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//-------------------------------------------------------------------------
/*
Copyright ( C ) 1996 , 2003 - 3 D Realms Entertainment
Copyright ( C ) 2000 , 2003 - Matt Saettler ( EDuke Enhancements )
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Copyright ( C ) 2020 - Christoph Oelckers
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This file is part of Enhanced Duke Nukem 3 D version 1.5 - Atomic Edition
Duke Nukem 3 D is free software ; you can redistribute it and / or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation ; either version 2
of the License , or ( at your option ) any later version .
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
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Foundation , Inc . , 59 Temple Place - Suite 330 , Boston , MA 02111 - 1307 , USA .
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Original Source : 1996 - Todd Replogle
Prepared for public release : 03 / 21 / 2003 - Charlie Wiederhold , 3 D Realms
EDuke enhancements integrated : 04 / 13 / 2003 - Matt Saettler
Note : EDuke source was in transition . Changes are in - progress in the
source as it is released .
*/
//-------------------------------------------------------------------------
# include "ns.h"
# include "global.h"
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# include "gamecontrol.h"
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# include "v_video.h"
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# include "dukeactor.h"
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BEGIN_DUKE_NS
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//---------------------------------------------------------------------------
//
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// handles all HUD related input, i.e. inventory item selection and activation plus weapon selection.
//
// Note: This doesn't restrict the events to WW2GI - since the other games do
// not define any by default there is no harm done keeping the code clean.
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//
//---------------------------------------------------------------------------
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void hud_input ( DDukePlayer * const p )
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{
int i , k ;
uint8_t dainv ;
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auto pact = p - > GetActor ( ) ;
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i = p - > aim_mode ;
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p - > aim_mode = ! ! ! ( p - > cmd . ucmd . actions & SB_AIMMODE ) ;
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if ( p - > aim_mode < i )
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p - > cmd . ucmd . actions | = SB_CENTERVIEW ;
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// Backup weapon here as hud_input() is the first function where any one of the weapon variables can change.
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p - > backupweapon ( ) ;
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if ( isRR ( ) & & ( p - > cmd . ucmd . actions & SB_CROUCH ) ) p - > cmd . ucmd . actions & = ~ SB_JUMP ;
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if ( ( isRR ( ) & & p - > drink_amt > 88 ) )
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p - > cmd . ucmd . actions | = SB_LOOK_LEFT ;
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if ( ( isRR ( ) & & p - > drink_amt > 99 ) )
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p - > cmd . ucmd . actions | = SB_LOOK_DOWN ;
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if ( isRR ( ) )
{
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if ( ! ! ( p - > cmd . ucmd . actions & SB_QUICK_KICK ) & & p - > last_pissed_time = = 0 )
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{
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if ( ! isRRRA ( ) | | pact - > spr . extra > 0 )
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{
p - > last_pissed_time = 4000 ;
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S_PlayActorSound ( 437 , pact ) ;
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if ( pact - > spr . extra < = gs . max_player_health - gs . max_player_health / 10 )
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{
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pact - > spr . extra + = 2 ;
p - > last_extra = pact - > spr . extra ;
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}
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else if ( pact - > spr . extra < gs . max_player_health )
pact - > spr . extra = gs . max_player_health ;
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}
}
}
else
{
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if ( ! ! ( p - > cmd . ucmd . actions & SB_QUICK_KICK ) & & p - > quick_kick = = 0 & & ( p - > curr_weapon ! = KNEE_WEAPON | | p - > kickback_pic = = 0 ) )
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{
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SetGameVarID ( g_iReturnVarID , 0 , nullptr , p - > pnum ) ;
OnEvent ( EVENT_QUICKKICK , p - > pnum , nullptr , - 1 ) ;
if ( GetGameVarID ( g_iReturnVarID , nullptr , p - > pnum ) . value ( ) = = 0 )
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{
p - > quick_kick = 14 ;
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if ( ! p - > quick_kick_msg & & p - > pnum = = screenpeek ) FTA ( QUOTE_MIGHTY_FOOT , p ) ;
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p - > quick_kick_msg = true ;
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}
}
}
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if ( ! ! ! ( p - > cmd . ucmd . actions & SB_QUICK_KICK ) ) p - > quick_kick_msg = false ;
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if ( ! ( p - > cmd . ucmd . actions & SB_INTERFACE_BITS ) )
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p - > interface_toggle_flag = 0 ;
else if ( p - > interface_toggle_flag = = 0 )
{
p - > interface_toggle_flag = 1 ;
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// Don't go on if paused or dead.
