//------------------------------------------------------------------------- /* Copyright (C) 2010 EDuke32 developers and contributors This file is part of EDuke32. EDuke32 is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ //------------------------------------------------------------------------- /* #include "duke3d.h" #include "gamedef.h" #include "osd.h" */ // this is all the crap for accessing the game's structs through the CON VM // I got a 3-4 fps gain by inlining these... #ifndef _gamevars_c_ static void __fastcall VM_AccessUserdef(int32_t iSet, int32_t lLabelID, int32_t lVar2) { int32_t lValue=0; if (vm.g_p != myconnectindex) { // if (lVar2 == MAXGAMEVARS) // insptr++; insptr += (lVar2 == MAXGAMEVARS); return; } if (iSet) lValue=Gv_GetVarX(lVar2); switch (lLabelID) { case USERDEFS_GOD: if (iSet) { ud.god = lValue; return; } Gv_SetVarX(lVar2, ud.god); return; case USERDEFS_WARP_ON: if (iSet) { ud.warp_on = lValue; return; } Gv_SetVarX(lVar2, ud.warp_on); return; case USERDEFS_CASHMAN: if (iSet) { ud.cashman = lValue; return; } Gv_SetVarX(lVar2, ud.cashman); return; case USERDEFS_EOG: if (iSet) { ud.eog = lValue; return; } Gv_SetVarX(lVar2, ud.eog); return; case USERDEFS_SHOWALLMAP: if (iSet) { ud.showallmap = lValue; return; } Gv_SetVarX(lVar2, ud.showallmap); return; case USERDEFS_SHOW_HELP: if (iSet) { ud.show_help = lValue; return; } Gv_SetVarX(lVar2, ud.show_help); return; case USERDEFS_SCROLLMODE: if (iSet) { ud.scrollmode = lValue; return; } Gv_SetVarX(lVar2, ud.scrollmode); return; case USERDEFS_CLIPPING: if (iSet) { ud.noclip = lValue; return; } Gv_SetVarX(lVar2, ud.noclip); return; // case USERDEFS_USER_NAME: // if(iSet) // { // ud.user_name[MAXPLAYERS][32] = lValue; // return; // } // Gv_SetVarX(lVar2, ud.user_name[MAXPLAYERS][32]); // return; // case USERDEFS_RIDECULE: // if(iSet) // { // ud.ridecule = lValue; // return; // } // Gv_SetVarX(lVar2, ud.ridecule); // return; // case USERDEFS_SAVEGAME: // if(iSet) // { // ud.savegame = lValue; // return; // } // Gv_SetVarX(lVar2, ud.savegame); // return; // case USERDEFS_PWLOCKOUT: // if(iSet) // { // ud.pwlockout = lValue; // return; // } // Gv_SetVarX(lVar2, ud.pwlockout); // return; // case USERDEFS_RTSNAME: // if(iSet) // { // ud.rtsname = lValue; // return; // } // Gv_SetVarX(lVar2, ud.rtsname); // return; case USERDEFS_OVERHEAD_ON: if (iSet) { ud.overhead_on = lValue; return; } Gv_SetVarX(lVar2, ud.overhead_on); return; case USERDEFS_LAST_OVERHEAD: if (iSet) { ud.last_overhead = lValue; return; } Gv_SetVarX(lVar2, ud.last_overhead); return; case USERDEFS_SHOWWEAPONS: if (iSet) { ud.showweapons = lValue; return; } Gv_SetVarX(lVar2, ud.showweapons); return; case USERDEFS_PAUSE_ON: if (iSet) { ud.pause_on = lValue; return; } Gv_SetVarX(lVar2, ud.pause_on); return; case USERDEFS_FROM_BONUS: if (iSet) { ud.from_bonus = lValue; return; } Gv_SetVarX(lVar2, ud.from_bonus); return; case USERDEFS_CAMERASPRITE: if (iSet) { ud.camerasprite = lValue; return; } Gv_SetVarX(lVar2, ud.camerasprite); return; case USERDEFS_LAST_CAMSPRITE: if (iSet) { ud.last_camsprite = lValue; return; } Gv_SetVarX(lVar2, ud.last_camsprite); return; case USERDEFS_LAST_LEVEL: if (iSet) { ud.last_level = lValue; return; } Gv_SetVarX(lVar2, ud.last_level); return; case USERDEFS_SECRETLEVEL: if (iSet) { ud.secretlevel = lValue; return; } Gv_SetVarX(lVar2, ud.secretlevel); return; case USERDEFS_CONST_VISIBILITY: if (iSet) { ud.const_visibility = lValue; return; } Gv_SetVarX(lVar2, ud.const_visibility); return; case USERDEFS_UW_FRAMERATE: if (iSet) { ud.uw_framerate = lValue; return; } Gv_SetVarX(lVar2, ud.uw_framerate); return; case USERDEFS_CAMERA_TIME: if (iSet) { ud.camera_time = lValue; return; } Gv_SetVarX(lVar2, ud.camera_time); return; case USERDEFS_FOLFVEL: if (iSet) { ud.folfvel = lValue; return; } Gv_SetVarX(lVar2, ud.folfvel); return; case USERDEFS_FOLAVEL: if (iSet) { ud.folavel = lValue; return; } Gv_SetVarX(lVar2, ud.folavel); return; case USERDEFS_FOLX: if (iSet) { ud.folx = lValue; return; } Gv_SetVarX(lVar2, ud.folx); return; case USERDEFS_FOLY: if (iSet) { ud.foly = lValue; return; } Gv_SetVarX(lVar2, ud.foly); return; case USERDEFS_FOLA: if (iSet) { ud.fola = lValue; return; } Gv_SetVarX(lVar2, ud.fola); return; case USERDEFS_RECCNT: if (iSet) { ud.reccnt = lValue; return; } Gv_SetVarX(lVar2, ud.reccnt); return; case USERDEFS_ENTERED_NAME: if (iSet) { ud.entered_name = lValue; return; } Gv_SetVarX(lVar2, ud.entered_name); return; case USERDEFS_SCREEN_TILTING: if (iSet) { ud.screen_tilting = lValue; return; } Gv_SetVarX(lVar2, ud.screen_tilting); return; case USERDEFS_SHADOWS: if (iSet) { ud.shadows = lValue; return; } Gv_SetVarX(lVar2, ud.shadows); return; case USERDEFS_FTA_ON: if (iSet) { ud.fta_on = lValue; return; } Gv_SetVarX(lVar2, ud.fta_on); return; case USERDEFS_EXECUTIONS: if (iSet) { ud.executions = lValue; return; } Gv_SetVarX(lVar2, ud.executions); return; case USERDEFS_AUTO_RUN: if (iSet) { ud.auto_run = lValue; return; } Gv_SetVarX(lVar2, ud.auto_run); return; case USERDEFS_COORDS: if (iSet) { ud.coords = lValue; return; } Gv_SetVarX(lVar2, ud.coords); return; case USERDEFS_TICKRATE: if (iSet) { ud.tickrate = lValue; return; } Gv_SetVarX(lVar2, ud.tickrate); return; case USERDEFS_M_COOP: if (iSet) { ud.m_coop = lValue; return; } Gv_SetVarX(lVar2, ud.m_coop); return; case USERDEFS_COOP: if (iSet) { ud.coop = lValue; return; } Gv_SetVarX(lVar2, ud.coop); return; case USERDEFS_SCREEN_SIZE: if (iSet) { if (ud.screen_size != lValue) { ud.screen_size = lValue; G_UpdateScreenArea(); } return; } Gv_SetVarX(lVar2, ud.screen_size); return; case USERDEFS_LOCKOUT: if (iSet) { ud.lockout = lValue; return; } Gv_SetVarX(lVar2, ud.lockout); return; case USERDEFS_CROSSHAIR: if (iSet) { ud.crosshair = lValue; return; } Gv_SetVarX(lVar2, ud.crosshair); return; // case USERDEFS_WCHOICE: // if(iSet) // { // ud.wchoice = lValue; // return; // } // Gv_SetVarX(lVar2, ud.wchoice); // return; case USERDEFS_PLAYERAI: if (iSet) { ud.playerai = lValue; return; } Gv_SetVarX(lVar2, ud.playerai); return; case USERDEFS_RESPAWN_MONSTERS: if (iSet) { ud.respawn_monsters = lValue; return; } Gv_SetVarX(lVar2, ud.respawn_monsters); return; case USERDEFS_RESPAWN_ITEMS: if (iSet) { ud.respawn_items = lValue; return; } Gv_SetVarX(lVar2, ud.respawn_items); return; case USERDEFS_RESPAWN_INVENTORY: if (iSet) { ud.respawn_inventory = lValue; return; } Gv_SetVarX(lVar2, ud.respawn_inventory); return; case USERDEFS_RECSTAT: if (iSet) { ud.recstat = lValue; return; } Gv_SetVarX(lVar2, ud.recstat); return; case USERDEFS_MONSTERS_OFF: if (iSet) { ud.monsters_off = lValue; return; } Gv_SetVarX(lVar2, ud.monsters_off); return; case USERDEFS_BRIGHTNESS: if (iSet) { ud.brightness = lValue; return; } Gv_SetVarX(lVar2, ud.brightness); return; case USERDEFS_M_RESPAWN_ITEMS: if (iSet) { ud.m_respawn_items = lValue; return; } Gv_SetVarX(lVar2, ud.m_respawn_items); return; case USERDEFS_M_RESPAWN_MONSTERS: if (iSet) { ud.m_respawn_monsters = lValue; return; } Gv_SetVarX(lVar2, ud.m_respawn_monsters); return; case USERDEFS_M_RESPAWN_INVENTORY: if (iSet) { ud.m_respawn_inventory = lValue; return; } Gv_SetVarX(lVar2, ud.m_respawn_inventory); return; case USERDEFS_M_RECSTAT: if (iSet) { ud.m_recstat = lValue; return; } Gv_SetVarX(lVar2, ud.m_recstat); return; case USERDEFS_M_MONSTERS_OFF: if (iSet) { ud.m_monsters_off = lValue; return; } Gv_SetVarX(lVar2, ud.m_monsters_off); return; case USERDEFS_DETAIL: if (iSet) { // REMINDER: must implement "boolean" setters like this in Lunatic, too. ud.detail = !!lValue; return; } Gv_SetVarX(lVar2, ud.detail); return; case USERDEFS_M_FFIRE: if (iSet) { ud.m_ffire = lValue; return; } Gv_SetVarX(lVar2, ud.m_ffire); return; case USERDEFS_FFIRE: if (iSet) { ud.ffire = lValue; return; } Gv_SetVarX(lVar2, ud.ffire); return; case USERDEFS_M_PLAYER_SKILL: if (iSet) { ud.m_player_skill = lValue; return; } Gv_SetVarX(lVar2, ud.m_player_skill); return; case USERDEFS_M_LEVEL_NUMBER: if (iSet) { ud.m_level_number = lValue; return; } Gv_SetVarX(lVar2, ud.m_level_number); return; case USERDEFS_M_VOLUME_NUMBER: if (iSet) { ud.m_volume_number = lValue; return; } Gv_SetVarX(lVar2, ud.m_volume_number); return; case USERDEFS_MULTIMODE: if (iSet) { ud.multimode = lValue; return; } Gv_SetVarX(lVar2, ud.multimode); return; case USERDEFS_PLAYER_SKILL: if (iSet) { ud.player_skill = lValue; return; } Gv_SetVarX(lVar2, ud.player_skill); return; case