//------------------------------------------------------------------------- /* Copyright (C) 2005 - EDuke32 team 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" static short g_i,g_p; static long g_x,*g_t; static spritetype *g_sp; extern int32 scripthandle; void DoUserDef(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, short sPlayer, long lParm2) { int iPlayer; long lValue; lValue=GetGameVarID((int)lVar2, sActor, sPlayer); if(sPlayer != myconnectindex) return; switch(lLabelID) { case USERDEFS_GOD: if(bSet) ud.god = lValue; else SetGameVarID((int)lVar2, ud.god, sActor, sPlayer); break; case USERDEFS_WARP_ON: if(bSet) ud.warp_on = lValue; else SetGameVarID((int)lVar2, ud.warp_on, sActor, sPlayer); break; case USERDEFS_CASHMAN: if(bSet) ud.cashman = lValue; else SetGameVarID((int)lVar2, ud.cashman, sActor, sPlayer); break; case USERDEFS_EOG: if(bSet) ud.eog = lValue; else SetGameVarID((int)lVar2, ud.eog, sActor, sPlayer); break; case USERDEFS_SHOWALLMAP: if(bSet) ud.showallmap = lValue; else SetGameVarID((int)lVar2, ud.showallmap, sActor, sPlayer); break; case USERDEFS_SHOW_HELP: if(bSet) ud.show_help = lValue; else SetGameVarID((int)lVar2, ud.show_help, sActor, sPlayer); break; case USERDEFS_SCROLLMODE: if(bSet) ud.scrollmode = lValue; else SetGameVarID((int)lVar2, ud.scrollmode, sActor, sPlayer); break; case USERDEFS_CLIPPING: if(bSet) ud.clipping = lValue; else SetGameVarID((int)lVar2, ud.clipping, sActor, sPlayer); break; // case USERDEFS_USER_NAME: // if(bSet) // { // ud.user_name[MAXPLAYERS][32] = lValue; // } // else // { // SetGameVarID((int)lVar2, ud.user_name[MAXPLAYERS][32], sActor, sPlayer); // } // break; // case USERDEFS_RIDECULE: // if(bSet) // { // ud.ridecule = lValue; // } // else // { // SetGameVarID((int)lVar2, ud.ridecule, sActor, sPlayer); // } // break; // case USERDEFS_SAVEGAME: // if(bSet) // { // ud.savegame = lValue; // } // else // { // SetGameVarID((int)lVar2, ud.savegame, sActor, sPlayer); // } // break; // case USERDEFS_PWLOCKOUT: // if(bSet) // { // ud.pwlockout = lValue; // } // else // { // SetGameVarID((int)lVar2, ud.pwlockout, sActor, sPlayer); // } // break; // case USERDEFS_RTSNAME: // if(bSet) // { // ud.rtsname = lValue; // } // else // { // SetGameVarID((int)lVar2, ud.rtsname, sActor, sPlayer); // } // break; case USERDEFS_OVERHEAD_ON: if(bSet) ud.overhead_on = lValue; else SetGameVarID((int)lVar2, ud.overhead_on, sActor, sPlayer); break; case USERDEFS_LAST_OVERHEAD: if(bSet) ud.last_overhead = lValue; else SetGameVarID((int)lVar2, ud.last_overhead, sActor, sPlayer); break; case USERDEFS_SHOWWEAPONS: if(bSet) ud.showweapons = lValue; else SetGameVarID((int)lVar2, ud.showweapons, sActor, sPlayer); break; case USERDEFS_PAUSE_ON: if(bSet) ud.pause_on = lValue; else SetGameVarID((int)lVar2, ud.pause_on, sActor, sPlayer); break; case USERDEFS_FROM_BONUS: if(bSet) ud.from_bonus = lValue; else SetGameVarID((int)lVar2, ud.from_bonus, sActor, sPlayer); break; case USERDEFS_CAMERASPRITE: if(bSet) ud.camerasprite = lValue; else SetGameVarID((int)lVar2, ud.camerasprite, sActor, sPlayer); break; case USERDEFS_LAST_CAMSPRITE: if(bSet) ud.last_camsprite = lValue; else SetGameVarID((int)lVar2, ud.last_camsprite, sActor, sPlayer); break; case USERDEFS_LAST_LEVEL: if(bSet) ud.last_level = lValue; else SetGameVarID((int)lVar2, ud.last_level, sActor, sPlayer); break; case USERDEFS_SECRETLEVEL: if(bSet) ud.secretlevel = lValue; else SetGameVarID((int)lVar2, ud.secretlevel, sActor, sPlayer); break; case USERDEFS_CONST_VISIBILITY: if(bSet) ud.const_visibility = lValue; else SetGameVarID((int)lVar2, ud.const_visibility, sActor, sPlayer); break; case USERDEFS_UW_FRAMERATE: if(bSet) ud.uw_framerate = lValue; else SetGameVarID((int)lVar2, ud.uw_framerate, sActor, sPlayer); break; case USERDEFS_CAMERA_TIME: if(bSet) ud.camera_time = lValue; else SetGameVarID((int)lVar2, ud.camera_time, sActor, sPlayer); break; case USERDEFS_FOLFVEL: if(bSet) ud.folfvel = lValue; else SetGameVarID((int)lVar2, ud.folfvel, sActor, sPlayer); break; case USERDEFS_FOLAVEL: if(bSet) ud.folavel = lValue; else SetGameVarID((int)lVar2, ud.folavel, sActor, sPlayer); break; case USERDEFS_FOLX: if(bSet) ud.folx = lValue; else SetGameVarID((int)lVar2, ud.folx, sActor, sPlayer); break; case USERDEFS_FOLY: if(bSet) ud.foly = lValue; else SetGameVarID((int)lVar2, ud.foly, sActor, sPlayer); break; case USERDEFS_FOLA: if(bSet) ud.fola = lValue; else SetGameVarID((int)lVar2, ud.fola, sActor, sPlayer); break; case USERDEFS_RECCNT: if(bSet) ud.reccnt = lValue; else SetGameVarID((int)lVar2, ud.reccnt, sActor, sPlayer); break; case USERDEFS_ENTERED_NAME: if(bSet) ud.entered_name = lValue; else SetGameVarID((int)lVar2, ud.entered_name, sActor, sPlayer); break; case USERDEFS_SCREEN_TILTING: if(bSet) ud.screen_tilting = lValue; else SetGameVarID((int)lVar2, ud.screen_tilting, sActor, sPlayer); break; case USERDEFS_SHADOWS: if(bSet) ud.shadows = lValue; else SetGameVarID((int)lVar2, ud.shadows, sActor, sPlayer); break; case USERDEFS_FTA_ON: if(bSet) ud.fta_on = lValue; else SetGameVarID((int)lVar2, ud.fta_on, sActor, sPlayer); break; case USERDEFS_EXECUTIONS: if(bSet) ud.executions = lValue; else SetGameVarID((int)lVar2, ud.executions, sActor, sPlayer); break; case USERDEFS_AUTO_RUN: if(bSet) ud.auto_run = lValue; else SetGameVarID((int)lVar2, ud.auto_run, sActor, sPlayer); break; case USERDEFS_COORDS: if(bSet) ud.coords = lValue; else SetGameVarID((int)lVar2, ud.coords, sActor, sPlayer); break; case USERDEFS_TICKRATE: if(bSet) ud.tickrate = lValue; else SetGameVarID((int)lVar2, ud.tickrate, sActor, sPlayer); break; case USERDEFS_M_COOP: if(bSet) ud.m_coop = lValue; else SetGameVarID((int)lVar2, ud.m_coop, sActor, sPlayer); break; case USERDEFS_COOP: if(bSet) ud.coop = lValue; else SetGameVarID((int)lVar2, ud.coop, sActor, sPlayer); break; case USERDEFS_SCREEN_SIZE: if(bSet) ud.screen_size = lValue; else SetGameVarID((int)lVar2, ud.screen_size, sActor, sPlayer); break; case USERDEFS_LOCKOUT: if(bSet) ud.lockout = lValue; else SetGameVarID((int)lVar2, ud.lockout, sActor, sPlayer); break; case USERDEFS_CROSSHAIR: if(bSet) ud.crosshair = lValue; else SetGameVarID((int)lVar2, ud.crosshair, sActor, sPlayer); break; // case USERDEFS_WCHOICE: // if(bSet) // { // ud.wchoice = lValue; // } // else // { // SetGameVarID((int)lVar2, ud.wchoice, sActor, sPlayer); // } // break; case USERDEFS_PLAYERAI: if(bSet) ud.playerai = lValue; else SetGameVarID((int)lVar2, ud.playerai, sActor, sPlayer); break; case USERDEFS_RESPAWN_MONSTERS: if(bSet) ud.respawn_monsters = lValue; else SetGameVarID((int)lVar2, ud.respawn_monsters, sActor, sPlayer); break; case USERDEFS_RESPAWN_ITEMS: if(bSet) ud.respawn_items = lValue; else SetGameVarID((int)lVar2, ud.respawn_items, sActor, sPlayer); break; case USERDEFS_RESPAWN_INVENTORY: if(bSet) ud.respawn_inventory = lValue; else SetGameVarID((int)lVar2, ud.respawn_inventory, sActor, sPlayer); break; case USERDEFS_RECSTAT: if(bSet) ud.recstat = lValue; else SetGameVarID((int)lVar2, ud.recstat, sActor, sPlayer); break; case USERDEFS_MONSTERS_OFF: if(bSet) ud.monsters_off = lValue; else SetGameVarID((int)lVar2, ud.monsters_off, sActor, sPlayer); break; case USERDEFS_BRIGHTNESS: if(bSet) ud.brightness = lValue; else SetGameVarID((int)lVar2, ud.brightness, sActor, sPlayer); break; case USERDEFS_M_RESPAWN_ITEMS: if(bSet) ud.m_respawn_items = lValue; else SetGameVarID((int)lVar2, ud.m_respawn_items, sActor, sPlayer); break; case USERDEFS_M_RESPAWN_MONSTERS: if(bSet) ud.m_respawn_monsters = lValue; else SetGameVarID((int)lVar2, ud.m_respawn_monsters, sActor, sPlayer); break; case USERDEFS_M_RESPAWN_INVENTORY: if(bSet) ud.m_respawn_inventory = lValue; else SetGameVarID((int)lVar2, ud.m_respawn_inventory, sActor, sPlayer); break; case USERDEFS_M_RECSTAT: if(bSet) ud.m_recstat = lValue; else SetGameVarID((int)lVar2, ud.m_recstat, sActor, sPlayer); break; case USERDEFS_M_MONSTERS_OFF: if(bSet) ud.m_monsters_off = lValue; else SetGameVarID((int)lVar2, ud.m_monsters_off, sActor, sPlayer); break; case USERDEFS_DETAIL: if(bSet) ud.detail = lValue; else SetGameVarID((int)lVar2, ud.detail, sActor, sPlayer); break; case USERDEFS_M_FFIRE: if(bSet) ud.m_ffire = lValue; else SetGameVarID((int)lVar2, ud.m_ffire, sActor, sPlayer); break; case USERDEFS_FFIRE: if(bSet) ud.ffire = lValue; else SetGameVarID((int)lVar2, ud.ffire, sActor, sPlayer); break; case USERDEFS_M_PLAYER_SKILL: if(bSet) ud.m_player_skill = lValue; else SetGameVarID((int)lVar2, ud.m_player_skill, sActor, sPlayer); break; case USERDEFS_M_LEVEL_NUMBER: if(bSet) ud.m_level_number = lValue; else SetGameVarID((int)lVar2, ud.m_level_number, sActor, sPlayer); break; case USERDEFS_M_VOLUME_NUMBER: if(bSet) ud.m_volume_number = lValue; else SetGameVarID((int)lVar2, ud.m_volume_number, sActor, sPlayer); break; case USERDEFS_MULTIMODE: if(bSet) ud.multimode = lValue; else SetGameVarID((int)lVar2, ud.multimode, sActor, sPlayer); break; case USERDEFS_PLAYER_SKILL: if(bSet) ud.player_skill = lValue; else SetGameVarID((int)lVar2, ud.player_skill, sActor, sPlayer); break; case USERDEFS_LEVEL_NUMBER: if(bSet) ud.level_number = lValue; else SetGameVarID((int)lVar2, ud.level_number, sActor, sPlayer); break; case USERDEFS_VOLUME_NUMBER: if(bSet) ud.volume_number = lValue; else SetGameVarID((int)lVar2, ud.volume_number, sActor, sPlayer); break; case USERDEFS_M_MARKER: if(bSet) ud.m_marker = lValue; else SetGameVarID((int)lVar2, ud.m_marker, sActor, sPlayer); break; case USERDEFS_MARKER: if(bSet) ud.marker = lValue; else SetGameVarID((int)lVar2, ud.marker, sActor, sPlayer); break; case USERDEFS_MOUSEFLIP: if(bSet) ud.mouseflip = lValue; else SetGameVarID((int)lVar2, ud.mouseflip, sActor, sPlayer); break; case USERDEFS_STATUSBARSCALE: if(bSet) ud.statusbarscale = lValue; else SetGameVarID((int)lVar2, ud.statusbarscale, sActor, sPlayer); break; case USERDEFS_DRAWWEAPON: if(bSet) ud.drawweapon = lValue; else SetGameVarID((int)lVar2, ud.drawweapon, sActor, sPlayer); break; case USERDEFS_MOUSEAIMING: if(bSet) ud.mouseaiming = lValue; else SetGameVarID((int)lVar2, ud.mouseaiming, sActor, sPlayer); break; case USERDEFS_WEAPONSWITCH: if(bSet) ud.weaponswitch = lValue; else SetGameVarID((int)lVar2, ud.weaponswitch, sActor, sPlayer); break; default: break; } return; } void DoThisProjectile(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, short sPlayer) { long lValue,proj; if(lVar1 == g_iThisActorID ) { // if they've asked for 'this', then use 'this'... proj=sActor; } else { if(sActor < 0 || sActor >= MAXSPRITES) return; proj=GetGameVarID((int)lVar1, sActor, sPlayer); } lValue=GetGameVarID((int)lVar2, sActor, sPlayer); switch(lLabelID) { case PROJ_WORKSLIKE: if(bSet) thisprojectile[proj].workslike=lValue; else SetGameVarID((int)lVar2, thisprojectile[proj].workslike, sActor, sPlayer); break; case PROJ_SPAWNS: if(bSet) thisprojectile[proj].spawns=lValue; else SetGameVarID((int)lVar2, thisprojectile[proj].spawns, sActor, sPlayer); break; case PROJ_SXREPEAT: if(bSet) thisprojectile[proj].sxrepeat=lValue; else SetGameVarID((int)lVar2, thisprojectile[proj].sxrepeat, sActor, sPlayer); break; case PROJ_SYREPEAT: if(bSet) thisprojectile[proj].syrepeat=lValue; else SetGameVarID((int)lVar2, thisprojectile[proj].syrepeat, sActor, sPlayer); break; case PROJ_SOUND: if(bSet) thisprojectile[proj].sound=lValue; else SetGameVarID((int)lVar2, thisprojectile[proj].sound, sActor, sPlayer); break; case PROJ_ISOUND: if(bSet) thisprojectile[proj].isound=lValue; else SetGameVarID((int)lVar2, thisprojectile[proj].isound, sActor, sPlayer); break; case PROJ_VEL: if(bSet) thisprojectile[proj].vel=lValue; else SetGameVarID((int)lVar2, thisprojectile[proj].vel, sActor, sPlayer); break; case PROJ_EXTRA: if(bSet) thisprojectile[proj].extra=lValue; else SetGameVarID((int)lVar2, thisprojectile[proj].extra, sActor, sPlayer); break; case PROJ_DECAL: if(bSet) thisprojectile[proj].decal=lValue; else SetGameVarID((int)lVar2, thisprojectile[proj].decal, sActor, sPlayer); break; case PROJ_TRAIL: if(bSet) thisprojectile[proj].trail=lValue; else SetGameVarID((int)lVar2, thisprojectile[proj].trail, sActor, sPlayer); break; case PROJ_TXREPEAT: if(bSet) thisprojectile[proj].txrepeat=lValue; else SetGameVarID((int)lVar2, thisprojectile[proj].txrepeat, sActor, sPlayer); break; case PROJ_TYREPEAT: if(bSet) thisprojectile[proj].tyrepeat=lValue; else SetGameVarID((int)lVar2, thisprojectile[proj].tyrepeat, sActor, sPlayer); break; case PROJ_TOFFSET: if(bSet) thisprojectile[proj].toffset=lValue; else SetGameVarID((int)lVar2, thisprojectile[proj].toffset, sActor, sPlayer); break; case PROJ_TNUM: if(bSet) thisprojectile[proj].tnum=lValue; else SetGameVarID((int)lVar2, thisprojectile[proj].tnum, sActor, sPlayer); break; case PROJ_DROP: if(bSet) thisprojectile[proj].drop=lValue; else SetGameVarID((int)lVar2, thisprojectile[proj].drop, sActor, sPlayer); break; case PROJ_CSTAT: if(bSet) thisprojectile[proj].cstat=lValue; else SetGameVarID((int)lVar2, thisprojectile[proj].cstat, sActor, sPlayer); break; case PROJ_CLIPDIST: if(bSet) thisprojectile[proj].clipdist=lValue; else SetGameVarID((int)lVar2, thisprojectile[proj].clipdist, sActor, sPlayer); break; case