case CON_CACTOR: insptr++; g_sp->picnum = *insptr++; break; case CON_IFBULLETNEAR: parseifelse(dodge(g_sp) == 1); break; case CON_IFRESPAWN: if (badguy(g_sp)) parseifelse(ud.respawn_monsters); else if (inventory(g_sp)) parseifelse(ud.respawn_inventory); else parseifelse(ud.respawn_items); break; case CON_IFFLOORDISTL: insptr++; parseifelse((hittype[g_i].floorz - g_sp->z) <= ((*insptr)<<8)); break; case CON_IFCEILINGDISTL: insptr++; parseifelse((g_sp->z - hittype[g_i].ceilingz) <= ((*insptr)<<8)); break; case CON_PALFROM: insptr++; g_player[g_p].ps->pals_time = *insptr++; for (j=0;j<3;j++) g_player[g_p].ps->pals[j] = *insptr++; break; case CON_QSPRINTF: insptr++; { int dq = *insptr++, sq = *insptr++; if (fta_quotes[sq] != NULL && fta_quotes[dq] != NULL) { int var1 = GetGameVarID(*insptr++, g_i, g_p), var2 = GetGameVarID(*insptr++, g_i, g_p); int var3 = GetGameVarID(*insptr++, g_i, g_p), var4 = GetGameVarID(*insptr++, g_i, g_p); Bstrcpy(tempbuf,fta_quotes[sq]); Bsprintf(fta_quotes[dq],tempbuf,var1,var2,var3,var4); break; } if (fta_quotes[sq] == NULL) OSD_Printf("%s %d null quote %d\n",__FILE__,__LINE__,sq); if (fta_quotes[dq] == NULL) OSD_Printf("%s %d null quote %d\n",__FILE__,__LINE__,dq); insptr += 4; break; } case CON_ADDLOG: { insptr++; OSD_Printf("CONLOG: L=%d\n",*insptr++); break; } case CON_ADDLOGVAR: insptr++; { int m=1; char szBuf[256]; int l=*insptr++, lVarID = *insptr; if ((lVarID >= iGameVarCount) || lVarID < 0) { if (*insptr==MAXGAMEVARS) // addlogvar for a constant? Har. insptr++; // else if (*insptr > iGameVarCount && (*insptr < (MAXGAMEVARS<<1)+MAXGAMEVARS+1+MAXGAMEARRAYS)) else if (*insptr&(MAXGAMEVARS<<2)) { int index; lVarID ^= (MAXGAMEVARS<<2); if (lVarID&(MAXGAMEVARS<<1)) { m = -1; lVarID ^= (MAXGAMEVARS<<1); } insptr++; index=GetGameVarID(*insptr++,g_i,g_p); if ((index < aGameArrays[lVarID].size)&&(index>=0)) { OSD_Printf("CONLOGVAR: L=%d %s[%d] =%d\n",l, aGameArrays[lVarID].szLabel,index,m*aGameArrays[lVarID].plValues[index]); break; } else { OSD_Printf("CONLOGVAR: L=%d INVALID ARRAY INDEX\n",l); break; } } else if (*insptr&(MAXGAMEVARS<<1)) { m = -1; lVarID ^= (MAXGAMEVARS<<1); } else { // invalid varID insptr++; OSD_Printf("CONLOGVAR: L=%d INVALID VARIABLE\n",l); break; // out of switch } } Bsprintf(szBuf,"CONLOGVAR: L=%d %s ",l, aGameVars[lVarID].szLabel); strcpy(g_szBuf,szBuf); if (aGameVars[lVarID].dwFlags & GAMEVAR_FLAG_READONLY) { Bsprintf(szBuf," (read-only)"); strcat(g_szBuf,szBuf); } if (aGameVars[lVarID].dwFlags & GAMEVAR_FLAG_PERPLAYER) { Bsprintf(szBuf," (Per Player. Player=%d)",g_p); } else if (aGameVars[lVarID].dwFlags & GAMEVAR_FLAG_PERACTOR) { Bsprintf(szBuf," (Per Actor. Actor=%d)",g_i); } else { Bsprintf(szBuf," (Global)"); } Bstrcat(g_szBuf,szBuf); Bsprintf(szBuf," =%d\n", GetGameVarID(lVarID, g_i, g_p)*m); Bstrcat(g_szBuf,szBuf); OSD_Printf(g_szBuf); insptr++; break; } case CON_SETSECTOR: case CON_GETSECTOR: insptr++; { // syntax [gs]etsector[].x // int lVar1=*insptr++, lLabelID=*insptr++, lVar2=*insptr++; DoSector(tw==CON_SETSECTOR, lVar1, lLabelID, lVar2); break; } case CON_SQRT: insptr++; { // syntax sqrt int lInVarID=*insptr++, lOutVarID=*insptr++; SetGameVarID(lOutVarID, ksqrt(GetGameVarID(lInVarID, g_i, g_p)), g_i, g_p); break; } case CON_FINDNEARACTOR: case CON_FINDNEARSPRITE: case CON_FINDNEARACTOR3D: case CON_FINDNEARSPRITE3D: insptr++; { // syntax findnearactorvar // gets the sprite ID of the nearest actor within max dist // that is of into // -1 for none found // int lType=*insptr++, lMaxDist=*insptr++, lVarID=*insptr++; int lFound=-1, lTemp, j, k; for (k=0;k=0) { if (sprite[j].picnum == lType && j != g_i) { if (tw==CON_FINDNEARACTOR3D || tw==CON_FINDNEARSPRITE3D) lTemp=dist(&sprite[g_i], &sprite[j]); else lTemp=ldist(&sprite[g_i], &sprite[j]); if (lTemp < lMaxDist) { lFound=j; j = MAXSPRITES; break; } } j = nextspritestat[j]; } if ((tw==CON_FINDNEARACTOR||tw==CON_FINDNEARACTOR3D) || j == MAXSPRITES) break; } SetGameVarID(lVarID, lFound, g_i, g_p); break; } case CON_FINDNEARACTORVAR: case CON_FINDNEARSPRITEVAR: case CON_FINDNEARACTOR3DVAR: case CON_FINDNEARSPRITE3DVAR: insptr++; { // syntax findnearactorvar // gets the sprite ID of the nearest actor within max dist // that is of into // -1 for none found // int lType=*insptr++, lMaxDist=GetGameVarID(*insptr++, g_i, g_p), lVarID=*insptr++; int lFound=-1, lTemp, j, k; for (k=0;k=0) { if (sprite[j].picnum == lType && j != g_i) { if (tw==CON_FINDNEARACTOR3DVAR || tw==CON_FINDNEARSPRITE3DVAR) lTemp=dist(&sprite[g_i], &sprite[j]); else lTemp=ldist(&sprite[g_i], &sprite[j]); if (lTemp < lMaxDist) { lFound=j; j = MAXSPRITES; break; } } j = nextspritestat[j]; } if ((tw==CON_FINDNEARACTORVAR||tw==CON_FINDNEARACTOR3DVAR) || j == MAXSPRITES) break; } SetGameVarID(lVarID, lFound, g_i, g_p); break; } case CON_FINDNEARACTORZVAR: case CON_FINDNEARSPRITEZVAR: insptr++; { // syntax findnearactorvar // gets the sprite ID of the nearest actor within max dist // that is of into // -1 for none found // int lType=*insptr++, lMaxDist=GetGameVarID(*insptr++, g_i, g_p), lMaxZDist=GetGameVarID(*insptr++, g_i, g_p); int lVarID=*insptr++, lFound=-1, lTemp, lTemp2, j, k; for (k=0;k=0) { if (sprite[j].picnum == lType && j != g_i) { lTemp=ldist(&sprite[g_i], &sprite[j]); if (lTemp < lMaxDist) { lTemp2=klabs(sprite[g_i].z-sprite[j].z); if (lTemp2 < lMaxZDist) { lFound=j; j = MAXSPRITES; break; } } } j = nextspritestat[j]; } if (tw==CON_FINDNEARACTORZVAR || j == MAXSPRITES) break; } SetGameVarID(lVarID, lFound, g_i, g_p); break; } case CON_FINDNEARACTORZ: case CON_FINDNEARSPRITEZ: insptr++; { // syntax findnearactorvar // gets the sprite ID of the nearest actor within max dist // that is of into // -1 for none found // int lType=*insptr++, lMaxDist=*insptr++, lMaxZDist=*insptr++, lVarID=*insptr++; int lTemp, lTemp2, lFound=-1, j, k; for (k=0;k=0) { if (sprite[j].picnum == lType && j != g_i) { lTemp=ldist(&sprite[g_i], &sprite[j]); if (lTemp < lMaxDist) { lTemp2=klabs(sprite[g_i].z-sprite[j].z); if (lTemp2 < lMaxZDist) { lFound=j; j = MAXSPRITES; break; } } } j = nextspritestat[j]; } if (tw==CON_FINDNEARACTORZ || j == MAXSPRITES) break; } SetGameVarID(lVarID, lFound, g_i, g_p); break; } case CON_FINDPLAYER: case CON_FINDOTHERPLAYER: insptr++; { // syntax findnearactorvar // gets the sprite ID of the nearest actor within max dist // that is of into // -1 for none found // int var1 = *insptr++, d; if (tw == CON_FINDPLAYER) j=findplayer(&sprite[g_i],&d); else if (tw == CON_FINDOTHERPLAYER) j=findotherplayer(g_i,&d); SetGameVarID(g_iReturnVarID, j, g_i, g_p); SetGameVarID(var1, d, g_i, g_p); break; } case CON_SETPLAYER: case CON_GETPLAYER: insptr++; { // syntax [gs]etplayer[].x // int lVar1=*insptr++, lLabelID=*insptr++, lParm2 = 0, lVar2; // HACK: need to have access to labels structure at run-time... if (playerlabels[lLabelID].flags & LABEL_HASPARM2) lParm2=GetGameVarID(*insptr++, g_i, g_p); lVar2=*insptr++; DoPlayer(tw==CON_SETPLAYER, lVar1, lLabelID, lVar2, lParm2); break; } case CON_SETINPUT: case CON_GETINPUT: insptr++; { // syntax [gs]etplayer[].x // int lVar1=*insptr++, lLabelID=*insptr++, lVar2=*insptr++; DoInput(tw==CON_SETINPUT, lVar1, lLabelID, lVar2); break; } case CON_GETUSERDEF: case CON_SETUSERDEF: insptr++; { // syntax [gs]etuserdef.xxx // int lLabelID=*insptr++, lVar2=*insptr++; DoUserDef(tw==CON_SETUSERDEF, lLabelID, lVar2); break; } case CON_GETPROJECTILE: case CON_SETPROJECTILE: insptr++; { // syntax [gs]etplayer[].x // int lVar1=GetGameVarID(*insptr++, g_i, g_p), lLabelID=*insptr++, lVar2=*insptr++; DoProjectile(tw==CON_SETPROJECTILE,lVar1,lLabelID,lVar2); break; } case CON_SETWALL: case CON_GETWALL: insptr++; { // syntax [gs]etwall[].x // int lVar1=*insptr++, lLabelID=*insptr++, lVar2=*insptr++; DoWall(tw==CON_SETWALL, lVar1, lLabelID, lVar2); break; } case CON_SETACTORVAR: case CON_GETACTORVAR: insptr++; { // syntax [gs]etactorvar[]. // gets the value of the per-actor variable varx into VAR // int lSprite=GetGameVarID(*insptr++, g_i, g_p), lVar1=*insptr++, lVar2=*insptr++; if (tw == CON_SETACTORVAR) { SetGameVarID(lVar1, GetGameVarID(lVar2, g_i, g_p), lSprite, g_p); break; } SetGameVarID(lVar2, GetGameVarID(lVar1, lSprite, g_p), g_i, g_p); break; } case CON_SETPLAYERVAR: case CON_GETPLAYERVAR: insptr++; { int iPlayer; if (*insptr != g_iThisActorID) iPlayer=GetGameVarID(*insptr, g_i, g_p); else iPlayer = g_p; insptr++; { int lVar1=*insptr++, lVar2=*insptr++; if (tw == CON_SETPLAYERVAR) { SetGameVarID(lVar1, GetGameVarID(lVar2, g_i, g_p), g_i, iPlayer); break; } SetGameVarID(lVar2, GetGameVarID(lVar1, g_i, iPlayer), g_i, g_p); break; } } case CON_SETACTOR: case CON_GETACTOR: insptr++; { // syntax [gs]etactor[].x // int lVar1=*insptr++, lLabelID=*insptr++, lParm2 = 0, lVar2; if (actorlabels[lLabelID].flags & LABEL_HASPARM2) lParm2=GetGameVarID(*insptr++, g_i, g_p); lVar2=*insptr++; DoActor(tw==CON_SETACTOR, lVar1, lLabelID, lVar2, lParm2); break; } case CON_GETANGLETOTARGET: insptr++; // hittype[g_i].lastvx and lastvy are last known location of target. SetGameVarID(*insptr++, getangle(hittype[g_i].lastvx-g_sp->x,hittype[g_i].lastvy-g_sp->y), g_i, g_p); break; case CON_ANGOFFVAR: insptr++; spriteext[g_i].angoff=GetGameVarID(*insptr++, g_i, g_p); break; case CON_LOCKPLAYER: insptr++; g_player[g_p].ps->transporter_hold=GetGameVarID(*insptr++, g_i, g_p); break; case CON_CHECKAVAILWEAPON: case CON_CHECKAVAILINVEN: insptr++; j = g_p; if (*insptr != g_iThisActorID) j=GetGameVarID(*insptr, g_i, g_p); insptr++; if (j < ud.multimode) { if (tw == CON_CHECKAVAILWEAPON) checkavailweapon(g_player[j].ps); else checkavailinven(g_player[j].ps); } break; case CON_GETPLAYERANGLE: insptr++; SetGameVarID(*insptr++, g_player[g_p].ps->ang, g_i, g_p); break; case CON_SETPLAYERANGLE: insptr++; g_player[g_p].ps->ang=GetGameVarID(*insptr++, g_i, g_p); g_player[g_p].ps->ang &= 2047; break; case CON_GETACTORANGLE: insptr++; SetGameVarID(*insptr++, g_sp->ang, g_i, g_p); break; case CON_SETACTORANGLE: insptr++; g_sp->ang=GetGameVarID(*insptr++, g_i, g_p); g_sp->ang &= 2047; break; case CON_SETVAR: insptr++; SetGameVarID(*insptr, *(insptr+1), g_i, g_p); insptr += 2; break; case CON_SETARRAY: insptr++; j=*insptr++; { int index = GetGameVarID(*insptr++, g_i, g_p); int value = GetGameVarID(*insptr++, g_i, g_p); SetGameArrayID(j,index,value); break; } case CON_RESIZEARRAY: insptr++; j=*insptr++; { int asize = GetGameVarID(*insptr++, g_i, g_p); if (asize > 0) { OSD_Printf("resizing array %s, old size %d new size %d\n", aGameArrays[j].szLabel, aGameArrays[j].size, asize); aGameArrays[j].plValues=Brealloc(aGameArrays[j].plValues, sizeof(int) * asize); aGameArrays[j].size = asize; } break; } case CON_RANDVAR: insptr++; SetGameVarID(*insptr, mulscale(krand(), *(insptr+1)+1, 16), g_i, g_p); insptr += 2; break; case CON_DISPLAYRANDVAR: insptr++; SetGameVarID(*insptr, mulscale(rand(), *(insptr+1)+1, 15), g_i, g_p); insptr += 2; break; case CON_MULVAR: insptr++; SetGameVarID(*insptr, GetGameVarID(*insptr, g_i, g_p) * *(insptr+1), g_i, g_p); insptr += 2; break; case CON_DIVVAR: insptr++; if (*(insptr+1) == 0) gameexit("CON_DIVVAR: Divide by zero."); SetGameVarID(*insptr, GetGameVarID(*insptr, g_i, g_p) / *(insptr+1), g_i, g_p); insptr += 2; break; case CON_MODVAR: insptr++; if (*(insptr+1) == 0) gameexit("CON_MODVAR: Mod by zero."); SetGameVarID(*insptr,GetGameVarID(*insptr, g_i, g_p)%*(insptr+1), g_i, g_p); insptr += 2; break; case CON_ANDVAR: insptr++; SetGameVarID(*insptr,GetGameVarID(*insptr, g_i, g_p) & *(insptr+1), g_i, g_p); insptr += 2; break; case CON_ORVAR: insptr++; SetGameVarID(*insptr,GetGameVarID(*insptr, g_i, g_p) | *(insptr+1), g_i, g_p); insptr += 2; break; case CON_XORVAR: insptr++; SetGameVarID(*insptr,GetGameVarID(*insptr, g_i, g_p) ^ *(insptr+1), g_i, g_p); insptr += 2; break; case