USERDEFS_LEVEL_NUMBER: if (iSet) { ud.level_number = lValue; return; } Gv_SetVarX(lVar2, ud.level_number); return; case USERDEFS_VOLUME_NUMBER: if (iSet) { ud.volume_number = lValue; return; } Gv_SetVarX(lVar2, ud.volume_number); return; case USERDEFS_M_MARKER: if (iSet) { ud.m_marker = lValue; return; } Gv_SetVarX(lVar2, ud.m_marker); return; case USERDEFS_MARKER: if (iSet) { ud.marker = lValue; return; } Gv_SetVarX(lVar2, ud.marker); return; case USERDEFS_MOUSEFLIP: if (iSet) { ud.mouseflip = lValue; return; } Gv_SetVarX(lVar2, ud.mouseflip); return; case USERDEFS_STATUSBARSCALE: if (iSet) { ud.statusbarscale = lValue; return; } Gv_SetVarX(lVar2, ud.statusbarscale); return; case USERDEFS_DRAWWEAPON: if (iSet) { ud.drawweapon = lValue; return; } Gv_SetVarX(lVar2, ud.drawweapon); return; case USERDEFS_MOUSEAIMING: if (iSet) { ud.mouseaiming = lValue; return; } Gv_SetVarX(lVar2, ud.mouseaiming); return; case USERDEFS_WEAPONSWITCH: if (iSet) { ud.weaponswitch = lValue; return; } Gv_SetVarX(lVar2, ud.weaponswitch); return; case USERDEFS_DEMOCAMS: if (iSet) { ud.democams = lValue; return; } Gv_SetVarX(lVar2, ud.democams); return; case USERDEFS_COLOR: if (iSet) { ud.color = lValue; return; } Gv_SetVarX(lVar2, ud.color); return; case USERDEFS_MSGDISPTIME: if (iSet) { ud.msgdisptime = lValue; return; } Gv_SetVarX(lVar2, ud.msgdisptime); return; case USERDEFS_STATUSBARMODE: if (iSet) { ud.statusbarmode = lValue; return; } Gv_SetVarX(lVar2, ud.statusbarmode); return; case USERDEFS_M_NOEXITS: if (iSet) { ud.m_noexits = lValue; return; } Gv_SetVarX(lVar2, ud.m_noexits); return; case USERDEFS_NOEXITS: if (iSet) { ud.noexits = lValue; return; } Gv_SetVarX(lVar2, ud.noexits); return; case USERDEFS_AUTOVOTE: if (iSet) { ud.autovote = lValue; return; } Gv_SetVarX(lVar2, ud.autovote); return; case USERDEFS_AUTOMSG: if (iSet) { ud.automsg = lValue; return; } Gv_SetVarX(lVar2, ud.automsg); return; case USERDEFS_IDPLAYERS: if (iSet) { ud.idplayers = lValue; return; } Gv_SetVarX(lVar2, ud.idplayers); return; case USERDEFS_TEAM: if (iSet) { ud.team = lValue; return; } Gv_SetVarX(lVar2, ud.team); return; case USERDEFS_VIEWBOB: if (iSet) { ud.viewbob = lValue; return; } Gv_SetVarX(lVar2, ud.viewbob); return; case USERDEFS_WEAPONSWAY: if (iSet) { ud.weaponsway = lValue; return; } Gv_SetVarX(lVar2, ud.weaponsway); return; case USERDEFS_ANGLEINTERPOLATION: if (iSet) { ud.angleinterpolation = lValue; return; } Gv_SetVarX(lVar2, ud.angleinterpolation); return; case USERDEFS_OBITUARIES: if (iSet) { ud.obituaries = lValue; return; } Gv_SetVarX(lVar2, ud.obituaries); return; case USERDEFS_LEVELSTATS: if (iSet) { ud.levelstats = lValue; return; } Gv_SetVarX(lVar2, ud.levelstats); return; case USERDEFS_CROSSHAIRSCALE: if (iSet) { ud.crosshairscale = lValue; return; } Gv_SetVarX(lVar2, ud.crosshairscale); return; case USERDEFS_ALTHUD: if (iSet) { ud.althud = lValue; return; } Gv_SetVarX(lVar2, ud.althud); return; case USERDEFS_DISPLAY_BONUS_SCREEN: if (iSet) { ud.display_bonus_screen = lValue; return; } Gv_SetVarX(lVar2, ud.display_bonus_screen); return; case USERDEFS_SHOW_LEVEL_TEXT: if (iSet) { ud.show_level_text = lValue; return; } Gv_SetVarX(lVar2, ud.show_level_text); return; case USERDEFS_WEAPONSCALE: if (iSet) { ud.weaponscale = lValue; return; } Gv_SetVarX(lVar2, ud.weaponscale); return; case USERDEFS_TEXTSCALE: if (iSet) { ud.textscale = lValue; return; } Gv_SetVarX(lVar2, ud.textscale); return; case USERDEFS_RUNKEY_MODE: if (iSet) { ud.runkey_mode = lValue; return; } Gv_SetVarX(lVar2, ud.runkey_mode); return; default: return; } } static void __fastcall VM_AccessActiveProjectile(int32_t iSet, int32_t lVar1, int32_t lLabelID, int32_t lVar2) { int32_t lValue=0,proj=vm.g_i; if (lVar1 != g_iThisActorID) proj=Gv_GetVarX(lVar1); if ((unsigned)proj >= MAXSPRITES) { // OSD_Printf("VM_AccessActiveProjectile(): invalid projectile (%d)\n",proj); CON_ERRPRINTF("tried to %s %s on invalid target projectile (%d) %d %d from %s\n", iSet?"set":"get",ProjectileLabels[lLabelID].name,proj,vm.g_i,vm.g_sp->picnum, (lVar1= (unsigned)playerswhenstarted) goto badplayer; if (PlayerLabels[lLabelID].flags & LABEL_HASPARM2 && ((unsigned)lParm2 >= (unsigned)PlayerLabels[lLabelID].maxParm2)) goto badpos; ps = g_player[iPlayer].ps; switch (lLabelID) { case PLAYER_ZOOM: Gv_SetVarX(lVar2, ps->zoom); return; case PLAYER_EXITX: Gv_SetVarX(lVar2, ps->exitx); return; case PLAYER_EXITY: Gv_SetVarX(lVar2, ps->exity); return; case PLAYER_LOOGIEX: Gv_SetVarX(lVar2, ps->loogiex[lParm2]); return; case PLAYER_LOOGIEY: Gv_SetVarX(lVar2, ps->loogiey[lParm2]); return; case PLAYER_NUMLOOGS: Gv_SetVarX(lVar2, ps->numloogs); return; case PLAYER_LOOGCNT: Gv_SetVarX(lVar2, ps->loogcnt); return; case PLAYER_POSX: Gv_SetVarX(lVar2, ps->pos.x); return; case PLAYER_POSY: Gv_SetVarX(lVar2, ps->pos.y); return; case PLAYER_POSZ: Gv_SetVarX(lVar2, ps->pos.z); return; case PLAYER_HORIZ: Gv_SetVarX(lVar2, ps->horiz); return; case PLAYER_OHORIZ: Gv_SetVarX(lVar2, ps->ohoriz); return; case PLAYER_OHORIZOFF: Gv_SetVarX(lVar2, ps->ohorizoff); return; case PLAYER_INVDISPTIME: Gv_SetVarX(lVar2, ps->invdisptime); return; case PLAYER_BOBPOSX: Gv_SetVarX(lVar2, ps->bobposx); return; case PLAYER_BOBPOSY: Gv_SetVarX(lVar2, ps->bobposy); return; case PLAYER_OPOSX: Gv_SetVarX(lVar2, ps->opos.x); return; case PLAYER_OPOSY: Gv_SetVarX(lVar2, ps->opos.y); return; case PLAYER_OPOSZ: Gv_SetVarX(lVar2, ps->opos.z); return; case PLAYER_PYOFF: Gv_SetVarX(lVar2, ps->pyoff); return; case PLAYER_OPYOFF: Gv_SetVarX(lVar2, ps->opyoff); return; case PLAYER_POSXV: Gv_SetVarX(lVar2, ps->vel.x); return; case PLAYER_POSYV: Gv_SetVarX(lVar2, ps->vel.y); return; case PLAYER_POSZV: Gv_SetVarX(lVar2, ps->vel.z); return; case PLAYER_LAST_PISSED_TIME: Gv_SetVarX(lVar2, ps->last_pissed_time); return; case PLAYER_TRUEFZ: Gv_SetVarX(lVar2, ps->truefz); return; case PLAYER_TRUECZ: Gv_SetVarX(lVar2, ps->truecz); return; case PLAYER_PLAYER_PAR: Gv_SetVarX(lVar2, ps->player_par); return; case PLAYER_VISIBILITY: Gv_SetVarX(lVar2, ps->visibility); return; case PLAYER_BOBCOUNTER: Gv_SetVarX(lVar2, ps->bobcounter); return; case PLAYER_WEAPON_SWAY: Gv_SetVarX(lVar2, ps->weapon_sway); return; case PLAYER_PALS_TIME: Gv_SetVarX(lVar2, ps->pals.f); return; case PLAYER_RANDOMFLAMEX: Gv_SetVarX(lVar2, ps->randomflamex); return; case PLAYER_CRACK_TIME: Gv_SetVarX(lVar2, ps->crack_time); return; case PLAYER_AIM_MODE: Gv_SetVarX(lVar2, ps->aim_mode); return; case PLAYER_ANG: Gv_SetVarX(lVar2, ps->ang); return; case PLAYER_OANG: Gv_SetVarX(lVar2, ps->oang); return; case PLAYER_ANGVEL: Gv_SetVarX(lVar2, ps->angvel); return; case PLAYER_CURSECTNUM: Gv_SetVarX(lVar2, ps->cursectnum); return; case PLAYER_LOOK_ANG: Gv_SetVarX(lVar2, ps->look_ang); return; case PLAYER_LAST_EXTRA: Gv_SetVarX(lVar2, ps->last_extra); return; case PLAYER_SUBWEAPON: Gv_SetVarX(lVar2, ps->subweapon); return; case PLAYER_AMMO_AMOUNT: Gv_SetVarX(lVar2, ps->ammo_amount[lParm2]); return; case PLAYER_WACKEDBYACTOR: Gv_SetVarX(lVar2, ps->wackedbyactor); return; case PLAYER_FRAG: Gv_SetVarX(lVar2, ps->frag); return; case PLAYER_FRAGGEDSELF: Gv_SetVarX(lVar2, ps->fraggedself); return; case PLAYER_CURR_WEAPON: Gv_SetVarX(lVar2, ps->curr_weapon); return; case PLAYER_LAST_WEAPON: Gv_SetVarX(lVar2, ps->last_weapon); return; case PLAYER_TIPINCS: Gv_SetVarX(lVar2, ps->tipincs); return; case PLAYER_HORIZOFF: Gv_SetVarX(lVar2, ps->horizoff); return; case PLAYER_WANTWEAPONFIRE: Gv_SetVarX(lVar2, ps->wantweaponfire); return; case PLAYER_HOLODUKE_AMOUNT: Gv_SetVarX(lVar2, ps->inv_amount[GET_HOLODUKE]); return; case PLAYER_NEWOWNER: Gv_SetVarX(lVar2, ps->newowner); return; case PLAYER_HURT_DELAY: Gv_SetVarX(lVar2, ps->hurt_delay); return; case PLAYER_HBOMB_HOLD_DELAY: Gv_SetVarX(lVar2, ps->hbomb_hold_delay); return; case PLAYER_JUMPING_COUNTER: Gv_SetVarX(lVar2, ps->jumping_counter); return; case PLAYER_AIRLEFT: Gv_SetVarX(lVar2, ps->airleft); return; case PLAYER_KNEE_INCS: Gv_SetVarX(lVar2, ps->knee_incs); return; case PLAYER_ACCESS_INCS: Gv_SetVarX(lVar2, ps->access_incs); return; case PLAYER_FTA: Gv_SetVarX(lVar2, ps->fta); return; case PLAYER_FTQ: Gv_SetVarX(lVar2, ps->ftq); return; case PLAYER_ACCESS_WALLNUM: Gv_SetVarX(lVar2, ps->access_wallnum); return; case PLAYER_ACCESS_SPRITENUM: Gv_SetVarX(lVar2, ps->access_spritenum); return; case PLAYER_KICKBACK_PIC: Gv_SetVarX(lVar2, ps->kickback_pic); return; case