raze-gles/source/games/exhumed/src/player.cpp

2823 lines
96 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 sirlemonhead, Nuke.YKT
This file is part of PCExhumed.
PCExhumed 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "compat.h"
#include "player.h"
#include "aistuff.h"
#include "exhumed.h"
#include "names.h"
#include "engine.h"
#include "sequence.h"
#include "view.h"
#include "input.h"
#include "status.h"
#include "sound.h"
#include "sound.h"
#include "buildtiles.h"
#include "gstrings.h"
#include "gamestate.h"
#include "mapinfo.h"
#include "automap.h"
#include "interpolate.h"
#include <assert.h>
#include <stdio.h>
#include <string.h>
BEGIN_PS_NS
extern short nStatusSeqOffset;
struct PlayerSave
{
int x;
int y;
int z;
short nSector;
short nAngle;
};
int lPlayerXVel = 0;
int lPlayerYVel = 0;
short obobangle = 0, bobangle = 0;
static actionSeq PlayerSeq[] = {
{18, 0}, {0, 0}, {9, 0}, {27, 0}, {63, 0},
{72, 0}, {54, 0}, {45, 0}, {54, 0}, {81, 0},
{90, 0}, {99, 0}, {108, 0}, {8, 0}, {0, 0},
{139, 0}, {117, 1}, {119, 1}, {120, 1}, {121, 1},
{122, 1}
};
static short nHeightTemplate[] = { 0, 0, 0, 0, 0, 0, 7, 7, 7, 9, 9, 9, 9, 0, 0, 0, 0, 0, 0, 0, 0 };
short nActionEyeLevel[] = {
-14080, -14080, -14080, -14080, -14080, -14080, -8320,
-8320, -8320, -8320, -8320, -8320, -8320, -14080,
-14080, -14080, -14080, -14080, -14080, -14080, -14080
};
uint16_t nGunLotag[] = { 52, 53, 54, 55, 56, 57 };
uint16_t nGunPicnum[] = { 57, 488, 490, 491, 878, 899, 3455 };
int16_t nItemText[] = {
-1, -1, -1, -1, -1, -1, 18, 20, 19, 13, -1, 10, 1, 0, 2, -1, 3,
-1, 4, 5, 9, 6, 7, 8, -1, 11, -1, 13, 12, 14, 15, -1, 16, 17,
-1, -1, -1, 21, 22, -1, -1, -1, -1, -1, -1, 23, 24, 25, 26, 27,
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1
};
int nLocalPlayer = 0;
short nBreathTimer[kMaxPlayers];
short nPlayerSwear[kMaxPlayers];
short nPlayerPushSect[kMaxPlayers];
short nDeathType[kMaxPlayers];
short nPlayerScore[kMaxPlayers];
short nPlayerColor[kMaxPlayers];
int nPlayerDY[kMaxPlayers];
int nPlayerDX[kMaxPlayers];
short nPistolClip[kMaxPlayers];
int nXDamage[kMaxPlayers];
int nYDamage[kMaxPlayers];
short nDoppleSprite[kMaxPlayers];
short nPlayerOldWeapon[kMaxPlayers];
short nPlayerClip[kMaxPlayers];
short nPlayerPushSound[kMaxPlayers];
short nTauntTimer[kMaxPlayers];
uint16_t nPlayerWeapons[kMaxPlayers]; // each set bit represents a weapon the player has
Player PlayerList[kMaxPlayers];
short nPlayerViewSect[kMaxPlayers];
short nPlayerFloorSprite[kMaxPlayers];
PlayerSave sPlayerSave[kMaxPlayers];
int ototalvel[kMaxPlayers] = { 0 };
int totalvel[kMaxPlayers] = { 0 };
int16_t eyelevel[kMaxPlayers], oeyelevel[kMaxPlayers];
short nNetStartSprite[kMaxPlayers] = { 0 };
short nStandHeight;
short nPlayerGrenade[kMaxPlayers];
short nGrenadePlayer[50];
short word_D282A[32];
short PlayerCount;
short nNetStartSprites;
short nCurStartSprite;
void RestoreSavePoint(int nPlayer, int *x, int *y, int *z, short *nSector, short *nAngle)
{
*x = sPlayerSave[nPlayer].x;
*y = sPlayerSave[nPlayer].y;
*z = sPlayerSave[nPlayer].z;
*nSector = sPlayerSave[nPlayer].nSector;
*nAngle = sPlayerSave[nPlayer].nAngle;
}
void SetSavePoint(int nPlayer, int x, int y, int z, short nSector, short nAngle)
{
sPlayerSave[nPlayer].x = x;
sPlayerSave[nPlayer].y = y;
sPlayerSave[nPlayer].z = z;
sPlayerSave[nPlayer].nSector = nSector;
sPlayerSave[nPlayer].nAngle = nAngle;
}
void feebtag(int x, int y, int z, int nSector, short *nSprite, int nVal2, int nVal3)
{
*nSprite = -1;
int startwall = sector[nSector].wallptr;
int nWalls = sector[nSector].wallnum;
int var_20 = nVal2 & 2;
int var_14 = nVal2 & 1;
while (1)
{
if (nSector != -1)
{
int i;
SectIterator it(nSector);
while ((i = it.NextIndex()) >= 0)
{
short nStat = sprite[i].statnum;
if (nStat >= 900 && !(sprite[i].cstat & 0x8000))
{
uint32_t xDiff = abs(sprite[i].x - x);
uint32_t yDiff = abs(sprite[i].y - y);
int zDiff = sprite[i].z - z;
if (zDiff < 5120 && zDiff > -25600)
{
uint32_t diff = xDiff * xDiff + yDiff * yDiff;
if (diff > INT_MAX)
{
DPrintf(DMSG_WARNING, "%s %d: overflow\n", __func__, __LINE__);
diff = INT_MAX;
}
int theSqrt = ksqrt(diff);
if (theSqrt < nVal3 && ((nStat != 950 && nStat != 949) || !(var_14 & 1)) && ((nStat != 912 && nStat != 913) || !(var_20 & 2)))
{
nVal3 = theSqrt;
*nSprite = i;
}
}
}
}
}
nWalls--;
if (nWalls < -1)
return;
nSector = wall[startwall].nextsector;
startwall++;
}
}
void InitPlayer()
{
for (int i = 0; i < kMaxPlayers; i++) {
PlayerList[i].nSprite = -1;
}
}
void InitPlayerKeys(short nPlayer)
{
PlayerList[nPlayer].keys = 0;
}
void InitPlayerInventory(short nPlayer)
{
memset(&PlayerList[nPlayer], 0, sizeof(Player));
PlayerList[nPlayer].nItem = -1;
nPlayerSwear[nPlayer] = 4;
ResetPlayerWeapons(nPlayer);
PlayerList[nPlayer].nLives = kDefaultLives;
PlayerList[nPlayer].nSprite = -1;
PlayerList[nPlayer].nRun = -1;
nPistolClip[nPlayer] = 6;
nPlayerClip[nPlayer] = 0;
PlayerList[nPlayer].nCurrentWeapon = 0;
if (nPlayer == nLocalPlayer) {
automapMode = am_off;
}
nPlayerScore[nPlayer] = 0;
auto pixels = tilePtr(kTile3571 + nPlayer);
nPlayerColor[nPlayer] = pixels[tileWidth(nPlayer + kTile3571) * tileHeight(nPlayer + kTile3571) / 2];
}
short GetPlayerFromSprite(short nSprite)
{
return RunData[sprite[nSprite].owner].nVal;
}
void RestartPlayer(short nPlayer)
{
auto plr = &PlayerList[nPlayer];
int nSprite = plr->nSprite;
auto nSpr = &sprite[nSprite];
int nDopSprite = nDoppleSprite[nPlayer];
int floorspr;
if (nSprite > -1)
{
runlist_DoSubRunRec(nSpr->owner);
runlist_FreeRun(nSpr->lotag - 1);
changespritestat(nSprite, 0);
plr->nSprite = -1;
int nFloorSprite = nPlayerFloorSprite[nPlayer];
if (nFloorSprite > -1) {
mydeletesprite(nFloorSprite);
}
if (nDopSprite > -1)
{
runlist_DoSubRunRec(sprite[nDopSprite].owner);
runlist_FreeRun(sprite[nDopSprite].lotag - 1);
mydeletesprite(nDopSprite);
}
}
nSprite = GrabBody();
nSpr = &sprite[nSprite];
mychangespritesect(nSprite, sPlayerSave[nPlayer].nSector);
changespritestat(nSprite, 100);
assert(nSprite >= 0 && nSprite < kMaxSprites);
int nDSprite = insertsprite(nSpr->sectnum, 100);
nDoppleSprite[nPlayer] = nDSprite;
assert(nDSprite >= 0 && nDSprite < kMaxSprites);
if (nTotalPlayers > 1)
{
int nNStartSprite = nNetStartSprite[nCurStartSprite];
auto nstspr = &sprite[nNStartSprite];
nCurStartSprite++;
if (nCurStartSprite >= nNetStartSprites) {
nCurStartSprite = 0;
}
nSpr->x = nstspr->x;
nSpr->y = nstspr->y;
nSpr->z = nstspr->z;
mychangespritesect(nSprite, nstspr->sectnum);
plr->angle.ang = buildang(nstspr->ang&kAngleMask);
nSpr->ang = plr->angle.ang.asbuild();
floorspr = insertsprite(nSpr->sectnum, 0);
assert(floorspr >= 0 && floorspr < kMaxSprites);
auto fspr = &sprite[floorspr];
fspr->x = nSpr->x;
fspr->y = nSpr->y;
fspr->z = nSpr->z;
fspr->yrepeat = 64;
fspr->xrepeat = 64;
fspr->cstat = 32;
fspr->picnum = nPlayer + kTile3571;
}
else
{
nSpr->x = sPlayerSave[nPlayer].x;
nSpr->y = sPlayerSave[nPlayer].y;
nSpr->z = sector[sPlayerSave[nPlayer].nSector].floorz;
plr->angle.ang = buildang(sPlayerSave[nPlayer].nAngle&kAngleMask);
