raze/source/games/duke/src/player.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
2020-06-28 07:03:31 +00:00
Copyright (C) 2020 - Christoph Oelckers
This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D 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
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D 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 "mapinfo.h"
#include "dukeactor.h"
#include "vm.h"
BEGIN_DUKE_NS
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//---------------------------------------------------------------------------
//
// callback for playercolor CVAR
//
//---------------------------------------------------------------------------
int playercolor2lookup(int color)
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{
static int8_t player_pals[] = { 0, 9, 10, 11, 12, 13, 14, 15, 16, 21, 23, };
if (color >= 0 && color < 10) return player_pals[color];
return 0;
}
void PlayerColorChanged(void)
{
if (ud.recstat != 0)
return;
auto& pp = ps[myconnectindex];
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if (ud.multimode > 1)
{
//Net_SendClientInfo();
}
else
{
pp.palookup = ud.user_pals[myconnectindex] = playercolor2lookup(playercolor);
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}
if (pp.GetActor()->isPlayer() && pp.GetActor()->spr.pal != 1)
pp.GetActor()->spr.pal = ud.user_pals[myconnectindex];
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}
//---------------------------------------------------------------------------
//
// why is this such a mess?
//
//---------------------------------------------------------------------------
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int setpal(player_struct* p)
{
int palette;
if (p->DrugMode) palette = DRUGPAL;
else if (p->heat_on) palette = SLIMEPAL;
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else if (!p->insector()) palette = BASEPAL; // don't crash if out of range.
else if (tilesurface(p->cursector->ceilingtexture) == TSURF_SLIME) palette = SLIMEPAL;
else if (p->cursector->lotag == ST_2_UNDERWATER) palette = WATERPAL;
else palette = BASEPAL;
return palette;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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void quickkill(player_struct* p)
{
SetPlayerPal(p, PalEntry(48, 48, 48, 48));
auto pa = p->GetActor();
pa->spr.extra = 0;
pa->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
if (ud.god == 0) spawnguts(pa, DukeJibs6Class, 8);
return;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void forceplayerangle(player_struct* p)
{
const auto ang = (DAngle22_5 - randomAngle(45)) / 2.;
p->GetActor()->spr.Angles.Pitch -= DAngle::fromDeg(26.566);
p->sync.actions |= SB_CENTERVIEW;
p->Angles.ViewAngles.Yaw = ang;
p->Angles.ViewAngles.Roll = -ang;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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double hits(DDukeActor* actor)
{
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double zoff;
HitInfo hit{};
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if (actor->isPlayer()) zoff = gs.playerheight;
else zoff = 0;
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auto pos = actor->spr.pos;
hitscan(pos.plusZ(-zoff), actor->sector(), DVector3(actor->spr.Angles.Yaw.ToVector() * 1024, 0), hit, CLIPMASK1);
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return (hit.hitpos.XY() - actor->spr.pos.XY()).Length();
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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double hitasprite(DDukeActor* actor, DDukeActor** hitsp)
{
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double zoff;
HitInfo hit{};
if (badguy(actor))
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zoff = 42;
else if (actor->isPlayer()) zoff = gs.playerheight;
else zoff = 0;
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auto pos = actor->spr.pos;
hitscan(pos.plusZ(-zoff), actor->sector(), DVector3(actor->spr.Angles.Yaw.ToVector() * 1024, 0), hit, CLIPMASK1);
if (hitsp) *hitsp = hit.actor();
if (hit.hitWall != nullptr && (hit.hitWall->cstat & CSTAT_WALL_MASKED) && badguy(actor))
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return INT_MAX;
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return (hit.hitpos.XY() - actor->spr.pos.XY()).Length();
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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double hitawall(player_struct* p, walltype** hitw)
{
HitInfo hit{};
hitscan(p->GetActor()->getPosWithOffsetZ(), p->cursector, DVector3(p->GetActor()->spr.Angles.Yaw.ToVector() * 1024, 0), hit, CLIPMASK0);
if (hitw) *hitw = hit.hitWall;
return (hit.hitpos.XY() - p->GetActor()->spr.pos.XY()).Length();
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DDukeActor* aim(DDukeActor* actor, int abase, bool force)
{
DAngle aang = mapangle(abase);
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bool gotshrinker, gotfreezer;
static const int aimstats[] = { STAT_PLAYER, STAT_DUMMYPLAYER, STAT_ACTOR, STAT_ZOMBIEACTOR };
DAngle a = actor->spr.Angles.Yaw;
// Autoaim from DukeGDX.
if (actor->isPlayer())
{
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auto* plr = &ps[actor->PlayerIndex()];
int autoaim = force? 1 : Autoaim(actor->PlayerIndex());
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if (!autoaim)
{
// Some fudging to avoid aim randomization when autoaim is off.