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if ( paused ) return ;
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if ( pact - > spr . extra < = 0 ) return ;
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// Activate an inventory item. This just forwards to the other inventory bits. If the inventory selector was taken out of the playsim this could be removed.
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if ( ! ! ( p - > cmd . ucmd . actions & SB_INVUSE ) & & p - > newOwner = = nullptr )
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{
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SetGameVarID ( g_iReturnVarID , 0 , nullptr , p - > pnum ) ;
OnEvent ( EVENT_INVENTORY , p - > pnum , nullptr , - 1 ) ;
if ( GetGameVarID ( g_iReturnVarID , nullptr , p - > pnum ) . value ( ) = = 0 & & p - > inven_icon > ICON_NONE & & p - > inven_icon < = ICON_HEATS )
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{
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p - > useItem ( p - > inven_icon ) ;
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}
}
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if ( ! isRR ( ) & & p - > itemUsed ( ICON_HEATS ) )
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{
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SetGameVarID ( g_iReturnVarID , 0 , nullptr , p - > pnum ) ;
OnEvent ( EVENT_USENIGHTVISION , p - > pnum , nullptr , - 1 ) ;
if ( GetGameVarID ( g_iReturnVarID , nullptr , p - > pnum ) . value ( ) = = 0 & & p - > heat_amount > 0 )
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{
p - > heat_on = ! p - > heat_on ;
p - > inven_icon = 5 ;
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S_PlayActorSound ( NITEVISION_ONOFF , pact ) ;
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FTA ( 106 + ( ! p - > heat_on ) , p ) ;
}
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}
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if ( p - > itemUsed ( ICON_STEROIDS ) )
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{
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SetGameVarID ( g_iReturnVarID , 0 , nullptr , p - > pnum ) ;
OnEvent ( EVENT_USESTEROIDS , p - > pnum , nullptr , - 1 ) ;
if ( GetGameVarID ( g_iReturnVarID , nullptr , p - > pnum ) . value ( ) = = 0 )
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{
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if ( p - > steroids_amount = = 400 )
{
p - > steroids_amount - - ;
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S_PlayActorSound ( DUKE_TAKEPILLS , pact ) ;
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p - > inven_icon = ICON_STEROIDS ;
FTA ( 12 , p ) ;
}
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}
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return ;
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}
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if ( ! ! ( p - > cmd . ucmd . actions & SB_INVPREV ) | | ! ! ( p - > cmd . ucmd . actions & SB_INVNEXT ) )
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{
p - > invdisptime = 26 * 2 ;
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if ( ! ! ( p - > cmd . ucmd . actions & SB_INVNEXT ) ) k = 1 ;
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else k = 0 ;
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dainv = p - > inven_icon ;
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i = 0 ;
CHECKINV1 :
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if ( i < 9 )
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{
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i + + ;
switch ( dainv )
{
case 4 :
if ( p - > jetpack_amount > 0 & & i > 1 )
break ;
if ( k ) dainv = 5 ;
else dainv = 3 ;
goto CHECKINV1 ;
case 6 :
if ( p - > scuba_amount > 0 & & i > 1 )
break ;
if ( k ) dainv = 7 ;
else dainv = 5 ;
goto CHECKINV1 ;
case 2 :
if ( p - > steroids_amount > 0 & & i > 1 )
break ;
if ( k ) dainv = 3 ;
else dainv = 1 ;
goto CHECKINV1 ;
case 3 :
if ( p - > holoduke_amount > 0 & & i > 1 )
break ;
if ( k ) dainv = 4 ;
else dainv = 2 ;
goto CHECKINV1 ;
case 0 :
case 1 :
if ( p - > firstaid_amount > 0 & & i > 1 )
break ;
if ( k ) dainv = 2 ;
else dainv = 7 ;
goto CHECKINV1 ;
case 5 :
if ( p - > heat_amount > 0 & & i > 1 )
break ;
if ( k ) dainv = 6 ;
else dainv = 4 ;
goto CHECKINV1 ;
case 7 :
if ( p - > boot_amount > 0 & & i > 1 )
break ;
if ( k ) dainv = 1 ;
else dainv = 6 ;
goto CHECKINV1 ;
}
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}
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else dainv = 0 ;
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// These events force us to keep the inventory selector in the playsim as opposed to the UI where it really belongs.