CON_SETVARVAR: insptr++; j=*insptr++; SetGameVarID(j, GetGameVarID(*insptr++, g_i, g_p), g_i, g_p); break; case CON_RANDVARVAR: insptr++; j=*insptr++; SetGameVarID(j,mulscale(krand(), GetGameVarID(*insptr++, g_i, g_p)+1, 16), g_i, g_p); break; case CON_DISPLAYRANDVARVAR: insptr++; j=*insptr++; SetGameVarID(j,mulscale(rand(), GetGameVarID(*insptr++, g_i, g_p)+1, 15), g_i, g_p); break; case CON_GMAXAMMO: insptr++; j=GetGameVarID(*insptr++, g_i, g_p); SetGameVarID(*insptr++, g_player[g_p].ps->max_ammo_amount[j], g_i, g_p); break; case CON_SMAXAMMO: insptr++; j=GetGameVarID(*insptr++, g_i, g_p); g_player[g_p].ps->max_ammo_amount[j]=GetGameVarID(*insptr++, g_i, g_p); break; case CON_MULVARVAR: insptr++; j=*insptr++; SetGameVarID(j, GetGameVarID(j, g_i, g_p)*GetGameVarID(*insptr++, g_i, g_p), g_i, g_p); break; case CON_DIVVARVAR: insptr++; j=*insptr++; { int l2=GetGameVarID(*insptr++, g_i, g_p); if (l2==0) gameexit("CON_DIVVARVAR: Divide by zero."); SetGameVarID(j, GetGameVarID(j, g_i, g_p)/l2 , g_i, g_p); break; } case CON_MODVARVAR: insptr++; j=*insptr++; { int l2=GetGameVarID(*insptr++, g_i, g_p); if (l2==0) gameexit("CON_MODVARVAR: Mod by zero."); SetGameVarID(j, GetGameVarID(j, g_i, g_p) % l2, g_i, g_p); break; } case CON_ANDVARVAR: insptr++; j=*insptr++; SetGameVarID(j, GetGameVarID(j, g_i, g_p) & GetGameVarID(*insptr++, g_i, g_p), g_i, g_p); break; case CON_XORVARVAR: insptr++; j=*insptr++; SetGameVarID(j, GetGameVarID(j, g_i, g_p) ^ GetGameVarID(*insptr++, g_i, g_p) , g_i, g_p); break; case CON_ORVARVAR: insptr++; j=*insptr++; SetGameVarID(j, GetGameVarID(j, g_i, g_p) | GetGameVarID(*insptr++, g_i, g_p) , g_i, g_p); break; case CON_SUBVAR: insptr++; SetGameVarID(*insptr, GetGameVarID(*insptr, g_i, g_p) - *(insptr+1), g_i, g_p); insptr += 2; break; case CON_SUBVARVAR: insptr++; j=*insptr++; SetGameVarID(j, GetGameVarID(j, g_i, g_p) - GetGameVarID(*insptr++, g_i, g_p), g_i, g_p); break; case CON_ADDVAR: insptr++; SetGameVarID(*insptr, GetGameVarID(*insptr, g_i, g_p) + *(insptr+1), g_i, g_p); insptr += 2; break; case CON_SHIFTVARL: insptr++; SetGameVarID(*insptr, GetGameVarID(*insptr, g_i, g_p) << *(insptr+1), g_i, g_p); insptr += 2; break; case CON_SHIFTVARR: insptr++; SetGameVarID(*insptr, GetGameVarID(*insptr, g_i, g_p) >> *(insptr+1), g_i, g_p); insptr += 2; break; case CON_SIN: insptr++; SetGameVarID(*insptr, sintable[GetGameVarID(*(insptr+1), g_i, g_p)&2047], g_i, g_p); insptr += 2; break; case CON_COS: insptr++; SetGameVarID(*insptr, sintable[(GetGameVarID(*(insptr+1), g_i, g_p)+512)&2047], g_i, g_p); insptr += 2; break; case CON_ADDVARVAR: insptr++; j=*insptr++; SetGameVarID(j, GetGameVarID(j, g_i, g_p) + GetGameVarID(*insptr++, g_i, g_p), g_i, g_p); break; case CON_SPGETLOTAG: insptr++; SetGameVarID(g_iLoTagID, g_sp->lotag, g_i, g_p); break; case CON_SPGETHITAG: insptr++; SetGameVarID(g_iHiTagID, g_sp->hitag, g_i, g_p); break; case CON_SECTGETLOTAG: insptr++; SetGameVarID(g_iLoTagID, sector[g_sp->sectnum].lotag, g_i, g_p); break; case CON_SECTGETHITAG: insptr++; SetGameVarID(g_iHiTagID, sector[g_sp->sectnum].hitag, g_i, g_p); break; case CON_GETTEXTUREFLOOR: insptr++; SetGameVarID(g_iTextureID, sector[g_sp->sectnum].floorpicnum, g_i, g_p); break; case CON_STARTTRACK: insptr++; music_select=(ud.volume_number*MAXLEVELS)+(*(insptr++)); if (map[(unsigned char)music_select].musicfn != NULL) playmusic(&map[(unsigned char)music_select].musicfn[0],music_select); break; case CON_GETTEXTURECEILING: insptr++; SetGameVarID(g_iTextureID, sector[g_sp->sectnum].ceilingpicnum, g_i, g_p); break; case CON_IFVARVARAND: insptr++; j=*insptr++; parseifelse(GetGameVarID(j, g_i, g_p) & GetGameVarID(*(insptr), g_i, g_p)); break; case CON_IFVARVARN: insptr++; j=*insptr++; parseifelse(GetGameVarID(j, g_i, g_p) != GetGameVarID(*(insptr), g_i, g_p)); break; case CON_IFVARVARE: insptr++; j=*insptr++; parseifelse(GetGameVarID(j, g_i, g_p) == GetGameVarID(*(insptr), g_i, g_p)); break; case CON_IFVARVARG: insptr++; j=*insptr++; parseifelse(GetGameVarID(j, g_i, g_p) > GetGameVarID(*(insptr), g_i, g_p)); break; case CON_IFVARVARL: insptr++; j=*insptr++; parseifelse(GetGameVarID(j, g_i, g_p) < GetGameVarID(*(insptr), g_i, g_p)); break; case CON_IFVARE: insptr++; j=*insptr++; parseifelse(GetGameVarID(j, g_i, g_p) == *insptr); break; case CON_IFVARN: insptr++; j=*insptr++; parseifelse(GetGameVarID(j, g_i, g_p) != *insptr); break; case CON_WHILEVARN: { int i; intptr_t *savedinsptr=insptr; j=1; while (j) { insptr=savedinsptr; insptr++; i=*insptr++; j=0; if (GetGameVarID(i, g_i, g_p) != *insptr) j=1; parseifelse(j); } break; } case CON_WHILEVARVARN: { int i,k; intptr_t *savedinsptr=insptr; j=1; while (j) { insptr=savedinsptr; insptr++; i=*insptr++; k=*(insptr); j=0; if (GetGameVarID(i, g_i, g_p) != GetGameVarID(k, g_i, g_p)) j=1; parseifelse(j); } break; } case CON_IFVARAND: insptr++; j=*insptr++; parseifelse(GetGameVarID(j, g_i, g_p) & *insptr); break; case CON_IFVARG: insptr++; j=*insptr++; parseifelse(GetGameVarID(j, g_i, g_p) > *insptr); break; case CON_IFVARL: insptr++; j=*insptr++; parseifelse(GetGameVarID(j, g_i, g_p) < *insptr); break; case CON_IFPHEALTHL: insptr++; parseifelse(sprite[g_player[g_p].ps->i].extra < *insptr); break; case CON_IFPINVENTORY: { insptr++; j = 0; switch (*insptr++) { case GET_STEROIDS: if (g_player[g_p].ps->steroids_amount != *insptr) j = 1; break; case GET_SHIELD: if (g_player[g_p].ps->shield_amount != g_player[g_p].ps->max_shield_amount) j = 1; break; case GET_SCUBA: if (g_player[g_p].ps->scuba_amount != *insptr) j = 1; break; case GET_HOLODUKE: if (g_player[g_p].ps->holoduke_amount != *insptr) j = 1; break; case GET_JETPACK: if (g_player[g_p].ps->jetpack_amount != *insptr) j = 1; break; case GET_ACCESS: switch (g_sp->pal) { case 0: if (g_player[g_p].ps->got_access&1) j = 1; break; case 21: if (g_player[g_p].ps->got_access&2) j = 1; break; case 23: if (g_player[g_p].ps->got_access&4) j = 1; break; } break; case GET_HEATS: if (g_player[g_p].ps->heat_amount != *insptr) j = 1; break; case GET_FIRSTAID: if (g_player[g_p].ps->firstaid_amount != *insptr) j = 1; break; case GET_BOOTS: if (g_player[g_p].ps->boot_amount != *insptr) j = 1; break; } parseifelse(j); break; } case CON_PSTOMP: insptr++; if (g_player[g_p].ps->knee_incs == 0 && sprite[g_player[g_p].ps->i].xrepeat >= 40) if (cansee(g_sp->x,g_sp->y,g_sp->z-(4<<8),g_sp->sectnum,g_player[g_p].ps->posx,g_player[g_p].ps->posy,g_player[g_p].ps->posz+(16<<8),sprite[g_player[g_p].ps->i].sectnum)) { for (j=0;jactorsqu == g_i) break; } if (j == ud.multimode) { g_player[g_p].ps->knee_incs = 1; if (g_player[g_p].ps->weapon_pos == 0) g_player[g_p].ps->weapon_pos = -1; g_player[g_p].ps->actorsqu = g_i; } } break; case CON_IFAWAYFROMWALL: { short s1=g_sp->sectnum; j = 0; updatesector(g_sp->x+108,g_sp->y+108,&s1); if (s1 == g_sp->sectnum) { updatesector(g_sp->x-108,g_sp->y-108,&s1); if (s1 == g_sp->sectnum) { updatesector(g_sp->x+108,g_sp->y-108,&s1); if (s1 == g_sp->sectnum) { updatesector(g_sp->x-108,g_sp->y+108,&s1); if (s1 == g_sp->sectnum) j = 1; } } } parseifelse(j); } break; case CON_QUOTE: insptr++; if (fta_quotes[*insptr] == NULL) { OSD_Printf("%s %d null quote %d\n",__FILE__,__LINE__,*insptr); insptr++; break; } FTA(*insptr++,g_player[g_p].ps); break; case CON_USERQUOTE: insptr++; { int i=GetGameVarID(*insptr++, g_i, g_p); if (fta_quotes[i] == NULL) { OSD_Printf("%s %d null quote %d\n",__FILE__,__LINE__,i); break; } adduserquote(fta_quotes[i]); } break; case CON_IFINOUTERSPACE: parseifelse(floorspace(g_sp->sectnum)); break; case CON_IFNOTMOVING: parseifelse((hittype[g_i].movflag&49152) > 16384); break; case CON_RESPAWNHITAG: insptr++; switch (dynamictostatic[g_sp->picnum]) { case FEM1__STATIC: case FEM2__STATIC: case FEM3__STATIC: case FEM4__STATIC: case FEM5__STATIC: case FEM6__STATIC: case FEM7__STATIC: case FEM8__STATIC: case FEM9__STATIC: case FEM10__STATIC: case PODFEM1__STATIC: case NAKED1__STATIC: case STATUE__STATIC: if (g_sp->yvel) operaterespawns(g_sp->yvel); break; default: if (g_sp->hitag >= 0) operaterespawns(g_sp->hitag); break; } break; case CON_IFSPRITEPAL: insptr++; parseifelse(g_sp->pal == *insptr); break; case CON_IFANGDIFFL: insptr++; j = klabs(getincangle(g_player[g_p].ps->ang,g_sp->ang)); parseifelse(j <= *insptr); break; case CON_IFNOSOUNDS: for (j=1;jpicnum); gameexit("An error has occurred in the EDuke32 CON executor.\n\n" "If you are an end user, please e-mail the file eduke32.log\n" "along with links to any mods you're using to terminx@gmail.com.\n\n" "If you are a mod developer, please attach all of your CON files\n" "along with instructions on how to reproduce this error.