// This is a reimplementation of how it was solved in RedNukem.
if (plr->curr_weapon == PISTOL_WEAPON && !isWW2GI())
{
double vel = 1024, zvel = 0;
setFreeAimVelocity(vel, zvel, plr->Angles.getPitchWithView(), 16.);
HitInfo hit{};
hitscan(plr->GetActor()->getPosWithOffsetZ().plusZ(4), actor->sector(), DVector3(actor->spr.Angles.Yaw.ToVector() * vel, zvel * 64), hit, CLIPMASK1);
if (hit.actor() != nullptr)
{
if (isIn(hit.actor()->spr.statnum, { STAT_PLAYER, STAT_DUMMYPLAYER, STAT_ACTOR, STAT_ZOMBIEACTOR }))
return hit.actor();
}
}
// The chickens in RRRA are homing and must always autoaim.
if (!isRRRA() || plr->curr_weapon != CHICKEN_WEAPON)
return nullptr;
}
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else if (autoaim == 2)
{
int weap;
if (!isWW2GI())
{
weap = plr->curr_weapon;
}
else
{
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weap = aplWeaponWorksLike(plr->curr_weapon, actor->PlayerIndex());
}
// The chickens in RRRA are homing and must always autoaim.
if (!isRRRA() || plr->curr_weapon != CHICKEN_WEAPON)
{
if ((weap > CHAINGUN_WEAPON && weap != GROW_WEAPON) || weap == KNEE_WEAPON)
{
return nullptr;
}
}
}
}
DDukeActor* aimed = nullptr;
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// if(actor->isPlayer() && ps[actor->PlayerIndex()].aim_mode) return -1;
if (isRR())
{
gotshrinker = false;
gotfreezer = false;
}
else if (isWW2GI())
{
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gotshrinker = actor->isPlayer() && aplWeaponWorksLike(ps[actor->PlayerIndex()].curr_weapon, actor->PlayerIndex()) == SHRINKER_WEAPON;
gotfreezer = actor->isPlayer() && aplWeaponWorksLike(ps[actor->PlayerIndex()].curr_weapon, actor->PlayerIndex()) == FREEZE_WEAPON;
}
else
{
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gotshrinker = actor->isPlayer() && ps[actor->PlayerIndex()].curr_weapon == SHRINKER_WEAPON;
gotfreezer = actor->isPlayer() && ps[actor->PlayerIndex()].curr_weapon == FREEZE_WEAPON;
}
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double smax = 0x7fffffff;
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auto dv1 = (a - aang).ToVector();
auto dv2 = (a + aang).ToVector();
auto dv3 = a.ToVector();
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for (int k = 0; k < 4; k++)
{
if (aimed)
break;
DukeStatIterator it(aimstats[k]);
while (auto act = it.Next())
{
if (act->spr.scale.X > 0 && act->spr.extra >= 0 && (act->spr.cstat & (CSTAT_SPRITE_BLOCK_ALL | CSTAT_SPRITE_INVISIBLE)) == CSTAT_SPRITE_BLOCK_ALL)
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if (badguy(act) || k < 2)
{
if (badguy(act) || act->isPlayer())
{
if (act->isPlayer() &&
(isRR() && ud.ffire == 0) &&
ud.coop == 1 &&
actor->isPlayer() &&
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actor != act)
continue;
if (gotshrinker && act->spr.scale.X < 0.46875 && !(act->flags1 & SFLAG_SHRINKAUTOAIM)) continue;
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if (gotfreezer && act->spr.pal == 1) continue;
}
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DVector2 vv = act->spr.pos.XY() - actor->spr.pos.XY();
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if ((dv1.Y * vv.X) <= (dv1.X * vv.Y))
if ((dv2.Y * vv.X) >= (dv2.X * vv.Y))
{
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double sdist = dv3.dot(vv);
if (sdist > 32 && sdist < smax)
{
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int check;
if (actor->isPlayer())
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{
double checkval = (act->spr.pos.Z - actor->spr.pos.Z) * 1.25 / sdist;
double horiz = ps[actor->PlayerIndex()].Angles.getPitchWithView().Tan();
check = abs(checkval - horiz) < 0.78125;
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}
else check = 1;
int cans = cansee(act->spr.pos.plusZ(-32 + act->IntVar(NAME_aimoffset)), act->sector(), actor->spr.pos.plusZ(-32), actor->sector());
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if (check && cans)
{
smax = sdist;
aimed = act;
}
}
}
}
}
}
return aimed;
}
// This is what aim should be.