nSpr->ang = plr->angle.ang.asbuild();
floorspr = -1;
}
plr->angle.backup();
plr->horizon.backup();
nPlayerFloorSprite[nPlayer] = floorspr;
nSpr->cstat = 0x101;
nSpr->shade = -12;
nSpr->clipdist = 58;
nSpr->pal = 0;
nSpr->xrepeat = 40;
nSpr->yrepeat = 40;
nSpr->xoffset = 0;
nSpr->yoffset = 0;
nSpr->picnum = seq_GetSeqPicnum(kSeqJoe, 18, 0);
int nHeight = GetSpriteHeight(nSprite);
nSpr->xvel = 0;
nSpr->yvel = 0;
nSpr->zvel = 0;
nStandHeight = nHeight;
nSpr->hitag = 0;
nSpr->extra = -1;
nSpr->lotag = runlist_HeadRun() + 1;
auto nDSpr = &sprite[nDSprite];
nDSpr->x = nSpr->x;
nDSpr->y = nSpr->y;
nDSpr->z = nSpr->z;
nDSpr->xrepeat = nSpr->xrepeat;
nDSpr->yrepeat = nSpr->yrepeat;
nDSpr->xoffset = 0;
nDSpr->yoffset = 0;
nDSpr->shade = nSpr->shade;
nDSpr->ang = nSpr->ang;
nDSpr->cstat = nSpr->cstat;
nDSpr->lotag = runlist_HeadRun() + 1;
plr->nAction = 0;
plr->nHealth = 800; // TODO - define
if (nNetPlayerCount) {
plr->nHealth = 1600; // TODO - define
}
plr->field_2 = 0;
plr->nSprite = nSprite;
plr->bIsMummified = false;
if (plr->invincibility >= 0) {
plr->invincibility = 0;
}
PlayerList[nPlayer].nTorch = 0;
plr->nMaskAmount = 0;
SetTorch(nPlayer, 0);
PlayerList[nPlayer].nInvisible = 0;
plr->bIsFiring = 0;
plr->field_3FOUR = 0;
nPlayerViewSect[nPlayer] = sPlayerSave[nPlayer].nSector;
plr->field_3A = 0;
PlayerList[nPlayer].nDouble = 0;
plr->nSeq = kSeqJoe;
nPlayerPushSound[nPlayer] = -1;
plr->field_38 = -1;
if (plr->nCurrentWeapon == 7) {
plr->nCurrentWeapon = plr->field_3C;
}
plr->field_3C = 0;
plr->nAir = 100;
if (!(currentLevel->gameflags & LEVEL_EX_MULTI))
{
RestoreMinAmmo(nPlayer);
}
else
{
ResetPlayerWeapons(nPlayer);
plr->nMagic = 0;
}
nPlayerGrenade[nPlayer] = -1;
oeyelevel[nPlayer] = eyelevel[nPlayer] = -14080;
dVertPan[nPlayer] = 0;
nTemperature[nPlayer] = 0;
nYDamage[nPlayer] = 0;
nXDamage[nPlayer] = 0;
plr->nDestVertPan = plr->horizon.ohoriz = plr->horizon.horiz = q16horiz(0);
nBreathTimer[nPlayer] = 90;
nTauntTimer[nPlayer] = RandomSize(3) + 3;
nDSpr->owner = runlist_AddRunRec(nDSpr->lotag - 1, nPlayer | 0xA0000);
nSpr->owner = runlist_AddRunRec(nSpr->lotag - 1, nPlayer | 0xA0000);
if (plr->nRun < 0) {
plr->nRun = runlist_AddRunRec(NewRun, nPlayer | 0xA0000);
}
BuildRa(nPlayer);
if (nPlayer == nLocalPlayer)
{
nLocalSpr = nSprite;
RestoreGreenPal();
plr->bPlayerPan = plr->bLockPan = false;
}
ototalvel[nPlayer] = totalvel[nPlayer] = 0;
memset(&sPlayerInput[nPlayer], 0, sizeof(PlayerInput));
sPlayerInput[nPlayer].nItem = -1;
nDeathType[nPlayer] = 0;
nQuake[nPlayer] = 0;
}
int GrabPlayer()
{
if (PlayerCount >= kMaxPlayers) {
return -1;
}
return PlayerCount++;
}
void StartDeathSeq(int nPlayer, int nVal)
{
FreeRa(nPlayer);
short nSprite = PlayerList[nPlayer].nSprite;
PlayerList[nPlayer].nHealth = 0;
short nLotag = sector[sprite[nSprite].sectnum].lotag;
if (nLotag > 0) {
runlist_SignalRun(nLotag - 1, nPlayer | 0x70000);
}
if (nPlayerGrenade[nPlayer] >= 0)
{
ThrowGrenade(nPlayer, 0, 0, 0, -10000);
}
else
{
if (nNetPlayerCount)
{
int nWeapon = PlayerList[nPlayer].nCurrentWeapon;
if (nWeapon > kWeaponSword && nWeapon <= kWeaponRing)
{
short nSector = sprite[nSprite].sectnum;
if (SectBelow[nSector] > -1) {
nSector = SectBelow[nSector];
}
int nGunSprite = GrabBodyGunSprite();
changespritesect(nGunSprite, nSector);
sprite[nGunSprite].x = sprite[nSprite].x;
sprite[nGunSprite].y = sprite[nSprite].y;
sprite[nGunSprite].z = sector[nSector].floorz - 512;
changespritestat(nGunSprite, nGunLotag[nWeapon] + 900);
sprite[nGunSprite].picnum = nGunPicnum[nWeapon];
BuildItemAnim(nGunSprite);
}
}
}
StopFiringWeapon(nPlayer);
PlayerList[nPlayer].horizon.ohoriz = PlayerList[nPlayer].horizon.horiz = q16horiz(0);
oeyelevel[nPlayer] = eyelevel[nPlayer] = -14080;
PlayerList[nPlayer].nInvisible = 0;
dVertPan[nPlayer] = 15;
sprite[nSprite].cstat &= 0x7FFF;
SetNewWeaponImmediate(nPlayer, -2);
if (SectDamage[sprite[nSprite].sectnum] <= 0)
{
nDeathType[nPlayer] = nVal;
}
else
{
nDeathType[nPlayer] = 2;
}
nVal *= 2;
if (nVal || !(SectFlag[sprite[nSprite].sectnum] & kSectUnderwater))
{
PlayerList[nPlayer].nAction = nVal + 17;
}
else {
PlayerList[nPlayer].nAction = 16;
}
PlayerList[nPlayer].field_2 = 0;
sprite[nSprite].cstat &= 0xFEFE;
if (nTotalPlayers == 1)
{
if (!(currentLevel->gameflags & LEVEL_EX_TRAINING)) { // if not on the training level
PlayerList[nPlayer].nLives--;
}
if (PlayerList[nPlayer].nLives < 0) {
PlayerList[nPlayer].nLives = 0;
}
}
ototalvel[nPlayer] = totalvel[nPlayer] = 0;
}
int AddAmmo(int nPlayer, int nWeapon, int nAmmoAmount)
{
if (!nAmmoAmount) {
nAmmoAmount = 1;
}
short nCurAmmo = PlayerList[nPlayer].nAmmo[nWeapon];
if (nCurAmmo >= 300 && nAmmoAmount > 0) {
return 0;
}
nAmmoAmount = nCurAmmo + nAmmoAmount;
if (nAmmoAmount > 300) {
nAmmoAmount = 300;
}
PlayerList[nPlayer].nAmmo[nWeapon] = nAmmoAmount;
if (nWeapon == 1)
{
if (!nPistolClip[nPlayer]) {
nPistolClip[nPlayer] = 6;
}
}
return 1;
}
void SetPlayerMummified(int nPlayer, int bIsMummified)
{
int nSprite = PlayerList[nPlayer].nSprite;
sprite[nSprite].yvel = 0;
sprite[nSprite].xvel = 0;
PlayerList[nPlayer].bIsMummified = bIsMummified;
if (bIsMummified)
{
PlayerList[nPlayer].nAction = 13;
PlayerList[nPlayer].nSeq = kSeqMummy;
}
else
{
PlayerList[nPlayer].nAction = 0;
PlayerList[nPlayer].nSeq = kSeqJoe;
}
PlayerList[nPlayer].field_2 = 0;
}
void ShootStaff(int nPlayer)
{
PlayerList[nPlayer].nAction = 15;
PlayerList[nPlayer].field_2 = 0;
PlayerList[nPlayer].nSeq = kSeqJoe;
}
void PlayAlert(const char *str)
{
StatusMessage(300, str);
PlayLocalSound(StaticSound[kSound63], 0);
}
static void pickupMessage(int no)
{
no = nItemText[no];
if (no != -1)
{
FStringf label("TXT_EX_PICKUP%d", no + 1);
auto str = GStrings[label];
if (str) Printf(PRINT_NOTIFY, "%s\n", str);
}
}
void UpdatePlayerSpriteAngle(Player* pPlayer)
{
inita = sprite[pPlayer->nSprite].ang = pPlayer->angle.ang.asbuild();
}
void FuncPlayer(int a, int nDamage, int nRun)
{
int var_48 = 0;
int var_40;
bool mplevel = (currentLevel->gameflags & LEVEL_EX_MULTI);
short nPlayer = RunData[nRun].nVal;
assert(nPlayer >= 0 && nPlayer < kMaxPlayers);
short nPlayerSprite = PlayerList[nPlayer].nSprite;
short nDopple = nDoppleSprite[nPlayer];
short nAction = PlayerList[nPlayer].nAction;
short nActionB = PlayerList[nPlayer].nAction;
int nMessage = a & kMessageMask;
short nSprite2;
PlayerList[nPlayer].angle.backup();
PlayerList[nPlayer].horizon.backup();
PlayerList[nPlayer].angle.resetadjustment();
PlayerList[nPlayer].horizon.resetadjustment();
oeyelevel[nPlayer] = eyelevel[nPlayer];
switch (nMessage)
{
case 0x90000:
{
seq_PlotSequence(a & 0xFFFF, SeqOffsets[PlayerList[nPlayer].nSeq] + PlayerSeq[nAction].a, PlayerList[nPlayer].field_2, PlayerSeq[nAction].b);
return;
}
case 0xA0000:
{
if (PlayerList[nPlayer].nHealth <= 0) {
return;
}
nDamage = runlist_CheckRadialDamage(nPlayerSprite);
if (!nDamage) {
return;
}
nSprite2 = nRadialOwner;
// fall through to case 0x80000
fallthrough__;
}
case 0x80000:
{
// Dunno how to do this otherwise... we fall through from above but don't want to do this check..