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if ( ! ! ( p - > cmd . ucmd . actions & SB_INVPREV ) )
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{
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SetGameVarID ( g_iReturnVarID , dainv , nullptr , p - > pnum ) ;
OnEvent ( EVENT_INVENTORYLEFT , p - > pnum , nullptr , - 1 ) ;
dainv = GetGameVarID ( g_iReturnVarID , nullptr , p - > pnum ) . safeValue ( ) ;
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}
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if ( ! ! ( p - > cmd . ucmd . actions & SB_INVNEXT ) )
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{
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SetGameVarID ( g_iReturnVarID , dainv , nullptr , p - > pnum ) ;
OnEvent ( EVENT_INVENTORYRIGHT , p - > pnum , nullptr , - 1 ) ;
dainv = GetGameVarID ( g_iReturnVarID , nullptr , p - > pnum ) . safeValue ( ) ;
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}
p - > inven_icon = dainv ;
// Someone must have really hated constant data, doing this with a switch/case (and of course also with literal numbers...)
static const uint8_t invquotes [ ] = { QUOTE_MEDKIT , QUOTE_STEROIDS , QUOTE_HOLODUKE , QUOTE_JETPACK , QUOTE_NVG , QUOTE_SCUBA , QUOTE_BOOTS } ;
if ( dainv > = 1 & & dainv < 8 ) FTA ( invquotes [ dainv - 1 ] , p ) ;
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}
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int weap = p - > cmd . ucmd . getNewWeapon ( ) ;
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if ( weap > 1 & & p - > kickback_pic > 0 )
p - > wantweaponfire = weap - 1 ;
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// Here we have to be extra careful that the weapons do not get mixed up, so let's keep the code for Duke and RR completely separate.
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fi . selectweapon ( p , weap ) ;
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if ( ! ! ( p - > cmd . ucmd . actions & SB_HOLSTER ) )
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{
if ( p - > curr_weapon > KNEE_WEAPON )
{
if ( p - > holster_weapon = = 0 & & p - > weapon_pos = = 0 )
{
p - > holster_weapon = 1 ;
p - > weapon_pos = - 1 ;
FTA ( QUOTE_WEAPON_LOWERED , p ) ;
}
else if ( p - > holster_weapon = = 1 & & p - > weapon_pos = = - 9 )
{
p - > holster_weapon = 0 ;
p - > weapon_pos = 10 ;
FTA ( QUOTE_WEAPON_RAISED , p ) ;
}
}
}
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if ( p - > itemUsed ( ICON_HOLODUKE ) & & ( isRR ( ) | | p - > newOwner = = nullptr ) )
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{
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SetGameVarID ( g_iReturnVarID , 0 , nullptr , p - > pnum ) ;
OnEvent ( EVENT_HOLODUKEON , p - > pnum , nullptr , - 1 ) ;
if ( GetGameVarID ( g_iReturnVarID , nullptr , p - > pnum ) . value ( ) = = 0 )
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{
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if ( ! isRR ( ) )
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{
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if ( p - > holoduke_on = = nullptr )
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{
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if ( p - > holoduke_amount > 0 )
{
p - > inven_icon = 3 ;
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auto pactor =
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CreateActor ( p - > cursector , pact - > getPosWithOffsetZ ( ) . plusZ ( 30 ) , DukePlayerPawnClass , - 64 , DVector2 ( 0 , 0 ) , pact - > spr . Angles . Yaw , 0. , 0. , nullptr , 10 ) ;
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pactor - > temp_data [ 3 ] = pactor - > temp_data [ 4 ] = 0 ;
p - > holoduke_on = pactor ;
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pactor - > spr . yint = p - > pnum ;
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pactor - > spr . extra = 0 ;
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FTA ( QUOTE_HOLODUKE_ON , p ) ;
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S_PlayActorSound ( TELEPORTER , p - > holoduke_on ) ;
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}
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else FTA ( QUOTE_HOLODUKE_NOT_FOUND , p ) ;
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}
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else
{
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S_PlayActorSound ( TELEPORTER , p - > holoduke_on ) ;
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p - > holoduke_on = nullptr ;
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FTA ( QUOTE_HOLODUKE_OFF , p ) ;
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}
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}
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else // In RR this means drinking whiskey.