PROJ_SHADE: if(bSet) thisprojectile[proj].shade=lValue; else SetGameVarID((int)lVar2, thisprojectile[proj].shade, sActor, sPlayer); break; case PROJ_XREPEAT: if(bSet) thisprojectile[proj].xrepeat=lValue; else SetGameVarID((int)lVar2, thisprojectile[proj].xrepeat, sActor, sPlayer); break; case PROJ_YREPEAT: if(bSet) thisprojectile[proj].yrepeat=lValue; else SetGameVarID((int)lVar2, thisprojectile[proj].yrepeat, sActor, sPlayer); break; case PROJ_PAL: if(bSet) thisprojectile[proj].pal=lValue; else SetGameVarID((int)lVar2, thisprojectile[proj].pal, sActor, sPlayer); break; case PROJ_EXTRA_RAND: if(bSet) thisprojectile[proj].extra_rand=lValue; else SetGameVarID((int)lVar2, thisprojectile[proj].extra_rand, sActor, sPlayer); break; case PROJ_HITRADIUS: if(bSet) thisprojectile[proj].hitradius=lValue; else SetGameVarID((int)lVar2, thisprojectile[proj].hitradius, sActor, sPlayer); break; case PROJ_VEL_MULT: if(bSet) thisprojectile[proj].velmult=lValue; else SetGameVarID((int)lVar2, thisprojectile[proj].velmult, sActor, sPlayer); break; case PROJ_OFFSET: if(bSet) thisprojectile[proj].offset=lValue; else SetGameVarID((int)lVar2, thisprojectile[proj].offset, sActor, sPlayer); break; case PROJ_BOUNCES: if(bSet) thisprojectile[proj].bounces=lValue; else SetGameVarID((int)lVar2, thisprojectile[proj].bounces, sActor, sPlayer); break; case PROJ_BSOUND: if(bSet) thisprojectile[proj].bsound=lValue; else SetGameVarID((int)lVar2, thisprojectile[proj].bsound, sActor, sPlayer); break; case PROJ_RANGE: if(bSet) thisprojectile[proj].range=lValue; else SetGameVarID((int)lVar2, thisprojectile[proj].range, sActor, sPlayer); break; default: break; } return; } void DoPlayer(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, short sPlayer, long lParm2) { int iPlayer; long lValue; long lTemp; lValue=GetGameVarID((int)lVar2, sActor, sPlayer); if(lVar1 == g_iThisActorID ) { // if they've asked for 'this', then use 'this player'... iPlayer=g_p; } else { if(sPlayer<0 || sPlayer >= MAXPLAYERS) return; iPlayer=GetGameVarID((int)lVar1, sActor, sPlayer); } if(iPlayer<0 || iPlayer >= MAXPLAYERS) return; switch(lLabelID) { case PLAYER_ZOOM: if(bSet) ps[iPlayer].zoom=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].zoom, sActor, sPlayer); break; case PLAYER_EXITX: if(bSet) ps[iPlayer].exitx=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].exitx, sActor, sPlayer); break; case PLAYER_EXITY: if(bSet) ps[iPlayer].exity=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].exity, sActor, sPlayer); break; case PLAYER_LOOGIEX: lTemp=lParm2; if(bSet) ps[iPlayer].loogiex[lTemp]=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].loogiex[lTemp], sActor, sPlayer); break; case PLAYER_LOOGIEY: lTemp=lParm2; if(bSet) ps[iPlayer].loogiey[lTemp]=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].loogiey[lTemp], sActor, sPlayer); break; case PLAYER_NUMLOOGS: if(bSet) ps[iPlayer].numloogs=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].numloogs, sActor, sPlayer); break; case PLAYER_LOOGCNT: if(bSet) ps[iPlayer].loogcnt=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].loogcnt, sActor, sPlayer); break; case PLAYER_POSX: if(bSet) ps[iPlayer].posx=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].posx, sActor, sPlayer); break; case PLAYER_POSY: if(bSet) ps[iPlayer].posy=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].posy, sActor, sPlayer); break; case PLAYER_POSZ: if(bSet) ps[iPlayer].posz=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].posz, sActor, sPlayer); break; case PLAYER_HORIZ: if(bSet) ps[iPlayer].horiz=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].horiz, sActor, sPlayer); break; case PLAYER_OHORIZ: if(bSet) ps[iPlayer].ohoriz=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].ohoriz, sActor, sPlayer); break; case PLAYER_OHORIZOFF: if(bSet) ps[iPlayer].ohorizoff=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].ohorizoff, sActor, sPlayer); break; case PLAYER_INVDISPTIME: if(bSet) ps[iPlayer].invdisptime=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].invdisptime, sActor, sPlayer); break; case PLAYER_BOBPOSX: if(bSet) ps[iPlayer].bobposx=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].bobposx, sActor, sPlayer); break; case PLAYER_BOBPOSY: if(bSet) ps[iPlayer].bobposy=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].bobposy, sActor, sPlayer); break; case PLAYER_OPOSX: if(bSet) ps[iPlayer].oposx=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].oposx, sActor, sPlayer); break; case PLAYER_OPOSY: if(bSet) ps[iPlayer].oposy=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].oposy, sActor, sPlayer); break; case PLAYER_OPOSZ: if(bSet) ps[iPlayer].oposz=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].oposz, sActor, sPlayer); break; case PLAYER_PYOFF: if(bSet) ps[iPlayer].pyoff=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].pyoff, sActor, sPlayer); break; case PLAYER_OPYOFF: if(bSet) ps[iPlayer].opyoff=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].opyoff, sActor, sPlayer); break; case PLAYER_POSXV: if(bSet) ps[iPlayer].posxv=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].posxv, sActor, sPlayer); break; case PLAYER_POSYV: if(bSet) ps[iPlayer].posyv=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].posyv, sActor, sPlayer); break; case PLAYER_POSZV: if(bSet) ps[iPlayer].poszv=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].poszv, sActor, sPlayer); break; case PLAYER_LAST_PISSED_TIME: if(bSet) ps[iPlayer].last_pissed_time=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].last_pissed_time, sActor, sPlayer); break; case PLAYER_TRUEFZ: if(bSet) ps[iPlayer].truefz=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].truefz, sActor, sPlayer); break; case PLAYER_TRUECZ: if(bSet) ps[iPlayer].truecz=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].truecz, sActor, sPlayer); break; case PLAYER_PLAYER_PAR: if(bSet) ps[iPlayer].player_par=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].player_par, sActor, sPlayer); break; case PLAYER_VISIBILITY: if(bSet) ps[iPlayer].visibility=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].visibility, sActor, sPlayer); break; case PLAYER_BOBCOUNTER: if(bSet) ps[iPlayer].bobcounter=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].bobcounter, sActor, sPlayer); break; case PLAYER_WEAPON_SWAY: if(bSet) ps[iPlayer].weapon_sway=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].weapon_sway, sActor, sPlayer); break; case PLAYER_PALS_TIME: if(bSet) ps[iPlayer].pals_time=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].pals_time, sActor, sPlayer); break; case PLAYER_RANDOMFLAMEX: if(bSet) ps[iPlayer].randomflamex=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].randomflamex, sActor, sPlayer); break; case PLAYER_CRACK_TIME: if(bSet) ps[iPlayer].crack_time=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].crack_time, sActor, sPlayer); break; case PLAYER_AIM_MODE: if(bSet) ps[iPlayer].aim_mode=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].aim_mode, sActor, sPlayer); break; case PLAYER_ANG: if(bSet) ps[iPlayer].ang=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].ang, sActor, sPlayer); break; case PLAYER_OANG: if(bSet) ps[iPlayer].oang=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].oang, sActor, sPlayer); break; case PLAYER_ANGVEL: if(bSet) ps[iPlayer].angvel=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].angvel, sActor, sPlayer); break; case PLAYER_CURSECTNUM: if(bSet) ps[iPlayer].cursectnum=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].cursectnum, sActor, sPlayer); break; case PLAYER_LOOK_ANG: if(bSet) ps[iPlayer].look_ang=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].look_ang, sActor, sPlayer); break; case PLAYER_LAST_EXTRA: if(bSet) ps[iPlayer].last_extra=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].last_extra, sActor, sPlayer); break; case PLAYER_SUBWEAPON: if(bSet) ps[iPlayer].subweapon=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].subweapon, sActor, sPlayer); break; case PLAYER_AMMO_AMOUNT: lTemp=lParm2; if(bSet) ps[iPlayer].ammo_amount[lTemp]=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].ammo_amount[lTemp], sActor, sPlayer); break; case PLAYER_WACKEDBYACTOR: if(bSet) ps[iPlayer].wackedbyactor=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].wackedbyactor, sActor, sPlayer); break; case PLAYER_FRAG: if(bSet) ps[iPlayer].frag=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].frag, sActor, sPlayer); break; case PLAYER_FRAGGEDSELF: if(bSet) ps[iPlayer].fraggedself=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].fraggedself, sActor, sPlayer); break; case PLAYER_CURR_WEAPON: if(bSet) ps[iPlayer].curr_weapon=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].curr_weapon, sActor, sPlayer); break; case PLAYER_LAST_WEAPON: if(bSet) ps[iPlayer].last_weapon=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].last_weapon, sActor, sPlayer); break; case PLAYER_TIPINCS: if(bSet) ps[iPlayer].tipincs=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].tipincs, sActor, sPlayer); break; case PLAYER_HORIZOFF: if(bSet) ps[iPlayer].horizoff=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].horizoff, sActor, sPlayer); break; case PLAYER_WANTWEAPONFIRE: if(bSet) ps[iPlayer].wantweaponfire=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].wantweaponfire, sActor, sPlayer); break; case PLAYER_HOLODUKE_AMOUNT: if(bSet) ps[iPlayer].holoduke_amount=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].holoduke_amount, sActor, sPlayer); break; case PLAYER_NEWOWNER: if(bSet) ps[iPlayer].newowner=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].newowner, sActor, sPlayer); break; case PLAYER_HURT_DELAY: if(bSet) ps[iPlayer].hurt_delay=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].hurt_delay, sActor, sPlayer); break; case PLAYER_HBOMB_HOLD_DELAY: if(bSet) ps[iPlayer].hbomb_hold_delay=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].hbomb_hold_delay, sActor, sPlayer); break; case PLAYER_JUMPING_COUNTER: if(bSet) ps[iPlayer].jumping_counter=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].jumping_counter, sActor, sPlayer); break; case PLAYER_AIRLEFT: if(bSet) ps[iPlayer].airleft=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].airleft, sActor, sPlayer); break; case PLAYER_KNEE_INCS: if(bSet) ps[iPlayer].knee_incs=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].knee_incs, sActor, sPlayer); break; case PLAYER_ACCESS_INCS: if(bSet) ps[iPlayer].access_incs=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].access_incs, sActor, sPlayer); break; case PLAYER_FTA: if(bSet) ps[iPlayer].fta=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].fta, sActor, sPlayer); break; case PLAYER_FTQ: if(bSet) ps[iPlayer].ftq=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].ftq, sActor, sPlayer); break; case PLAYER_ACCESS_WALLNUM: if(bSet) ps[iPlayer].access_wallnum=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].access_wallnum, sActor, sPlayer); break; case PLAYER_ACCESS_SPRITENUM: if(bSet) ps[iPlayer].access_spritenum=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].access_spritenum, sActor, sPlayer); break; case PLAYER_KICKBACK_PIC: if(bSet) ps[iPlayer].kickback_pic=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].kickback_pic, sActor, sPlayer); break; case PLAYER_GOT_ACCESS: if(bSet) ps[iPlayer].got_access=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].got_access, sActor, sPlayer); break; case PLAYER_WEAPON_ANG: if(bSet) ps[iPlayer].weapon_ang=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].weapon_ang, sActor, sPlayer); break; case PLAYER_FIRSTAID_AMOUNT: if(bSet) ps[iPlayer].firstaid_amount=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].firstaid_amount, sActor, sPlayer); break; case PLAYER_SOMETHINGONPLAYER: if(bSet) ps[iPlayer].somethingonplayer=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].somethingonplayer, sActor, sPlayer); break; case PLAYER_ON_CRANE: if(bSet) ps[iPlayer].on_crane=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].on_crane, sActor, sPlayer); break; case PLAYER_I: if(bSet) ps[iPlayer].i=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].i, sActor, sPlayer); break; case PLAYER_ONE_PARALLAX_SECTNUM: if(bSet) ps[iPlayer].one_parallax_sectnum=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].one_parallax_sectnum, sActor, sPlayer); break; case PLAYER_OVER_SHOULDER_ON: if(bSet) ps[iPlayer].over_shoulder_on=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].over_shoulder_on, sActor, sPlayer); break; case PLAYER_RANDOM_CLUB_FRAME: if(bSet) ps[iPlayer].random_club_frame=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].random_club_frame, sActor, sPlayer); break; case PLAYER_FIST_INCS: if(bSet) ps[iPlayer].fist_incs=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].fist_incs, sActor, sPlayer); break; case PLAYER_ONE_EIGHTY_COUNT: if(bSet) ps[iPlayer].one_eighty_count=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].one_eighty_count, sActor, sPlayer); break; case PLAYER_CHEAT_PHASE: if(bSet) ps[iPlayer].cheat_phase=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].cheat_phase, sActor, sPlayer); break; case