if (nMessage != 0xA0000)
{
if (!nDamage) {
return;
}
nSprite2 = a & 0xFFFF;
}
// ok continue case 0x80000 as normal, loc_1C57C
if (!PlayerList[nPlayer].nHealth) {
return;
}
if (!PlayerList[nPlayer].invincibility)
{
PlayerList[nPlayer].nHealth -= nDamage;
if (nPlayer == nLocalPlayer)
{
TintPalette(nDamage, 0, 0);
}
}
if (PlayerList[nPlayer].nHealth > 0)
{
if (nDamage > 40 || (totalmoves & 0xF) < 2)
{
if (PlayerList[nPlayer].invincibility) {
return;
}
if (SectFlag[sprite[nPlayerSprite].sectnum] & kSectUnderwater)
{
if (nAction != 12)
{
PlayerList[nPlayer].field_2 = 0;
PlayerList[nPlayer].nAction = 12;
return;
}
}
else
{
if (nAction != 4)
{
PlayerList[nPlayer].field_2 = 0;
PlayerList[nPlayer].nAction = 4;
if (nSprite2 > -1)
{
nPlayerSwear[nPlayer]--;
if (nPlayerSwear[nPlayer] <= 0)
{
D3PlayFX(StaticSound[kSound52], nDopple);
nPlayerSwear[nPlayer] = RandomSize(3) + 4;
}
}
}
}
}
return;
}
else
{
// player has died
if (nSprite2 > -1 && sprite[nSprite2].statnum == 100)
{
short nPlayer2 = GetPlayerFromSprite(nSprite2);
if (nPlayer2 == nPlayer) // player caused their own death
{
nPlayerScore[nPlayer]--;
}
else
{
nPlayerScore[nPlayer]++;
}
}
else if (nSprite2 < 0)
{
nPlayerScore[nPlayer]--;
}
if (nMessage == 0xA0000)
{
for (int i = 122; i <= 131; i++)
{
BuildCreatureChunk(nPlayerSprite, seq_GetSeqPicnum(kSeqJoe, i, 0));
}
StartDeathSeq(nPlayer, 1);
}
else
{
StartDeathSeq(nPlayer, 0);
}
}
return;
}
case 0x20000:
{
sprite[nPlayerSprite].xvel = sPlayerInput[nPlayer].xVel >> 14;
sprite[nPlayerSprite].yvel = sPlayerInput[nPlayer].yVel >> 14;
if (sPlayerInput[nPlayer].nItem > -1)
{
UseItem(nPlayer, sPlayerInput[nPlayer].nItem);
sPlayerInput[nPlayer].nItem = -1;
}
int var_EC = PlayerList[nPlayer].field_2;
sprite[nPlayerSprite].picnum = seq_GetSeqPicnum(PlayerList[nPlayer].nSeq, PlayerSeq[nHeightTemplate[nAction]].a, var_EC);
sprite[nDopple].picnum = sprite[nPlayerSprite].picnum;
if (PlayerList[nPlayer].nTorch > 0)
{
PlayerList[nPlayer].nTorch--;
if (PlayerList[nPlayer].nTorch == 0)
{
SetTorch(nPlayer, 0);
}
else
{
if (nPlayer != nLocalPlayer)
{
nFlashDepth = 5;
AddFlash(sprite[nPlayerSprite].sectnum,
sprite[nPlayerSprite].x,
sprite[nPlayerSprite].y,
sprite[nPlayerSprite].z, 0);
}
}
}
if (PlayerList[nPlayer].nDouble > 0)
{
PlayerList[nPlayer].nDouble--;
if (PlayerList[nPlayer].nDouble == 150 && nPlayer == nLocalPlayer) {
PlayAlert("WEAPON POWER IS ABOUT TO EXPIRE");
}
}
if (PlayerList[nPlayer].nInvisible > 0)
{
PlayerList[nPlayer].nInvisible--;
if (PlayerList[nPlayer].nInvisible == 0)
{
sprite[nPlayerSprite].cstat &= 0x7FFF; // set visible
short nFloorSprite = nPlayerFloorSprite[nPlayerSprite];
if (nFloorSprite > -1) {
sprite[nFloorSprite].cstat &= 0x7FFF; // set visible
}
}
else if (PlayerList[nPlayer].nInvisible == 150 && nPlayer == nLocalPlayer)
{
PlayAlert("INVISIBILITY IS ABOUT TO EXPIRE");
}
}
if (PlayerList[nPlayer].invincibility > 0)
{
PlayerList[nPlayer].invincibility--;
if (PlayerList[nPlayer].invincibility == 150 && nPlayer == nLocalPlayer) {
PlayAlert("INVINCIBILITY IS ABOUT TO EXPIRE");
}
}
if (nQuake[nPlayer] != 0)
{
nQuake[nPlayer] = -nQuake[nPlayer];
if (nQuake[nPlayer] > 0)
{
nQuake[nPlayer] -= 512;
if (nQuake[nPlayer] < 0)
nQuake[nPlayer] = 0;
}
}
// loc_1A494:
if (SyncInput())
{
Player* pPlayer = &PlayerList[nPlayer];
pPlayer->angle.applyinput(sPlayerInput[nPlayer].nAngle, &sPlayerInput[nLocalPlayer].actions);
UpdatePlayerSpriteAngle(pPlayer);
}
// sprite[nPlayerSprite].zvel is modified within Gravity()
short zVel = sprite[nPlayerSprite].zvel;
Gravity(nPlayerSprite);
if (sprite[nPlayerSprite].zvel >= 6500 && zVel < 6500)
{
D3PlayFX(StaticSound[kSound17], nPlayerSprite);
}
// loc_1A4E6
short nSector = sprite[nPlayerSprite].sectnum;
short nSectFlag = SectFlag[nPlayerViewSect[nPlayer]];
int playerX = sprite[nPlayerSprite].x;
int playerY = sprite[nPlayerSprite].y;
int x = (sPlayerInput[nPlayer].xVel * 4) >> 2;
int y = (sPlayerInput[nPlayer].yVel * 4) >> 2;
int z = (sprite[nPlayerSprite].zvel * 4) >> 2;
if (sprite[nPlayerSprite].zvel > 8192)
sprite[nPlayerSprite].zvel = 8192;
if (PlayerList[nPlayer].bIsMummified)
{
x /= 2;
y /= 2;
}
int spr_x = sprite[nPlayerSprite].x;
int spr_y = sprite[nPlayerSprite].y;
int spr_z = sprite[nPlayerSprite].z;
int spr_sectnum = sprite[nPlayerSprite].sectnum;
// TODO
// nSectFlag & kSectUnderwater;
zVel = sprite[nPlayerSprite].zvel;
int nMove = 0; // TEMP
if (bSlipMode)
{
nMove = 0;
sprite[nPlayerSprite].x += (x >> 14);
sprite[nPlayerSprite].y += (y >> 14);
vec3_t pos = { sprite[nPlayerSprite].x, sprite[nPlayerSprite].y, sprite[nPlayerSprite].z };
setsprite(nPlayerSprite, &pos);
sprite[nPlayerSprite].z = sector[sprite[nPlayerSprite].sectnum].floorz;
}
else
{
nMove = movesprite(nPlayerSprite, x, y, z, 5120, -5120, CLIPMASK0);
short var_54 = sprite[nPlayerSprite].sectnum;
pushmove_old(&sprite[nPlayerSprite].x, &sprite[nPlayerSprite].y, &sprite[nPlayerSprite].z, &var_54, sprite[nPlayerSprite].clipdist << 2, 5120, -5120, CLIPMASK0);
if (var_54 != sprite[nPlayerSprite].sectnum) {
mychangespritesect(nPlayerSprite, var_54);
}
}
// loc_1A6E4
if (inside(sprite[nPlayerSprite].x, sprite[nPlayerSprite].y, sprite[nPlayerSprite].sectnum) != 1)
{
mychangespritesect(nPlayerSprite, spr_sectnum);
sprite[nPlayerSprite].x = spr_x;
sprite[nPlayerSprite].y = spr_y;
if (zVel < sprite[nPlayerSprite].zvel) {
sprite[nPlayerSprite].zvel = zVel;
}
}
// int _bTouchFloor = bTouchFloor;
short bUnderwater = SectFlag[sprite[nPlayerSprite].sectnum] & kSectUnderwater;
if (bUnderwater)
{
nXDamage[nPlayer] /= 2;
nYDamage[nPlayer] /= 2;
}
// Trigger Ramses?