DDukeActor* aim_(DDukeActor* actor, DDukeActor* weapon, double aimangle)
{
if (!weapon || (weapon->flags1 & SFLAG_NOAUTOAIM)) return nullptr;
return aim(actor, int((aimangle > 0 ? aimangle : weapon->FloatVar(NAME_autoaimangle)) * (512 / 90.)), (weapon->flags1 & SFLAG_FORCEAUTOAIM));
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void dokneeattack(int snum)
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{
auto p = &ps[snum];
auto pact = p->GetActor();
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if (p->knee_incs > 0)
{
p->oknee_incs = p->knee_incs;
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p->knee_incs++;
pact->spr.Angles.Pitch = (pact->getPosWithOffsetZ() - p->actorsqu->spr.pos.plusZ(-4)).Pitch();
p->sync.actions |= SB_CENTERVIEW;
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if (p->knee_incs > 15)
{
p->oknee_incs = p->knee_incs = 0;
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p->holster_weapon = 0;
if (p->weapon_pos < 0)
p->weapon_pos = -p->weapon_pos;
if (p->actorsqu != nullptr && (pact->spr.pos - p->actorsqu->spr.pos).Length() < 1400/16.)
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{
spawnguts(p->actorsqu, DukeJibs6Class, 7);
spawn(p->actorsqu, DukeBloodPoolClass);
S_PlayActorSound(SQUISHED, p->actorsqu);
if (p->actorsqu->flags2 & SFLAG2_TRIGGERRESPAWN)
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{
if (p->actorsqu->spr.yint)
operaterespawns(p->actorsqu->spr.yint);
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}
if (p->actorsqu->isPlayer())
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{
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quickkill(&ps[p->actorsqu->PlayerIndex()]);
ps[p->actorsqu->PlayerIndex()].frag_ps = snum;
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}
else
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{
addkill(p->actorsqu);
p->actorsqu->Destroy();
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}
}
p->actorsqu = nullptr;
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}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int makepainsounds(int snum, int type)
{
auto p = &ps[snum];
auto actor = p->GetActor();
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int k = 0;
switch (type)
{
case 0:
if (rnd(32))
{
if (p->boot_amount > 0)
k = 1;
else
{
if (!S_CheckActorSoundPlaying(actor, DUKE_LONGTERM_PAIN))
S_PlayActorSound(DUKE_LONGTERM_PAIN, actor);
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SetPlayerPal(p, PalEntry(32, 64, 64, 64));
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actor->spr.extra -= 1 + (krand() & 3);
if (!S_CheckActorSoundPlaying(actor, SHORT_CIRCUIT))
S_PlayActorSound(SHORT_CIRCUIT, actor);
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}
}
break;
case 1:
if (rnd(16))
{
if (p->boot_amount > 0)
k = 1;
else
{
if (!S_CheckActorSoundPlaying(actor, DUKE_LONGTERM_PAIN))
S_PlayActorSound(DUKE_LONGTERM_PAIN, actor);
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SetPlayerPal(p, PalEntry(32, 0, 8, 0));
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actor->spr.extra -= 1 + (krand() & 3);
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}
}
break;
case 2:
if (rnd(32))
{
if (p->boot_amount > 0)
k = 1;
else
{
if (!S_CheckActorSoundPlaying(actor, DUKE_LONGTERM_PAIN))
S_PlayActorSound(DUKE_LONGTERM_PAIN, actor);
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SetPlayerPal(p, PalEntry(32, 8, 0, 0));
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actor->spr.extra -= 1 + (krand() & 3);
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}
}
break;
case 3:
if ((krand() & 3) == 1)
if (p->on_ground)
{
if (p->OnMotorcycle)
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actor->spr.extra -= 2;
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else
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actor->spr.extra -= 4;
S_PlayActorSound(DUKE_LONGTERM_PAIN, actor);
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}
break;
}
return k;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void footprints(int snum)
{
auto p = &ps[snum];
auto actor = p->GetActor();
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if (p->footprintcount > 0 && p->on_ground)
if (p->insector() && (p->cursector->floorstat & CSTAT_SECTOR_SLOPE) != 2)
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{
int j = -1;
DukeSectIterator it(actor->sector());
while (auto act = it.Next())
{
if (act->IsKindOf(DukeFootprintsClass))
if (abs(act->spr.pos.X - p->GetActor()->spr.pos.X) < 24)
if (abs(act->spr.pos.Y - p->GetActor()->spr.pos.Y) < 24)
{
j = 1;
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break;
}
}
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if (j < 0)
{
p->footprintcount--;
if (p->cursector->lotag == 0 && p->cursector->hitag == 0)
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{
DDukeActor* fprint = spawn(actor, DukeFootprintsClass);
if (fprint)
{
fprint->spr.Angles.Yaw = p->actor->spr.Angles.Yaw;
fprint->spr.pal = p->footprintpal;
fprint->spr.shade = (int8_t)p->footprintshade;
}
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}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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void playerisdead(int snum, int psectlotag, double floorz, double ceilingz)
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{
auto p = &ps[snum];
auto actor = p->GetActor();
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// lock input when dead.