PLAYER_DUMMYPLAYERSPRITE: if(bSet) ps[iPlayer].dummyplayersprite=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].dummyplayersprite, sActor, sPlayer); break; case PLAYER_EXTRA_EXTRA8: if(bSet) ps[iPlayer].extra_extra8=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].extra_extra8, sActor, sPlayer); break; case PLAYER_QUICK_KICK: if(bSet) ps[iPlayer].quick_kick=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].quick_kick, sActor, sPlayer); break; case PLAYER_HEAT_AMOUNT: if(bSet) ps[iPlayer].heat_amount=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].heat_amount, sActor, sPlayer); break; case PLAYER_ACTORSQU: if(bSet) ps[iPlayer].actorsqu=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].actorsqu, sActor, sPlayer); break; case PLAYER_TIMEBEFOREEXIT: if(bSet) ps[iPlayer].timebeforeexit=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].timebeforeexit, sActor, sPlayer); break; case PLAYER_CUSTOMEXITSOUND: if(bSet) ps[iPlayer].customexitsound=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].customexitsound, sActor, sPlayer); break; case PLAYER_WEAPRECS: if(bSet) ps[iPlayer].weaprecs[16]=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].weaprecs[16], sActor, sPlayer); break; case PLAYER_WEAPRECCNT: if(bSet) ps[iPlayer].weapreccnt=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].weapreccnt, sActor, sPlayer); break; case PLAYER_INTERFACE_TOGGLE_FLAG: if(bSet) ps[iPlayer].interface_toggle_flag=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].interface_toggle_flag, sActor, sPlayer); break; case PLAYER_ROTSCRNANG: if(bSet) ps[iPlayer].rotscrnang=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].rotscrnang, sActor, sPlayer); break; case PLAYER_DEAD_FLAG: if(bSet) ps[iPlayer].dead_flag=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].dead_flag, sActor, sPlayer); break; case PLAYER_SHOW_EMPTY_WEAPON: if(bSet) ps[iPlayer].show_empty_weapon=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].show_empty_weapon, sActor, sPlayer); break; case PLAYER_SCUBA_AMOUNT: if(bSet) ps[iPlayer].scuba_amount=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].scuba_amount, sActor, sPlayer); break; case PLAYER_JETPACK_AMOUNT: if(bSet) ps[iPlayer].jetpack_amount=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].jetpack_amount, sActor, sPlayer); break; case PLAYER_STEROIDS_AMOUNT: if(bSet) ps[iPlayer].steroids_amount=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].steroids_amount, sActor, sPlayer); break; case PLAYER_SHIELD_AMOUNT: if(bSet) ps[iPlayer].shield_amount=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].shield_amount, sActor, sPlayer); break; case PLAYER_HOLODUKE_ON: if(bSet) ps[iPlayer].holoduke_on=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].holoduke_on, sActor, sPlayer); break; case PLAYER_PYCOUNT: if(bSet) ps[iPlayer].pycount=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].pycount, sActor, sPlayer); break; case PLAYER_WEAPON_POS: if(bSet) ps[iPlayer].weapon_pos=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].weapon_pos, sActor, sPlayer); break; case PLAYER_FRAG_PS: if(bSet) ps[iPlayer].frag_ps=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].frag_ps, sActor, sPlayer); break; case PLAYER_TRANSPORTER_HOLD: if(bSet) ps[iPlayer].transporter_hold=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].transporter_hold, sActor, sPlayer); break; case PLAYER_LAST_FULL_WEAPON: if(bSet) ps[iPlayer].last_full_weapon=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].last_full_weapon, sActor, sPlayer); break; case PLAYER_FOOTPRINTSHADE: if(bSet) ps[iPlayer].footprintshade=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].footprintshade, sActor, sPlayer); break; case PLAYER_BOOT_AMOUNT: if(bSet) ps[iPlayer].boot_amount=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].boot_amount, sActor, sPlayer); break; case PLAYER_SCREAM_VOICE: if(bSet) ps[iPlayer].scream_voice=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].scream_voice, sActor, sPlayer); break; case PLAYER_GM: if(bSet) ps[iPlayer].gm=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].gm, sActor, sPlayer); break; case PLAYER_ON_WARPING_SECTOR: if(bSet) ps[iPlayer].on_warping_sector=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].on_warping_sector, sActor, sPlayer); break; case PLAYER_FOOTPRINTCOUNT: if(bSet) ps[iPlayer].footprintcount=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].footprintcount, sActor, sPlayer); break; case PLAYER_HBOMB_ON: if(bSet) ps[iPlayer].hbomb_on=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].hbomb_on, sActor, sPlayer); break; case PLAYER_JUMPING_TOGGLE: if(bSet) ps[iPlayer].jumping_toggle=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].jumping_toggle, sActor, sPlayer); break; case PLAYER_RAPID_FIRE_HOLD: if(bSet) ps[iPlayer].rapid_fire_hold=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].rapid_fire_hold, sActor, sPlayer); break; case PLAYER_ON_GROUND: if(bSet) ps[iPlayer].on_ground=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].on_ground, sActor, sPlayer); break; case PLAYER_NAME: if(bSet) ps[iPlayer].name[32]=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].name[32], sActor, sPlayer); break; case PLAYER_INVEN_ICON: if(bSet) ps[iPlayer].inven_icon=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].inven_icon, sActor, sPlayer); break; case PLAYER_BUTTONPALETTE: if(bSet) ps[iPlayer].buttonpalette=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].buttonpalette, sActor, sPlayer); break; case PLAYER_JETPACK_ON: if(bSet) ps[iPlayer].jetpack_on=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].jetpack_on, sActor, sPlayer); break; case PLAYER_SPRITEBRIDGE: if(bSet) ps[iPlayer].spritebridge=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].spritebridge, sActor, sPlayer); break; case PLAYER_LASTRANDOMSPOT: if(bSet) ps[iPlayer].lastrandomspot=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].lastrandomspot, sActor, sPlayer); break; case PLAYER_SCUBA_ON: if(bSet) ps[iPlayer].scuba_on=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].scuba_on, sActor, sPlayer); break; case PLAYER_FOOTPRINTPAL: if(bSet) ps[iPlayer].footprintpal=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].footprintpal, sActor, sPlayer); break; case PLAYER_HEAT_ON: if(bSet) ps[iPlayer].heat_on=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].heat_on, sActor, sPlayer); break; case PLAYER_HOLSTER_WEAPON: if(bSet) ps[iPlayer].holster_weapon=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].holster_weapon, sActor, sPlayer); break; case PLAYER_FALLING_COUNTER: if(bSet) ps[iPlayer].falling_counter=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].falling_counter, sActor, sPlayer); break; case PLAYER_GOTWEAPON: lTemp=lParm2; if(bSet) ps[iPlayer].gotweapon[lTemp]=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].gotweapon[lTemp], sActor, sPlayer); break; case PLAYER_REFRESH_INVENTORY: if(bSet) ps[iPlayer].refresh_inventory=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].refresh_inventory, sActor, sPlayer); break; // case PLAYER_PALETTE: // if(bSet) // { // ps[iPlayer].palette=lValue; // } // else // { // SetGameVarID((int)lVar2, ps[iPlayer].palette, sActor, sPlayer); // } // break; case PLAYER_TOGGLE_KEY_FLAG: if(bSet) ps[iPlayer].toggle_key_flag=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].toggle_key_flag, sActor, sPlayer); break; case PLAYER_KNUCKLE_INCS: if(bSet) ps[iPlayer].knuckle_incs=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].knuckle_incs, sActor, sPlayer); break; case PLAYER_WALKING_SND_TOGGLE: if(bSet) ps[iPlayer].walking_snd_toggle=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].walking_snd_toggle, sActor, sPlayer); break; case PLAYER_PALOOKUP: if(bSet) ps[iPlayer].palookup=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].palookup, sActor, sPlayer); break; case PLAYER_HARD_LANDING: if(bSet) ps[iPlayer].hard_landing=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].hard_landing, sActor, sPlayer); break; case PLAYER_MAX_SECRET_ROOMS: if(bSet) ps[iPlayer].max_secret_rooms=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].max_secret_rooms, sActor, sPlayer); break; case PLAYER_SECRET_ROOMS: if(bSet) ps[iPlayer].secret_rooms=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].secret_rooms, sActor, sPlayer); break; case PLAYER_PALS: lTemp=lParm2; if(bSet) ps[iPlayer].pals[lTemp]=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].pals[lTemp], sActor, sPlayer); break; case PLAYER_MAX_ACTORS_KILLED: if(bSet) ps[iPlayer].max_actors_killed=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].max_actors_killed, sActor, sPlayer); break; case PLAYER_ACTORS_KILLED: if(bSet) ps[iPlayer].actors_killed=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].actors_killed, sActor, sPlayer); break; case PLAYER_RETURN_TO_CENTER: if(bSet) ps[iPlayer].return_to_center=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].return_to_center, sActor, sPlayer); break; case PLAYER_RUNSPEED: if(bSet) ps[iPlayer].runspeed=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].runspeed, sActor, sPlayer); break; case PLAYER_SBS: if(bSet) ps[iPlayer].sbs=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].sbs, sActor, sPlayer); break; case PLAYER_RELOADING: if(bSet) ps[iPlayer].reloading=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].reloading, sActor, sPlayer); break; case PLAYER_AUTO_AIM: if(bSet) ps[iPlayer].auto_aim=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].auto_aim, sActor, sPlayer); break; case PLAYER_MOVEMENT_LOCK: lTemp=lParm2; if(bSet) ps[iPlayer].movement_lock[lTemp]=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].movement_lock[lTemp], sActor, sPlayer); break; case PLAYER_SOUND_PITCH: if(bSet) ps[iPlayer].sound_pitch=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].sound_pitch, sActor, sPlayer); break; case PLAYER_WEAPONSWITCH: if(bSet) ps[iPlayer].weaponswitch=lValue; else SetGameVarID((int)lVar2, ps[iPlayer].weaponswitch, sActor, sPlayer); break; default: break; } return; } void DoInput(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, short sPlayer) { int iPlayer; long lValue; long lTemp; lValue=GetGameVarID((int)lVar2, sActor, sPlayer); if(lVar1 == g_iThisActorID ) { // if they've asked for 'this', then use 'this player'... iPlayer=g_p; } else { if(sPlayer<0 || sPlayer >= MAXPLAYERS) return; iPlayer=GetGameVarID((int)lVar1, sActor, sPlayer); } if(iPlayer<0 || iPlayer >= MAXPLAYERS) return; switch(lLabelID) { case INPUT_AVEL: if(bSet) sync[iPlayer].avel=lValue; else SetGameVarID((int)lVar2, sync[iPlayer].avel, sActor, sPlayer); break; case INPUT_HORZ: if(bSet) sync[iPlayer].horz=lValue; else SetGameVarID((int)lVar2, sync[iPlayer].horz, sActor, sPlayer); break; case INPUT_FVEL: if(bSet) sync[iPlayer].fvel=lValue; else SetGameVarID((int)lVar2, sync[iPlayer].fvel, sActor, sPlayer); break; case INPUT_SVEL: if(bSet) sync[iPlayer].svel=lValue; else SetGameVarID((int)lVar2, sync[iPlayer].svel, sActor, sPlayer); break; case INPUT_BITS: if(bSet) sync[iPlayer].bits=lValue; else SetGameVarID((int)lVar2, sync[iPlayer].bits, sActor, sPlayer); break; case INPUT_BITS2: if(bSet) sync[iPlayer].bits2=lValue; else SetGameVarID((int)lVar2, sync[iPlayer].bits2, sActor, sPlayer); break; default: break; } return; } void DoWall(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, short sPlayer) { int iWall; long lValue; lValue=GetGameVarID((int)lVar2, sActor, sPlayer); iWall=GetGameVarID((int)lVar1, sActor, sPlayer); if(iWall<0 || iWall >= MAXWALLS) return; switch(lLabelID) { case WALL_X: if(bSet) wall[iWall].x=lValue; else SetGameVarID((int)lVar2, wall[iWall].x, sActor, sPlayer); break; case WALL_Y: if(bSet) wall[iWall].y=lValue; else SetGameVarID((int)lVar2, wall[iWall].y, sActor, sPlayer); break; case WALL_POINT2: if(bSet) wall[iWall].point2=lValue; else SetGameVarID((int)lVar2, wall[iWall].point2, sActor, sPlayer); break; case WALL_NEXTWALL: if(bSet) wall[iWall].nextwall=lValue; else SetGameVarID((int)lVar2, wall[iWall].nextwall, sActor, sPlayer); break; case WALL_NEXTSECTOR: if(bSet) wall[iWall].nextsector=lValue; else SetGameVarID((int)lVar2, wall[iWall].nextsector, sActor, sPlayer); break; case WALL_CSTAT: if(bSet) wall[iWall].cstat=lValue; else SetGameVarID((int)lVar2, wall[iWall].cstat, sActor, sPlayer); break; case WALL_PICNUM: if(bSet) wall[iWall].picnum=lValue; else SetGameVarID((int)lVar2, wall[iWall].picnum, sActor, sPlayer); break; case WALL_OVERPICNUM: if(bSet) wall[iWall].overpicnum=lValue; else SetGameVarID((int)lVar2, wall[iWall].overpicnum, sActor, sPlayer); break; case WALL_SHADE: if(bSet) wall[iWall].shade=lValue; else SetGameVarID((int)lVar2, wall[iWall].shade, sActor, sPlayer); break; case WALL_PAL: if(bSet) wall[iWall].pal=lValue; else SetGameVarID((int)lVar2, wall[iWall].pal, sActor, sPlayer); break; case WALL_XREPEAT: if(bSet) wall[iWall].xrepeat=lValue; else SetGameVarID((int)lVar2, wall[iWall].xrepeat, sActor, sPlayer); break; case WALL_YREPEAT: if(bSet) wall[iWall].yrepeat=lValue; else