if ((SectFlag[sprite[nPlayerSprite].sectnum] & 0x8000) && bTouchFloor)
{
if (nTotalPlayers <= 1)
{
auto ang = GetAngleToSprite(nPlayerSprite, nSpiritSprite) & kAngleMask;
PlayerList[nPlayer].angle.settarget(ang, true);
sprite[nPlayerSprite].ang = ang;
PlayerList[nPlayer].horizon.settarget(0, true);
lPlayerXVel = 0;
lPlayerYVel = 0;
sprite[nPlayerSprite].xvel = 0;
sprite[nPlayerSprite].yvel = 0;
sprite[nPlayerSprite].zvel = 0;
if (nFreeze < 1)
{
nFreeze = 1;
StopAllSounds();
StopLocalSound();
InitSpiritHead();
PlayerList[nPlayer].nDestVertPan = q16horiz(0);
PlayerList[nPlayer].horizon.settarget(currentLevel->ex_ramses_horiz);
}
}
else
{
LevelFinished();
}
return;
}
if (nMove & 0x3C000)
{
if (bTouchFloor)
{
// Damage stuff..
nXDamage[nPlayer] /= 2;
nYDamage[nPlayer] /= 2;
if (nPlayer == nLocalPlayer)
{
short zVelB = zVel;
if (zVelB < 0) {
zVelB = -zVelB;
}
if (zVelB > 512 && !PlayerList[nPlayer].horizon.horiz.asq16() && cl_slopetilting) {
PlayerList[nPlayer].nDestVertPan = q16horiz(0);
}
}
if (zVel >= 6500)
{
sprite[nPlayerSprite].xvel >>= 2;
sprite[nPlayerSprite].yvel >>= 2;
runlist_DamageEnemy(nPlayerSprite, -1, ((zVel - 6500) >> 7) + 10);
if (PlayerList[nPlayer].nHealth <= 0)
{
sprite[nPlayerSprite].xvel = 0;
sprite[nPlayerSprite].yvel = 0;
StopSpriteSound(nPlayerSprite);
PlayFXAtXYZ(StaticSound[kSoundJonFDie], sprite[nPlayerSprite].x, sprite[nPlayerSprite].y, sprite[nPlayerSprite].z, sprite[nPlayerSprite].sectnum |= 0x4000); // CHECKME
}
else
{
D3PlayFX(StaticSound[kSound27] | 0x2000, nPlayerSprite);
}
}
}
if (((nMove & 0xC000) == 0x4000) || ((nMove & 0xC000) == 0x8000))
{
int sectnum = 0;
if ((nMove & 0xC000) == 0x4000)
{
sectnum = nMove & 0x3FFF;
}
else if ((nMove & 0xC000) == 0x8000)
{
sectnum = wall[nMove & 0x3FFF].nextsector;
}
if (sectnum >= 0)
{
if ((sector[sectnum].hitag == 45) && bTouchFloor)
{
int nNormal = GetWallNormal(nMove & 0x3FFF);
int nDiff = AngleDiff(nNormal, (sprite[nPlayerSprite].ang + 1024) & kAngleMask);
if (nDiff < 0) {
nDiff = -nDiff;
}
if (nDiff <= 256)
{
nPlayerPushSect[nPlayer] = sectnum;
int xvel = sPlayerInput[nPlayer].xVel;
int yvel = sPlayerInput[nPlayer].yVel;
int nMyAngle = GetMyAngle(xvel, yvel);
setsectinterpolate(sectnum);
MoveSector(sectnum, nMyAngle, &xvel, &yvel);
if (nPlayerPushSound[nPlayer] <= -1)
{
nPlayerPushSound[nPlayer] = 1;
short nBlock = sector[nPlayerPushSect[nPlayer]].extra;
int nBlockSprite = sBlockInfo[nBlock].nSprite;
D3PlayFX(StaticSound[kSound23], nBlockSprite | 0x4000);
}
else
{
sprite[nPlayerSprite].x = spr_x;
sprite[nPlayerSprite].y = spr_y;
sprite[nPlayerSprite].z = spr_z;
mychangespritesect(nPlayerSprite, spr_sectnum);
}
movesprite(nPlayerSprite, xvel, yvel, z, 5120, -5120, CLIPMASK0);
goto sectdone;
}
}
}
}
}
// loc_1AB46:
if (nPlayerPushSound[nPlayer] > -1)
{
if (nPlayerPushSect[nPlayer] > -1)
{
StopSpriteSound(sBlockInfo[sector[nPlayerPushSect[nPlayer]].extra].nSprite);
}
nPlayerPushSound[nPlayer] = -1;
}
sectdone:
if (!PlayerList[nPlayer].bPlayerPan && !PlayerList[nPlayer].bLockPan)
{
PlayerList[nPlayer].nDestVertPan = q16horiz(clamp((spr_z - sprite[nPlayerSprite].z) << 9, gi->playerHorizMin(), gi->playerHorizMax()));
}
playerX -= sprite[nPlayerSprite].x;
playerY -= sprite[nPlayerSprite].y;
uint32_t sqrtNum = playerX * playerX + playerY * playerY;
if (sqrtNum > INT_MAX)
{
DPrintf(DMSG_WARNING, "%s %d: overflow\n", __func__, __LINE__);
sqrtNum = INT_MAX;
}
ototalvel[nPlayer] = totalvel[nPlayer];
totalvel[nPlayer] = ksqrt(sqrtNum);
int nViewSect = sprite[nPlayerSprite].sectnum;
int EyeZ = eyelevel[nPlayer] + sprite[nPlayerSprite].z + nQuake[nPlayer];
while (1)
{
int nCeilZ = sector[nViewSect].ceilingz;
if (EyeZ >= nCeilZ)
break;
if (SectAbove[nViewSect] <= -1)
break;
nViewSect = SectAbove[nViewSect];
}
// Do underwater sector check
if (bUnderwater)
{
if (nViewSect != sprite[nPlayerSprite].sectnum)
{
if ((nMove & 0xC000) == 0x8000)
{
int var_C4 = sprite[nPlayerSprite].x;
int var_D4 = sprite[nPlayerSprite].y;
int var_C8 = sprite[nPlayerSprite].z;
mychangespritesect(nPlayerSprite, nViewSect);
sprite[nPlayerSprite].x = spr_x;
sprite[nPlayerSprite].y = spr_y;
int var_FC = sector[nViewSect].floorz + (-5120);
sprite[nPlayerSprite].z = var_FC;
if ((movesprite(nPlayerSprite, x, y, 0, 5120, 0, CLIPMASK0) & 0xC000) == 0x8000)
{
mychangespritesect(nPlayerSprite, sprite[nPlayerSprite].sectnum);
sprite[nPlayerSprite].x = var_C4;
sprite[nPlayerSprite].y = var_D4;
sprite[nPlayerSprite].z = var_C8;
}
else
{
sprite[nPlayerSprite].z = var_FC - 256;
D3PlayFX(StaticSound[kSound42], nPlayerSprite);
}
}
}
}
// loc_1ADAF
nPlayerViewSect[nPlayer] = nViewSect;
nPlayerDX[nPlayer] = sprite[nPlayerSprite].x - spr_x;
nPlayerDY[nPlayer] = sprite[nPlayerSprite].y - spr_y;
int var_5C = SectFlag[nViewSect] & kSectUnderwater;
uint16_t buttons = sPlayerInput[nPlayer].buttons;
auto actions = sPlayerInput[nPlayer].actions;
// loc_1AEF5:
if (PlayerList[nPlayer].nHealth > 0)
{
if (PlayerList[nPlayer].nMaskAmount > 0)
{
PlayerList[nPlayer].nMaskAmount--;
if (PlayerList[nPlayer].nMaskAmount == 150 && nPlayer == nLocalPlayer) {
PlayAlert("MASK IS ABOUT TO EXPIRE");
}
}
if (!PlayerList[nPlayer].invincibility)
{
// Handle air
nBreathTimer[nPlayer]--;
if (nBreathTimer[nPlayer] <= 0)
{
nBreathTimer[nPlayer] = 90;
// if underwater
if (var_5C)
{
if (PlayerList[nPlayer].nMaskAmount > 0)
{
D3PlayFX(StaticSound[kSound30], nPlayerSprite);
PlayerList[nPlayer].nAir = 100;
}
else
{
PlayerList[nPlayer].nAir -= 25;
if (PlayerList[nPlayer].nAir > 0)
{
D3PlayFX(StaticSound[kSound25], nPlayerSprite);
}
else
{
PlayerList[nPlayer].nHealth += (PlayerList[nPlayer].nAir << 2);
if (PlayerList[nPlayer].nHealth <= 0)
{
PlayerList[nPlayer].nHealth = 0;
StartDeathSeq(nPlayer, 0);
}
PlayerList[nPlayer].nAir = 0;
if (PlayerList[nPlayer].nHealth < 300)
{
D3PlayFX(StaticSound[kSound79], nPlayerSprite);
}
else
{
D3PlayFX(StaticSound[kSound19], nPlayerSprite);
}
}
}
DoBubbles(nPlayer);
}
}
}
// loc_1B0B9
if (var_5C) // if underwater
{
if (PlayerList[nPlayer].nTorch > 0)
{
PlayerList[nPlayer].nTorch = 0;
SetTorch(nPlayer, 0);
}
}
else
{
int nTmpSectNum = sprite[nPlayerSprite].sectnum;
if (totalvel[nPlayer] > 25 && sprite[nPlayerSprite].z > sector[nTmpSectNum].floorz)
{
if (SectDepth[nTmpSectNum] && !SectSpeed[nTmpSectNum] && !SectDamage[nTmpSectNum])
{
D3PlayFX(StaticSound[kSound42], nPlayerSprite);
}
}
// CHECKME - wrong place?