setForcedSyncInput(snum);
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if (p->dead_flag == 0)
{
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if (actor->spr.pal != 1)
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{
SetPlayerPal(p, PalEntry(63, 63, 0, 0));
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actor->spr.pos.Z -= 16;
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}
#if 0
if (ud.recstat == 1 && ud.multimode < 2)
closedemowrite();
#endif
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if (actor->spr.pal != 1)
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p->dead_flag = (512 - ((krand() & 1) << 10) + (krand() & 255) - 512) & 2047;
p->jetpack_on = 0;
p->holoduke_on = nullptr;
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if (!isRR())S_StopSound(DUKE_JETPACK_IDLE, actor);
S_StopSound(-1, actor, CHAN_VOICE);
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if (actor->spr.pal != 1 && (actor->spr.cstat & CSTAT_SPRITE_INVISIBLE) == 0) actor->spr.cstat = 0;
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if (ud.multimode > 1 && (actor->spr.pal != 1 || (actor->spr.cstat & CSTAT_SPRITE_INVISIBLE)))
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{
if (p->frag_ps != snum)
{
ps[p->frag_ps].frag++;
ps[p->frag_ps].frags[snum]++;
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auto pname = PlayerName(p->frag_ps);
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if (snum == screenpeek)
{
Printf(PRINT_NOTIFY, "Killed by %s", pname);
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}
else
{
Printf(PRINT_NOTIFY, "Killed %s", pname);
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}
}
else p->fraggedself++;
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p->frag_ps = snum;
}
}
if (psectlotag == ST_2_UNDERWATER)
{
if (p->on_warping_sector == 0)
{
if (abs(actor->getOffsetZ() - floorz) > (gs.playerheight * 0.5))
actor->spr.pos.Z += 348/ 256.;
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}
else
{
actor->spr.pos.Z -= 2;
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actor->vel.Z = -348 / 256.;
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}
Collision coll;
clipmove(actor->spr.pos.XY(), actor->getOffsetZ(), &p->cursector, DVector2( 0, 0), 10.25, 4., 4., CLIPMASK0, coll);
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}
actor->backuploc();
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p->Angles.ViewAngles.Pitch = actor->spr.Angles.Pitch = nullAngle;
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updatesector(actor->getPosWithOffsetZ(), &p->cursector);
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pushmove(actor->spr.pos.XY(), actor->getOffsetZ(), &p->cursector, 8, 4, 20, CLIPMASK0);
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if (floorz > ceilingz + 16 && actor->spr.pal != 1)
p->Angles.ViewAngles.Roll = DAngle::fromBuild(-(p->dead_flag + ((floorz + actor->getOffsetZ()) * 2)));
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p->on_warping_sector = 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int endoflevel(int snum)
{
auto p = &ps[snum];
// the fist puching the end-of-level thing...