SetGameVarID((int)lVar2, wall[iWall].yrepeat, sActor, sPlayer); break; case WALL_XPANNING: if(bSet) wall[iWall].xpanning=lValue; else SetGameVarID((int)lVar2, wall[iWall].xpanning, sActor, sPlayer); break; case WALL_YPANNING: if(bSet) wall[iWall].ypanning=lValue; else SetGameVarID((int)lVar2, wall[iWall].ypanning, sActor, sPlayer); break; case WALL_LOTAG: if(bSet) wall[iWall].lotag=lValue; else SetGameVarID((int)lVar2, wall[iWall].lotag, sActor, sPlayer); break; case WALL_HITAG: if(bSet) wall[iWall].hitag=lValue; else SetGameVarID((int)lVar2, wall[iWall].hitag, sActor, sPlayer); break; case WALL_EXTRA: if(bSet) wall[iWall].extra=lValue; else SetGameVarID((int)lVar2, wall[iWall].extra, sActor, sPlayer); break; default: break; } return; } void DoSector(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, short sPlayer) { int iSector; long lValue; if(lVar1 == g_iThisActorID ) { // if they've asked for 'this', then use 'this'... iSector=sprite[g_i].sectnum; } else { iSector=GetGameVarID((int)lVar1, sActor, sPlayer); } if(iSector<0 || iSector >= MAXSECTORS) return; lValue=GetGameVarID((int)lVar2, sActor, sPlayer); switch(lLabelID) { case SECTOR_WALLPTR: if(bSet) sector[iSector].wallptr=lValue; else SetGameVarID((int)lVar2, sector[iSector].wallptr,sActor,sPlayer); break; case SECTOR_WALLNUM: if(bSet) sector[iSector].wallnum=lValue; else SetGameVarID((int)lVar2, sector[iSector].wallnum,sActor,sPlayer); break; case SECTOR_CEILINGZ: if(bSet) sector[iSector].ceilingz=lValue; else SetGameVarID((int)lVar2, sector[iSector].ceilingz,sActor,sPlayer); break; case SECTOR_FLOORZ: if(bSet) sector[iSector].floorz=lValue; else SetGameVarID((int)lVar2, sector[iSector].floorz,sActor,sPlayer); break; case SECTOR_CEILINGSTAT: if(bSet) sector[iSector].ceilingstat=lValue; else SetGameVarID((int)lVar2, sector[iSector].ceilingstat,sActor,sPlayer); break; case SECTOR_FLOORSTAT: if(bSet) sector[iSector].floorstat=lValue; else SetGameVarID((int)lVar2, sector[iSector].floorstat,sActor,sPlayer); break; case SECTOR_CEILINGPICNUM: if(bSet) sector[iSector].ceilingpicnum=lValue; else SetGameVarID((int)lVar2, sector[iSector].ceilingpicnum,sActor,sPlayer); break; case SECTOR_CEILINGSLOPE: if(bSet) sector[iSector].ceilingheinum=lValue; else SetGameVarID((int)lVar2, sector[iSector].ceilingheinum,sActor,sPlayer); break; case SECTOR_CEILINGSHADE: if(bSet) sector[iSector].ceilingshade=lValue; else SetGameVarID((int)lVar2, sector[iSector].ceilingshade,sActor,sPlayer); break; case SECTOR_CEILINGPAL: if(bSet) sector[iSector].ceilingpal=lValue; else SetGameVarID((int)lVar2, sector[iSector].ceilingpal,sActor,sPlayer); break; case SECTOR_CEILINGXPANNING: if(bSet) sector[iSector].ceilingxpanning=lValue; else SetGameVarID((int)lVar2, sector[iSector].ceilingypanning,sActor,sPlayer); break; case SECTOR_FLOORPICNUM: if(bSet) sector[iSector].floorpicnum=lValue; else SetGameVarID((int)lVar2, sector[iSector].floorpicnum,sActor,sPlayer); break; case SECTOR_FLOORSLOPE: if(bSet) sector[iSector].floorheinum=lValue; else SetGameVarID((int)lVar2, sector[iSector].floorheinum,sActor,sPlayer); break; case SECTOR_FLOORSHADE: if(bSet) sector[iSector].floorshade=lValue; else SetGameVarID((int)lVar2, sector[iSector].floorshade,sActor,sPlayer); break; case SECTOR_FLOORPAL: if(bSet) sector[iSector].floorpal=lValue; else SetGameVarID((int)lVar2, sector[iSector].floorpal,sActor,sPlayer); break; case SECTOR_FLOORXPANNING: if(bSet) sector[iSector].floorxpanning=lValue; else SetGameVarID((int)lVar2, sector[iSector].floorxpanning,sActor,sPlayer); break; case SECTOR_FLOORYPANNING: if(bSet) sector[iSector].floorypanning=lValue; else SetGameVarID((int)lVar2, sector[iSector].floorypanning,sActor,sPlayer); break; case SECTOR_VISIBILITY: if(bSet) sector[iSector].visibility=lValue; else SetGameVarID((int)lVar2, sector[iSector].visibility,sActor,sPlayer); break; case SECTOR_ALIGNTO: if(bSet) sector[iSector].filler=lValue; else SetGameVarID((int)lVar2, sector[iSector].filler,sActor,sPlayer); break; case SECTOR_LOTAG: if(bSet) sector[iSector].lotag=lValue; else SetGameVarID((int)lVar2, sector[iSector].lotag,sActor,sPlayer); break; case SECTOR_HITAG: if(bSet) sector[iSector].hitag=lValue; else SetGameVarID((int)lVar2, sector[iSector].hitag,sActor,sPlayer); break; case SECTOR_EXTRA: if(bSet) sector[iSector].extra=lValue; else SetGameVarID((int)lVar2, sector[iSector].extra,sActor,sPlayer); break; default: break; } return; } void DoActor(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, short sPlayer, long lParm2) { int iActor; long lValue; long lTemp; lValue=GetGameVarID((int)lVar2, sActor, sPlayer); if(lVar1 == g_iThisActorID ) { // if they've asked for 'this', then use 'this'... iActor=g_i; } else { if(sActor < 0 || sActor >= MAXSPRITES) return; iActor=GetGameVarID((int)lVar1, sActor, sPlayer); } if(iActor < 0 || iActor >= MAXSPRITES) return; switch(lLabelID) { case ACTOR_X: if(bSet) sprite[iActor].x=lValue; else SetGameVarID((int)lVar2, sprite[iActor].x,sActor,sPlayer); break; case ACTOR_Y: if(bSet) sprite[iActor].y=lValue; else SetGameVarID((int)lVar2, sprite[iActor].y,sActor,sPlayer); break; case ACTOR_Z: if(bSet) sprite[iActor].z=lValue; else SetGameVarID((int)lVar2, sprite[iActor].z,sActor,sPlayer); break; case ACTOR_CSTAT: if(bSet) sprite[iActor].cstat=lValue; else SetGameVarID((int)lVar2, sprite[iActor].cstat,sActor,sPlayer); break; case ACTOR_PICNUM: if(bSet) sprite[iActor].picnum=lValue; else SetGameVarID((int)lVar2, sprite[iActor].picnum,sActor,sPlayer); break; case ACTOR_SHADE: if(bSet) sprite[iActor].shade=lValue; else SetGameVarID((int)lVar2, sprite[iActor].shade,sActor,sPlayer); break; case ACTOR_PAL: if(bSet) sprite[iActor].pal=lValue; else SetGameVarID((int)lVar2, sprite[iActor].pal,sActor,sPlayer); break; case ACTOR_CLIPDIST: if(bSet) sprite[iActor].clipdist=lValue; else SetGameVarID((int)lVar2, sprite[iActor].clipdist,sActor,sPlayer); break; case ACTOR_DETAIL: if(bSet) sprite[iActor].filler=lValue; else SetGameVarID((int)lVar2, sprite[iActor].filler,sActor,sPlayer); break; case ACTOR_XREPEAT: if(bSet) sprite[iActor].xrepeat=lValue; else SetGameVarID((int)lVar2, sprite[iActor].xrepeat,sActor,sPlayer); break; case ACTOR_YREPEAT: if(bSet) sprite[iActor].yrepeat=lValue; else SetGameVarID((int)lVar2, sprite[iActor].yrepeat,sActor,sPlayer); break; case ACTOR_XOFFSET: if(bSet) sprite[iActor].xoffset=lValue; else SetGameVarID((int)lVar2, sprite[iActor].xoffset,sActor,sPlayer); break; case ACTOR_YOFFSET: if(bSet) sprite[iActor].yoffset=lValue; else SetGameVarID((int)lVar2, sprite[iActor].yoffset,sActor,sPlayer); break; case ACTOR_SECTNUM: if(bSet) changespritesect(iActor,lValue); else SetGameVarID((int)lVar2, sprite[iActor].sectnum,sActor,sPlayer); break; case ACTOR_STATNUM: if(bSet) changespritestat(iActor,lValue); else SetGameVarID((int)lVar2, sprite[iActor].statnum,sActor,sPlayer); break; case ACTOR_ANG: if(bSet) sprite[iActor].ang=lValue; else SetGameVarID((int)lVar2, sprite[iActor].ang,sActor,sPlayer); break; case ACTOR_OWNER: if(bSet) sprite[iActor].owner=lValue; else SetGameVarID((int)lVar2, sprite[iActor].owner,sActor,sPlayer); break; case ACTOR_XVEL: if(bSet) sprite[iActor].xvel=lValue; else SetGameVarID((int)lVar2, sprite[iActor].xvel,sActor,sPlayer); break; case ACTOR_YVEL: if(bSet) sprite[iActor].yvel=lValue; else SetGameVarID((int)lVar2, sprite[iActor].yvel,sActor,sPlayer); break; case ACTOR_ZVEL: if(bSet) sprite[iActor].zvel=lValue; else SetGameVarID((int)lVar2, sprite[iActor].zvel,sActor,sPlayer); break; case ACTOR_LOTAG: if(bSet) sprite[iActor].lotag=lValue; else SetGameVarID((int)lVar2, sprite[iActor].lotag,sActor,sPlayer); break; case ACTOR_HITAG: if(bSet) sprite[iActor].hitag=lValue; else SetGameVarID((int)lVar2, sprite[iActor].hitag,sActor,sPlayer); break; case ACTOR_EXTRA: if(bSet) sprite[iActor].extra=lValue; else SetGameVarID((int)lVar2, sprite[iActor].extra,sActor,sPlayer); break; case ACTOR_HTCGG: if(bSet) hittype[iActor].cgg=lValue; else SetGameVarID((int)lVar2, hittype[iActor].cgg, sActor, sPlayer); break; case ACTOR_HTPICNUM : if(bSet) hittype[iActor].picnum=lValue; else SetGameVarID((int)lVar2, hittype[iActor].picnum, sActor, sPlayer); break; case ACTOR_HTANG: if(bSet) hittype[iActor].ang=lValue; else SetGameVarID((int)lVar2, hittype[iActor].ang, sActor, sPlayer); break; case ACTOR_HTEXTRA: if(bSet) hittype[iActor].extra=lValue; else SetGameVarID((int)lVar2,hittype[iActor].extra, sActor, sPlayer); break; case ACTOR_HTOWNER: if(bSet) hittype[iActor].owner=lValue; else SetGameVarID((int)lVar2,hittype[iActor].owner, sActor, sPlayer); break; case ACTOR_HTMOVFLAG: if(bSet) hittype[iActor].movflag=lValue; else SetGameVarID((int)lVar2,hittype[iActor].movflag, sActor, sPlayer); break; case ACTOR_HTTEMPANG: if(bSet) hittype[iActor].tempang=lValue; else SetGameVarID((int)lVar2,hittype[iActor].tempang, sActor, sPlayer); break; case ACTOR_HTACTORSTAYPUT: if(bSet) hittype[iActor].actorstayput=lValue; else SetGameVarID((int)lVar2,hittype[iActor].actorstayput, sActor, sPlayer); break; case ACTOR_HTDISPICNUM: if(bSet) hittype[iActor].dispicnum=lValue; else SetGameVarID((int)lVar2,hittype[iActor].dispicnum, sActor, sPlayer); break; case ACTOR_HTTIMETOSLEEP: if(bSet) hittype[iActor].timetosleep=lValue; else SetGameVarID((int)lVar2,hittype[iActor].timetosleep, sActor, sPlayer); break; case ACTOR_HTFLOORZ: if(bSet) hittype[iActor].floorz=lValue; else SetGameVarID((int)lVar2,hittype[iActor].floorz, sActor, sPlayer); break; case ACTOR_HTCEILINGZ: if(bSet) hittype[iActor].ceilingz=lValue; else SetGameVarID((int)lVar2,hittype[iActor].ceilingz, sActor, sPlayer); break; case ACTOR_HTLASTVX: if(bSet) hittype[iActor].lastvx=lValue; else SetGameVarID((int)lVar2,hittype[iActor].lastvx, sActor, sPlayer); break; case ACTOR_HTLASTVY: if(bSet) hittype[iActor].lastvy=lValue; else SetGameVarID((int)lVar2,hittype[iActor].lastvy, sActor, sPlayer); break; case ACTOR_HTBPOSX: if(bSet) hittype[iActor].bposx=lValue; else SetGameVarID((int)lVar2,hittype[iActor].bposx, sActor, sPlayer); break; case ACTOR_HTBPOSY: if(bSet) hittype[iActor].bposy=lValue; else SetGameVarID((int)lVar2,hittype[iActor].bposy, sActor, sPlayer); break; case ACTOR_HTBPOSZ: if(bSet) hittype[iActor].bposz=lValue; else SetGameVarID((int)lVar2,hittype[iActor].bposz, sActor, sPlayer); break; case ACTOR_HTG_T: lTemp=lParm2; if(bSet) hittype[iActor].temp_data[lTemp]=lValue; else SetGameVarID((int)lVar2, hittype[iActor].temp_data[lTemp], sActor, sPlayer); break; case ACTOR_ANGOFF: if(bSet) spriteext[iActor].angoff=lValue; else SetGameVarID((int)lVar2,spriteext[iActor].angoff, sActor, sPlayer); break; case ACTOR_PITCH: if(bSet) spriteext[iActor].pitch=lValue; else SetGameVarID((int)lVar2,spriteext[iActor].pitch, sActor, sPlayer); break; case ACTOR_ROLL: if(bSet) spriteext[iActor].roll=lValue; else SetGameVarID((int)lVar2,spriteext[iActor].roll, sActor, sPlayer); break; case ACTOR_MDXOFF: if(bSet) spriteext[iActor].xoff=lValue; else SetGameVarID((int)lVar2,spriteext[iActor].xoff, sActor, sPlayer); break; case ACTOR_MDYOFF: if(bSet) spriteext[iActor].yoff=lValue; else SetGameVarID((int)lVar2,spriteext[iActor].yoff, sActor, sPlayer); break; case ACTOR_MDZOFF: if(bSet) spriteext[iActor].zoff=lValue; else SetGameVarID((int)lVar2,spriteext[iActor].zoff, sActor, sPlayer); break; default: break; } return; } void DoProjectile(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, short sPlayer) { long lValue,proj; // proj=GetGameVarID((int)lVar1, sActor, sPlayer); proj=lVar1; lValue=GetGameVarID((int)lVar2, sActor, sPlayer); switch(lLabelID) { case PROJ_WORKSLIKE: if(bSet) projectile[proj].workslike=lValue; else SetGameVarID((int)lVar2, projectile[proj].workslike, sActor, sPlayer); break; case PROJ_SPAWNS: if(bSet) projectile[proj].spawns=lValue; else SetGameVarID((int)lVar2, projectile[proj].spawns, sActor, sPlayer); break; case PROJ_SXREPEAT: if(bSet) projectile[proj].sxrepeat=lValue; else SetGameVarID((int)lVar2, projectile[proj].sxrepeat, sActor, sPlayer); break; case PROJ_SYREPEAT: if(bSet) projectile[proj].syrepeat=lValue; else SetGameVarID((int)lVar2, projectile[proj].syrepeat, sActor, sPlayer); break; case PROJ_SOUND: if(bSet) projectile[proj].sound=lValue; else SetGameVarID((int)lVar2, projectile[proj].sound, sActor, sPlayer); break; case PROJ_ISOUND: if(bSet) projectile[proj].isound=lValue; else SetGameVarID((int)lVar2, projectile[proj].isound, sActor, sPlayer); break; case PROJ_VEL: if(bSet) projectile[proj].vel=lValue; else SetGameVarID((int)lVar2, projectile[proj].vel, sActor, sPlayer); break; case PROJ_EXTRA: if(bSet) projectile[proj].extra=lValue; else SetGameVarID((int)lVar2, projectile[proj].extra, sActor, sPlayer); break; case PROJ_DECAL: if(bSet) projectile[proj].decal=lValue; else SetGameVarID((int)lVar2, projectile[proj].decal, sActor, sPlayer); break; case PROJ_TRAIL: if(bSet) projectile[proj].trail=lValue; else SetGameVarID((int)lVar2, projectile[proj].trail, sActor, sPlayer); break; case PROJ_TXREPEAT: if(bSet) projectile[proj].txrepeat=lValue; else SetGameVarID((int)lVar2, projectile[proj].txrepeat, sActor, sPlayer); break; case PROJ_TYREPEAT: if(bSet) projectile[proj].tyrepeat=lValue; else