if (nSectFlag & kSectUnderwater)
{
if (PlayerList[nPlayer].nAir < 50)
{
D3PlayFX(StaticSound[kSound14], nPlayerSprite);
}
nBreathTimer[nPlayer] = 1;
}
nBreathTimer[nPlayer]--;
if (nBreathTimer[nPlayer] <= 0)
{
nBreathTimer[nPlayer] = 90;
}
if (PlayerList[nPlayer].nAir < 100)
{
PlayerList[nPlayer].nAir = 100;
}
}
// loc_1B1EB
if (nTotalPlayers > 1)
{
int nFloorSprite = nPlayerFloorSprite[nPlayer];
sprite[nFloorSprite].x = sprite[nPlayerSprite].x;
sprite[nFloorSprite].y = sprite[nPlayerSprite].y;
if (sprite[nFloorSprite].sectnum != sprite[nPlayerSprite].sectnum)
{
mychangespritesect(nFloorSprite, sprite[nPlayerSprite].sectnum);
}
sprite[nFloorSprite].z = sector[sprite[nPlayerSprite].sectnum].floorz;
}
int var_30 = 0;
if (PlayerList[nPlayer].nHealth >= 800)
{
var_30 = 2;
}
if (PlayerList[nPlayer].nMagic >= 1000)
{
var_30 |= 1;
}
// code to handle item pickup?
short nearTagSector, nearTagWall, nearTagSprite;
int nearHitDist;
short nValB;
// neartag finds the nearest sector, wall, and sprite which has its hitag and/or lotag set to a value.
neartag(sprite[nPlayerSprite].x, sprite[nPlayerSprite].y, sprite[nPlayerSprite].z, sprite[nPlayerSprite].sectnum, sprite[nPlayerSprite].ang,
&nearTagSector, &nearTagWall, &nearTagSprite, (int32_t*)&nearHitDist, 1024, 2, NULL);
feebtag(sprite[nPlayerSprite].x, sprite[nPlayerSprite].y, sprite[nPlayerSprite].z, sprite[nPlayerSprite].sectnum,
&nValB, var_30, 768);
// Item pickup code
if (nValB >= 0 && sprite[nValB].statnum >= 900)
{
int var_8C = 16;
int var_88 = 9;
int var_70 = sprite[nValB].statnum - 900;
int var_44 = 0;
// item lotags start at 6 (1-5 reserved?) so 0-offset them
int itemtype = var_70 - 6;
if (itemtype <= 54)
{
switch (itemtype)
{
do_default:
default:
{
// loc_1B3C7
// CHECKME - is order of evaluation correct?
if (!mplevel || (var_70 >= 25 && (var_70 <= 25 || var_70 == 50)))
{
DestroyItemAnim(nValB);
mydeletesprite(nValB);
}
else
{
StartRegenerate(nValB);
}
do_default_b:
// loc_1BA74
if (nPlayer == nLocalPlayer)
{
if (nItemText[var_70] > -1 && nTotalPlayers == 1)
{
pickupMessage(var_70);
}
TintPalette(var_44*4, var_8C*4, 0);
if (var_88 > -1)
{
PlayLocalSound(var_88, 0);
}
}
break;
}
case 0: // Speed Loader
{
if (AddAmmo(nPlayer, 1, sprite[nValB].hitag))
{
var_88 = StaticSound[kSoundAmmoPickup];
goto do_default;
}
break;
}
case 1: // Fuel Canister
{
if (AddAmmo(nPlayer, 3, sprite[nValB].hitag))
{
var_88 = StaticSound[kSoundAmmoPickup];
goto do_default;
}
break;
}
case 2: // M - 60 Ammo Belt
{
if (AddAmmo(nPlayer, 2, sprite[nValB].hitag))
{
var_88 = StaticSound[kSoundAmmoPickup];
CheckClip(nPlayer);
goto do_default;
}
break;
}
case 3: // Grenade
case 21:
case 49:
{
if (AddAmmo(nPlayer, 4, 1))
{
var_88 = StaticSound[kSoundAmmoPickup];
if (!(nPlayerWeapons[nPlayer] & 0x10))
{
nPlayerWeapons[nPlayer] |= 0x10;
SetNewWeaponIfBetter(nPlayer, 4);
}
if (var_70 == 55)
{
sprite[nValB].cstat = 0x8000;
DestroyItemAnim(nValB);
// loc_1BA74: - repeated block, see in default case
if (nPlayer == nLocalPlayer)
{
if (nItemText[var_70] > -1 && nTotalPlayers == 1)
{
pickupMessage(var_70);
}
TintPalette(var_44*4, var_8C*4, 0);
if (var_88 > -1)
{
PlayLocalSound(var_88, 0);
}
}
break;
}
else
{
goto do_default;
}
}
break;
}
case 4: // Pickable item
case 9: // Pickable item
case 10: // Reserved
case 18:
case 25:
case 28:
case 29:
case 30:
case 33:
case 34:
case 35:
case 36:
case 37:
case 38:
case 45:
case 52:
{
goto do_default;
}
case 5: // Map
{
GrabMap();
goto do_default;
}
case 6: // Berry Twig
{
if (sprite[nValB].hitag == 0) {
break;
}
var_88 = 20;
int edx = 40;
if (edx <= 0 || (!(var_30 & 2)))
{
if (!PlayerList[nPlayer].invincibility || edx > 0)
{
PlayerList[nPlayer].nHealth += edx;
if (PlayerList[nPlayer].nHealth > 800)
{
PlayerList[nPlayer].nHealth = 800;
}
else
{
if (PlayerList[nPlayer].nHealth < 0)
{
var_88 = -1;
StartDeathSeq(nPlayer, 0);
}
}
}
if (var_70 == 12)
{
sprite[nValB].hitag = 0;
sprite[nValB].picnum++;
changespritestat(nValB, 0);
// loc_1BA74: - repeated block, see in default case
if (nPlayer == nLocalPlayer)
{
if (nItemText[var_70] > -1 && nTotalPlayers == 1)
{
pickupMessage(var_70);
}
TintPalette(var_44*4, var_8C*4, 0);
if (var_88 > -1)
{
PlayLocalSound(var_88, 0);
}
}
break;
}
else
{
if (var_70 != 14)
{
var_88 = 21;
}
else
{
var_44 = var_8C;
var_88 = 22;
var_8C = 0;
}
goto do_default;
}
}
break;
}
case 7: // Blood Bowl
{
int edx = 160;
// Same code as case 6 now till break
if (edx <= 0 || (!(var_30 & 2)))
{
if (!PlayerList[nPlayer].invincibility || edx > 0)
{
PlayerList[nPlayer].nHealth += edx;
if (PlayerList[nPlayer].nHealth > 800)
{
PlayerList[nPlayer].nHealth = 800;
}
else
{
if (PlayerList[nPlayer].nHealth < 0)
{
var_88 = -1;
StartDeathSeq(nPlayer, 0);
}
}
}
if (var_70 == 12)
{
sprite[nValB].hitag = 0;
sprite[nValB].picnum++;
changespritestat(nValB, 0);
// loc_1BA74: - repeated block, see in default case
if (nPlayer == nLocalPlayer)
{
if (nItemText[var_70] > -1 && nTotalPlayers == 1)
{
pickupMessage(var_70);
}
TintPalette(var_44*4, var_8C*4, 0);
if (var_88 > -1)
{
PlayLocalSound(var_88, 0);
}
}
break;
}
else
{
if (var_70 != 14)
{
var_88 = 21;
}
else
{
var_44 = var_8C;
var_88 = 22;
var_8C = 0;
}
goto do_default;
}
}
break;
}
case 8: // Cobra Venom Bowl
{
int edx = -200;
// Same code as case 6 and 7 from now till break
if (edx <= 0 || (!(var_30 & 2)))
{
if (!PlayerList[nPlayer].invincibility || edx > 0)
{
PlayerList[nPlayer].nHealth += edx;
if (PlayerList[nPlayer].nHealth > 800)
{
PlayerList[nPlayer].nHealth = 800;
}
else
{
if (PlayerList[nPlayer].nHealth < 0)
{
var_88 = -1;
StartDeathSeq(nPlayer, 0);
}
}
}
if (var_70 == 12)
{
sprite[nValB].hitag = 0;
sprite[nValB].picnum++;
changespritestat(nValB, 0);
// loc_1BA74: - repeated block, see in default case
if (nPlayer == nLocalPlayer)
{
if (nItemText[var_70] > -1 && nTotalPlayers == 1)
{
pickupMessage(var_70);
}
TintPalette(var_44*4, var_8C*4, 0);
if (var_88 > -1)
{
PlayLocalSound(var_88, 0);
}
}
break;
}
else
{
if (var_70 != 14)
{
var_88 = 21;
}
else
{
var_44 = var_8C;
var_88 = 22;
var_8C = 0;
}
goto do_default;
}
}
break;
}
case 11: // Bubble Nest
{
PlayerList[nPlayer].nAir += 10;
if (PlayerList[nPlayer].nAir > 100) {
PlayerList[nPlayer].nAir = 100; // TODO - constant
}
if (nBreathTimer[nPlayer] < 89)
{
D3PlayFX(StaticSound[kSound13], nPlayerSprite);
}
nBreathTimer[nPlayer] = 90;
break;
}
case 12: // Still Beating Heart
{
if (GrabItem(nPlayer, kItemHeart)) {
goto do_default;
}
break;
}
case 13: // Scarab amulet(Invicibility)
{
if (GrabItem(nPlayer, kItemInvincibility)) {
goto do_default;
}
break;
}
case 14: // Severed Slave Hand(double damage)
{
if (GrabItem(nPlayer, kItemDoubleDamage)) {
goto do_default;
}
break;
}
case 15: // Unseen eye(Invisibility)
{
if (GrabItem(nPlayer, kItemInvisibility)) {
goto do_default;
}
break;
}
case 16: // Torch
{
if (GrabItem(nPlayer, kItemTorch)) {
goto do_default;
}
break;
}
case 17: // Sobek Mask
{
if (GrabItem(nPlayer, kItemMask)) {
goto do_default;
}
break;
}
case 19: // Extra Life
{
var_88 = -1;
if (PlayerList[nPlayer].nLives >= kMaxPlayerLives) {
break;
}
PlayerList[nPlayer].nLives++;
var_8C = 32;
var_44 = 32;
goto do_default;
}
// FIXME - lots of repeated code from here down!!
