2021-04-28 18:16:13 +00:00
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// contains all global Blood definitions
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struct Blood native
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{
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native static void PlayIntroMusic();
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native static bool OriginalLoadScreen(); // doing it generically would necessitate exporting the tile manage which we do not want.
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native static void sndStartSample(int resid, int volume, int channel, bool loop = false, int chanflags = 0);
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native static void sndStartSampleNamed(String sname, int volume, int channel);
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}
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2021-05-11 16:04:17 +00:00
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struct PACKINFO // not native!
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{
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bool isActive;
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int curAmount;
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}
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struct BloodPlayer native
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{
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//spritetype* pSprite;
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//XSPRITE* pXSprite;
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//DUDEINFO* pDudeInfo;
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//PlayerHorizon horizon;
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//PlayerAngle angle;
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native uint8 newWeapon;
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native int weaponQav;
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native int qavCallback;
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native bool isRunning;
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native int posture; // stand, crouch, swim
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native int sceneQav; // by NoOne: used to keep qav id
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native int bobPhase;
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native int bobAmp;
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native int bobHeight;
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native int bobWidth;
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native int swayPhase;
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native int swayAmp;
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native int swayHeight;
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native int swayWidth;
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native int nPlayer; // Connect id
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native int nSprite;
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native int lifeMode;
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native int zView;
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native int zViewVel;
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native int zWeapon;
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native int zWeaponVel;
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native int slope;
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native bool isUnderwater;
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native bool hasKey[8];
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native int8 hasFlag;
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native int damageControl[7];
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native int8 curWeapon;
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native int8 nextWeapon;
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native int weaponTimer;
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native int weaponState;
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native int weaponAmmo; //rename
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native bool hasWeapon[14];
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native int weaponMode[14];
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native int weaponOrder[2][14];
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native int ammoCount[12];
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native bool qavLoop;
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native int fuseTime;
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native int throwTime;
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native int throwPower;
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//native Aim aim; // world
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native int aimTarget; // aim target sprite
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native int aimTargetsCount;
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native short aimTargets[16];
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native int deathTime;
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native int pwUpTime[51]; // kMaxPowerUps
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native int fragCount;
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native int fragInfo[8];
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native int underwaterTime;
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native int bubbleTime;
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native int restTime;
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native int kickPower;
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native int laughCount;
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native bool godMode;
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native bool fallScream;
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native bool cantJump;
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native int packItemTime; // pack timer
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native int packItemId; // pack id 1: diving suit, 2: crystal ball, 3: beast vision 4: jump boots
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native PACKINFO packSlots[5]; // at325 [1]: diving suit, [2]: crystal ball, [3]: beast vision [4]: jump boots
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native int armor[3]; // armor
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native int voodooTarget;
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native int flickerEffect;
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native int tiltEffect;
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native int visibility;
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native int painEffect;
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native int blindEffect;
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native int chokeEffect;
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native int handTime;
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native bool hand; // if true, there is hand start choking the player
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native int pickupEffect;
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native bool flashEffect; // if true, reduce pPlayer->visibility counter
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native int quakeEffect;
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native int player_par;
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native int nWaterPal;
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//POSTURE pPosture[kModeMax][kPostureMax];
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};
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