PLAYER_GOT_ACCESS: Gv_SetVarX(lVar2, ps->got_access); return; case PLAYER_WEAPON_ANG: Gv_SetVarX(lVar2, ps->weapon_ang); return; case PLAYER_FIRSTAID_AMOUNT: Gv_SetVarX(lVar2, ps->inv_amount[GET_FIRSTAID]); return; case PLAYER_SOMETHINGONPLAYER: Gv_SetVarX(lVar2, ps->somethingonplayer); return; case PLAYER_ON_CRANE: Gv_SetVarX(lVar2, ps->on_crane); return; case PLAYER_I: Gv_SetVarX(lVar2, ps->i); return; case PLAYER_ONE_PARALLAX_SECTNUM: Gv_SetVarX(lVar2, ps->one_parallax_sectnum); return; case PLAYER_OVER_SHOULDER_ON: Gv_SetVarX(lVar2, ps->over_shoulder_on); return; case PLAYER_RANDOM_CLUB_FRAME: Gv_SetVarX(lVar2, ps->random_club_frame); return; case PLAYER_FIST_INCS: Gv_SetVarX(lVar2, ps->fist_incs); return; case PLAYER_ONE_EIGHTY_COUNT: Gv_SetVarX(lVar2, ps->one_eighty_count); return; case PLAYER_CHEAT_PHASE: Gv_SetVarX(lVar2, ps->cheat_phase); return; case PLAYER_DUMMYPLAYERSPRITE: Gv_SetVarX(lVar2, ps->dummyplayersprite); return; case PLAYER_EXTRA_EXTRA8: Gv_SetVarX(lVar2, ps->extra_extra8); return; case PLAYER_QUICK_KICK: Gv_SetVarX(lVar2, ps->quick_kick); return; case PLAYER_HEAT_AMOUNT: Gv_SetVarX(lVar2, ps->inv_amount[GET_HEATS]); return; case PLAYER_ACTORSQU: Gv_SetVarX(lVar2, ps->actorsqu); return; case PLAYER_TIMEBEFOREEXIT: Gv_SetVarX(lVar2, ps->timebeforeexit); return; case PLAYER_CUSTOMEXITSOUND: Gv_SetVarX(lVar2, ps->customexitsound); return; case PLAYER_WEAPRECS: Gv_SetVarX(lVar2, ps->weaprecs[lParm2]); return; case PLAYER_WEAPRECCNT: Gv_SetVarX(lVar2, ps->weapreccnt); return; case PLAYER_INTERFACE_TOGGLE_FLAG: Gv_SetVarX(lVar2, ps->interface_toggle_flag); return; case PLAYER_ROTSCRNANG: Gv_SetVarX(lVar2, ps->rotscrnang); return; case PLAYER_DEAD_FLAG: Gv_SetVarX(lVar2, ps->dead_flag); return; case PLAYER_SHOW_EMPTY_WEAPON: Gv_SetVarX(lVar2, ps->show_empty_weapon); return; case PLAYER_SCUBA_AMOUNT: Gv_SetVarX(lVar2, ps->inv_amount[GET_SCUBA]); return; case PLAYER_JETPACK_AMOUNT: Gv_SetVarX(lVar2, ps->inv_amount[GET_JETPACK]); return; case PLAYER_STEROIDS_AMOUNT: Gv_SetVarX(lVar2, ps->inv_amount[GET_STEROIDS]); return; case PLAYER_SHIELD_AMOUNT: Gv_SetVarX(lVar2, ps->inv_amount[GET_SHIELD]); return; case PLAYER_HOLODUKE_ON: Gv_SetVarX(lVar2, ps->holoduke_on); return; case PLAYER_PYCOUNT: Gv_SetVarX(lVar2, ps->pycount); return; case PLAYER_WEAPON_POS: Gv_SetVarX(lVar2, ps->weapon_pos); return; case PLAYER_FRAG_PS: Gv_SetVarX(lVar2, ps->frag_ps); return; case PLAYER_TRANSPORTER_HOLD: Gv_SetVarX(lVar2, ps->transporter_hold); return; case PLAYER_LAST_FULL_WEAPON: Gv_SetVarX(lVar2, ps->last_full_weapon); return; case PLAYER_FOOTPRINTSHADE: Gv_SetVarX(lVar2, ps->footprintshade); return; case PLAYER_BOOT_AMOUNT: Gv_SetVarX(lVar2, ps->inv_amount[GET_BOOTS]); return; case PLAYER_SCREAM_VOICE: Gv_SetVarX(lVar2, ps->scream_voice); return; case PLAYER_GM: Gv_SetVarX(lVar2, ps->gm); return; case PLAYER_ON_WARPING_SECTOR: Gv_SetVarX(lVar2, ps->on_warping_sector); return; case PLAYER_FOOTPRINTCOUNT: Gv_SetVarX(lVar2, ps->footprintcount); return; case PLAYER_HBOMB_ON: Gv_SetVarX(lVar2, ps->hbomb_on); return; case PLAYER_JUMPING_TOGGLE: Gv_SetVarX(lVar2, ps->jumping_toggle); return; case PLAYER_RAPID_FIRE_HOLD: Gv_SetVarX(lVar2, ps->rapid_fire_hold); return; case PLAYER_ON_GROUND: Gv_SetVarX(lVar2, ps->on_ground); return; case PLAYER_INVEN_ICON: Gv_SetVarX(lVar2, ps->inven_icon); return; case PLAYER_BUTTONPALETTE: Gv_SetVarX(lVar2, ps->buttonpalette); return; case PLAYER_JETPACK_ON: Gv_SetVarX(lVar2, ps->jetpack_on); return; case PLAYER_SPRITEBRIDGE: Gv_SetVarX(lVar2, ps->spritebridge); return; case PLAYER_LASTRANDOMSPOT: Gv_SetVarX(lVar2, ps->lastrandomspot); return; case PLAYER_SCUBA_ON: Gv_SetVarX(lVar2, ps->scuba_on); return; case PLAYER_FOOTPRINTPAL: Gv_SetVarX(lVar2, ps->footprintpal); return; case PLAYER_HEAT_ON: Gv_SetVarX(lVar2, ps->heat_on); return; case PLAYER_HOLSTER_WEAPON: Gv_SetVarX(lVar2, ps->holster_weapon); return; case PLAYER_FALLING_COUNTER: Gv_SetVarX(lVar2, ps->falling_counter); return; case PLAYER_GOTWEAPON: Gv_SetVarX(lVar2, (ps->gotweapon & (1<refresh_inventory); return; case PLAYER_PALETTE: // no set Gv_SetVarX(lVar2, ps->palette); return; case PLAYER_TOGGLE_KEY_FLAG: Gv_SetVarX(lVar2, ps->toggle_key_flag); return; case PLAYER_KNUCKLE_INCS: Gv_SetVarX(lVar2, ps->knuckle_incs); return; case PLAYER_WALKING_SND_TOGGLE: Gv_SetVarX(lVar2, ps->walking_snd_toggle); return; case PLAYER_PALOOKUP: Gv_SetVarX(lVar2, ps->palookup); return; case PLAYER_HARD_LANDING: Gv_SetVarX(lVar2, ps->hard_landing); return; case PLAYER_MAX_SECRET_ROOMS: Gv_SetVarX(lVar2, ps->max_secret_rooms); return; case PLAYER_SECRET_ROOMS: Gv_SetVarX(lVar2, ps->secret_rooms); return; case PLAYER_PALS: switch (lParm2) { case 0: Gv_SetVarX(lVar2, ps->pals.r); return; case 1: Gv_SetVarX(lVar2, ps->pals.g); return; case 2: Gv_SetVarX(lVar2, ps->pals.b); return; } return; case PLAYER_MAX_ACTORS_KILLED: Gv_SetVarX(lVar2, ps->max_actors_killed); return; case PLAYER_ACTORS_KILLED: Gv_SetVarX(lVar2, ps->actors_killed); return; case PLAYER_RETURN_TO_CENTER: Gv_SetVarX(lVar2, ps->return_to_center); return; case PLAYER_RUNSPEED: Gv_SetVarX(lVar2, ps->runspeed); return; case PLAYER_SBS: Gv_SetVarX(lVar2, ps->sbs); return; case PLAYER_RELOADING: Gv_SetVarX(lVar2, ps->reloading); return; case PLAYER_AUTO_AIM: Gv_SetVarX(lVar2, ps->auto_aim); return; case PLAYER_MOVEMENT_LOCK: Gv_SetVarX(lVar2, ps->movement_lock); return; case PLAYER_SOUND_PITCH: Gv_SetVarX(lVar2, ps->sound_pitch); return; case PLAYER_WEAPONSWITCH: Gv_SetVarX(lVar2, ps->weaponswitch); return; case PLAYER_TEAM: Gv_SetVarX(lVar2, ps->team); return; case PLAYER_MAX_PLAYER_HEALTH: Gv_SetVarX(lVar2, ps->max_player_health); return; case PLAYER_MAX_SHIELD_AMOUNT: Gv_SetVarX(lVar2, ps->max_shield_amount); return; case PLAYER_MAX_AMMO_AMOUNT: Gv_SetVarX(lVar2, ps->max_ammo_amount[lParm2]); return; case PLAYER_LAST_QUICK_KICK: Gv_SetVarX(lVar2, ps->last_quick_kick); return; case PLAYER_AUTOSTEP: Gv_SetVarX(lVar2, ps->autostep); return; case PLAYER_AUTOSTEP_SBW: Gv_SetVarX(lVar2, ps->autostep_sbw); return; default: return; } badplayer: // OSD_Printf("VM_AccessPlayer(): invalid target player (%d) %d\n",iPlayer,vm.g_i); CON_ERRPRINTF("tried to get %s on invalid target player (%d) from spr %d gv %s\n", PlayerLabels[lLabelID].name,iPlayer,vm.g_i, (lVar1= (unsigned)playerswhenstarted) goto badplayer; if (PlayerLabels[lLabelID].flags & LABEL_HASPARM2 && (unsigned)lParm2 >= (unsigned)PlayerLabels[lLabelID].maxParm2) goto badpos; lVar1=Gv_GetVarX(lVar2); switch (lLabelID) { case PLAYER_ZOOM: ps->zoom=lVar1; return; case PLAYER_EXITX: ps->exitx=lVar1; return; case PLAYER_EXITY: ps->exity=lVar1; return; case PLAYER_LOOGIEX: ps->loogiex[lParm2]=lVar1; return; case PLAYER_LOOGIEY: ps->loogiey[lParm2]=lVar1; return; case PLAYER_NUMLOOGS: ps->numloogs=lVar1; return; case PLAYER_LOOGCNT: ps->loogcnt=lVar1; return; case PLAYER_POSX: ps->pos.x=lVar1; return; case PLAYER_POSY: ps->pos.y=lVar1; return; case PLAYER_POSZ: ps->pos.z=lVar1; return; case PLAYER_HORIZ: ps->horiz=lVar1; return; case PLAYER_OHORIZ: ps->ohoriz=lVar1; return; case PLAYER_OHORIZOFF: ps->ohorizoff=lVar1; return; case PLAYER_INVDISPTIME: ps->invdisptime=lVar1; return; case PLAYER_BOBPOSX: ps->bobposx=lVar1; return; case PLAYER_BOBPOSY: ps->bobposy=lVar1; return; case PLAYER_OPOSX: ps->opos.x=lVar1; return; case PLAYER_OPOSY: ps->opos.y=lVar1; return; case PLAYER_OPOSZ: ps->opos.z=lVar1; return; case PLAYER_PYOFF: ps->pyoff=lVar1; return; case PLAYER_OPYOFF: ps->opyoff=lVar1; return; case PLAYER_POSXV: ps->vel.x=lVar1; return; case PLAYER_POSYV: ps->vel.y=lVar1; return; case PLAYER_POSZV: ps->vel.z=lVar1; return; case PLAYER_LAST_PISSED_TIME: ps->last_pissed_time=lVar1; return; case PLAYER_TRUEFZ: ps->truefz=lVar1; return; case PLAYER_TRUECZ: ps->truecz=lVar1; return; case PLAYER_PLAYER_PAR: ps->player_par=lVar1; return; case PLAYER_VISIBILITY: ps->visibility=lVar1; return; case PLAYER_BOBCOUNTER: ps->bobcounter=lVar1; return; case PLAYER_WEAPON_SWAY: ps->weapon_sway=lVar1; return; case PLAYER_PALS_TIME: ps->pals.f=lVar1; return; case PLAYER_RANDOMFLAMEX: ps->randomflamex=lVar1; return; case PLAYER_CRACK_TIME: ps->crack_time=lVar1; return; case PLAYER_AIM_MODE: ps->aim_mode=lVar1; return; case PLAYER_ANG: ps->ang=lVar1; return; case PLAYER_OANG: ps->oang=lVar1; return; case PLAYER_ANGVEL: ps->angvel=lVar1; return; case PLAYER_CURSECTNUM: ps->cursectnum=lVar1; return; case