case 20: // sword pickup??
{
var_40 = 0;
int ebx = 0;
// loc_1B75D
int var_18 = 1 << var_40;
short weapons = nPlayerWeapons[nPlayer];
if (weapons & var_18)
{
if (mplevel)
{
AddAmmo(nPlayer, WeaponInfo[var_40].nAmmoType, ebx);
}
}
else
{
weapons = var_40;
SetNewWeaponIfBetter(nPlayer, weapons);
nPlayerWeapons[nPlayer] |= var_18;
AddAmmo(nPlayer, WeaponInfo[weapons].nAmmoType, ebx);
var_88 = StaticSound[kSound72];
}
if (var_40 == 2) {
CheckClip(nPlayer);
}
if (var_70 <= 50) {
goto do_default;
}
sprite[nValB].cstat = 0x8000;
DestroyItemAnim(nValB);
////
// loc_1BA74: - repeated block, see in default case
if (nPlayer == nLocalPlayer)
{
if (nItemText[var_70] > -1 && nTotalPlayers == 1)
{
pickupMessage(var_70);
}
TintPalette(var_44*4, var_8C*4, 0);
if (var_88 > -1)
{
PlayLocalSound(var_88, 0);
}
}
break;
/////
}
case 22: // .357 Magnum Revolver
case 46:
{
var_40 = 1;
int ebx = 6;
// loc_1B75D
int var_18 = 1 << var_40;
short weapons = nPlayerWeapons[nPlayer];
if (weapons & var_18)
{
if (mplevel)
{
AddAmmo(nPlayer, WeaponInfo[var_40].nAmmoType, ebx);
}
}
else
{
weapons = var_40;
SetNewWeaponIfBetter(nPlayer, weapons);
nPlayerWeapons[nPlayer] |= var_18;
AddAmmo(nPlayer, WeaponInfo[weapons].nAmmoType, ebx);
var_88 = StaticSound[kSound72];
}
if (var_40 == 2) {
CheckClip(nPlayer);
}
if (var_70 <= 50) {
goto do_default;
}
sprite[nValB].cstat = 0x8000;
DestroyItemAnim(nValB);
////
// loc_1BA74: - repeated block, see in default case
if (nPlayer == nLocalPlayer)
{
if (nItemText[var_70] > -1 && nTotalPlayers == 1)
{
pickupMessage(var_70);
}
TintPalette(var_44*4, var_8C*4, 0);
if (var_88 > -1)
{
PlayLocalSound(var_88, 0);
}
}
break;
/////
}
case 23: // M - 60 Machine Gun
case 47:
{
var_40 = 2;
int ebx = 24;
// loc_1B75D
int var_18 = 1 << var_40;
short weapons = nPlayerWeapons[nPlayer];
if (weapons & var_18)
{
if (mplevel)
{
AddAmmo(nPlayer, WeaponInfo[var_40].nAmmoType, ebx);
}
}
else
{
weapons = var_40;
SetNewWeaponIfBetter(nPlayer, weapons);
nPlayerWeapons[nPlayer] |= var_18;
AddAmmo(nPlayer, WeaponInfo[weapons].nAmmoType, ebx);
var_88 = StaticSound[kSound72];
}
if (var_40 == 2) {
CheckClip(nPlayer);
}
if (var_70 <= 50) {
goto do_default;
}
sprite[nValB].cstat = 0x8000;
DestroyItemAnim(nValB);
////
// loc_1BA74: - repeated block, see in default case
if (nPlayer == nLocalPlayer)
{
if (nItemText[var_70] > -1 && nTotalPlayers == 1)
{
pickupMessage(var_70);
}
TintPalette(var_44*4, var_8C*4, 0);
if (var_88 > -1)
{
PlayLocalSound(var_88, 0);
}
}
break;
/////
}
case 24: // Flame Thrower
case 48:
{
var_40 = 3;
int ebx = 100;
// loc_1B75D
int var_18 = 1 << var_40;
short weapons = nPlayerWeapons[nPlayer];
if (weapons & var_18)
{
if (mplevel)
{
AddAmmo(nPlayer, WeaponInfo[var_40].nAmmoType, ebx);
}
}
else
{
weapons = var_40;
SetNewWeaponIfBetter(nPlayer, weapons);
nPlayerWeapons[nPlayer] |= var_18;
AddAmmo(nPlayer, WeaponInfo[weapons].nAmmoType, ebx);
var_88 = StaticSound[kSound72];
}
if (var_40 == 2) {
CheckClip(nPlayer);
}
if (var_70 <= 50) {
goto do_default;
}
sprite[nValB].cstat = 0x8000;
DestroyItemAnim(nValB);
////
// loc_1BA74: - repeated block, see in default case
if (nPlayer == nLocalPlayer)
{
if (nItemText[var_70] > -1 && nTotalPlayers == 1)
{
pickupMessage(var_70);
}
TintPalette(var_44*4, var_8C*4, 0);
if (var_88 > -1)
{
PlayLocalSound(var_88, 0);
}
}
break;
/////
}
case 26: // Cobra Staff
case 50:
{
var_40 = 5;
int ebx = 20;
// loc_1B75D
int var_18 = 1 << var_40;
short weapons = nPlayerWeapons[nPlayer];
if (weapons & var_18)
{
if (mplevel)
{
AddAmmo(nPlayer, WeaponInfo[var_40].nAmmoType, ebx);
}
}
else
{
weapons = var_40;
SetNewWeaponIfBetter(nPlayer, weapons);
nPlayerWeapons[nPlayer] |= var_18;
AddAmmo(nPlayer, WeaponInfo[weapons].nAmmoType, ebx);
var_88 = StaticSound[kSound72];
}
if (var_40 == 2) {
CheckClip(nPlayer);
}
if (var_70 <= 50) {
goto do_default;
}
sprite[nValB].cstat = 0x8000;
DestroyItemAnim(nValB);
////
// loc_1BA74: - repeated block, see in default case
if (nPlayer == nLocalPlayer)
{
if (nItemText[var_70] > -1 && nTotalPlayers == 1)
{
pickupMessage(var_70);
}
TintPalette(var_44*4, var_8C*4, 0);
if (var_88 > -1)
{
PlayLocalSound(var_88, 0);
}
}
break;
/////
}
case 27: // Eye of Ra Gauntlet
case 51:
{
var_40 = 6;
int ebx = 2;
// loc_1B75D
int var_18 = 1 << var_40;
short weapons = nPlayerWeapons[nPlayer];
if (weapons & var_18)
{
if (mplevel)
{
AddAmmo(nPlayer, WeaponInfo[var_40].nAmmoType, ebx);
}
}
else
{
weapons = var_40;
SetNewWeaponIfBetter(nPlayer, weapons);
nPlayerWeapons[nPlayer] |= var_18;
AddAmmo(nPlayer, WeaponInfo[weapons].nAmmoType, ebx);
var_88 = StaticSound[kSound72];
}
if (var_40 == 2) {
CheckClip(nPlayer);
}
if (var_70 <= 50) {
goto do_default;
}
sprite[nValB].cstat = 0x8000;
DestroyItemAnim(nValB);
////
// loc_1BA74: - repeated block, see in default case
if (nPlayer == nLocalPlayer)
{
if (nItemText[var_70] > -1 && nTotalPlayers == 1)
{
pickupMessage(var_70);
}
TintPalette(var_44*4, var_8C*4, 0);
if (var_88 > -1)
{
PlayLocalSound(var_88, 0);
}
}
break;
/////
}
case 31: // Cobra staff ammo
{
if (AddAmmo(nPlayer, 5, 1)) {
var_88 = StaticSound[kSoundAmmoPickup];
goto do_default;
}
break;
}
case 32: // Raw Energy
{
if (AddAmmo(nPlayer, 6, sprite[nValB].hitag)) {
var_88 = StaticSound[kSoundAmmoPickup];
goto do_default;
}
break;
}
case 39: // Power key
case 40: // Time key
case 41: // War key
case 42: // Earth key
{
int keybit = 4096 << (itemtype - 39);
var_88 = -1;
if (!(PlayerList[nPlayer].keys & keybit))
{
PlayerList[nPlayer].keys |= keybit;
if (nTotalPlayers > 1)
{
goto do_default_b;
}
else
{
goto do_default;
}
}
break;
}
case 43: // Magical Essence
case 44: // ?