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{
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if ( p - > holoduke_amount > 0 & & pact - > spr . extra < gs . max_player_health )
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{
p - > holoduke_amount - = 400 ;
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pact - > spr . extra + = 5 ;
if ( pact - > spr . extra > gs . max_player_health )
pact - > spr . extra = gs . max_player_health ;
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p - > drink_amt + = 5 ;
p - > inven_icon = 3 ;
if ( p - > holoduke_amount = = 0 )
checkavailinven ( p ) ;
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if ( p - > drink_amt < 99 & & ! S_CheckActorSoundPlaying ( pact , 425 ) )
S_PlayActorSound ( 425 , pact ) ;
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}
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}
}
}
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if ( isRR ( ) & & p - > itemUsed ( ICON_HEATS ) & & p - > newOwner = = nullptr )
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{
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SetGameVarID ( g_iReturnVarID , 0 , nullptr , p - > pnum ) ;
OnEvent ( EVENT_USENIGHTVISION , p - > pnum , nullptr , - 1 ) ;
if ( GetGameVarID ( g_iReturnVarID , nullptr , p - > pnum ) . value ( ) = = 0 )
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{
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if ( p - > yehaa_timer = = 0 )
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{
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p - > yehaa_timer = 126 ;
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S_PlayActorSound ( 390 , pact ) ;
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p - > noise_radius = 1024 ;
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madenoise ( p ) ;
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if ( p - > cursector - > lotag = = 857 )
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{
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if ( pact - > spr . extra < = gs . max_player_health )
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{
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pact - > spr . extra + = 10 ;
if ( pact - > spr . extra > = gs . max_player_health )
pact - > spr . extra = gs . max_player_health ;
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}
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}
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else
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{
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if ( pact - > spr . extra + 1 < = gs . max_player_health )
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{
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pact - > spr . extra + + ;
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}
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}
}
}
}
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if ( p - > itemUsed ( ICON_FIRSTAID ) )
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{
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SetGameVarID ( g_iReturnVarID , 0 , nullptr , p - > pnum ) ;
OnEvent ( EVENT_USEMEDKIT , p - > pnum , nullptr , - 1 ) ;
if ( GetGameVarID ( g_iReturnVarID , nullptr , p - > pnum ) . value ( ) = = 0 )
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{
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if ( p - > firstaid_amount > 0 & & pact - > spr . extra < gs . max_player_health )
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{
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if ( ! isRR ( ) )
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{
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int j = gs . max_player_health - pact - > spr . extra ;
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if ( p - > firstaid_amount > j )
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{
p - > firstaid_amount - = j ;
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pact - > spr . extra = gs . max_player_health ;
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p - > inven_icon = 1 ;
}
else
{
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pact - > spr . extra + = p - > firstaid_amount ;
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p - > firstaid_amount = 0 ;
checkavailinven ( p ) ;
}
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S_PlayActorSound ( DUKE_USEMEDKIT , pact ) ;
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}
else
{
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int j = 10 ;
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if ( p - > firstaid_amount > j )
{
p - > firstaid_amount - = j ;
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pact - > spr . extra + = j ;
if ( pact - > spr . extra > gs . max_player_health )
pact - > spr . extra = gs . max_player_health ;
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p - > inven_icon = 1 ;
}
else
{
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pact - > spr . extra + = p - > firstaid_amount ;
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p - > firstaid_amount = 0 ;
checkavailinven ( p ) ;
}
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if ( pact - > spr . extra > gs . max_player_health )
pact - > spr . extra = gs . max_player_health ;
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p - > drink_amt + = 10 ;
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if ( p - > drink_amt < = 100 & & ! S_CheckActorSoundPlaying ( pact , DUKE_USEMEDKIT ) )
S_PlayActorSound ( DUKE_USEMEDKIT , pact ) ;
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}
}
}
}
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if ( p - > itemUsed ( ICON_JETPACK ) & & ( isRR ( ) | | p - > newOwner = = nullptr ) )
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{
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SetGameVarID ( g_iReturnVarID , 0 , nullptr , p - > pnum ) ;
OnEvent ( EVENT_USEJETPACK , p - > pnum , nullptr , - 1 ) ;
if ( GetGameVarID ( g_iReturnVarID , nullptr , p - > pnum ) . value ( ) = = 0 )
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{
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if ( ! isRR ( ) )
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{