SetGameVarID((int)lVar2, projectile[proj].tyrepeat, sActor, sPlayer); break; case PROJ_TOFFSET: if(bSet) projectile[proj].toffset=lValue; else SetGameVarID((int)lVar2, projectile[proj].toffset, sActor, sPlayer); break; case PROJ_TNUM: if(bSet) projectile[proj].tnum=lValue; else SetGameVarID((int)lVar2, projectile[proj].tnum, sActor, sPlayer); break; case PROJ_DROP: if(bSet) projectile[proj].drop=lValue; else SetGameVarID((int)lVar2, projectile[proj].drop, sActor, sPlayer); break; case PROJ_CSTAT: if(bSet) projectile[proj].cstat=lValue; else SetGameVarID((int)lVar2, projectile[proj].cstat, sActor, sPlayer); break; case PROJ_CLIPDIST: if(bSet) projectile[proj].clipdist=lValue; else SetGameVarID((int)lVar2, projectile[proj].clipdist, sActor, sPlayer); break; case PROJ_SHADE: if(bSet) projectile[proj].shade=lValue; else SetGameVarID((int)lVar2, projectile[proj].shade, sActor, sPlayer); break; case PROJ_XREPEAT: if(bSet) projectile[proj].xrepeat=lValue; else SetGameVarID((int)lVar2, projectile[proj].xrepeat, sActor, sPlayer); break; case PROJ_YREPEAT: if(bSet) projectile[proj].yrepeat=lValue; else SetGameVarID((int)lVar2, projectile[proj].yrepeat, sActor, sPlayer); break; case PROJ_PAL: if(bSet) projectile[proj].pal=lValue; else SetGameVarID((int)lVar2, projectile[proj].pal, sActor, sPlayer); break; case PROJ_EXTRA_RAND: if(bSet) projectile[proj].extra_rand=lValue; else SetGameVarID((int)lVar2, projectile[proj].extra_rand, sActor, sPlayer); break; case PROJ_HITRADIUS: if(bSet) projectile[proj].hitradius=lValue; else SetGameVarID((int)lVar2, projectile[proj].hitradius, sActor, sPlayer); break; case PROJ_VEL_MULT: if(bSet) projectile[proj].velmult=lValue; else SetGameVarID((int)lVar2, projectile[proj].velmult, sActor, sPlayer); break; case PROJ_OFFSET: if(bSet) projectile[proj].offset=lValue; else SetGameVarID((int)lVar2, projectile[proj].offset, sActor, sPlayer); break; case PROJ_BOUNCES: if(bSet) projectile[proj].bounces=lValue; else SetGameVarID((int)lVar2, projectile[proj].bounces, sActor, sPlayer); break; case PROJ_BSOUND: if(bSet) projectile[proj].bsound=lValue; else SetGameVarID((int)lVar2, projectile[proj].bsound, sActor, sPlayer); break; case PROJ_RANGE: if(bSet) projectile[proj].range=lValue; else SetGameVarID((int)lVar2, projectile[proj].range, sActor, sPlayer); break; default: break; } return; } void OnEvent(int iEventID, short sActor,short sPlayer,long lDist) { short og_i,og_p; long og_x; long *og_t; spritetype *og_sp; char okillit_flag; long *oinsptr; char done; if( iEventID >= MAXGAMEEVENTS) { AddLog("Invalid Event ID"); return; } if( apScriptGameEvent[iEventID] == 0 ) { //Bsprintf(g_szBuf,"No event found for %d",iEventID); //AddLog(g_szBuf); return; } // save current values... og_i=g_i; og_p=g_p; og_x=g_x; og_sp=g_sp; og_t=g_t; okillit_flag=killit_flag; oinsptr=insptr; g_i = sActor; // current sprite ID g_p = sPlayer; // 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; do done = parse(); while( done == 0 ); // 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"); } char dodge(spritetype *s) { short i; long bx,by,mx,my,bxvect,byvect,mxvect,myvect,d; mx = s->x; my = s->y; mxvect = sintable[(s->ang+512)&2047]; 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; } short furthestangle(short sActor,short angs) { short j, hitsect,hitwall,hitspr,furthest_angle=0, angincs; long hx, hy, hz, d, greatestd; spritetype *s = &sprite[sActor]; greatestd = -(1<<30); angincs = 2048/angs; 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); } short furthestcanseepoint(short sActor,spritetype *ts,long *dax,long *day) { short j, hitsect,hitwall,hitspr, angincs, tempang; long hx, hy, hz, d, da;//, d, cd, ca,tempx,tempy,cx,cy; spritetype *s = &sprite[sActor]; 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(short sActor) { long hz,lz,zr; spritetype *s = &sprite[sActor]; if( s->statnum == 10 || s->statnum == 6 || s->statnum == 2 || s->statnum == 1 || s->statnum == 4) { if(s->statnum == 4) zr = 4L; else zr = 127L; getzrange(s->x,s->y,s->z-(FOURSLEIGHT),s->sectnum,&hittype[sActor].ceilingz,&hz,&hittype[sActor].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[sActor].dispicnum = -4; // No shadows on actors s->xvel = -256; ssp(sActor,CLIPMASK0); } } else if(sprite[lz].picnum == APLAYER && badguy(s) ) { hittype[sActor].dispicnum = -4; // No shadows on actors s->xvel = -256; ssp(sActor,CLIPMASK0); } else if(s->statnum == 4 && sprite[lz].picnum == APLAYER) if(s->owner == lz) { hittype[sActor].ceilingz = sector[s->sectnum].ceilingz; hittype[sActor].floorz = sector[s->sectnum].floorz; } } } else { hittype[sActor].ceilingz = sector[s->sectnum].ceilingz; hittype[sActor].floorz = sector[s->sectnum].floorz; } } void makeitfall(short sActor) { spritetype *s = &sprite[sActor]; long hz,lz,c; if( floorspace(s->sectnum) ) c = 0; else { if( ceilingspace(s->sectnum) || sector[s->sectnum].lotag == 2) c = gc/6; else c = gc; } if( ( s->statnum == 1 || s->statnum == 10 || s->statnum == 2 || s->statnum == 6 ) ) getzrange(s->x,s->y,s->z-(FOURSLEIGHT),s->sectnum,&hittype[sActor].ceilingz,&hz,&hittype[sActor].floorz,&lz,127L,CLIPMASK0); else { hittype[sActor].ceilingz = sector[s->sectnum].ceilingz; hittype[sActor].floorz = sector[s->sectnum].floorz; } if( s->z < hittype[sActor].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[sActor].floorz-(FOURSLEIGHT) ) { s->z = hittype[sActor].floorz - FOURSLEIGHT; s->zvel = 0; } } short getincangle(short a,short na) { a &= 2047; na &= 2047; if(klabs(a-na) < 1024) return (na-a); else { if(na > 1024) na -= 2048; if(a > 1024) a -= 2048; na -= 2048; a -= 2048; return (na-a); } } void alterang(short a) { short aang, angdif, goalang,j; long ticselapsed, *moveptr; moveptr = (long *)g_t[1]; ticselapsed = (g_t[0])&31; aang = g_sp->ang; 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) { j = ps[g_p].holoduke_on; // 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 = ps[g_p].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 = ps[g_p].i; } if(a&fleeenemy) { goalang = furthestangle(g_i,j); g_sp->ang = goalang; // += angdif; // = getincangle(aang,goalang)>>1; } } } void move() { long l, *moveptr; short j, a, goalang, angdif; long daxvel; a = g_sp->hitag; if(a == -1) a = 0; g_t[0]++; if(a&face_player) { if(ps[g_p].newowner >= 0) goalang = getangle(ps[g_p].oposx-g_sp->x,ps[g_p].oposy-g_sp->y); else goalang = getangle(ps[g_p].posx-g_sp->x,ps[g_p].posy-g_sp->y); angdif = getincangle(g_sp->ang,goalang)>>2; if(angdif > -8 && angdif < 0) angdif = 0; g_sp->ang += angdif; } if(a&spin) g_sp->ang += sintable[ ((g_t[0]<<3)&2047) ]>>6; if(a&face_player_slow) { if(ps[g_p].newowner >= 0) goalang = getangle(ps[g_p].oposx-g_sp->x,ps[g_p].oposy-g_sp->y); else goalang = getangle(ps[g_p].posx-g_sp->x,ps[g_p].posy-g_sp->y); angdif = ksgn(getincangle(g_sp->ang,goalang))<<5; if(angdif > -32 && angdif < 0) { angdif = 0; g_sp->ang = goalang; } 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) { long newx,newy; newx = ps[g_p].posx+(ps[g_p].posxv/768); newy = ps[g_p].posy+(ps[g_p].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 = 0; 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 = (long *)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(ps[g_p].posx-g_sp->x,ps[g_p].posy-g_sp->y); if(g_x < 512) { ps[g_p].posxv = 0; ps[g_p].posyv = 0; } else { ps[g_p].posxv = mulscale(ps[g_p].posxv,ps[g_p].runspeed-0x2000,16); ps[g_p].posyv = mulscale(ps[g_p].posyv,ps[g_p].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) || ps[g_p].actorsqu == g_i ) return; else daxvel <<= 1; } else { if( (g_t[0]&3) || ps[g_p].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); } } char parse(void); void parseifelse(long condition) { if( condition ) { // skip 'else' pointer.. and... insptr+=2; parse(); } else { insptr = (long *) *(insptr+1); if(*insptr == 10) { // else... // skip 'else' and... insptr+=2; parse(); } } } // long *it = 0x00589a04; char parse(void) { long j, l, s, tw; if (!(error || warning) && condebug) { // Bsprintf(g_szBuf," * DEBUG! Executing: %s",keyw[*insptr]); // AddLog(g_szBuf); } if(killit_flag) return 1; // if(*it == 1668249134L) gameexit("\nERR"); // Bsprintf(g_szBuf,"Parsing: %d",*insptr); // AddLog(g_szBuf); tw = *insptr; switch(tw) { case CON_REDEFINEQUOTE: { int q, i; insptr++; q = *insptr++; i = *insptr++; Bstrcpy(fta_quotes[q],redefined_fta_quotes[i]); break; } case CON_GETTHISPROJECTILE: case CON_SETTHISPROJECTILE: { // syntax [gs]etplayer[].x // long lLabelID; long lVar1, lVar2; long lParm2; insptr++; lVar1=*insptr++; lLabelID=*insptr++; lVar2=*insptr++; DoThisProjectile(tw==CON_SETTHISPROJECTILE,lVar1,lLabelID,lVar2,g_i,g_p); break; } case CON_IFRND: insptr++; parseifelse( rnd(*insptr)); break; case CON_IFCANSHOOTTARGET: if(g_x > 1024) { short temphit, sclip, angdif; if( badguy(g_sp) && g_sp->xrepeat > 56 ) { sclip = 3084; angdif = 48; } else { sclip = 768; angdif = 16; } 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,ps[g_p].posx,ps[g_p].posy,ps[g_p].posz/*-((TRAND&41)<<8)*/,sprite[ps[g_p].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; short sect; // select sprite for monster to target // if holoduke is on, let them target holoduke first. // if(ps[g_p].holoduke_on >= 0) { s = &sprite[ps[g_p].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[ps[g_p].i]; } } else s = &sprite[ps[g_p].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++; g_t[5] = *insptr++; g_t[4] = *(long *)(g_t[5]); // Action g_t[1] = *(long *)(g_t[5]+4); // move g_sp->hitag = *(long *)(g_t[5]+8); // Ai g_t[0] = g_t[2] = g_t[3] = 0; 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 = (long *) *(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 < ps[g_p].weapreccnt;j++) if( ps[g_p].weaprecs[j] == g_sp->picnum ) break; parseifelse(j < ps[g_p].weapreccnt && g_sp->owner == g_i); } else if(ps[g_p].weapreccnt < 16) { ps[g_p].weaprecs[ps[g_p].weapreccnt++] = g_sp->picnum; parseifelse(g_sp->owner == g_i); } } else parseifelse(0); break; case CON_GETLASTPAL: insptr++; if(g_sp->picnum == APLAYER) g_sp->pal = ps[g_sp->yvel].palookup; else g_sp->pal = hittype[g_i].tempang; hittype[g_i].tempang = 0; break; case CON_TOSSWEAPON: insptr++; checkweapons(&ps[g_sp->yvel]); 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(ps[otherp].quick_kick == 0) ps[otherp].quick_kick = 14; } else if(g_sp->picnum != APLAYER && ps[g_p].quick_kick == 0) ps[g_p].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( Sound[*insptr].num > 0 ); // 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,ps[screenpeek].i); insptr++; break; case CON_SOUND: insptr++; spritesound((short) *insptr++,g_i); break; case CON_TIP: insptr++; ps[g_p].tipincs = 26; break; case CON_FALL: insptr++; g_sp->xoffset = 0; g_sp->yoffset = 0; // if(!gotz) { long c; if( floorspace(g_sp->sectnum) ) c = 0; else { if( ceilingspace(g_sp->sectnum) || sector[g_sp->sectnum].lotag == 2) c = gc/6; else c = gc; } if( hittype[g_i].cgg <= 0 || (sector[g_sp->sectnum].floorstat&2) ) { getglobalz(g_i); hittype[g_i].cgg = 6; } else hittype[g_i].cgg --; if( g_sp->z < (hittype[g_i].floorz-FOURSLEIGHT) ) { g_sp->zvel += c; g_sp->z+=g_sp->zvel; if(g_sp->zvel > 6144) g_sp->zvel = 6144; } 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) goto SKIPJIBS; guts(g_sp,JIBS6,15,g_p); spritesound(SQUISHED,g_i); spawn(g_i,BLOODPOOL); } SKIPJIBS: 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(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( ps[g_p].ammo_amount[*insptr] >= max_ammo_amount[*insptr] ) { killit_flag = 2; break; } addammo( *insptr, &ps[g_p], *(insptr+1) ); if(ps[g_p].curr_weapon == KNEE_WEAPON) if( ps[g_p].gotweapon[*insptr]) { if (!(ps[g_p].weaponswitch & 1)) addweaponnoswitch(&ps[g_p], *insptr); else addweapon( &ps[g_p], *insptr ); } insptr += 2; break; case CON_MONEY: insptr++; lotsofmoney(g_sp,*insptr++); break; case CON_MAIL: insptr++; lotsofmail(g_sp,*insptr++); break; case CON_SLEEPTIME: insptr++; hittype[g_i].timetosleep = (short)*insptr++; break; case CON_PAPER: insptr++; lotsofpaper(g_sp,*insptr++); break; case CON_ADDKILLS: insptr++; ps[g_p].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( ps[g_p].gotweapon[*insptr] == 0 ) { if (!(ps[g_p].weaponswitch & 1)) addweaponnoswitch(&ps[g_p], *insptr); else addweapon( &ps[g_p], *insptr ); } else if( ps[g_p].ammo_amount[*insptr] >= max_ammo_amount[*insptr] ) { killit_flag = 2; break; } addammo( *insptr, &ps[g_p], *(insptr+1) ); if(ps[g_p].curr_weapon == KNEE_WEAPON) if( ps[g_p].gotweapon[*insptr]) { if (!