{
if (PlayerList[nPlayer].nMagic >= 1000) {
break;
}
var_88 = StaticSound[kSoundMana1];
PlayerList[nPlayer].nMagic += 100;
if (PlayerList[nPlayer].nMagic >= 1000) {
PlayerList[nPlayer].nMagic = 1000;
}
goto do_default;
}
case 53: // Scarab (Checkpoint)
{
if (nLocalPlayer == nPlayer)
{
short nAnim = sprite[nValB].owner;
AnimList[nAnim].nSeq++;
AnimList[nAnim].AnimFlags &= 0xEF;
AnimList[nAnim].field_2 = 0;
changespritestat(nValB, 899);
}
SetSavePoint(nPlayer, sprite[nPlayerSprite].x, sprite[nPlayerSprite].y, sprite[nPlayerSprite].z, sprite[nPlayerSprite].sectnum, sprite[nPlayerSprite].ang);
break;
}
case 54: // Golden Sarcophagus (End Level)
{
if (!bInDemo)
{
LevelFinished();
}
DestroyItemAnim(nValB);
mydeletesprite(nValB);
break;
}
}
}
}
// CORRECT ? // loc_1BAF9:
if (bTouchFloor)
{
if (sector[sprite[nPlayerSprite].sectnum].lotag > 0)
{
runlist_SignalRun(sector[sprite[nPlayerSprite].sectnum].lotag - 1, nPlayer | 0x50000);
}
}
if (nSector != sprite[nPlayerSprite].sectnum)
{
if (sector[nSector].lotag > 0)
{
runlist_SignalRun(sector[nSector].lotag - 1, nPlayer | 0x70000);
}
if (sector[sprite[nPlayerSprite].sectnum].lotag > 0)
{
runlist_SignalRun(sector[sprite[nPlayerSprite].sectnum].lotag - 1, nPlayer | 0x60000);
}
}
if (!PlayerList[nPlayer].bIsMummified)
{
if (actions & SB_OPEN)
{
ClearSpaceBar(nPlayer);
if (nearTagWall >= 0 && wall[nearTagWall].lotag > 0)
{
runlist_SignalRun(wall[nearTagWall].lotag - 1, nPlayer | 0x40000);
}
if (nearTagSector >= 0 && sector[nearTagSector].lotag > 0)
{
runlist_SignalRun(sector[nearTagSector].lotag - 1, nPlayer | 0x40000);
}
}
// was int var_38 = buttons & 0x8
if (actions & SB_FIRE)
{
FireWeapon(nPlayer);
}
else
{
StopFiringWeapon(nPlayer);
}
// loc_1BC57:
// CHECKME - are we finished with 'nSector' variable at this point? if so, maybe set it to sprite[nPlayerSprite].sectnum so we can make this code a bit neater. Don't assume sprite[nPlayerSprite].sectnum == nSector here!!
if (nStandHeight > (sector[sprite[nPlayerSprite].sectnum].floorz - sector[sprite[nPlayerSprite].sectnum].ceilingz)) {
var_48 = 1;
}
// Jumping
if (actions & SB_JUMP)
{
if (bUnderwater)
{
sprite[nPlayerSprite].zvel = -2048;
nActionB = 10;
}
else if (bTouchFloor)
{
if (nAction < 6 || nAction > 8)
{
sprite[nPlayerSprite].zvel = -3584;
nActionB = 3;
}
}
// goto loc_1BE70:
}
else if (actions & SB_CROUCH)
{
if (bUnderwater)
{
sprite[nPlayerSprite].zvel = 2048;
nActionB = 10;
}
else
{
if (eyelevel[nPlayer] < -8320) {
eyelevel[nPlayer] += ((-8320 - eyelevel[nPlayer]) >> 1);
}
loc_1BD2E:
if (totalvel[nPlayer] < 1) {
nActionB = 6;
}
else {
nActionB = 7;
}
}
// goto loc_1BE70:
}
else
{
if (PlayerList[nPlayer].nHealth > 0)
{
int var_EC = nActionEyeLevel[nAction];
eyelevel[nPlayer] += (var_EC - eyelevel[nPlayer]) >> 1;
if (bUnderwater)
{
if (totalvel[nPlayer] <= 1)
nActionB = 9;
else
nActionB = 10;
}
else
{
// CHECKME - confirm branching in this area is OK
if (var_48)
{
goto loc_1BD2E;
}
else
{
if (totalvel[nPlayer] <= 1) {
nActionB = 0;//bUnderwater; // this is just setting to 0
}
else if (totalvel[nPlayer] <= 30) {
nActionB = 2;
}
else
{
nActionB = 1;
}
}
}
}
// loc_1BE30
if (actions & SB_FIRE) // was var_38
{
if (bUnderwater)
{
nActionB = 11;
}
else
{
if (nActionB != 2 && nActionB != 1)
{
nActionB = 5;
}
}
}
}
// loc_1BE70:
// Handle player pressing number keys to change weapon
uint8_t var_90 = sPlayerInput[nPlayer].getNewWeapon();
if (var_90)
{
var_90--;
if (nPlayerWeapons[nPlayer] & (1 << var_90))
{
SetNewWeapon(nPlayer, var_90);
}
}
}
else // player is mummified
{
if (actions & SB_FIRE)
{
FireWeapon(nPlayer);
}
if (nAction != 15)
{
if (totalvel[nPlayer] <= 1)
{
nActionB = 13;
}
else
{
nActionB = 14;
}
}
}
// loc_1BF09
if (nActionB != nAction && nAction != 4)
{
nAction = nActionB;
PlayerList[nPlayer].nAction = nActionB;
PlayerList[nPlayer].field_2 = 0;
}
Player* pPlayer = &PlayerList[nPlayer];
if (SyncInput())
{
pPlayer->horizon.applyinput(sPlayerInput[nPlayer].pan, &sPlayerInput[nLocalPlayer].actions);
}
if (actions & (SB_LOOK_UP | SB_LOOK_DOWN) || sPlayerInput[nPlayer].pan)
{
pPlayer->nDestVertPan = pPlayer->horizon.horiz;
pPlayer->bPlayerPan = pPlayer->bLockPan = true;
}
else if (actions & (SB_AIM_UP | SB_AIM_DOWN | SB_CENTERVIEW))
{
pPlayer->nDestVertPan = pPlayer->horizon.horiz;
pPlayer->bPlayerPan = pPlayer->bLockPan = false;
}
if (totalvel[nPlayer] > 20)
{
pPlayer->bPlayerPan = false;
}
if (cl_slopetilting)
{
double nVertPan = (pPlayer->nDestVertPan - pPlayer->horizon.horiz).asbuildf() * 0.25;
if (nVertPan != 0)
{
pPlayer->horizon.addadjustment(abs(nVertPan) >= 4 ? clamp(nVertPan, -4, 4) : nVertPan * 2.);
}
}
}
else // else, player's health is less than 0
{
// loc_1C0E9
if (actions & SB_OPEN)
{
ClearSpaceBar(nPlayer);
if (nAction >= 16)
{
if (nPlayer == nLocalPlayer)
{
StopAllSounds();
StopLocalSound();
GrabPalette();
}
PlayerList[nPlayer].nCurrentWeapon = nPlayerOldWeapon[nPlayer];
if (PlayerList[nPlayer].nLives && nNetTime)
{
if (nAction != 20)
{
sprite[nPlayerSprite].picnum = seq_GetSeqPicnum(kSeqJoe, 120, 0);
sprite[nPlayerSprite].cstat = 0;
sprite[nPlayerSprite].z = sector[sprite[nPlayerSprite].sectnum].floorz;
}
// will invalidate nPlayerSprite
RestartPlayer(nPlayer);
nPlayerSprite = PlayerList[nPlayer].nSprite;
nDopple = nDoppleSprite[nPlayer];
}
else
{
DoGameOverScene(mplevel);
return;
}
}
}
}
// loc_1C201:
if (nLocalPlayer == nPlayer)
{
nLocalEyeSect = nPlayerViewSect[nLocalPlayer];
CheckAmbience(nLocalEyeSect);
}
int var_AC = SeqOffsets[PlayerList[nPlayer].nSeq] + PlayerSeq[nAction].a;
seq_MoveSequence(nPlayerSprite, var_AC, PlayerList[nPlayer].field_2);
PlayerList[nPlayer].field_2++;
if (PlayerList[nPlayer].field_2 >= SeqSize[var_AC])
{
PlayerList[nPlayer].field_2 = 0;
switch (PlayerList[nPlayer].nAction)
{
default:
break;
case 3:
PlayerList[nPlayer].field_2 = SeqSize[var_AC] - 1;
break;
case 4:
PlayerList[nPlayer].nAction = 0;
break;
case 16:
PlayerList[nPlayer].field_2 = SeqSize[var_AC] - 1;
if (sprite[nPlayerSprite].z < sector[sprite[nPlayerSprite].sectnum].floorz) {
sprite[nPlayerSprite].z += 256;
}
if (!RandomSize(5))
{
int mouthX, mouthY, mouthZ;
short mouthSect;
WheresMyMouth(nPlayer, &mouthX, &mouthY, &mouthZ, &mouthSect);
BuildAnim(-1, 71, 0, mouthX, mouthY, sprite[nPlayerSprite].z + 3840, mouthSect, 75, 128);