PLAYER_LOOK_ANG: ps->look_ang=lVar1; return; case PLAYER_LAST_EXTRA: ps->last_extra=lVar1; return; case PLAYER_SUBWEAPON: ps->subweapon=lVar1; return; case PLAYER_AMMO_AMOUNT: ps->ammo_amount[lParm2]=lVar1; return; case PLAYER_WACKEDBYACTOR: ps->wackedbyactor=lVar1; return; case PLAYER_FRAG: ps->frag=lVar1; return; case PLAYER_FRAGGEDSELF: ps->fraggedself=lVar1; return; case PLAYER_CURR_WEAPON: ps->curr_weapon=lVar1; return; case PLAYER_LAST_WEAPON: ps->last_weapon=lVar1; return; case PLAYER_TIPINCS: ps->tipincs=lVar1; return; case PLAYER_HORIZOFF: ps->horizoff=lVar1; return; case PLAYER_WANTWEAPONFIRE: ps->wantweaponfire=lVar1; return; case PLAYER_HOLODUKE_AMOUNT: ps->inv_amount[GET_HOLODUKE]=lVar1; return; case PLAYER_NEWOWNER: ps->newowner=lVar1; return; case PLAYER_HURT_DELAY: ps->hurt_delay=lVar1; return; case PLAYER_HBOMB_HOLD_DELAY: ps->hbomb_hold_delay=lVar1; return; case PLAYER_JUMPING_COUNTER: ps->jumping_counter=lVar1; return; case PLAYER_AIRLEFT: ps->airleft=lVar1; return; case PLAYER_KNEE_INCS: ps->knee_incs=lVar1; return; case PLAYER_ACCESS_INCS: ps->access_incs=lVar1; return; case PLAYER_FTA: ps->fta=lVar1; return; case PLAYER_FTQ: ps->ftq=lVar1; return; case PLAYER_ACCESS_WALLNUM: ps->access_wallnum=lVar1; return; case PLAYER_ACCESS_SPRITENUM: ps->access_spritenum=lVar1; return; case PLAYER_KICKBACK_PIC: ps->kickback_pic=lVar1; return; case PLAYER_GOT_ACCESS: ps->got_access=lVar1; return; case PLAYER_WEAPON_ANG: ps->weapon_ang=lVar1; return; case PLAYER_FIRSTAID_AMOUNT: ps->inv_amount[GET_FIRSTAID]=lVar1; return; case PLAYER_SOMETHINGONPLAYER: ps->somethingonplayer=lVar1; return; case PLAYER_ON_CRANE: ps->on_crane=lVar1; return; case PLAYER_I: ps->i=lVar1; return; case PLAYER_ONE_PARALLAX_SECTNUM: ps->one_parallax_sectnum=lVar1; return; case PLAYER_OVER_SHOULDER_ON: ps->over_shoulder_on=lVar1; return; case PLAYER_RANDOM_CLUB_FRAME: ps->random_club_frame=lVar1; return; case PLAYER_FIST_INCS: ps->fist_incs=lVar1; return; case PLAYER_ONE_EIGHTY_COUNT: ps->one_eighty_count=lVar1; return; case PLAYER_CHEAT_PHASE: ps->cheat_phase=lVar1; return; case PLAYER_DUMMYPLAYERSPRITE: ps->dummyplayersprite=lVar1; return; case PLAYER_EXTRA_EXTRA8: ps->extra_extra8=lVar1; return; case PLAYER_QUICK_KICK: ps->quick_kick=lVar1; return; case PLAYER_HEAT_AMOUNT: ps->inv_amount[GET_HEATS]=lVar1; return; case PLAYER_ACTORSQU: ps->actorsqu=lVar1; return; case PLAYER_TIMEBEFOREEXIT: ps->timebeforeexit=lVar1; return; case PLAYER_CUSTOMEXITSOUND: ps->customexitsound=lVar1; return; case PLAYER_WEAPRECS: ps->weaprecs[lParm2]=lVar1; return; case PLAYER_WEAPRECCNT: ps->weapreccnt=lVar1; return; case PLAYER_INTERFACE_TOGGLE_FLAG: ps->interface_toggle_flag=lVar1; return; case PLAYER_ROTSCRNANG: ps->rotscrnang=lVar1; return; case PLAYER_DEAD_FLAG: ps->dead_flag=lVar1; return; case PLAYER_SHOW_EMPTY_WEAPON: ps->show_empty_weapon=lVar1; return; case PLAYER_SCUBA_AMOUNT: ps->inv_amount[GET_SCUBA]=lVar1; return; case PLAYER_JETPACK_AMOUNT: ps->inv_amount[GET_JETPACK]=lVar1; return; case PLAYER_STEROIDS_AMOUNT: ps->inv_amount[GET_STEROIDS]=lVar1; return; case PLAYER_SHIELD_AMOUNT: ps->inv_amount[GET_SHIELD]=lVar1; return; case PLAYER_HOLODUKE_ON: ps->holoduke_on=lVar1; return; case PLAYER_PYCOUNT: ps->pycount=lVar1; return; case PLAYER_WEAPON_POS: ps->weapon_pos=lVar1; return; case PLAYER_FRAG_PS: ps->frag_ps=lVar1; return; case PLAYER_TRANSPORTER_HOLD: ps->transporter_hold=lVar1; return; case PLAYER_LAST_FULL_WEAPON: ps->last_full_weapon=lVar1; return; case PLAYER_FOOTPRINTSHADE: ps->footprintshade=lVar1; return; case PLAYER_BOOT_AMOUNT: ps->inv_amount[GET_BOOTS]=lVar1; return; case PLAYER_SCREAM_VOICE: ps->scream_voice=lVar1; return; case PLAYER_GM: ps->gm=lVar1; return; case PLAYER_ON_WARPING_SECTOR: ps->on_warping_sector=lVar1; return; case PLAYER_FOOTPRINTCOUNT: ps->footprintcount=lVar1; return; case PLAYER_HBOMB_ON: ps->hbomb_on=lVar1; return; case PLAYER_JUMPING_TOGGLE: ps->jumping_toggle=lVar1; return; case PLAYER_RAPID_FIRE_HOLD: ps->rapid_fire_hold=lVar1; return; case PLAYER_ON_GROUND: ps->on_ground=lVar1; return; case PLAYER_INVEN_ICON: ps->inven_icon=lVar1; return; case PLAYER_BUTTONPALETTE: ps->buttonpalette=lVar1; return; case PLAYER_JETPACK_ON: ps->jetpack_on=lVar1; return; case PLAYER_SPRITEBRIDGE: ps->spritebridge=lVar1; return; case PLAYER_LASTRANDOMSPOT: ps->lastrandomspot=lVar1; return; case PLAYER_SCUBA_ON: ps->scuba_on=lVar1; return; case PLAYER_FOOTPRINTPAL: ps->footprintpal=lVar1; return; case PLAYER_HEAT_ON: if (ps->heat_on != lVar1) { ps->heat_on=lVar1; P_UpdateScreenPal(ps); } return; case PLAYER_HOLSTER_WEAPON: ps->holster_weapon=lVar1; return; case PLAYER_FALLING_COUNTER: ps->falling_counter=lVar1; return; case PLAYER_GOTWEAPON: if (lVar1) { ps->gotweapon |= (1<gotweapon &= ~(1<refresh_inventory=lVar1; return; case PLAYER_TOGGLE_KEY_FLAG: ps->toggle_key_flag=lVar1; return; case PLAYER_KNUCKLE_INCS: ps->knuckle_incs=lVar1; return; case PLAYER_WALKING_SND_TOGGLE: ps->walking_snd_toggle=lVar1; return; case PLAYER_PALOOKUP: ps->palookup=lVar1; return; case PLAYER_HARD_LANDING: ps->hard_landing=lVar1; return; case PLAYER_MAX_SECRET_ROOMS: ps->max_secret_rooms=lVar1; return; case PLAYER_SECRET_ROOMS: ps->secret_rooms=lVar1; return; case PLAYER_PALS: switch (lParm2) { case 0: ps->pals.r = lVar1; return; case 1: ps->pals.g = lVar1; return; case 2: ps->pals.b = lVar1; return; } return; case PLAYER_MAX_ACTORS_KILLED: ps->max_actors_killed=lVar1; return; case PLAYER_ACTORS_KILLED: ps->actors_killed=lVar1; return; case PLAYER_RETURN_TO_CENTER: ps->return_to_center=lVar1; return; case PLAYER_RUNSPEED: ps->runspeed=lVar1; return; case PLAYER_SBS: ps->sbs=lVar1; return; case PLAYER_RELOADING: ps->reloading=lVar1; return; case PLAYER_AUTO_AIM: ps->auto_aim=lVar1; return; case PLAYER_MOVEMENT_LOCK: ps->movement_lock=lVar1; return; case PLAYER_SOUND_PITCH: ps->sound_pitch=lVar1; return; case PLAYER_WEAPONSWITCH: ps->weaponswitch=lVar1; return; case PLAYER_TEAM: ps->team=lVar1; return; case PLAYER_MAX_PLAYER_HEALTH: ps->max_player_health = lVar1; return; case PLAYER_MAX_SHIELD_AMOUNT: ps->max_shield_amount = lVar1; return; case PLAYER_MAX_AMMO_AMOUNT: ps->max_ammo_amount[lParm2]=lVar1; return; case PLAYER_LAST_QUICK_KICK: ps->last_quick_kick=lVar1; return; case PLAYER_AUTOSTEP: ps->autostep=lVar1; return; case PLAYER_AUTOSTEP_SBW: ps->autostep_sbw=lVar1; return; default: return; } badplayer: // OSD_Printf("VM_AccessPlayer(): invalid target player (%d) %d\n",iPlayer,vm.g_i); CON_ERRPRINTF("tried to set %s on invalid target player (%d) from spr %d gv %s\n", PlayerLabels[lLabelID].name,iPlayer,vm.g_i, (lVar1= (unsigned)playerswhenstarted) goto badplayer; if (iSet) lValue=Gv_GetVarX(lVar2); switch (lLabelID) { case INPUT_AVEL: if (iSet) { g_player[iPlayer].sync->avel=lValue; return; } Gv_SetVarX(lVar2, g_player[iPlayer].sync->avel); return; case INPUT_HORZ: if (iSet) { g_player[iPlayer].sync->horz=lValue; return; } Gv_SetVarX(lVar2, g_player[iPlayer].sync->horz); return; case INPUT_FVEL: if (iSet) { g_player[iPlayer].sync->fvel=lValue; return; } Gv_SetVarX(lVar2, g_player[iPlayer].sync->fvel); return; case INPUT_SVEL: if (iSet) { g_player[iPlayer].sync->svel=lValue; return; } Gv_SetVarX(lVar2, g_player[iPlayer].sync->svel); return; case INPUT_BITS: if (iSet) { g_player[iPlayer].sync->bits=lValue; return; } Gv_SetVarX(lVar2, g_player[iPlayer].sync->bits); return; case INPUT_EXTBITS: if (iSet) { g_player[iPlayer].sync->extbits=lValue; return; } Gv_SetVarX(lVar2, g_player[iPlayer].sync->extbits); return; default: return; } badplayer: insptr += (lVar2 == MAXGAMEVARS); CON_ERRPRINTF("invalid target player (%d) %d\n", iPlayer,vm.g_i); return; } static void __fastcall VM_AccessWall(int32_t iSet, int32_t lVar1, int32_t lLabelID, int32_t lVar2) { int32_t lValue=0; int32_t iWall = Gv_GetVarX(lVar1); if ((unsigned)iWall >= (unsigned)numwalls) goto badwall; if (iSet) lValue=Gv_GetVarX(lVar2); switch (lLabelID) { case WALL_X: if (iSet) { wall[iWall].x=lValue; return; } Gv_SetVarX(lVar2, wall[iWall].x); return; case WALL_Y: if (iSet) { wall[iWall].y=lValue; return; } Gv_SetVarX(lVar2, wall[iWall].y); return; case WALL_POINT2: if (iSet) { wall[iWall].point2=lValue; return; } Gv_SetVarX(lVar2, wall[iWall].point2); return; case WALL_NEXTWALL: if (iSet) { wall[iWall].nextwall=lValue; return; } Gv_SetVarX(lVar2, wall[iWall].nextwall); return; case WALL_NEXTSECTOR: if (iSet) { wall[iWall].nextsector=lValue; return; } Gv_SetVarX(lVar2, wall[iWall].nextsector); return; case WALL_CSTAT: if (iSet) { wall[iWall].cstat=lValue; return; } Gv_SetVarX(lVar2, wall[iWall].cstat); return; case WALL_PICNUM: if (iSet) { wall[iWall].picnum=lValue; return; } Gv_SetVarX(lVar2, wall[iWall].picnum); return; case WALL_OVERPICNUM: if (iSet) { wall[iWall].overpicnum=lValue; return; } Gv_SetVarX(lVar2, wall[iWall].overpicnum); return; case WALL_SHADE: if (iSet) { wall[iWall].shade=lValue; return; } Gv_SetVarX(lVar2, wall[iWall].shade); return; case WALL_PAL: if (iSet) { wall[iWall].pal=lValue; return; } Gv_SetVarX(lVar2, wall[iWall].pal); return; case WALL_XREPEAT: if (iSet) { wall[iWall].xrepeat=lValue; return; } Gv_SetVarX(lVar2, wall[iWall].xrepeat); return; case WALL_YREPEAT: if (iSet) { wall[iWall].yrepeat=lValue; return; } Gv_SetVarX(lVar2, wall[iWall].yrepeat); return; case WALL_XPANNING: if (iSet) { wall[iWall].xpanning=lValue; return; } Gv_SetVarX(lVar2, wall[iWall].xpanning); return; case WALL_YPANNING: if (iSet) { wall[iWall].ypanning=lValue; return; } Gv_SetVarX(lVar2, wall[iWall].ypanning); return; case WALL_LOTAG: if (iSet) { wall[iWall].lotag=lValue; return; } Gv_SetVarX(lVar2, wall[iWall].lotag); return; case WALL_HITAG: if (iSet) { wall[iWall].hitag=lValue; return; } Gv_SetVarX(lVar2, wall[iWall].hitag); return; case WALL_EXTRA: if (iSet) { wall[iWall].extra=lValue; return; } Gv_SetVarX(lVar2, wall[iWall].extra); return; default: return; } badwall: insptr += (lVar2 == MAXGAMEVARS); CON_ERRPRINTF("Invalid wall %d\n", iWall); return; } static void __fastcall VM_AccessSector(int32_t iSet, int32_t lVar1, int32_t lLabelID, int32_t lVar2) { int32_t lValue=0; int32_t iSector=sprite[vm.g_i].sectnum; if (lVar1 != g_iThisActorID) iSector=Gv_GetVarX(lVar1); if ((unsigned)iSector >= (unsigned)numsectors) goto badsector; if (iSet) lValue=Gv_GetVarX(lVar2); switch (lLabelID) { case SECTOR_WALLPTR: if (iSet) { sector[iSector].wallptr=lValue; return; } Gv_SetVarX(lVar2, sector[iSector].wallptr); return; case SECTOR_WALLNUM: if (iSet) { sector[iSector].wallnum=lValue; return; } Gv_SetVarX(lVar2, sector[iSector].wallnum); return; case SECTOR_CEILINGZ: if (iSet) { sector[iSector].ceilingz=lValue; return; } Gv_SetVarX(lVar2, sector[iSector].ceilingz); return; case SECTOR_FLOORZ: if (iSet) { sector[iSector].floorz=lValue; return; } Gv_SetVarX(lVar2, sector[iSector].floorz); return; case SECTOR_CEILINGSTAT: if (iSet) { sector[iSector].ceilingstat=lValue; return; } Gv_SetVarX(lVar2, sector[iSector].ceilingstat); return; case SECTOR_FLOORSTAT: if (iSet) { sector[iSector].floorstat=lValue; return; } Gv_SetVarX(lVar2, sector[iSector].floorstat); return; case SECTOR_CEILINGPICNUM: if (iSet) { sector[iSector].ceilingpicnum=lValue; return; } Gv_SetVarX(lVar2, sector[iSector].ceilingpicnum); return; case SECTOR_CEILINGSLOPE: if (iSet) { sector[iSector].ceilingheinum=lValue; return; } Gv_SetVarX(lVar2, sector[iSector].ceilingheinum); return; case SECTOR_CEILINGSHADE: if (iSet) { sector[iSector].ceilingshade=lValue; return; } Gv_SetVarX(lVar2, sector[iSector].ceilingshade); return; case SECTOR_CEILINGPAL: if (iSet) { sector[iSector].ceilingpal=lValue; return; } Gv_SetVarX(lVar2, sector[iSector].ceilingpal); return; case SECTOR_CEILINGXPANNING: if (iSet) { sector[iSector].ceilingxpanning=lValue; return; } Gv_SetVarX(lVar2, sector[iSector].ceilingxpanning); return; case SECTOR_CEILINGYPANNING: if (iSet) { sector[iSector].ceilingypanning=lValue; return; } Gv_SetVarX(lVar2, sector[iSector].ceilingypanning); return; case SECTOR_FLOORPICNUM: if (iSet) { sector[iSector].floorpicnum=lValue; return; } Gv_SetVarX(lVar2, sector[iSector].floorpicnum); return; case SECTOR_FLOORSLOPE: if (iSet) { sector[iSector].floorheinum=lValue; return; } Gv_SetVarX(lVar2, sector[iSector].floorheinum); return; case SECTOR_FLOORSHADE: if (iSet) { sector[iSector].floorshade=lValue; return; } Gv_SetVarX(lVar2, sector[iSector].floorshade); return; case SECTOR_FLOORPAL: if (iSet) { sector[iSector].floorpal=lValue; return; } Gv_SetVarX(lVar2, sector[iSector].floorpal); return; case SECTOR_FLOORXPANNING: if (iSet) { sector[iSector].floorxpanning=lValue; return; } Gv_SetVarX(lVar2, sector[iSector].floorxpanning); return; case SECTOR_FLOORYPANNING: if (iSet) { sector[iSector].floorypanning=lValue; return; } Gv_SetVarX(lVar2, sector[iSector].floorypanning); return; case SECTOR_VISIBILITY: if (iSet) { sector[iSector].visibility=lValue; return; } Gv_SetVarX(lVar2, sector[iSector].visibility); return; case SECTOR_ALIGNTO: if (iSet) { sector[iSector].filler=lValue; return; } Gv_SetVarX(lVar2, sector[iSector].filler); return; case SECTOR_LOTAG: if (iSet) { sector[iSector].lotag=lValue; return; } Gv_SetVarX(lVar2, sector[iSector].lotag); return; case SECTOR_HITAG: if (iSet) { sector[iSector].hitag=lValue; return; } Gv_SetVarX(lVar2, sector[iSector].hitag); return; case SECTOR_EXTRA: if (iSet) { sector[iSector].extra=lValue; return; } Gv_SetVarX(lVar2, sector[iSector].extra); return; case SECTOR_CEILINGBUNCH: case SECTOR_FLOORBUNCH: if (!iSet) { #ifdef YAX_ENABLE Gv_SetVarX(lVar2, yax_getbunch(iSector, lLabelID==SECTOR_FLOORBUNCH)); #else Gv_SetVarX(lVar2, -1); #endif } return; default: return; } badsector: CON_ERRPRINTF("Invalid sector %d\n", iSector); insptr += (lVar2 == MAXGAMEVARS); return; } static void __fastcall VM_SetSprite(int32_t lVar1, int32_t lLabelID, int32_t lVar2, int32_t lParm2) { register int32_t iActor=vm.g_i; if (lVar1 != g_iThisActorID) iActor=Gv_GetVarX(lVar1); if ((unsigned)iActor >= MAXSPRITES) goto badactor; if (ActorLabels[lLabelID].flags & LABEL_HASPARM2 && (unsigned)lParm2 >= (unsigned)ActorLabels[lLabelID].maxParm2) goto badpos; lVar1=Gv_GetVarX(lVar2); switch (lLabelID) { case ACTOR_X: sprite[iActor].x=lVar1; return; case ACTOR_Y: sprite[iActor].y=lVar1; return; case ACTOR_Z: sprite[iActor].z=lVar1; return; case ACTOR_CSTAT: sprite[iActor].cstat=lVar1; return; case ACTOR_PICNUM: sprite[iActor].picnum=lVar1; return; case ACTOR_SHADE: sprite[iActor].shade=lVar1; return; case ACTOR_PAL: sprite[iActor].pal=lVar1; return; case ACTOR_CLIPDIST: sprite[iActor].clipdist=lVar1; return; case ACTOR_DETAIL: sprite[iActor].filler=lVar1; return; case ACTOR_XREPEAT: sprite[iActor].xrepeat=lVar1; return; case ACTOR_YREPEAT: sprite[iActor].yrepeat=lVar1; return; case ACTOR_XOFFSET: sprite[iActor].xoffset=lVar1; return; case ACTOR_YOFFSET: sprite[iActor].yoffset=lVar1; return; case ACTOR_SECTNUM: changespritesect(iActor,lVar1); return; case ACTOR_STATNUM: changespritestat(iActor,lVar1); return; case ACTOR_ANG: sprite[iActor].ang=lVar1; return; case ACTOR_OWNER: sprite[iActor].owner=lVar1; return; case ACTOR_XVEL: sprite[iActor].xvel=lVar1; return; case ACTOR_YVEL: sprite[iActor].yvel=lVar1; return; case ACTOR_ZVEL: sprite[iActor].zvel=lVar1; return; case ACTOR_LOTAG: sprite[iActor].lotag=lVar1; return; case ACTOR_HITAG: sprite[iActor].hitag=lVar1; return; case ACTOR_EXTRA: sprite[iActor].extra=lVar1; return; case ACTOR_HTCGG: actor[iActor].cgg=lVar1; return; case ACTOR_HTPICNUM : actor[iActor].picnum=lVar1; return; case ACTOR_HTANG: actor[iActor].ang=lVar1; return; case ACTOR_HTEXTRA: actor[iActor].extra=lVar1; return; case ACTOR_HTOWNER: actor[iActor].owner=lVar1; return; case ACTOR_HTMOVFLAG: actor[iActor].movflag=lVar1; return; case ACTOR_HTTEMPANG: actor[iActor].tempang=lVar1; return; case ACTOR_HTACTORSTAYPUT: actor[iActor].actorstayput=lVar1; return; case ACTOR_HTDISPICNUM: actor[iActor].dispicnum=lVar1; return; case ACTOR_HTTIMETOSLEEP: actor[iActor].timetosleep=lVar1; return; case ACTOR_HTFLOORZ: actor[iActor].floorz=lVar1; return; case ACTOR_HTCEILINGZ: actor[iActor].ceilingz=lVar1; return; case ACTOR_HTLASTVX: actor[iActor].lastvx=lVar1; return; case ACTOR_HTLASTVY: actor[iActor].lastvy=lVar1; return; case ACTOR_HTBPOSX: actor[iActor].bposx=lVar1; return; case ACTOR_HTBPOSY: actor[iActor].bposy=lVar1; return; case ACTOR_HTBPOSZ: actor[iActor].bposz=lVar1; return; case ACTOR_HTG_T: actor[iActor].t_data[lParm2]=lVar1; return; case ACTOR_ANGOFF: spriteext[iActor].angoff=lVar1; return; case ACTOR_PITCH: spriteext[iActor].pitch=lVar1; return; case ACTOR_ROLL: spriteext[iActor].roll=lVar1; return; case ACTOR_MDXOFF: spriteext[iActor].xoff=lVar1; return; case ACTOR_MDYOFF: spriteext[iActor].yoff=lVar1; return; case ACTOR_MDZOFF: spriteext[iActor].zoff=lVar1; return; case