(ps[g_p].weaponswitch & 1)) addweaponnoswitch(&ps[g_p], *insptr); else addweapon( &ps[g_p], *insptr ); } insptr+=2; break; case CON_DEBUG: insptr++; printf("%ld\n",*insptr++); break; case CON_ENDOFGAME: insptr++; ps[g_p].timebeforeexit = *insptr++; ps[g_p].customexitsound = -1; ud.eog = 1; break; case CON_ADDPHEALTH: insptr++; if(ps[g_p].newowner >= 0) { ps[g_p].newowner = -1; ps[g_p].posx = ps[g_p].oposx; ps[g_p].posy = ps[g_p].oposy; ps[g_p].posz = ps[g_p].oposz; ps[g_p].ang = ps[g_p].oang; updatesector(ps[g_p].posx,ps[g_p].posy,&ps[g_p].cursectnum); setpal(&ps[g_p]); j = headspritestat[1]; while(j >= 0) { if(sprite[j].picnum==CAMERA1) sprite[j].yvel = 0; j = nextspritestat[j]; } } j = sprite[ps[g_p].i].extra; if(g_sp->picnum != ATOMICHEALTH) { if( j > max_player_health && *insptr > 0 ) { insptr++; break; } else { if(j > 0) j += *insptr; if ( j > max_player_health && *insptr > 0 ) j = max_player_health; } } else { if( j > 0 ) j += *insptr; if ( j > (max_player_health<<1) ) j = (max_player_health<<1); } if(j < 0) j = 0; if(ud.god == 0) { if(*insptr > 0) { if( ( j - *insptr ) < (max_player_health>>2) && j >= (max_player_health>>2) ) spritesound(DUKE_GOTHEALTHATLOW,ps[g_p].i); ps[g_p].last_extra = j; } sprite[ps[g_p].i].extra = j; } insptr++; break; case CON_STATE: { long *tempscrptr; tempscrptr = insptr+2; insptr = (long *) *(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( ps[g_p].gotweapon[GetGameVarID(*(insptr),g_i,g_p)] == 0 ) { if (!(ps[g_p].weaponswitch & 1)) addweaponnoswitch(&ps[g_p], GetGameVarID(*(insptr),g_i,g_p)); else addweapon( &ps[g_p], GetGameVarID(*(insptr),g_i,g_p) ); } else if( ps[g_p].ammo_amount[GetGameVarID(*(insptr),g_i,g_p)] >= max_ammo_amount[GetGameVarID(*(insptr),g_i,g_p)] ) { killit_flag = 2; break; } addammo( GetGameVarID(*(insptr),g_i,g_p), &ps[g_p], GetGameVarID(*(insptr+1),g_i,g_p) ); if(ps[g_p].curr_weapon == KNEE_WEAPON) if( ps[g_p].gotweapon[GetGameVarID(*(insptr),g_i,g_p)] ) { if (!(ps[g_p].weaponswitch & 1)) addweaponnoswitch(&ps[g_p], GetGameVarID(*(insptr),g_i,g_p)); else addweapon( &ps[g_p], GetGameVarID(*(insptr),g_i,g_p) ); } insptr+=2; break; case CON_ACTIVATEBYSECTOR: case CON_OPERATESECTORS: case CON_OPERATEACTIVATORS: case CON_SETASPECT: case CON_SSP: { long var1, var2; insptr++; var1 = GetGameVarID(*insptr++,g_i,g_p); 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_OPERATERESPAWNS: case CON_OPERATEMASTERSWITCHES: case CON_CHECKACTIVATORMOTION: { long var1; insptr++; 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_GETPNAME: case CON_QSTRCAT: case CON_QSTRCPY: case CON_CHANGESPRITESTAT: case CON_CHANGESPRITESECT: { int i,j; insptr++; i = GetGameVarID(*insptr++, g_i, g_p); j = GetGameVarID(*insptr++, g_i, g_p); switch(tw) { case CON_GETPNAME: if (ud.user_name[j][0] != 0) Bsprintf(fta_quotes[i],ud.user_name[j]); else Bsprintf(fta_quotes[i],"%d",j); break; case CON_QSTRCAT: Bstrncat(fta_quotes[i],fta_quotes[j],63-Bstrlen(fta_quotes[i])); break; case CON_QSTRCPY: Bstrcpy(fta_quotes[i],fta_quotes[j]); break; case CON_CHANGESPRITESTAT: changespritestat(i,j); break; case CON_CHANGESPRITESECT: changespritesect(i,j); break; } break; } case CON_STARTLEVEL: { // from 'level' cheat in game.c (about line 6250) long volnume; long levnume; int i; insptr++; // skip command volnume=GetGameVarID(*insptr++,g_i,g_p); levnume=GetGameVarID(*insptr++,g_i,g_p); if(volnume > num_volumes || volnume < 0) { /* if( g_cmddebug&CMDDEBUG_COMPILE) { Bsprintf(g_szBuf,"startlevel: Invalid Volume number: %ld. Command ignored.",volnume); AddLog(g_szBuf); } */ break; } if(levnume >= 11 || levnume <0) { /* if( g_cmddebug&CMDDEBUG_COMPILE) { Bsprintf(g_szBuf,"startlevel: Invalid Level number: %ld. Command ignored.",levnume); AddLog(g_szBuf); } */ break; } ud.m_volume_number = ud.volume_number = volnume; ud.m_level_number = ud.level_number = levnume; if(numplayers > 1 && myconnectindex == connecthead) { tempbuf[0] = 5; tempbuf[1] = ud.m_level_number; tempbuf[2] = ud.m_volume_number; tempbuf[3] = ud.m_player_skill; tempbuf[4] = ud.m_monsters_off; tempbuf[5] = ud.m_respawn_monsters; tempbuf[6] = ud.m_respawn_items; tempbuf[7] = ud.m_respawn_inventory; tempbuf[8] = ud.m_coop; tempbuf[9] = ud.m_marker; tempbuf[10] = ud.m_ffire; for(i=connecthead;i>=0;i=connectpoint2[i]) sendpacket(i,tempbuf,11); } else { ps[myconnectindex].gm |= MODE_EOL; display_bonus_screen = 0; } // MODE_RESTART; break; } case CON_MYOSX: case CON_MYOSPALX: case CON_MYOS: case CON_MYOSPAL: { long x,y; short tilenum; signed char shade; char orientation; char pal; insptr++; x=GetGameVarID(*insptr++,g_i,g_p); y=GetGameVarID(*insptr++,g_i,g_p); tilenum=GetGameVarID(*insptr++,g_i,g_p); 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: 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: pal=GetGameVarID(*insptr++,g_i,g_p); myospalx(x,y,tilenum,shade,orientation,pal); break; } break; } case CON_SWITCH: { long lVarID; long lValue; long *lpDefault; long *lpCases; long lCases; long lEnd; long lCheckCase; char bMatched; long *lTempInsPtr; // 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..."); insptr++; // p-code lVarID=*insptr++; lValue=GetGameVarID(lVarID, g_i, g_p); lEnd=*insptr++; lCases=*insptr++; lpDefault=insptr++; lpCases=insptr; insptr+=lCases*2; bMatched=0; lTempInsPtr=insptr; //Bsprintf(g_szBuf,"lEnd= %ld *lpDefault=%ld",lEnd,*lpDefault); //AddLog(g_szBuf); //Bsprintf(g_szBuf,"Checking %ld cases for %ld",lCases, lValue); //AddLog(g_szBuf); for(lCheckCase=0; lCheckCasesectnum >= 0 && g_sp->sectnum < MAXSECTORS) lReturn = spawn(g_i, lIn); SetGameVarID(g_iReturnVarID, lReturn, g_i, g_p); insertspriteq(lReturn); break; } case CON_INITTIMER: { short i; insptr++; i = GetGameVarID(*insptr++, g_i, g_p); if (timer != i) { uninittimer(); inittimer(i); timer = i; } break; } case CON_TIME: { insptr += 2; break; } case CON_ESPAWNVAR: { long lIn, lReturn=-1; insptr++; lIn=*insptr++; lIn=GetGameVarID(lIn, g_i, g_p); if(g_sp->sectnum >= 0 && g_sp->sectnum < MAXSECTORS) lReturn = spawn(g_i, lIn); SetGameVarID(g_iReturnVarID, lReturn, g_i, g_p); break; } case CON_QSPAWNVAR: { long lIn, lReturn=-1; insptr++; lIn=*insptr++; lIn=GetGameVarID(lIn, g_i, g_p); if(g_sp->sectnum >= 0 && g_sp->sectnum < MAXSECTORS) lReturn = spawn(g_i, lIn); insertspriteq(lReturn); break; } case CON_ESPAWN: { long lReturn=-1; insptr++; if(g_sp->sectnum >= 0 && g_sp->sectnum < MAXSECTORS) lReturn = spawn(g_i,*insptr); insptr++; SetGameVarID(g_iReturnVarID, lReturn, g_i, g_p); break; } case CON_EQSPAWN: { long lReturn=-1; insptr++; if(g_sp->sectnum >= 0 && g_sp->sectnum < MAXSECTORS) lReturn = spawn(g_i,*insptr); insptr++; SetGameVarID(g_iReturnVarID, lReturn, g_i, g_p); insertspriteq(lReturn); break; } case CON_QSPAWN: { long lReturn=-1; insptr++; if(g_sp->sectnum >= 0 && g_sp->sectnum < MAXSECTORS) lReturn = spawn(g_i,*insptr); insptr++; insertspriteq(lReturn); break; } case CON_ESHOOT: { long lReturn=-1; insptr++; if(g_sp->sectnum >= 0 && g_sp->sectnum < MAXSECTORS) lReturn = shoot(g_i,*insptr); insptr++; SetGameVarID(g_iReturnVarID, lReturn, g_i, g_p); break; } case CON_ZSHOOT: { insptr++; 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; shoot(g_i,*insptr++); hittype[g_i].temp_data[9]=0; break; } case CON_SHOOTVAR: case CON_ESHOOTVAR: { long lIn, lReturn=-1; insptr++; lIn=GetGameVarID(*insptr++, g_i, g_p); if(g_sp->sectnum >= 0 && g_sp->sectnum < MAXSECTORS) lReturn = shoot(g_i, lIn); if (tw == CON_ESHOOTVAR) SetGameVarID(g_iReturnVarID, lReturn, g_i, g_p); break; } case CON_SOUNDVAR: case CON_STOPSOUNDVAR: case CON_SOUNDONCEVAR: case CON_GLOBALSOUNDVAR: { int sound; insptr++; sound=GetGameVarID(*insptr++, g_i, g_p); switch(tw) { case CON_SOUNDONCEVAR: if(!isspritemakingsound(g_i,sound)) spritesound((short)sound,g_i); break; case CON_GLOBALSOUNDVAR: spritesound((short)sound,ps[screenpeek].i); break; case CON_STOPSOUNDVAR: if(isspritemakingsound(g_i,sound)) stopspritesound((short)sound,g_i); break; case CON_SOUNDVAR: spritesound((short)sound,g_i); break; } break; } case CON_GUNIQHUDID: { int i; insptr++; i=GetGameVarID(*insptr++, g_i, g_p); if (i < MAXUNIQHUDID-1) guniqhudid = i; break; } case CON_SAVEGAMEVAR: case CON_READGAMEVAR: { int32 i=0; insptr++; if (scripthandle < 0) break; switch(tw) { case CON_SAVEGAMEVAR: i=GetGameVarID(*insptr, g_i, g_p); SCRIPT_PutNumber( scripthandle, "Gamevars",aGameVars[*insptr++].szLabel,i,false,false); break; case CON_READGAMEVAR: SCRIPT_GetNumber( scripthandle, "Gamevars",aGameVars[*insptr].szLabel,&i); SetGameVarID(*insptr++, i, g_i, g_p); break; } break; } case CON_ROTATESPRITE: { long x,y,z; short tilenum; short a; signed char shade; char orientation; char pal; long x1, y1, x2, y2; insptr++; x=GetGameVarID(*insptr++,g_i,g_p); y=GetGameVarID(*insptr++,g_i,g_p); z=GetGameVarID(*insptr++,g_i,g_p); a=GetGameVarID(*insptr++,g_i,g_p); tilenum=GetGameVarID(*insptr++,g_i,g_p); shade=GetGameVarID(*insptr++,g_i,g_p); pal=GetGameVarID(*insptr++,g_i,g_p); orientation=GetGameVarID(*insptr++,g_i,g_p); x1=GetGameVarID(*insptr++,g_i,g_p); y1=GetGameVarID(*insptr++,g_i,g_p); x2=GetGameVarID(*insptr++,g_i,g_p); y2=GetGameVarID(*insptr++,g_i,g_p); rotatesprite(x<<16,y<<16,z,a,tilenum,shade,pal,2|orientation,x1,y1,x2,y2); break; } case CON_MINITEXT: case CON_GAMETEXT: case CON_DIGITALNUMBER: { long x,y,z; short tilenum=0; short a; signed char shade; char orientation=0; char pal; long x1=0, y1=0, x2=0, y2=0; long q; insptr++; if (tw == CON_GAMETEXT || tw == CON_DIGITALNUMBER) tilenum=GetGameVarID(*insptr++,g_i,g_p); x=GetGameVarID(*insptr++,g_i,g_p); y=GetGameVarID(*insptr++,g_i,g_p); q=GetGameVarID(*insptr++,g_i,g_p); shade=GetGameVarID(*insptr++,g_i,g_p); pal=GetGameVarID(*insptr++,g_i,g_p); if (tw == CON_GAMETEXT || tw == CON_DIGITALNUMBER) { orientation=GetGameVarID(*insptr++,g_i,g_p); x1=GetGameVarID(*insptr++,g_i,g_p); y1=GetGameVarID(*insptr++,g_i,g_p); x2=GetGameVarID(*insptr++,g_i,g_p); y2=GetGameVarID(*insptr++,g_i,g_p); } if (tw == CON_MINITEXT) minitextshade(x,y,fta_quotes[q],shade,pal,26); else if (tw == CON_GAMETEXT) txgametext(tilenum,x>>1,y,fta_quotes[q],shade,pal,orientation,x1,y1,x2,y2); else if (tw == CON_DIGITALNUMBER) txdigitalnumber(tilenum,x,y,q,shade,pal,orientation,x1,y1,x2,y2); break; } case CON_ANGOFF: insptr++; spriteext[g_i].angoff=*insptr++; break; case CON_GETZRANGE: { long x, y, z, ceilz, ceilhit, florz, florhit, walldist, clipmask; long ceilzvar, ceilhitvar, florzvar, florhitvar; short sectnum; insptr++; x=GetGameVarID(*insptr++,g_i,g_p); y=GetGameVarID(*insptr++,g_i,g_p); z=GetGameVarID(*insptr++,g_i,g_p); sectnum=GetGameVarID(*insptr++,g_i,g_p); ceilzvar=*insptr++; ceilhitvar=*insptr++; florzvar=*insptr++; florhitvar=*insptr++; walldist=GetGameVarID(*insptr++,g_i,g_p); clipmask=GetGameVarID(*insptr++,g_i,g_p); 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: { long xs, ys, zs, vx, vy, vz, hitx, hity, hitz; short sectnum, hitsect, hitwall, hitsprite; unsigned long cliptype; long hitxvar, hityvar, hitzvar; short hitsectvar, hitwallvar, hitspritevar; insptr++; xs=GetGameVarID(*insptr++,g_i,g_p); ys=GetGameVarID(*insptr++,g_i,g_p); zs=GetGameVarID(*insptr++,g_i,g_p); sectnum=GetGameVarID(*insptr++,g_i,g_p); vx=GetGameVarID(*insptr++,g_i,g_p); vy=GetGameVarID(*insptr++,g_i,g_p); vz=GetGameVarID(*insptr++,g_i,g_p); hitsectvar=*insptr++; hitwallvar=*insptr++; hitspritevar=*insptr++; hitxvar=*insptr++; hityvar=*insptr++; hitzvar=*insptr++; cliptype=GetGameVarID(*insptr++,g_i,g_p); 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_ROTATEPOINT: { long xpivot, ypivot, x, y, x2, y2, x2var, y2var; short daang; insptr++; xpivot=GetGameVarID(*insptr++,g_i,g_p); ypivot=GetGameVarID(*insptr++,g_i,g_p); x=GetGameVarID(*insptr++,g_i,g_p); y=GetGameVarID(*insptr++,g_i,g_p); daang=GetGameVarID(*insptr++,g_i,g_p); x2var=*insptr++; y2var=*insptr++; 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: { // neartag(long x, long y, long 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 // long *neartaghitdist, //Returns actual distance to object (scale: 1024=largest grid size) // long neartagrange, //Choose maximum distance to scan (scale: 1024=largest grid size) // char tagsearch) //1-lotag only, 2-hitag only, 3-lotag&hitag long x, y, z, neartaghitdist, neartagrange; short sectnum, ang, neartagsector, neartagwall, neartagsprite; long neartagsectorvar, neartagwallvar, neartagspritevar, neartaghitdistvar; char tagsearch; insptr++; x=GetGameVarID(*insptr++,g_i,g_p); y=GetGameVarID(*insptr++,g_i,g_p); z=GetGameVarID(*insptr++,g_i,g_p); sectnum=GetGameVarID(*insptr++,g_i,g_p); ang=GetGameVarID(*insptr++,g_i,g_p); neartagsectorvar=*insptr++; neartagwallvar=*insptr++; neartagspritevar=*insptr++; neartaghitdistvar=*insptr++; 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: { short spritenum; long x, y, z; unsigned long cliptype, returnvar; insptr++; spritenum = GetGameVarID(*insptr++,g_i,g_p); x = GetGameVarID(*insptr++,g_i,g_p); y = GetGameVarID(*insptr++,g_i,g_p); z = GetGameVarID(*insptr++,g_i,g_p); switch(tw) { case CON_MOVESPRITE: cliptype = GetGameVarID(*insptr++,g_i,g_p); returnvar = *insptr++; SetGameVarID(returnvar, movesprite(spritenum, x, y, z, cliptype), g_i, g_p); break; case CON_SETSPRITE: setsprite(spritenum, x, y, z); break; } break; } case CON_GETFLORZOFSLOPE: case CON_GETCEILZOFSLOPE: { short sectnum; long x, y; unsigned long returnvar; insptr++; sectnum = GetGameVarID(*insptr++,g_i,g_p); x = GetGameVarID(*insptr++,g_i,g_p); y = GetGameVarID(*insptr++,g_i,g_p); returnvar = *insptr++; switch(tw) { case CON_GETFLORZOFSLOPE: SetGameVarID(returnvar, getflorzofslope(sectnum,x,y), g_i, g_p); break; case CON_GETCEILZOFSLOPE: SetGameVarID(returnvar, getceilzofslope(sectnum,x,y), g_i, g_p); break; } break; } case CON_UPDATESECTOR: case CON_UPDATESECTORZ: { long x,y,z=0; int var; short w; w=sprite[g_i].sectnum; insptr++; x=GetGameVarID(*insptr++,g_i,g_p); y=GetGameVarID(*insptr++,g_i,g_p); if (tw==CON_UPDATESECTORZ) z=GetGameVarID(*insptr++,g_i,g_p); var=*insptr++; 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: { short dnum; insptr++; 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: { int i; time_t curtime; insptr++; i = *insptr++; if(movesperpacket == 4 && connecthead != myconnectindex) break; lastsavedpos = i; curtime = time(NULL); Bstrcpy(tempbuf,asctime(localtime(&curtime))); clearbuf(ud.savegame[lastsavedpos],sizeof(ud.savegame[lastsavedpos]),0); Bsprintf(ud.savegame[lastsavedpos],"Auto"); for(i=0;i<13;i++) Bmemcpy(&ud.savegame[lastsavedpos][i+4],&tempbuf[i+3],sizeof(tempbuf[i+3])); ud.savegame[lastsavedpos][Bstrlen(ud.savegame[lastsavedpos])] = '\0'; OSD_Printf("Saving to slot %d\n",lastsavedpos); KB_FlushKeyboardQueue(); screencapt = 1; displayrooms(myconnectindex,65536); //savetemp("duke3d.tmp",waloff[TILE_SAVESHOT],160*100); screencapt = 0; if(ud.multimode > 1) saveplayer(-1-(lastsavedpos)); else saveplayer(lastsavedpos); 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 ) { ps[g_p].gm = MODE_MENU; KB_ClearKeyDown(sc_Space); cmenu(15000); } else ps[g_p].gm = MODE_RESTART; killit_flag = 2; } else { pickrandomspot(g_p); g_sp->x = hittype[g_i].bposx = ps[g_p].bobposx = ps[g_p].oposx = ps[g_p].posx; g_sp->y = hittype[g_i].bposy = ps[g_p].bobposy = ps[g_p].oposy =ps[g_p].posy; g_sp->z = hittype[g_i].bposy = ps[g_p].oposz =ps[g_p].posz; updatesector(ps[g_p].posx,ps[g_p].posy,&ps[g_p].cursectnum); setsprite(ps[g_p].i,ps[g_p].posx,ps[g_p].posy,ps[g_p].