}
break;
case 17:
PlayerList[nPlayer].nAction = 18;
break;
case 19:
sprite[nPlayerSprite].cstat |= 0x8000;
PlayerList[nPlayer].nAction = 20;
break;
}
}
// loc_1C3B4:
if (nPlayer == nLocalPlayer)
{
initx = sprite[nPlayerSprite].x;
inity = sprite[nPlayerSprite].y;
initz = sprite[nPlayerSprite].z;
initsect = sprite[nPlayerSprite].sectnum;
inita = sprite[nPlayerSprite].ang;
}
if (!PlayerList[nPlayer].nHealth)
{
nYDamage[nPlayer] = 0;
nXDamage[nPlayer] = 0;
if (eyelevel[nPlayer] >= -2816)
{
eyelevel[nPlayer] = -2816;
dVertPan[nPlayer] = 0;
}
else
{
if (PlayerList[nPlayer].horizon.horiz.asq16() < 0)
{
PlayerList[nPlayer].horizon.settarget(0);
eyelevel[nPlayer] -= (dVertPan[nPlayer] << 8);
}
else
{
PlayerList[nPlayer].horizon.addadjustment(dVertPan[nPlayer]);
if (PlayerList[nPlayer].horizon.horiz.asq16() > gi->playerHorizMax())
{
PlayerList[nPlayer].horizon.settarget(gi->playerHorizMax());
}
else if (PlayerList[nPlayer].horizon.horiz.asq16() <= 0)
{
if (!(SectFlag[sprite[nPlayerSprite].sectnum] & kSectUnderwater))
{
SetNewWeapon(nPlayer, nDeathType[nPlayer] + 8);
}
}
dVertPan[nPlayer]--;
}
}
}
// loc_1C4E1
sprite[nDopple].x = sprite[nPlayerSprite].x;
sprite[nDopple].y = sprite[nPlayerSprite].y;
sprite[nDopple].z = sprite[nPlayerSprite].z;
if (SectAbove[sprite[nPlayerSprite].sectnum] > -1)
{
sprite[nDopple].ang = sprite[nPlayerSprite].ang;
mychangespritesect(nDopple, SectAbove[sprite[nPlayerSprite].sectnum]);
sprite[nDopple].cstat = 0x101;
}
else
{
sprite[nDopple].cstat = 0x8000;
}
MoveWeapons(nPlayer);
return;
}
}
}
FSerializer& Serialize(FSerializer& arc, const char* keyname, Player& w, Player* def)
{
if (arc.BeginObject(keyname))
{
arc("health", w.nHealth)
("at2", w.field_2)
("action", w.nAction)
("sprite", w.nSprite)
("mummy", w.bIsMummified)
("invincible", w.invincibility)
("air", w.nAir)
("seq", w.nSeq)
("item", w.nItem)
("maskamount", w.nMaskAmount)
("keys", w.keys)
("magic", w.nMagic)
.Array("items", w.items, countof(w.items))
.Array("ammo", w.nAmmo, countof(w.nAmmo))
("weapon", w.nCurrentWeapon)
("isfiring", w.bIsFiring)
("field3f", w.field_3FOUR)
("field38", w.field_38)
("field3a", w.field_3A)
("field3c", w.field_3C)
("seq", w.nSeq)
("horizon", w.horizon)
("angle", w.angle)
("lives", w.nLives)
("double", w.nDouble)
("invisible", w.nInvisible)
("torch", w.nTorch)
.EndObject();
}
return arc;
}
FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerSave& w, PlayerSave* def)
{
if (arc.BeginObject(keyname))
{
arc("x", w.x)
("y", w.y)
("z", w.z)
("sector", w.nSector)
("angle", w.nAngle)
.EndObject();
}
return arc;
}
void SerializePlayer(FSerializer& arc)
{
if (arc.BeginObject("player"))
{
arc("lxvel", lPlayerXVel)
("lyvel", lPlayerYVel)
("bobangle", bobangle)
("standheight", nStandHeight)
("playercount", PlayerCount)
("netstartsprites", nNetStartSprites)
("localplayer", nLocalPlayer)
.Array("grenadeplayer", nGrenadePlayer, countof(nGrenadePlayer))
.Array("curstartsprite", nNetStartSprite, PlayerCount)
.Array("breathtimer", nBreathTimer, PlayerCount)
.Array("playerswear", nPlayerSwear, PlayerCount)
.Array("pushsect", nPlayerPushSect, PlayerCount)
.Array("deathtype", nDeathType, PlayerCount)
.Array("score", nPlayerScore, PlayerCount)
.Array("color", nPlayerColor, PlayerCount)
.Array("dx", nPlayerDX, PlayerCount)
.Array("dy", nPlayerDY, PlayerCount)
.Array("pistolclip", nPistolClip, PlayerCount)
.Array("xdamage", nXDamage, PlayerCount)
.Array("ydamage", nYDamage, PlayerCount)
.Array("dopplesprite", nDoppleSprite, PlayerCount)
.Array("oldweapon", nPlayerOldWeapon, PlayerCount)
.Array("clip", nPlayerClip, PlayerCount)
.Array("pushsound", nPlayerPushSound, PlayerCount)
.Array("taunttimer", nTauntTimer, PlayerCount)
.Array("weapons", nPlayerWeapons, PlayerCount)
.Array("list", PlayerList, PlayerCount)
.Array("viewsect", nPlayerViewSect, PlayerCount)
.Array("floorspr", nPlayerFloorSprite, PlayerCount)
.Array("save", sPlayerSave, PlayerCount)
.Array("totalvel", totalvel, PlayerCount)
.Array("eyelevel", eyelevel, PlayerCount)
.Array("netstartsprite", nNetStartSprite, PlayerCount)
.Array("grenade", nPlayerGrenade, PlayerCount)
.Array("d282a", word_D282A, PlayerCount);
arc.EndObject();
}
}
DEFINE_FIELD_X(ExhumedPlayer, Player, nHealth);
DEFINE_FIELD_X(ExhumedPlayer, Player, nLives);
DEFINE_FIELD_X(ExhumedPlayer, Player, nDouble);
DEFINE_FIELD_X(ExhumedPlayer, Player, nInvisible);
DEFINE_FIELD_X(ExhumedPlayer, Player, nTorch);
DEFINE_FIELD_X(ExhumedPlayer, Player, field_2);
DEFINE_FIELD_X(ExhumedPlayer, Player, nAction);
DEFINE_FIELD_X(ExhumedPlayer, Player, nSprite);
DEFINE_FIELD_X(ExhumedPlayer, Player, bIsMummified);
DEFINE_FIELD_X(ExhumedPlayer, Player, invincibility);
DEFINE_FIELD_X(ExhumedPlayer, Player, nAir);
DEFINE_FIELD_X(ExhumedPlayer, Player, nSeq);
DEFINE_FIELD_X(ExhumedPlayer, Player, nMaskAmount);
DEFINE_FIELD_X(ExhumedPlayer, Player, keys);
DEFINE_FIELD_X(ExhumedPlayer, Player, nMagic);
DEFINE_FIELD_X(ExhumedPlayer, Player, nItem);
DEFINE_FIELD_X(ExhumedPlayer, Player, items);
DEFINE_FIELD_X(ExhumedPlayer, Player, nAmmo); // TODO - kMaxWeapons?
DEFINE_FIELD_X(ExhumedPlayer, Player, pad);
DEFINE_FIELD_X(ExhumedPlayer, Player, nCurrentWeapon);
DEFINE_FIELD_X(ExhumedPlayer, Player, field_3FOUR);
DEFINE_FIELD_X(ExhumedPlayer, Player, bIsFiring);
DEFINE_FIELD_X(ExhumedPlayer, Player, field_38);
DEFINE_FIELD_X(ExhumedPlayer, Player, field_3A);
DEFINE_FIELD_X(ExhumedPlayer, Player, field_3C);
DEFINE_FIELD_X(ExhumedPlayer, Player, nRun);
DEFINE_FIELD_X(ExhumedPlayer, Player, bPlayerPan);
DEFINE_FIELD_X(ExhumedPlayer, Player, bLockPan);
DEFINE_ACTION_FUNCTION(_Exhumed, GetViewPlayer)
{
ACTION_RETURN_POINTER(&PlayerList[nLocalPlayer]);
}
DEFINE_ACTION_FUNCTION(_Exhumed, GetPistolClip)
{
ACTION_RETURN_POINTER(&nPistolClip[nLocalPlayer]);
}
DEFINE_ACTION_FUNCTION(_Exhumed, GetPlayerClip)
{
ACTION_RETURN_POINTER(&nPlayerClip[nLocalPlayer]);
}
DEFINE_ACTION_FUNCTION(_ExhumedPlayer, IsUnderwater)
{
PARAM_SELF_STRUCT_PROLOGUE(Player);
auto nLocalPlayer = self - PlayerList;
ACTION_RETURN_BOOL(SectFlag[nPlayerViewSect[nLocalPlayer]] & kSectUnderwater);
}
DEFINE_ACTION_FUNCTION(_ExhumedPlayer, GetAngle)
{
PARAM_SELF_STRUCT_PROLOGUE(Player);
ACTION_RETURN_INT(sprite[self->nSprite].ang);
}
END_PS_NS