ACTOR_MDFLAGS: spriteext[iActor].flags=lVar1; return; case ACTOR_XPANNING: spriteext[iActor].xpanning=lVar1; return; case ACTOR_YPANNING: spriteext[iActor].ypanning=lVar1; return; case ACTOR_HTFLAGS: actor[iActor].flags=lVar1; return; case ACTOR_ALPHA: spriteext[iActor].alpha=(float)(lVar1/255.0f); return; default: return; } badactor: CON_ERRPRINTF("tried to set %s on invalid target sprite (%d) from spr %d pic %d gv %s\n", ActorLabels[lLabelID].name,iActor,vm.g_i,vm.g_sp->picnum, (lVar1= MAXSPRITES) goto badactor; if (ActorLabels[lLabelID].flags & LABEL_HASPARM2 && (unsigned)lParm2 >= (unsigned)ActorLabels[lLabelID].maxParm2) goto badpos; switch (lLabelID) { case ACTOR_X: Gv_SetVarX(lVar2, sprite[iActor].x); return; case ACTOR_Y: Gv_SetVarX(lVar2, sprite[iActor].y); return; case ACTOR_Z: Gv_SetVarX(lVar2, sprite[iActor].z); return; case ACTOR_CSTAT: Gv_SetVarX(lVar2, sprite[iActor].cstat); return; case ACTOR_PICNUM: Gv_SetVarX(lVar2, sprite[iActor].picnum); return; case ACTOR_SHADE: Gv_SetVarX(lVar2, sprite[iActor].shade); return; case ACTOR_PAL: Gv_SetVarX(lVar2, sprite[iActor].pal); return; case ACTOR_CLIPDIST: Gv_SetVarX(lVar2, sprite[iActor].clipdist); return; case ACTOR_DETAIL: Gv_SetVarX(lVar2, sprite[iActor].filler); return; case ACTOR_XREPEAT: Gv_SetVarX(lVar2, sprite[iActor].xrepeat); return; case ACTOR_YREPEAT: Gv_SetVarX(lVar2, sprite[iActor].yrepeat); return; case ACTOR_XOFFSET: Gv_SetVarX(lVar2, sprite[iActor].xoffset); return; case ACTOR_YOFFSET: Gv_SetVarX(lVar2, sprite[iActor].yoffset); return; case ACTOR_SECTNUM: Gv_SetVarX(lVar2, sprite[iActor].sectnum); return; case ACTOR_STATNUM: Gv_SetVarX(lVar2, sprite[iActor].statnum); return; case ACTOR_ANG: Gv_SetVarX(lVar2, sprite[iActor].ang); return; case ACTOR_OWNER: Gv_SetVarX(lVar2, sprite[iActor].owner); return; case ACTOR_XVEL: Gv_SetVarX(lVar2, sprite[iActor].xvel); return; case ACTOR_YVEL: Gv_SetVarX(lVar2, sprite[iActor].yvel); return; case ACTOR_ZVEL: Gv_SetVarX(lVar2, sprite[iActor].zvel); return; case ACTOR_LOTAG: Gv_SetVarX(lVar2, sprite[iActor].lotag); return; case ACTOR_HITAG: Gv_SetVarX(lVar2, sprite[iActor].hitag); return; case ACTOR_EXTRA: Gv_SetVarX(lVar2, sprite[iActor].extra); return; case ACTOR_HTCGG: Gv_SetVarX(lVar2, actor[iActor].cgg); return; case ACTOR_HTPICNUM : Gv_SetVarX(lVar2, actor[iActor].picnum); return; case ACTOR_HTANG: Gv_SetVarX(lVar2, actor[iActor].ang); return; case ACTOR_HTEXTRA: Gv_SetVarX(lVar2,actor[iActor].extra); return; case ACTOR_HTOWNER: Gv_SetVarX(lVar2,actor[iActor].owner); return; case ACTOR_HTMOVFLAG: Gv_SetVarX(lVar2,actor[iActor].movflag); return; case ACTOR_HTTEMPANG: Gv_SetVarX(lVar2,actor[iActor].tempang); return; case ACTOR_HTACTORSTAYPUT: Gv_SetVarX(lVar2,actor[iActor].actorstayput); return; case ACTOR_HTDISPICNUM: Gv_SetVarX(lVar2,actor[iActor].dispicnum); return; case ACTOR_HTTIMETOSLEEP: Gv_SetVarX(lVar2,actor[iActor].timetosleep); return; case ACTOR_HTFLOORZ: Gv_SetVarX(lVar2,actor[iActor].floorz); return; case ACTOR_HTCEILINGZ: Gv_SetVarX(lVar2,actor[iActor].ceilingz); return; case ACTOR_HTLASTVX: Gv_SetVarX(lVar2,actor[iActor].lastvx); return; case ACTOR_HTLASTVY: Gv_SetVarX(lVar2,actor[iActor].lastvy); return; case ACTOR_HTBPOSX: Gv_SetVarX(lVar2,actor[iActor].bposx); return; case ACTOR_HTBPOSY: Gv_SetVarX(lVar2,actor[iActor].bposy); return; case ACTOR_HTBPOSZ: Gv_SetVarX(lVar2,actor[iActor].bposz); return; case ACTOR_HTG_T: Gv_SetVarX(lVar2, actor[iActor].t_data[lParm2]); return; case ACTOR_ANGOFF: Gv_SetVarX(lVar2,spriteext[iActor].angoff); return; case ACTOR_PITCH: Gv_SetVarX(lVar2,spriteext[iActor].pitch); return; case ACTOR_ROLL: Gv_SetVarX(lVar2,spriteext[iActor].roll); return; case ACTOR_MDXOFF: Gv_SetVarX(lVar2,spriteext[iActor].xoff); return; case ACTOR_MDYOFF: Gv_SetVarX(lVar2,spriteext[iActor].yoff); return; case ACTOR_MDZOFF: Gv_SetVarX(lVar2,spriteext[iActor].zoff); return; case ACTOR_MDFLAGS: Gv_SetVarX(lVar2,spriteext[iActor].flags); return; case ACTOR_XPANNING: Gv_SetVarX(lVar2, spriteext[iActor].xpanning); return; case ACTOR_YPANNING: Gv_SetVarX(lVar2, spriteext[iActor].ypanning); return; case ACTOR_HTFLAGS: Gv_SetVarX(lVar2,actor[iActor].flags); return; case ACTOR_ALPHA: Gv_SetVarX(lVar2, (uint8_t)(spriteext[iActor].alpha * 255.0f)); return; default: return; } badactor: CON_ERRPRINTF("tried to get %s on invalid target sprite (%d) from spr %d pic %d gv %s\n", ActorLabels[lLabelID].name,iActor,vm.g_i,vm.g_sp->picnum, (lVar1= MAXSPRITES) goto badsprite; if (iSet) lValue=Gv_GetVarX(lVar2); if (!spriteext[iActor].tspr) goto badtspr; switch (lLabelID) { case ACTOR_X: if (iSet) { spriteext[iActor].tspr->x=lValue; return; } Gv_SetVarX(lVar2, spriteext[iActor].tspr->x); return; case ACTOR_Y: if (iSet) { spriteext[iActor].tspr->y=lValue; return; } Gv_SetVarX(lVar2, spriteext[iActor].tspr->y); return; case ACTOR_Z: if (iSet) { spriteext[iActor].tspr->z=lValue; return; } Gv_SetVarX(lVar2, spriteext[iActor].tspr->z); return; case ACTOR_CSTAT: if (iSet) { spriteext[iActor].tspr->cstat=lValue; return; } Gv_SetVarX(lVar2, spriteext[iActor].tspr->cstat); return; case ACTOR_PICNUM: if (iSet) { spriteext[iActor].tspr->picnum=lValue; return; } Gv_SetVarX(lVar2, spriteext[iActor].tspr->picnum); return; case ACTOR_SHADE: if (iSet) { spriteext[iActor].tspr->shade=lValue; return; } Gv_SetVarX(lVar2, spriteext[iActor].tspr->shade); return; case ACTOR_PAL: if (iSet) { spriteext[iActor].tspr->pal=lValue; return; } Gv_SetVarX(lVar2, spriteext[iActor].tspr->pal); return; case ACTOR_CLIPDIST: if (iSet) { spriteext[iActor].tspr->clipdist=lValue; return; } Gv_SetVarX(lVar2, spriteext[iActor].tspr->clipdist); return; case ACTOR_DETAIL: if (iSet) { spriteext[iActor].tspr->filler=lValue; return; } Gv_SetVarX(lVar2, spriteext[iActor].tspr->filler); return; case ACTOR_XREPEAT: if (iSet) { spriteext[iActor].tspr->xrepeat=lValue; return; } Gv_SetVarX(lVar2, spriteext[iActor].tspr->xrepeat); return; case ACTOR_YREPEAT: if (iSet) { spriteext[iActor].tspr->yrepeat=lValue; return; } Gv_SetVarX(lVar2, spriteext[iActor].tspr->yrepeat); return; case ACTOR_XOFFSET: if (iSet) { spriteext[iActor].tspr->xoffset=lValue; return; } Gv_SetVarX(lVar2, spriteext[iActor].tspr->xoffset); return; case ACTOR_YOFFSET: if (iSet) { spriteext[iActor].tspr->yoffset=lValue; return; } Gv_SetVarX(lVar2, spriteext[iActor].tspr->yoffset); return; case ACTOR_SECTNUM: if (iSet) { spriteext[iActor].tspr->sectnum=lValue; return; } Gv_SetVarX(lVar2, spriteext[iActor].tspr->sectnum); return; case ACTOR_STATNUM: if (iSet) { spriteext[iActor].tspr->statnum=lValue; return; } Gv_SetVarX(lVar2, spriteext[iActor].tspr->statnum); return; case ACTOR_ANG: if (iSet) { spriteext[iActor].tspr->ang=lValue; return; } Gv_SetVarX(lVar2, spriteext[iActor].tspr->ang); return; case ACTOR_OWNER: if (iSet) { spriteext[iActor].tspr->owner=lValue; return; } Gv_SetVarX(lVar2, spriteext[iActor].tspr->owner); return; #if 1 case ACTOR_XVEL: if (iSet) { spriteext[iActor].tspr->xvel=lValue; return; } Gv_SetVarX(lVar2, spriteext[iActor].tspr->xvel); return; case ACTOR_YVEL: if (iSet) { spriteext[iActor].tspr->yvel=lValue; return; } Gv_SetVarX(lVar2, spriteext[iActor].tspr->yvel); return; case ACTOR_ZVEL: if (iSet) { spriteext[iActor].tspr->zvel=lValue; return; } Gv_SetVarX(lVar2, spriteext[iActor].tspr->zvel); return; case ACTOR_LOTAG: if (iSet) { spriteext[iActor].tspr->lotag=lValue; return; } Gv_SetVarX(lVar2, spriteext[iActor].tspr->lotag); return; case ACTOR_HITAG: if (iSet) { spriteext[iActor].tspr->hitag=lValue; return; } Gv_SetVarX(lVar2, spriteext[iActor].tspr->hitag); return; case ACTOR_EXTRA: if (iSet) { spriteext[iActor].tspr->extra=lValue; return; } Gv_SetVarX(lVar2, spriteext[iActor].tspr->extra); return; #endif default: return; } badsprite: CON_ERRPRINTF("invalid target sprite (%d) %d %d\n", iActor, vm.g_i, vm.g_sp->picnum); insptr += (lVar2 == MAXGAMEVARS); return; badtspr: CON_ERRPRINTF("Internal bug, tsprite is unavailable\n"); return; } static void __fastcall VM_AccessProjectile(int32_t iSet, int32_t lVar1, int32_t lLabelID, int32_t lVar2) { int32_t lValue=0; if ((unsigned)lVar1 >= MAXTILES) goto badtile; if (iSet) lValue=Gv_GetVarX(lVar2); switch (lLabelID) { case PROJ_WORKSLIKE: if (iSet) { ProjectileData[lVar1].workslike=lValue; return; } Gv_SetVarX(lVar2, ProjectileData[lVar1].workslike); return; case PROJ_SPAWNS: if (iSet) { ProjectileData[lVar1].spawns=lValue; return; } Gv_SetVarX(lVar2, ProjectileData[lVar1].spawns); return; case