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 = ps[g_p].palookup; ps[g_p].last_extra = g_sp->extra = max_player_health; ps[g_p].wantweaponfire = -1; ps[g_p].horiz = 100; ps[g_p].on_crane = -1; ps[g_p].frag_ps = g_p; ps[g_p].horizoff = 0; ps[g_p].opyoff = 0; ps[g_p].wackedbyactor = -1; ps[g_p].shield_amount = max_armour_amount; ps[g_p].dead_flag = 0; ps[g_p].pals_time = 0; ps[g_p].footprintcount = 0; ps[g_p].weapreccnt = 0; ps[g_p].fta = 0; ps[g_p].ftq = 0; ps[g_p].posxv = ps[g_p].posyv = 0; ps[g_p].rotscrnang = 0; ps[g_p].runspeed = dukefriction; ps[g_p].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 = ps[g_p].i; resetinventory(g_p); resetweapons(g_p); ps[g_p].reloading = 0; ps[g_p].movement_lock[1] = 0; ps[g_p].movement_lock[2] = 0; ps[g_p].movement_lock[3] = 0; ps[g_p].movement_lock[4] = 0; OnEvent(EVENT_RESETPLAYER, ps[g_p].i, g_p, -1); cameradist = 0; cameraclock = totalclock; } setpal(&ps[g_p]); //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: ps[g_p].steroids_amount = *insptr; ps[g_p].inven_icon = 2; break; case GET_SHIELD: ps[g_p].shield_amount += *insptr;// 100; if(ps[g_p].shield_amount > max_player_health) ps[g_p].shield_amount = max_player_health; break; case GET_SCUBA: ps[g_p].scuba_amount = *insptr;// 1600; ps[g_p].inven_icon = 6; break; case GET_HOLODUKE: ps[g_p].holoduke_amount = *insptr;// 1600; ps[g_p].inven_icon = 3; break; case GET_JETPACK: ps[g_p].jetpack_amount = *insptr;// 1600; ps[g_p].inven_icon = 4; break; case GET_ACCESS: switch(g_sp->pal) { case 0: ps[g_p].got_access |= 1;break; case 21: ps[g_p].got_access |= 2;break; case 23: ps[g_p].got_access |= 4;break; } break; case GET_HEATS: ps[g_p].heat_amount = *insptr; ps[g_p].inven_icon = 5; break; case GET_FIRSTAID: ps[g_p].inven_icon = 1; ps[g_p].firstaid_amount = *insptr; break; case GET_BOOTS: ps[g_p].inven_icon = 7; ps[g_p].boot_amount = *insptr; break; } insptr++; 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 = g_sp->xvel; if( (l&8) && ps[g_p].on_ground && (sync[g_p].bits&2) ) j = 1; else if( (l&16) && ps[g_p].jumping_counter == 0 && !ps[g_p].on_ground && ps[g_p].poszv > 2048 ) j = 1; else if( (l&32) && ps[g_p].jumping_counter > 348 ) j = 1; else if( (l&1) && s >= 0 && s < 8) j = 1; else if( (l&2) && s >= 8 && !(sync[g_p].bits&(1<<5)) ) j = 1; else if( (l&4) && s >= 8 && sync[g_p].bits&(1<<5) ) j = 1; else if( (l&64) && ps[g_p].posz < (g_sp->z-(48<<8)) ) j = 1; else if( (l&128) && s <= -8 && !(sync[g_p].bits&(1<<5)) ) j = 1; else if( (l&256) && s <= -8 && (sync[g_p].bits&(1<<5)) ) j = 1; else if( (l&512) && ( ps[g_p].quick_kick > 0 || ( ps[g_p].curr_weapon == KNEE_WEAPON && ps[g_p].kickback_pic > 0 ) ) ) j = 1; else if( (l&1024) && sprite[ps[g_p].i].xrepeat < 32 ) j = 1; else if( (l&2048) && ps[g_p].jetpack_on ) j = 1; else if( (l&4096) && ps[g_p].steroids_amount > 0 && ps[g_p].steroids_amount < 400 ) j = 1; else if( (l&8192) && ps[g_p].on_ground) j = 1; else if( (l&16384) && sprite[ps[g_p].i].xrepeat > 32 && sprite[ps[g_p].i].extra > 0 && ps[g_p].timebeforeexit == 0 ) j = 1; else if( (l&32768) && sprite[ps[g_p].i].extra <= 0) j = 1; else if( (l&65536L) ) { if(g_sp->picnum == APLAYER && ud.multimode > 1) j = getincangle(ps[otherp].ang,getangle(ps[g_p].posx-ps[otherp].posx,ps[g_p].posy-ps[otherp].posy)); else j = getincangle(ps[g_p].ang,getangle(g_sp->x-ps[g_p].posx,g_sp->y-ps[g_p].posy)); if( j > -128 && j < 128 ) j = 1; else j = 0; } parseifelse((long) j); } break; case CON_IFSTRENGTH: insptr++; parseifelse(g_sp->extra <= *insptr); break; case CON_GUTS: insptr += 2; guts(g_sp,*(insptr-1),*insptr,g_p); insptr++; break; case CON_IFSPAWNEDBY: insptr++; // if(g_sp->owner >= 0 && sprite[g_sp->owner].picnum == *insptr) // parseifelse(1); // else parseifelse( hittype[g_i].picnum == *insptr); break; case CON_WACKPLAYER: insptr++; forceplayerangle(&ps[g_p]); return 0; case CON_FLASH: insptr++; sprite[g_i].shade = -127; ps[g_p].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( sync[g_p].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++; // getglobalz(g_i); parseifelse( (hittype[g_i].floorz - g_sp->z) <= ((*insptr)<<8)); break; case CON_IFCEILINGDISTL: insptr++; // getglobalz(g_i); parseifelse( ( g_sp->z - hittype[g_i].ceilingz ) <= ((*insptr)<<8)); break; case CON_PALFROM: insptr++; ps[g_p].pals_time = *insptr++; for(j=0;j<3;j++) { ps[g_p].pals[j] = *insptr++; } break; case CON_DYNQUOTE: { long var1, var2, var3, var4; insptr++; Bstrcpy(tempbuf,fta_quotes[*insptr++]); var1 = GetGameVarID(*insptr++, g_i, g_p); var2 = GetGameVarID(*insptr++, g_i, g_p); var3 = GetGameVarID(*insptr++, g_i, g_p); var4 = GetGameVarID(*insptr++, g_i, g_p); Bsprintf(fta_quotes[122],tempbuf,var1,var2,var3,var4); FTA(122,&ps[g_p]); break; } /* case 74: insptr++; getglobalz(g_i); parseifelse( (( hittype[g_i].floorz - hittype[g_i].ceilingz ) >> 8 ) >= *insptr); break; */ case CON_ADDLOG: { long l; insptr++; l=*insptr++; // var Bsprintf(g_szBuf,"CONLOG: L=%ld",l); AddLog(g_szBuf); break; } case CON_ADDLOGVAR: { long l,m=1,lVarID; char szBuf[256]; insptr++; l=*insptr++; // l=Line number, *instpr=varID lVarID = *insptr; if( (lVarID >= iGameVarCount) || lVarID < 0) { if(*insptr==MAXGAMEVARS) // addlogvar for a constant? Har. insptr++; else if(*insptr&(MAXGAMEVARS<<1)) { m = -1; lVarID ^= (MAXGAMEVARS<<1); goto good; } // invalid varID insptr++; Bsprintf(g_szBuf,"CONLOGVAR: L=%ld INVALID VARIABLE",l); AddLog(g_szBuf); break; // out of switch } good: Bsprintf(szBuf,"CONLOGVAR: L=%ld %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)"); } strcat(g_szBuf,szBuf); Bsprintf(szBuf," =%ld", GetGameVarID(lVarID, g_i, g_p)*m); strcat(g_szBuf,szBuf); AddLog(g_szBuf); insptr++; break; } case CON_SETSECTOR: case CON_GETSECTOR: { // syntax [gs]etsector[].x // long lLabelID; long lVar1, lVar2; insptr++; lVar1=*insptr++; lLabelID=*insptr++; lVar2=*insptr++; DoSector(tw==CON_SETSECTOR, lVar1, lLabelID, lVar2, g_i, g_p); break; } case CON_SQRT: { // syntax sqrt long lInVarID; long lOutVarID; long lIn; insptr++; lInVarID=*insptr++; lOutVarID=*insptr++; lIn=GetGameVarID(lInVarID, g_i, g_p); SetGameVarID(lOutVarID, ksqrt(lIn), g_i, g_p); break; } case CON_FINDNEARACTOR: case CON_FINDNEARSPRITE: { // syntax findnearactorvar // gets the sprite ID of the nearest actor within max dist // that is of into // -1 for none found // long lType; long lMaxDist; long lVarID; long lTemp; long lFound; long lDist; short j, k; insptr++; lType=*insptr++; lMaxDist=*insptr++; lVarID=*insptr++; lFound=-1; lDist=32767; // big number for (k=0;k=0) { if(sprite[j].picnum == lType && j != g_i) { lTemp=ldist(&sprite[g_i], &sprite[j]); if( lTemp < lMaxDist ) { if (lTemp < lDist) { lFound=j; j = MAXSPRITES; break; } } } j = nextspritestat[j]; } if(tw==CON_FINDNEARACTOR || j == MAXSPRITES) break; } SetGameVarID(lVarID, lFound, g_i, g_p); break; } case CON_FINDNEARACTORVAR: case CON_FINDNEARSPRITEVAR: { // syntax findnearactorvar // gets the sprite ID of the nearest actor within max dist // that is of into // -1 for none found // long lType; long lMaxDistVar; long lMaxDist; long lVarID; long lTemp; long lFound; long lDist; short j, k; insptr++; lType=*insptr++; lMaxDistVar=*insptr++; lVarID=*insptr++; lMaxDist=GetGameVarID(lMaxDistVar, g_i, g_p); lFound=-1; lDist=32767; // big number for (k=0;k=0) { if(sprite[j].picnum == lType && j != g_i) { lTemp=ldist(&sprite[g_i], &sprite[j]); if( lTemp < lMaxDist ) { if (lTemp < lDist) { lFound=j; j = MAXSPRITES; break; } } } j = nextspritestat[j]; } if(tw==CON_FINDNEARACTORVAR || j == MAXSPRITES) break; } SetGameVarID(lVarID, lFound, g_i, g_p); break; } case CON_FINDPLAYER: case CON_FINDOTHERPLAYER: { // syntax findnearactorvar // gets the sprite ID of the nearest actor within max dist // that is of into // -1 for none found // short j=0; long var1, d; insptr++; var1 = *insptr++; 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_FINDNEARACTOR3DVAR: case CON_FINDNEARSPRITE3DVAR: { // syntax findnearactorvar // gets the sprite ID of the nearest actor within max dist // that is of into // -1 for none found // long lType; long lMaxDistVar; long lMaxZDistVar; long lMaxDist; long lMaxZDist; long lVarID; long lTemp; long lTemp2; long lFound; long lDist; short j, k; insptr++; lType=*insptr++; lMaxDistVar=*insptr++; lMaxZDistVar=*insptr++; lVarID=*insptr++; lMaxDist=GetGameVarID(lMaxDistVar, g_i, g_p); lMaxZDist=GetGameVarID(lMaxZDistVar, g_i, g_p); lFound=-1; lDist=32767; // big number for (k=0;k=0) { if(sprite[j].picnum == lType && j != g_i) { lTemp=ldist(&sprite[g_i], &sprite[j]); lTemp2=txdist(&sprite[g_i], &sprite[j]); if( (lTemp < lMaxDist) && (lTemp2 < lMaxZDist) ) { if (lTemp < lDist) { lFound=j; j = MAXSPRITES; break; } } } j = nextspritestat[j]; } if(tw==CON_FINDNEARACTOR3DVAR || j == MAXSPRITES) break; } SetGameVarID(lVarID, lFound, g_i, g_p); break; } case CON_FINDNEARACTOR3D: case CON_FINDNEARSPRITE3D: { // syntax findnearactorvar // gets the sprite ID of the nearest actor within max dist // that is of into // -1 for none found // long lType; long lMaxDist; long lMaxZDist; long lVarID; long lTemp; long lTemp2; long lFound; long lDist; short j, k; insptr++; lType=*insptr++; lMaxDist=*insptr++; lMaxZDist=*insptr++; lVarID=*insptr++; lFound=-1; lDist=32767; // big number for (k=0;k=0) { if(sprite[j].picnum == lType && j != g_i) { lTemp=ldist(&sprite[g_i], &sprite[j]); lTemp2=txdist(&sprite[g_i], &sprite[j]); if( (lTemp < lMaxDist) && (lTemp2 < lMaxZDist) ) { if (lTemp < lDist) { lFound=j; j = MAXSPRITES; break; } } } j = nextspritestat[j]; } if(tw==CON_FINDNEARACTOR3DVAR || j == MAXSPRITES) break; } SetGameVarID(lVarID, lFound, g_i, g_p); break; } case CON_SETPLAYER: case CON_GETPLAYER: { // syntax [gs]etplayer[].x // long lLabelID; long lVar1, lVar2; long lParm2; insptr++; lVar1=*insptr++; lLabelID=*insptr++; // HACK: need to have access to labels structure at run-time... switch(lLabelID) { case PLAYER_AMMO_AMOUNT: case PLAYER_GOTWEAPON: case PLAYER_PALS: case PLAYER_MOVEMENT_LOCK: case PLAYER_LOOGIEX: case PLAYER_LOOGIEY: lParm2=GetGameVarID(*insptr++, g_i, g_p); break; default: lParm2=0; break; } lVar2=*insptr++; DoPlayer(tw==CON_SETPLAYER, lVar1, lLabelID, lVar2, g_i, g_p, lParm2); break; } case CON_SETINPUT: case CON_GETINPUT: { // syntax [gs]etplayer[].x // long lLabelID; long lVar1, lVar2; insptr++; lVar1=*insptr++; lLabelID=*insptr++; lVar2=*insptr++; DoInput(tw==CON_SETINPUT, lVar1, lLabelID, lVar2, g_i, g_p); break; } case CON_GETUSERDEF: case CON_SETUSERDEF: { // syntax [gs]etuserdef.xxx // long lLabelID; long lVar1, lVar2; long lParm2=0; insptr++; lVar1=-1; lLabelID=*insptr++; lVar2=*insptr++; DoUserDef(tw==CON_SETUSERDEF, lVar1, lLabelID, lVar2, g_i, g_p, lParm2); break; } case CON_GETPROJECTILE: case CON_SETPROJECTILE: { // syntax [gs]etplayer[].x // long lLabelID; long lVar1, lVar2; long lParm2; insptr++; lVar1=GetGameVarID(*insptr++, g_i, g_p); lLabelID=*insptr++; lVar2=*insptr++; DoProjectile(tw==CON_SETPROJECTILE,lVar1,lLabelID,lVar2,g_i,g_p); break; } case CON_SETWALL: case CON_GETWALL: { // syntax [gs]etwall[].x // long lLabelID; long lVar1, lVar2; insptr++; lVar1=*insptr++; lLabelID=*insptr++; lVar2=*insptr++; DoWall(tw==CON_SETWALL, lVar1, lLabelID, lVar2, g_i, g_p); break; } case CON_SETACTORVAR: case CON_GETACTORVAR: { // syntax [gs]etactorvar[]. // gets the value of the per-actor variable varx into VAR // long lVar1, lVar2, lVar3; long lTemp,lSprite; insptr++; lVar1=*insptr++; lVar2=*insptr++; lVar3=*insptr++; lSprite=GetGameVarID(lVar1, g_i, g_p); if(lSprite >= 0) { switch(tw) { case CON_SETACTORVAR: lTemp=GetGameVarID(lVar3, g_i, g_p); SetGameVarID(lVar2, lTemp, lSprite, g_p); break; case CON_GETACTORVAR: lTemp=GetGameVarID(lVar2, lSprite, g_p); SetGameVarID(lVar3, lTemp, g_i, g_p); break; } } break; } case CON_SETPLAYERVAR: case CON_GETPLAYERVAR: { // syntax [gs]etactorvar[]. // gets the value of the per-actor variable varx into VAR // long lVar1, lVar2, lVar3; long lTemp,lSprite; insptr++; lVar1=*insptr++; lVar2=*insptr++; lVar3=*insptr++; lSprite=GetGameVarID(lVar1, g_i, g_p); if(lSprite >= 0) { switch(tw) { case CON_SETPLAYERVAR: lTemp=GetGameVarID(lVar3, g_i, g_p); SetGameVarID(lVar2, lTemp, g_i, lSprite); break; case CON_GETPLAYERVAR: lTemp=GetGameVarID(lVar2, g_i, lSprite); SetGameVarID(lVar3, lTemp, g_i, g_p); break; } } break; } case CON_SETACTOR: case CON_GETACTOR: { // syntax [gs]etactor[].x // long lLabelID; long lVar1, lVar2; long lParm2; insptr++; lVar1=*insptr++; lLabelID=*insptr++; switch(lLabelID) { case ACTOR_HTG_T: lParm2=GetGameVarID(*insptr++, g_i, g_p); break; default: lParm2=0; break; } lVar2=*insptr++; DoActor(tw==CON_SETACTOR, lVar1, lLabelID, lVar2, g_i, g_p, lParm2); break; } case CON_GETANGLETOTARGET: { int i; short ang; insptr++; i=*insptr++; // ID of def // hittype[g_i].lastvx and lastvy are last known location of target. ang=getangle(hittype[g_i].lastvx-g_sp->x,hittype[g_i].lastvy-g_sp->y); SetGameVarID(i, ang, g_i, g_p ); break; } case CON_ANGOFFVAR: { int i; insptr++; i=*insptr++; // ID of def spriteext[g_i].angoff=GetGameVarID(i, g_i, g_p); break; } case CON_LOCKPLAYER: { int i; insptr++; i=*insptr++; // ID of def ps[g_p].transporter_hold=GetGameVarID(i, g_i, g_p); break; } case CON_CHECKAVAILWEAPON: case CON_CHECKAVAILINVEN: { int i; insptr++; if (*insptr == g_iThisActorID) { i = g_p; insptr++; } else i=GetGameVarID(*insptr++, g_i, g_p); if (i < MAXPLAYERS) { if (tw == CON_CHECKAVAILWEAPON) checkavailweapon(&ps[i]); else checkavailinven(&ps[i]); } break; } case CON_GETPLAYERANGLE: { int i; insptr++; i=*insptr++; // ID of def SetGameVarID(i, ps[g_p].ang, g_i, g_p ); break; } case CON_SETPLAYERANGLE: { int i; insptr++; i=*insptr++; // ID of def ps[g_p].ang=GetGameVarID(i, g_i, g_p); ps[g_p].ang &= 2047; break; } case CON_GETACTORANGLE: { int i; insptr++; i=*insptr++; // ID of def SetGameVarID(i, g_sp->ang, g_i, g_p ); break; } case CON_SETACTORANGLE: { int i; insptr++; i=*insptr++; // ID of def g_sp->ang=GetGameVarID(i, g_i, g_p); g_sp->ang &= 2047; break; } case CON_SETVAR: { int i; insptr++; i=*insptr++; // ID of def SetGameVarID(i, *insptr++, g_i, g_p ); break; } case CON_SETVARVAR: { int i; insptr++; i=*insptr++; // ID of def SetGameVarID(i, GetGameVarID(*insptr++, g_i, g_p), g_i, g_p ); break; } case CON_RANDVAR: { int i; insptr++; i=*insptr++; // ID of def SetGameVarID(i, mulscale(krand(), *insptr++, 16), g_i, g_p ); break; } case CON_DISPLAYRANDVAR: { int i; insptr++; i=*insptr++; // ID of def SetGameVarID(i, mulscale(rand(), *insptr++, 15), g_i, g_p ); break; } case CON_MULVAR: { int i; insptr++; i=*insptr++; // ID of def SetGameVarID(i, GetGameVarID(i, g_i, g_p) * *insptr++, g_i, g_p ); break; } case CON_DIVVAR: { int i; insptr++; i=*insptr++; // ID of def if( (*insptr) == 0 ) { gameexit("CON_DIVVAR: Divide by zero."); } SetGameVarID(i, GetGameVarID(i, g_i, g_p) / *insptr++, g_i, g_p ); break; } case CON_MODVAR: { int i; long l; long lResult; insptr++; i=*insptr++; // ID of def l=*insptr++; if( l == 0 ) { gameexit("CON_MODVAR: Mod by zero."); } lResult=GetGameVarID(i, g_i, g_p) % l; SetGameVarID(i, lResult, g_i, g_p ); break; } case CON_ANDVAR: { int i; long l; long lResult; insptr++; i=*insptr++; // ID of def l=*insptr++; lResult=GetGameVarID(i, g_i, g_p) & l; SetGameVarID(i, lResult, g_i, g_p ); break; } case CON_ORVAR: { int i; long l; long lResult; insptr++; i=*insptr++; // ID of def l=*insptr++; lResult=GetGameVarID(i, g_i, g_p) | l; SetGameVarID(i, lResult, g_i, g_p ); break; } case CON_XORVAR: { int i; long l; long lResult; insptr++; i=*insptr++; // ID of def l=*insptr++; lResult=GetGameVarID(i, g_i, g_p) ^ l; SetGameVarID(i, lResult, g_i, g_p ); break; } case CON_RANDVARVAR: { int i; long l1; long lResult; insptr++; i=*insptr++; // ID of def l1=GetGameVarID(*insptr++, g_i, g_p); lResult=mulscale(krand(), l1+1, 16); SetGameVarID(i, lResult , g_i, g_p ); break; } case CON_DISPLAYRANDVARVAR: { int i; long l1; long lResult; insptr++; i=*insptr++; // ID of def l1=GetGameVarID(*insptr++, g_i, g_p); lResult=mulscale(rand(), l1+1, 15); SetGameVarID(i, lResult , g_i, g_p ); break; } case CON_GMAXAMMO: { int i; long l1; // l2; long lResult; insptr++; i=*insptr++; // ID of def l1=GetGameVarID(i, g_i, g_p); lResult=max_ammo_amount[l1]; SetGameVarID(*insptr++, lResult , g_i, g_p ); break; } case CON_SMAXAMMO: { int i; long l1,l2; long lResult; insptr++; i=*insptr++; // ID of def l1=GetGameVarID(i, g_i, g_p); l2=GetGameVarID(*insptr++, g_i, g_p); max_ammo_amount[l1]=l2; break; } case CON_MULVARVAR: { int i; long l1,l2; long lResult; insptr++; i=*insptr++; // ID of def l1=GetGameVarID(i, g_i, g_p); l2=GetGameVarID(*insptr++, g_i, g_p); lResult=l1*l2; SetGameVarID(i, lResult , g_i, g_p ); break; } case CON_DIVVARVAR: { int i; long l1,l2; long lResult; insptr++; i=*insptr++; // ID of def l1=GetGameVarID(i, g_i, g_p); l2=GetGameVarID(*insptr++, g_i, g_p); if(l2==0) { gameexit("CON_DIVVARVAR: Divide by zero."); } lResult=l1/l2; SetGameVarID(i, lResult , g_i, g_p ); break; } case CON_MODVARVAR: { int i; long l1,l2; long lResult; insptr++; i=*insptr++; // ID of def l1=GetGameVarID(i, g_i, g_p); l2=GetGameVarID(*insptr, g_i, g_p); if(l2==0) { gameexit("CON_MODVARVAR: Mod by zero."); } lResult=l1 % l2; SetGameVarID(i, lResult , g_i, g_p ); insptr++; break; } case CON_ANDVARVAR: { int i; long l1,l2; long lResult; insptr++; i=*insptr++; // ID of def l1=GetGameVarID(i, g_i, g_p); l2=GetGameVarID(*insptr, g_i, g_p); lResult=l1 & l2; SetGameVarID(i, lResult , g_i, g_p ); insptr++; break; } case CON_XORVARVAR: { int i; long l1,l2; long lResult; insptr++; i=*insptr++; // ID of def l1=GetGameVarID(i, g_i, g_p); l2=GetGameVarID(*insptr, g_i, g_p); lResult=l1 ^ l2; SetGameVarID(i, lResult , g_i, g_p ); insptr++; break; } case CON_ORVARVAR: { int i; long l1,l2; long lResult; insptr++; i=*insptr++; // ID of def l1=GetGameVarID(i, g_i, g_p); l2=GetGameVarID(*insptr, g_i, g_p); lResult=l1 | l2; SetGameVarID(i, lResult , g_i, g_p ); insptr++; break; } case CON_SUBVAR: { int i; insptr++; i=*insptr++; // ID of def SetGameVarID(i, GetGameVarID(i, g_i, g_p) - *insptr, g_i, g_p ); insptr++; break; } case CON_SUBVARVAR: { int i; insptr++; i=*insptr++; // ID of def SetGameVarID(i, GetGameVarID(i, g_i, g_p) - GetGameVarID(*insptr, g_i, g_p), g_i, g_p ); insptr++; break; } case CON_ADDVAR: { int i; insptr++; i=*insptr++; // ID of def //Bsprintf(g_szBuf,"AddVar %d to Var ID=%d, g_i=%d, g_p=%d\n",*insptr, i, g_i, g_p); //AddLog(g_szBuf); SetGameVarID(i, GetGameVarID(i, g_i, g_p) + *insptr, g_i, g_p ); insptr++; break; } case CON_SHIFTVARL: { int i; insptr++; i=*insptr++; // ID of def //Bsprintf(g_szBuf,"AddVar %d to Var ID=%d, g_i=%d, g_p=%d\n",*insptr, i, g_i, g_p); //AddLog(g_szBuf); SetGameVarID(i, GetGameVarID(i, g_i, g_p) << *insptr, g_i, g_p ); insptr++; break; } case CON_SHIFTVARR: { int i; insptr++; i=*insptr++; // ID of def //Bsprintf(g_szBuf,"AddVar %d to Var ID=%d, g_i=%d, g_p=%d\n",*insptr, i, g_i, g_p); //AddLog(g_szBuf); SetGameVarID(i, GetGameVarID(i, g_i, g_p) >> *insptr, g_i, g_p ); insptr++; break; } case CON_SIN: { int i; long lValue; insptr++; i=*insptr++; // ID of def lValue=GetGameVarID(*insptr, g_i, g_p); lValue=sintable[lValue&2047]; SetGameVarID(i, lValue , g_i, g_p ); insptr++; break; } case CON_COS: { int i; long lValue; insptr++; i=*insptr++; // ID of def lValue=GetGameVarID(*insptr, g_i, g_p); // propiedad trigonometrica con el seno para hallar coseno: cos = sqrt(1-sen^2) // I don't know anything about sin/cos, and I don't know anything about foreign languages, either. :( lValue=sintable[(lValue+512)&2047]; SetGameVarID(i, lValue , g_i, g_p ); insptr++; break; } case CON_ADDVARVAR: { int i; insptr++; i=*insptr++; // ID of def SetGameVarID(i, GetGameVarID(i, g_i, g_p) + GetGameVarID(*insptr, g_i, g_p), g_i, g_p ); insptr++; 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=*insptr++; playmusic(&music_fn[ud.volume_number][music_select][0]); break; } case CON_GETTEXTURECEILING: { insptr++; SetGameVarID(g_iTextureID, sector[g_sp->sectnum].ceilingpicnum, g_i, g_p); break; } case CON_IFVARVARAND: { int i; insptr++; i=*insptr++; // ID of def j=0; if(GetGameVarID(i, g_i, g_p) & GetGameVarID(*(insptr), g_i, g_p) ) { j=1; } parseifelse( j ); break; } case CON_IFVARVARN: { int i; insptr++; i=*insptr++; // ID of def j=0; if(GetGameVarID(i, g_i, g_p) != GetGameVarID(*(insptr), g_i, g_p) ) { j=1; } parseifelse( j ); break; } case CON_IFVARVARE: { int i; insptr++; i=*insptr++; // ID of def j=0; if(GetGameVarID(i, g_i, g_p) == GetGameVarID(*(insptr), g_i, g_p) ) { j=1; } parseifelse( j ); break; } case CON_IFVARVARG: { int i; insptr++; i=*insptr++; // ID of def j=0; if(GetGameVarID(i, g_i, g_p) > GetGameVarID(*(insptr), g_i, g_p) ) { j=1; } parseifelse( j ); break; } case CON_IFVARVARL: { int i; insptr++; i=*insptr++; // ID of def j=0; if(GetGameVarID(i, g_i, g_p) < GetGameVarID(*(insptr), g_i, g_p) ) { j=1; } parseifelse( j ); break; } case CON_IFVARE: { int i; insptr++; i=*insptr++; // ID of def j=0; if(GetGameVarID(i, g_i, g_p) == *insptr) { j=1; } parseifelse( j ); break; } case CON_IFVARN: { int i; insptr++; i=*insptr++; // ID of def j=0; if(GetGameVarID(i, g_i, g_p) != *insptr) { j=1; } parseifelse( j ); break; } case CON_WHILEVARN: { int i; long *savedinsptr; savedinsptr=insptr; j=1; while (j) { insptr=savedinsptr; insptr++; i=*insptr++; // ID of def j=0; if(GetGameVarID(i, g_i, g_p) != *insptr) { j=1; } parseifelse( j ); } break; } case CON_WHILEVARVARN: { int i,k; long *savedinsptr; savedinsptr=insptr; j=1; while (j) { insptr=savedinsptr; insptr++; i=*insptr++; // ID of def k=*(insptr); // ID of def j=0; if(GetGameVarID(i, g_i, g_p) != GetGameVarID(k, g_i, g_p)) { j=1; } parseifelse( j ); } break; } case CON_IFVARAND: { int i; insptr++; i=*insptr++; // ID of def j=0; if(GetGameVarID(i, g_i, g_p) & *insptr) { j=1; } parseifelse( j ); break; } case CON_IFVARG: { int i; insptr++; i=*insptr++; // ID of def j=0; if(GetGameVarID(i, g_i, g_p) > *insptr) { j=1; } parseifelse( j ); break; } case CON_IFVARL: { int i; insptr++; i=*insptr++; // ID of def j=0; if(GetGameVarID(i, g_i, g_p) < *insptr) { j=1; } parseifelse( j ); break; } case CON_IFPHEALTHL: insptr++; parseifelse( sprite[ps[g_p].i].extra < *insptr); break; case CON_IFPINVENTORY: { insptr++; j = 0; switch(*insptr++) { case GET_STEROIDS:if( ps[g_p].steroids_amount != *insptr) j = 1; break; case GET_SHIELD:if(ps[g_p].shield_amount != max_player_health ) j = 1; break; case GET_SCUBA:if(ps[g_p].scuba_amount != *insptr) j = 1;break; case GET_HOLODUKE:if(ps[g_p].holoduke_amount != *insptr) j = 1;break; case GET_JETPACK:if(ps[g_p].jetpack_amount != *insptr) j = 1;break; case GET_ACCESS: switch(g_sp->pal) { case 0: if(ps[g_p].got_access&1) j = 1;break; case 21: if(ps[g_p].got_access&2) j = 1;break; case 23: if(ps[g_p].got_access&4) j = 1;break; } break; case GET_HEATS:if(ps[g_p].heat_amount != *insptr) j = 1;break; case GET_FIRSTAID: if(ps[g_p].firstaid_amount != *insptr) j = 1;break; case GET_BOOTS: if(ps[g_p].boot_amount != *insptr) j = 1;break; } parseifelse(j); break; } case CON_PSTOMP: insptr++; if( ps[g_p].knee_incs == 0 && sprite[ps[g_p].i].xrepeat >= 40 ) if( cansee(g_sp->x,g_sp->y,g_sp->z-(4<<8),g_sp->sectnum,ps[g_p].posx,ps[g_p].posy,ps[g_p].posz+(16<<8),sprite[ps[g_p].i].sectnum) ) { ps[g_p].knee_incs = 1; if(ps[g_p].weapon_pos == 0) ps[g_p].weapon_pos = -1; ps[g_p].actorsqu = g_i; } break; case CON_IFAWAYFROMWALL: { short s1; 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++; FTA(*insptr,&ps[g_p]); insptr++; break; case CON_USERQUOTE: insptr++; adduserquote(fta_quotes[*insptr]); insptr++; 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(ps[g_p].ang,g_sp->ang)); parseifelse( j <= *insptr); break; case CON_IFNOSOUNDS: for(j=1;jpicnum] == 0 ) return; insptr = actorLoadEventScrptr[g_sp->picnum]; killit_flag = 0; if(g_sp->sectnum < 0 || g_sp->sectnum >= MAXSECTORS) { // if(badguy(g_sp)) // ps[g_p].actors_killed++; deletesprite(g_i); return; } do done = parse(); while( done == 0 ); if(killit_flag == 1) { // if player was set to squish, first stop that... if (g_p >= 0 ) { if(ps[g_p].actorsqu == g_i) ps[g_p].actorsqu = -1; } deletesprite(g_i); } } void execute(short sActor,short sPlayer,long lDist) { char done; g_i = sActor; // Sprite ID g_p = sPlayer; // 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)) ps[g_p].actors_killed++; deletesprite(g_i); return; } if(g_t[4]) { g_sp->lotag += TICSPERFRAME; if(g_sp->lotag > *(long *)(g_t[4]+16) ) { g_t[2]++; g_sp->lotag = 0; g_t[3] += *(long *)( g_t[4]+12 ); } if( klabs(g_t[3]) >= klabs( *(long *)(g_t[4]+4) * *(long *)(g_t[4]+12) ) ) g_t[3] = 0; } do done = parse(); while( done == 0 ); if(killit_flag == 1) { // if player was set to squish, first stop that... if(ps[g_p].actorsqu == g_i) ps[g_p].actorsqu = -1; deletesprite(g_i); } else { move(); 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; } } }