\n\n" "Thank you!"); break; } return 0; } void LoadActor(int iActor) { g_i = iActor; // Sprite ID g_p = -1; // iPlayer; // Player ID g_x = -1; // lDist; // ?? g_sp = &sprite[g_i]; // Pointer to sprite structure g_t = &hittype[g_i].temp_data[0]; // Sprite's 'extra' data if (actorLoadEventScrptr[g_sp->picnum] == 0) return; insptr = actorLoadEventScrptr[g_sp->picnum]; killit_flag = 0; if (g_sp->sectnum < 0 || g_sp->sectnum >= MAXSECTORS) { // if(badguy(g_sp)) // g_player[g_p].ps->actors_killed++; deletesprite(g_i); return; } while (1) if (parse()) break; if (killit_flag == 1) { // if player was set to squish, first stop that... if (g_p >= 0) { if (g_player[g_p].ps->actorsqu == g_i) g_player[g_p].ps->actorsqu = -1; } deletesprite(g_i); } } void execute(int iActor,int iPlayer,int lDist) { short temp, temp2; g_i = iActor; // Sprite ID g_p = iPlayer; // Player ID g_x = lDist; // ?? g_sp = &sprite[g_i]; // Pointer to sprite structure g_t = &hittype[g_i].temp_data[0]; // Sprite's 'extra' data if (actorscrptr[g_sp->picnum] == 0) return; insptr = 4 + (actorscrptr[g_sp->picnum]); killit_flag = 0; if (g_sp->sectnum < 0 || g_sp->sectnum >= MAXSECTORS) { if (badguy(g_sp)) g_player[g_p].ps->actors_killed++; deletesprite(g_i); return; } /* Qbix: Changed variables to be aware of the sizeof *insptr * (wether it is int vs intptr_t), Although it is specificly cast to intptr_t* * which might be corrected if the code is converted to use offsets */ if (g_t[4]) { g_sp->lotag += TICSPERFRAME; if (g_sp->lotag > *(intptr_t *)(g_t[4]+4*sizeof(*insptr))) { g_t[2]++; g_sp->lotag = 0; g_t[3] += *(intptr_t *)(g_t[4]+3*sizeof(*insptr)); } if (klabs(g_t[3]) >= klabs(*(intptr_t *)(g_t[4]+sizeof(*insptr)) * *(intptr_t *)(g_t[4]+3*sizeof(*insptr)))) g_t[3] = 0; } while (1) if (parse()) break; if (killit_flag == 1) { // if player was set to squish, first stop that... if (g_player[g_p].ps->actorsqu == g_i) g_player[g_p].ps->actorsqu = -1; deletesprite(g_i); } else { move(); if (ud.angleinterpolation) { temp = (g_sp->ang & 2047) - sprpos[g_i].ang; sprpos[g_i].oldang = sprpos[g_i].ang; if (temp) { temp2 = temp/klabs(temp); if (klabs(temp) > 1024) temp2 = -(temp2); sprpos[g_i].angdir = temp2; sprpos[g_i].angdif = min(ud.angleinterpolation,klabs(temp)); sprpos[g_i].ang += sprpos[g_i].angdif * sprpos[g_i].angdir; sprpos[g_i].ang &= 2047; } } if (g_sp->statnum == 1) { if (badguy(g_sp)) { if (g_sp->xrepeat > 60) return; if (ud.respawn_monsters == 1 && g_sp->extra <= 0) return; } else if (ud.respawn_items == 1 && (g_sp->cstat&32768)) return; if (hittype[g_i].timetosleep > 1) hittype[g_i].timetosleep--; else if (hittype[g_i].timetosleep == 1) changespritestat(g_i,2); } else if (g_sp->statnum == 6) switch (dynamictostatic[g_sp->picnum]) { case RUBBERCAN__STATIC: case EXPLODINGBARREL__STATIC: case WOODENHORSE__STATIC: case HORSEONSIDE__STATIC: case CANWITHSOMETHING__STATIC: case FIREBARREL__STATIC: case NUKEBARREL__STATIC: case NUKEBARRELDENTED__STATIC: case NUKEBARRELLEAKED__STATIC: case TRIPBOMB__STATIC: case EGG__STATIC: if (hittype[g_i].timetosleep > 1) hittype[g_i].timetosleep--; else if (hittype[g_i].timetosleep == 1) changespritestat(g_i,2); break; } } }