PROJ_SXREPEAT: if (iSet) { ProjectileData[lVar1].sxrepeat=lValue; return; } Gv_SetVarX(lVar2, ProjectileData[lVar1].sxrepeat); return; case PROJ_SYREPEAT: if (iSet) { ProjectileData[lVar1].syrepeat=lValue; return; } Gv_SetVarX(lVar2, ProjectileData[lVar1].syrepeat); return; case PROJ_SOUND: if (iSet) { ProjectileData[lVar1].sound=lValue; return; } Gv_SetVarX(lVar2, ProjectileData[lVar1].sound); return; case PROJ_ISOUND: if (iSet) { ProjectileData[lVar1].isound=lValue; return; } Gv_SetVarX(lVar2, ProjectileData[lVar1].isound); return; case PROJ_VEL: if (iSet) { ProjectileData[lVar1].vel=lValue; return; } Gv_SetVarX(lVar2, ProjectileData[lVar1].vel); return; case PROJ_EXTRA: if (iSet) { ProjectileData[lVar1].extra=lValue; return; } Gv_SetVarX(lVar2, ProjectileData[lVar1].extra); return; case PROJ_DECAL: if (iSet) { ProjectileData[lVar1].decal=lValue; return; } Gv_SetVarX(lVar2, ProjectileData[lVar1].decal); return; case PROJ_TRAIL: if (iSet) { ProjectileData[lVar1].trail=lValue; return; } Gv_SetVarX(lVar2, ProjectileData[lVar1].trail); return; case PROJ_TXREPEAT: if (iSet) { ProjectileData[lVar1].txrepeat=lValue; return; } Gv_SetVarX(lVar2, ProjectileData[lVar1].txrepeat); return; case PROJ_TYREPEAT: if (iSet) { ProjectileData[lVar1].tyrepeat=lValue; return; } Gv_SetVarX(lVar2, ProjectileData[lVar1].tyrepeat); return; case PROJ_TOFFSET: if (iSet) { ProjectileData[lVar1].toffset=lValue; return; } Gv_SetVarX(lVar2, ProjectileData[lVar1].toffset); return; case PROJ_TNUM: if (iSet) { ProjectileData[lVar1].tnum=lValue; return; } Gv_SetVarX(lVar2, ProjectileData[lVar1].tnum); return; case PROJ_DROP: if (iSet) { ProjectileData[lVar1].drop=lValue; return; } Gv_SetVarX(lVar2, ProjectileData[lVar1].drop); return; case PROJ_CSTAT: if (iSet) { ProjectileData[lVar1].cstat=lValue; return; } Gv_SetVarX(lVar2, ProjectileData[lVar1].cstat); return; case PROJ_CLIPDIST: if (iSet) { ProjectileData[lVar1].clipdist=lValue; return; } Gv_SetVarX(lVar2, ProjectileData[lVar1].clipdist); return; case PROJ_SHADE: if (iSet) { ProjectileData[lVar1].shade=lValue; return; } Gv_SetVarX(lVar2, ProjectileData[lVar1].shade); return; case PROJ_XREPEAT: if (iSet) { ProjectileData[lVar1].xrepeat=lValue; return; } Gv_SetVarX(lVar2, ProjectileData[lVar1].xrepeat); return; case PROJ_YREPEAT: if (iSet) { ProjectileData[lVar1].yrepeat=lValue; return; } Gv_SetVarX(lVar2, ProjectileData[lVar1].yrepeat); return; case PROJ_PAL: if (iSet) { ProjectileData[lVar1].pal=lValue; return; } Gv_SetVarX(lVar2, ProjectileData[lVar1].pal); return; case PROJ_EXTRA_RAND: if (iSet) { ProjectileData[lVar1].extra_rand=lValue; return; } Gv_SetVarX(lVar2, ProjectileData[lVar1].extra_rand); return; case PROJ_HITRADIUS: if (iSet) { ProjectileData[lVar1].hitradius=lValue; return; } Gv_SetVarX(lVar2, ProjectileData[lVar1].hitradius); return; case PROJ_MOVECNT: if (iSet) { ProjectileData[lVar1].movecnt=lValue; return; } Gv_SetVarX(lVar2, ProjectileData[lVar1].movecnt); return; case PROJ_OFFSET: if (iSet) { ProjectileData[lVar1].offset=lValue; return; } Gv_SetVarX(lVar2, ProjectileData[lVar1].offset); return; case PROJ_BOUNCES: if (iSet) { ProjectileData[lVar1].bounces=lValue; return; } Gv_SetVarX(lVar2, ProjectileData[lVar1].bounces); return; case PROJ_BSOUND: if (iSet) { ProjectileData[lVar1].bsound=lValue; return; } Gv_SetVarX(lVar2, ProjectileData[lVar1].bsound); return; case PROJ_RANGE: if (iSet) { ProjectileData[lVar1].range=lValue; return; } Gv_SetVarX(lVar2, ProjectileData[lVar1].range); return; default: return; } badtile: CON_ERRPRINTF("invalid tile (%d)\n", lVar1); insptr += (lVar2 == MAXGAMEVARS); return; } #else static int32_t __fastcall VM_AccessSpriteX(int32_t iActor, int32_t lLabelID, int32_t lParm2) { if (ActorLabels[lLabelID].flags & LABEL_HASPARM2 && (unsigned)lParm2 >= (unsigned)ActorLabels[lLabelID].maxParm2) goto badpos; switch (lLabelID) { case ACTOR_X: return sprite[iActor].x; case ACTOR_Y: return sprite[iActor].y; case ACTOR_Z: return sprite[iActor].z; case ACTOR_CSTAT: return sprite[iActor].cstat; case ACTOR_PICNUM: return sprite[iActor].picnum; case ACTOR_SHADE: return sprite[iActor].shade; case ACTOR_PAL: return sprite[iActor].pal; case ACTOR_CLIPDIST: return sprite[iActor].clipdist; case ACTOR_DETAIL: return sprite[iActor].filler; case ACTOR_XREPEAT: return sprite[iActor].xrepeat; case ACTOR_YREPEAT: return sprite[iActor].yrepeat; case ACTOR_XOFFSET: return sprite[iActor].xoffset; case ACTOR_YOFFSET: return sprite[iActor].yoffset; case ACTOR_SECTNUM: return sprite[iActor].sectnum; case ACTOR_STATNUM: return sprite[iActor].statnum; case ACTOR_ANG: return sprite[iActor].ang; case ACTOR_OWNER: return sprite[iActor].owner; case ACTOR_XVEL: return sprite[iActor].xvel; case ACTOR_YVEL: return sprite[iActor].yvel; case ACTOR_ZVEL: return sprite[iActor].zvel; case ACTOR_LOTAG: return sprite[iActor].lotag; case ACTOR_HITAG: return sprite[iActor].hitag; case ACTOR_EXTRA: return sprite[iActor].extra; case ACTOR_HTCGG: return actor[iActor].cgg; case ACTOR_HTPICNUM : return actor[iActor].picnum; case ACTOR_HTANG: return actor[iActor].ang; case ACTOR_HTEXTRA: return actor[iActor].extra; case ACTOR_HTOWNER: return actor[iActor].owner; case ACTOR_HTMOVFLAG: return actor[iActor].movflag; case ACTOR_HTTEMPANG: return actor[iActor].tempang; case ACTOR_HTACTORSTAYPUT: return actor[iActor].actorstayput; case ACTOR_HTDISPICNUM: return actor[iActor].dispicnum; case ACTOR_HTTIMETOSLEEP: return actor[iActor].timetosleep; case ACTOR_HTFLOORZ: return actor[iActor].floorz; case ACTOR_HTCEILINGZ: return actor[iActor].ceilingz; case ACTOR_HTLASTVX: return actor[iActor].lastvx; case ACTOR_HTLASTVY: return actor[iActor].lastvy; case ACTOR_HTBPOSX: return actor[iActor].bposx; case ACTOR_HTBPOSY: return actor[iActor].bposy; case ACTOR_HTBPOSZ: return actor[iActor].bposz; case ACTOR_HTG_T: return actor[iActor].t_data[lParm2]; case ACTOR_ANGOFF: return spriteext[iActor].angoff; case ACTOR_PITCH: return spriteext[iActor].pitch; case ACTOR_ROLL: return spriteext[iActor].roll; case ACTOR_MDXOFF: return spriteext[iActor].xoff; case ACTOR_MDYOFF: return spriteext[iActor].yoff; case ACTOR_MDZOFF: return spriteext[iActor].zoff; case ACTOR_MDFLAGS: return spriteext[iActor].flags; case ACTOR_XPANNING: return spriteext[iActor].xpanning; case ACTOR_YPANNING: return spriteext[iActor].ypanning; case ACTOR_HTFLAGS: return actor[iActor].flags; case ACTOR_ALPHA: return (uint8_t)(spriteext[iActor].alpha*255.0f); default: return -1; } badpos: CON_ERRPRINTF("tried to get invalid %s position %d on sprite (%d) from spr %d\n", ActorLabels[lLabelID].name,lParm2,iActor,vm.g_i); return -1; } static int32_t __fastcall VM_AccessSectorX(int32_t iSector, int32_t lLabelID) { switch (lLabelID) { case SECTOR_WALLPTR: return sector[iSector].wallptr; case SECTOR_WALLNUM: return sector[iSector].wallnum; case SECTOR_CEILINGZ: return sector[iSector].ceilingz; case SECTOR_FLOORZ: return sector[iSector].floorz; case SECTOR_CEILINGSTAT: return sector[iSector].ceilingstat; case SECTOR_FLOORSTAT: return sector[iSector].floorstat; case SECTOR_CEILINGPICNUM: return sector[iSector].ceilingpicnum; case SECTOR_CEILINGSLOPE: return sector[iSector].ceilingheinum; case SECTOR_CEILINGSHADE: return sector[iSector].ceilingshade; case SECTOR_CEILINGPAL: return sector[iSector].ceilingpal; case SECTOR_CEILINGXPANNING: return sector[iSector].ceilingxpanning; case SECTOR_CEILINGYPANNING: return sector[iSector].ceilingypanning; case SECTOR_FLOORPICNUM: return sector[iSector].floorpicnum; case SECTOR_FLOORSLOPE: return sector[iSector].floorheinum; case SECTOR_FLOORSHADE: return sector[iSector].floorshade; case SECTOR_FLOORPAL: return sector[iSector].floorpal; case SECTOR_FLOORXPANNING: return sector[iSector].floorxpanning; case SECTOR_FLOORYPANNING: return sector[iSector].floorypanning; case SECTOR_VISIBILITY: return sector[iSector].visibility; case SECTOR_ALIGNTO: return sector[iSector].filler; case SECTOR_LOTAG: return sector[iSector].lotag; case SECTOR_HITAG: return sector[iSector].hitag; case SECTOR_EXTRA: return sector[iSector].extra; case SECTOR_CEILINGBUNCH: case SECTOR_FLOORBUNCH: #ifdef YAX_ENABLE return yax_getbunch(iSector, lLabelID==SECTOR_FLOORBUNCH); #else return -1; #endif default: return -1; } } static int32_t __fastcall VM_AccessPlayerX(int32_t iPlayer, int32_t lLabelID, int32_t lParm2) { DukePlayer_t *const