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if ( p - > jetpack_amount > 0 )
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{
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p - > jetpack_on = ! p - > jetpack_on ;
if ( p - > jetpack_on )
{
p - > inven_icon = 4 ;
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S_StopSound ( DUKE_SCREAM , pact ) ; // this will stop the falling scream
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S_PlayActorSound ( DUKE_JETPACK_ON , pact ) ;
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FTA ( QUOTE_JETPACK_ON , p ) ;
}
else
{
p - > hard_landing = 0 ;
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p - > vel . Z = 0 ;
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S_PlayActorSound ( DUKE_JETPACK_OFF , pact ) ;
S_StopSound ( DUKE_JETPACK_IDLE , pact ) ;
S_StopSound ( DUKE_JETPACK_ON , pact ) ;
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FTA ( QUOTE_JETPACK_OFF , p ) ;
}
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}
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else FTA ( QUOTE_JETPACK_NOT_FOUND , p ) ;
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}
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else
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{
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// eat cow pie
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if ( p - > jetpack_amount > 0 & & pact - > spr . extra < gs . max_player_health )
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{
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if ( ! S_CheckActorSoundPlaying ( pact , 429 ) )
S_PlayActorSound ( 429 , pact ) ;
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p - > jetpack_amount - = 100 ;
if ( p - > drink_amt > 0 )
{
p - > drink_amt - = 5 ;
if ( p - > drink_amt < 0 )
p - > drink_amt = 0 ;
}
if ( p - > eat < 100 )
{
p - > eat + = 5 ;
if ( p - > eat > 100 )
p - > eat = 100 ;
}
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pact - > spr . extra + = 5 ;
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p - > inven_icon = 4 ;
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if ( pact - > spr . extra > gs . max_player_health )
pact - > spr . extra = gs . max_player_health ;
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if ( p - > jetpack_amount < = 0 )
checkavailinven ( p ) ;
}
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}
}
}
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if ( ! ! ( p - > cmd . ucmd . actions & SB_TURNAROUND ) & & p - > Angles . YawSpin = = nullAngle & & p - > on_crane = = nullptr )
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{
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SetGameVarID ( g_iReturnVarID , 0 , nullptr , p - > pnum ) ;
OnEvent ( EVENT_TURNAROUND , p - > pnum , nullptr , - 1 ) ;
if ( GetGameVarID ( g_iReturnVarID , nullptr , p - > pnum ) . value ( ) ! = 0 )
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{
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p - > cmd . ucmd . actions & = ~ SB_TURNAROUND ;
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}
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}
}
}
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//---------------------------------------------------------------------------
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//
//
//
//---------------------------------------------------------------------------
unsigned GameInterface : : getCrouchState ( )
{
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const auto p = getPlayer ( myconnectindex ) ;
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const int sectorLotag = p - > insector ( ) ? p - > cursector - > lotag : 0 ;
const int crouchable = sectorLotag ! = ST_2_UNDERWATER & & ( sectorLotag ! = ST_1_ABOVE_WATER | | p - > spritebridge ) & & ! p - > jetpack_on ;
const int disableToggle = ( ! crouchable & & p - > on_ground ) | | p - > jetpack_on | | ( isRRRA ( ) & & ( p - > OnMotorcycle | | p - > OnBoat ) ) ;
return ( CS_CANCROUCH * crouchable ) | ( CS_DISABLETOGGLE * disableToggle ) ;
}
//---------------------------------------------------------------------------
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//
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// External entry point
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//
//---------------------------------------------------------------------------
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void GameInterface : : doPlayerMovement ( )
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{
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const auto p = getPlayer ( myconnectindex ) ;
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if ( isRRRA ( ) & & ( p - > OnMotorcycle | | p - > OnBoat ) )
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{
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static constexpr double VEHICLETURN = ( 20.f * 360.f / 2048.f ) ;
double baseVel , velScale ; unsigned vehFlags ;
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if ( p - > OnMotorcycle )
{
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vehFlags = VEH_CANTURN | ( VEH_CANMOVE * ! p - > moto_underwater ) | ( VEH_SCALETURN * ( p - > MotoSpeed < = 0 ) ) ;
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velScale = ( 3. / 10. ) ;
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baseVel = VEHICLETURN * Sgn ( p - > MotoSpeed ) ;
}
else
{
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vehFlags = VEH_CANMOVE | ( VEH_CANTURN * ( p - > MotoSpeed | | p - > moto_drink ) ) ;
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velScale = ! p - > NotOnWater ? 1. : ( 6. / 19. ) ;
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baseVel = VEHICLETURN * velScale ;
}
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gameInput . processVehicle ( baseVel , velScale , vehFlags ) ;
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}
else
{
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gameInput . processMovement ( ( p - > psectlotag ! = ST_2_UNDERWATER ) ? 1 : 0.875 , true , p - > drink_amt ) ;
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}
}
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END_DUKE_NS