ps = g_player[iPlayer].ps; if (PlayerLabels[lLabelID].flags & LABEL_HASPARM2 && (unsigned)lParm2 >= (unsigned)PlayerLabels[lLabelID].maxParm2) goto badpos; switch (lLabelID) { case PLAYER_ZOOM: return ps->zoom; case PLAYER_EXITX: return ps->exitx; case PLAYER_EXITY: return ps->exity; case PLAYER_LOOGIEX: return ps->loogiex[lParm2]; case PLAYER_LOOGIEY: return ps->loogiey[lParm2]; case PLAYER_NUMLOOGS: return ps->numloogs; case PLAYER_LOOGCNT: return ps->loogcnt; case PLAYER_POSX: return ps->pos.x; case PLAYER_POSY: return ps->pos.y; case PLAYER_POSZ: return ps->pos.z; case PLAYER_HORIZ: return ps->horiz; case PLAYER_OHORIZ: return ps->ohoriz; case PLAYER_OHORIZOFF: return ps->ohorizoff; case PLAYER_INVDISPTIME: return ps->invdisptime; case PLAYER_BOBPOSX: return ps->bobposx; case PLAYER_BOBPOSY: return ps->bobposy; case PLAYER_OPOSX: return ps->opos.x; case PLAYER_OPOSY: return ps->opos.y; case PLAYER_OPOSZ: return ps->opos.z; case PLAYER_PYOFF: return ps->pyoff; case PLAYER_OPYOFF: return ps->opyoff; case PLAYER_POSXV: return ps->vel.x; case PLAYER_POSYV: return ps->vel.y; case PLAYER_POSZV: return ps->vel.z; case PLAYER_LAST_PISSED_TIME: return ps->last_pissed_time; case PLAYER_TRUEFZ: return ps->truefz; case PLAYER_TRUECZ: return ps->truecz; case PLAYER_PLAYER_PAR: return ps->player_par; case PLAYER_VISIBILITY: return ps->visibility; case PLAYER_BOBCOUNTER: return ps->bobcounter; case PLAYER_WEAPON_SWAY: return ps->weapon_sway; case PLAYER_PALS_TIME: return ps->pals.f; case PLAYER_RANDOMFLAMEX: return ps->randomflamex; case PLAYER_CRACK_TIME: return ps->crack_time; case PLAYER_AIM_MODE: return ps->aim_mode; case PLAYER_ANG: return ps->ang; case PLAYER_OANG: return ps->oang; case PLAYER_ANGVEL: return ps->angvel; case PLAYER_CURSECTNUM: return ps->cursectnum; case PLAYER_LOOK_ANG: return ps->look_ang; case PLAYER_LAST_EXTRA: return ps->last_extra; case PLAYER_SUBWEAPON: return ps->subweapon; case PLAYER_AMMO_AMOUNT: return ps->ammo_amount[lParm2]; case PLAYER_WACKEDBYACTOR: return ps->wackedbyactor; case PLAYER_FRAG: return ps->frag; case PLAYER_FRAGGEDSELF: return ps->fraggedself; case PLAYER_CURR_WEAPON: return ps->curr_weapon; case PLAYER_LAST_WEAPON: return ps->last_weapon; case PLAYER_TIPINCS: return ps->tipincs; case PLAYER_HORIZOFF: return ps->horizoff; case PLAYER_WANTWEAPONFIRE: return ps->wantweaponfire; case PLAYER_HOLODUKE_AMOUNT: return ps->inv_amount[GET_HOLODUKE]; case PLAYER_NEWOWNER: return ps->newowner; case PLAYER_HURT_DELAY: return ps->hurt_delay; case PLAYER_HBOMB_HOLD_DELAY: return ps->hbomb_hold_delay; case PLAYER_JUMPING_COUNTER: return ps->jumping_counter; case PLAYER_AIRLEFT: return ps->airleft; case PLAYER_KNEE_INCS: return ps->knee_incs; case PLAYER_ACCESS_INCS: return ps->access_incs; case PLAYER_FTA: return ps->fta; case PLAYER_FTQ: return ps->ftq; case PLAYER_ACCESS_WALLNUM: return ps->access_wallnum; case PLAYER_ACCESS_SPRITENUM: return ps->access_spritenum; case PLAYER_KICKBACK_PIC: return ps->kickback_pic; case PLAYER_GOT_ACCESS: return ps->got_access; case PLAYER_WEAPON_ANG: return ps->weapon_ang; case PLAYER_FIRSTAID_AMOUNT: return ps->inv_amount[GET_FIRSTAID]; case PLAYER_SOMETHINGONPLAYER: return ps->somethingonplayer; case PLAYER_ON_CRANE: return ps->on_crane; case PLAYER_I: return ps->i; case PLAYER_ONE_PARALLAX_SECTNUM: return ps->one_parallax_sectnum; case PLAYER_OVER_SHOULDER_ON: return ps->over_shoulder_on; case PLAYER_RANDOM_CLUB_FRAME: return ps->random_club_frame; case PLAYER_FIST_INCS: return ps->fist_incs; case PLAYER_ONE_EIGHTY_COUNT: return ps->one_eighty_count; case PLAYER_CHEAT_PHASE: return ps->cheat_phase; case PLAYER_DUMMYPLAYERSPRITE: return ps->dummyplayersprite; case PLAYER_EXTRA_EXTRA8: return ps->extra_extra8; case PLAYER_QUICK_KICK: return ps->quick_kick; case PLAYER_HEAT_AMOUNT: return ps->inv_amount[GET_HEATS]; case PLAYER_ACTORSQU: return ps->actorsqu; case PLAYER_TIMEBEFOREEXIT: return ps->timebeforeexit; case PLAYER_CUSTOMEXITSOUND: return ps->customexitsound; case PLAYER_WEAPRECS: return ps->weaprecs[lParm2]; case PLAYER_WEAPRECCNT: return ps->weapreccnt; case PLAYER_INTERFACE_TOGGLE_FLAG: return ps->interface_toggle_flag; case PLAYER_ROTSCRNANG: return ps->rotscrnang; case PLAYER_DEAD_FLAG: return ps->dead_flag; case PLAYER_SHOW_EMPTY_WEAPON: return ps->show_empty_weapon; case PLAYER_SCUBA_AMOUNT: return ps->inv_amount[GET_SCUBA]; case PLAYER_JETPACK_AMOUNT: return ps->inv_amount[GET_JETPACK]; case PLAYER_STEROIDS_AMOUNT: return ps->inv_amount[GET_STEROIDS]; case PLAYER_SHIELD_AMOUNT: return ps->inv_amount[GET_SHIELD]; case PLAYER_HOLODUKE_ON: return ps->holoduke_on; case PLAYER_PYCOUNT: return ps->pycount; case PLAYER_WEAPON_POS: return ps->weapon_pos; case PLAYER_FRAG_PS: return ps->frag_ps; case PLAYER_TRANSPORTER_HOLD: return ps->transporter_hold; case PLAYER_LAST_FULL_WEAPON: return ps->last_full_weapon; case PLAYER_FOOTPRINTSHADE: return ps->footprintshade; case PLAYER_BOOT_AMOUNT: return ps->inv_amount[GET_BOOTS]; case PLAYER_SCREAM_VOICE: return ps->scream_voice; case PLAYER_GM: return ps->gm; case PLAYER_ON_WARPING_SECTOR: return ps->on_warping_sector; case PLAYER_FOOTPRINTCOUNT: return ps->footprintcount; case PLAYER_HBOMB_ON: return ps->hbomb_on; case PLAYER_JUMPING_TOGGLE: return ps->jumping_toggle; case PLAYER_RAPID_FIRE_HOLD: return ps->rapid_fire_hold; case PLAYER_ON_GROUND: return ps->on_ground; case PLAYER_INVEN_ICON: return ps->inven_icon; case PLAYER_BUTTONPALETTE: return ps->buttonpalette; case PLAYER_JETPACK_ON: return ps->jetpack_on; case PLAYER_SPRITEBRIDGE: return ps->spritebridge; case PLAYER_LASTRANDOMSPOT: return ps->lastrandomspot; case PLAYER_SCUBA_ON: return ps->scuba_on; case PLAYER_FOOTPRINTPAL: return ps->footprintpal; case PLAYER_HEAT_ON: return ps->heat_on; case PLAYER_HOLSTER_WEAPON: return ps->holster_weapon; case PLAYER_FALLING_COUNTER: return ps->falling_counter; case PLAYER_GOTWEAPON: return (ps->gotweapon & (1<refresh_inventory; case PLAYER_TOGGLE_KEY_FLAG: return ps->toggle_key_flag; case PLAYER_KNUCKLE_INCS: return ps->knuckle_incs; case PLAYER_WALKING_SND_TOGGLE: return ps->walking_snd_toggle; case PLAYER_PALOOKUP: return ps->palookup; case PLAYER_HARD_LANDING: return ps->hard_landing; case PLAYER_MAX_SECRET_ROOMS: return ps->max_secret_rooms; case PLAYER_SECRET_ROOMS: return ps->secret_rooms; case PLAYER_PALS: switch (lParm2) { case 0: return ps->pals.r; case 1: return ps->pals.g; case 2: return ps->pals.b; } return -1; case PLAYER_MAX_ACTORS_KILLED: return ps->max_actors_killed; case PLAYER_ACTORS_KILLED: return ps->actors_killed; case PLAYER_RETURN_TO_CENTER: return ps->return_to_center; case PLAYER_RUNSPEED: return ps->runspeed; case PLAYER_SBS: return ps->sbs; case PLAYER_RELOADING: return ps->reloading; case PLAYER_AUTO_AIM: return ps->auto_aim; case PLAYER_MOVEMENT_LOCK: return ps->movement_lock; case PLAYER_SOUND_PITCH: return ps->sound_pitch; case PLAYER_WEAPONSWITCH: return ps->weaponswitch; case PLAYER_TEAM: return ps->team; case PLAYER_MAX_PLAYER_HEALTH: return ps->max_player_health; case PLAYER_MAX_SHIELD_AMOUNT: return ps->max_shield_amount; case PLAYER_MAX_AMMO_AMOUNT: return ps->max_ammo_amount[lParm2]; case PLAYER_LAST_QUICK_KICK: return ps->last_quick_kick; case PLAYER_AUTOSTEP: return ps->autostep; case PLAYER_AUTOSTEP_SBW: return ps->autostep_sbw; default: return -1; } badpos: CON_ERRPRINTF("tried to get invalid %s position %d on player (%d) from spr %d\n", PlayerLabels[lLabelID].name,lParm2,iPlayer,vm.g_i); return -1; } static int32_t __fastcall VM_AccessWallX(int32_t iWall, int32_t lLabelID) { switch (lLabelID) { case WALL_X: return wall[iWall].x; case WALL_Y: return wall[iWall].y; case WALL_POINT2: return wall[iWall].point2; case WALL_NEXTWALL: return wall[iWall].nextwall; case WALL_NEXTSECTOR: return wall[iWall].nextsector; case WALL_CSTAT: return wall[iWall].cstat; case WALL_PICNUM: return wall[iWall].picnum; case WALL_OVERPICNUM: return wall[iWall].overpicnum; case WALL_SHADE: return wall[iWall].shade; case WALL_PAL: return wall[iWall].pal; case WALL_XREPEAT: return wall[iWall].xrepeat; case WALL_YREPEAT: return wall[iWall].yrepeat; case WALL_XPANNING: return wall[iWall].xpanning; case WALL_YPANNING: return wall[iWall].ypanning; case WALL_LOTAG: return wall[iWall].lotag; case WALL_HITAG: return wall[iWall].hitag; case WALL_EXTRA: return wall[iWall].extra; default: return -1; } } #endif // _gamevars_c_