p->ofist_incs = p->fist_incs;
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p->fist_incs++;
if (p->fist_incs == 28)
{
#if 0
if (ud.recstat == 1) closedemowrite();
#endif
S_PlaySound(PIPEBOMB_EXPLODE);
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SetPlayerPal(p, PalEntry(48, 64, 64, 64));
}
if (p->fist_incs > 42)
{
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setnextmap(!!p->buttonpalette);
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return 1;
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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int timedexit(int snum)
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{
auto p = &ps[snum];
p->timebeforeexit--;
if (p->timebeforeexit == 26 * 5)
{
FX_StopAllSounds();
if (p->customexitsound >= 0)
{
S_PlaySound(p->customexitsound);
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FTA(102, p);
}
}
else if (p->timebeforeexit == 1)
{
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setnextmap(false);
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return true;
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}
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return false;
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}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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void playerCrouch(int snum)
{
auto p = &ps[snum];
// crouching
SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
OnEvent(EVENT_CROUCH, snum, p->GetActor(), -1);
if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() == 0)
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{
p->GetActor()->spr.pos.Z += 8 + 3;
p->crack_time = CRACK_TIME;
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}
}
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void playerJump(int snum, double floorz, double ceilingz)
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{
auto p = &ps[snum];
if (p->jumping_toggle == 0 && p->jumping_counter == 0)
{
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if ((floorz - ceilingz) > 56)
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{
SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
OnEvent(EVENT_JUMP, snum, p->GetActor(), -1);
if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() == 0)
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{
p->jumping_counter = 1;
p->jumping_toggle = 1;
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void player_struct::apply_seasick()
{
if (isRRRA() && SeaSick && (dead_flag == 0))
{
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if (SeaSick < 250)
{
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static constexpr DAngle adjustment = DAngle::fromDeg(4.21875);
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if (SeaSick >= 180)
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Angles.ViewAngles.Roll -= adjustment;
else if (SeaSick >= 130)
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Angles.ViewAngles.Roll += adjustment;
else if (SeaSick >= 70)
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Angles.ViewAngles.Roll -= adjustment;
else if (SeaSick >= 20)
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Angles.ViewAngles.Roll += adjustment;
}
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if (SeaSick < 250)
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Angles.ViewAngles.Yaw = DAngle::fromDeg(krandf(45) - 22.5);
}
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}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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void player_struct::backuppos(bool noclipping)
{
if (!noclipping)
{
GetActor()->backupvec2();
}
else
{
GetActor()->restorevec2();
}
GetActor()->backupz();
bobpos = GetActor()->spr.pos.XY();
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opyoff = pyoff;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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void player_struct::backupweapon()
{
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oweapon_sway = weapon_sway;
oweapon_pos = weapon_pos;
okickback_pic = kickback_pic;
orandom_club_frame = random_club_frame;
ohard_landing = hard_landing;
ofistsign = fistsign;
otipincs = tipincs;
oknee_incs = knee_incs;
oaccess_incs = access_incs;
ofist_incs = fist_incs;
oloogcnt = loogcnt;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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void player_struct::checkhardlanding()
{
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if (hard_landing > 0)
{
GetActor()->spr.Angles.Pitch += maphoriz(hard_landing << 4) * !!(cl_dukepitchmode & kDukePitchHardLanding);
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hard_landing--;
}
}
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void player_struct::playerweaponsway(double xvel)
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{
if (cl_weaponsway)
{
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if (xvel < 2 || on_ground == 0 || bobcounter == 1024)
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{
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if ((weapon_sway & 2047) > (1024 + 96))
weapon_sway -= 96;
else if ((weapon_sway & 2047) < (1024 - 96))
weapon_sway += 96;
else oweapon_sway = weapon_sway = 1024;
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}
else
{
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weapon_sway = bobcounter;
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if ((bobcounter - oweapon_sway) > 256)
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{
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oweapon_sway = weapon_sway;
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}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void checklook(int snum, ESyncBits actions)
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{
auto p = &ps[snum];
if ((actions & SB_LOOK_LEFT) && !p->OnMotorcycle)
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{
SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
OnEvent(EVENT_LOOKLEFT, snum, p->GetActor(), -1);
if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() != 0)
{
actions &= ~SB_LOOK_LEFT;
}
}
if ((actions & SB_LOOK_RIGHT) && !p->OnMotorcycle)
{
SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
OnEvent(EVENT_LOOKRIGHT, snum, p->GetActor(), -1);
if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() != 0)
{
actions &= ~SB_LOOK_RIGHT;
}
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}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void playerCenterView(int snum)
{
auto p = &ps[snum];
SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
OnEvent(EVENT_RETURNTOCENTER, snum, p->GetActor(), -1);
if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() == 0)
{
p->sync.actions |= SB_CENTERVIEW;
p->sync.horz = 0;
setForcedSyncInput(snum);
}
else
{
p->sync.actions &= ~SB_CENTERVIEW;
}
}
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void playerLookUp(int snum, ESyncBits actions)
{
auto p = &ps[snum];
SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
OnEvent(EVENT_LOOKUP, snum, p->GetActor(), -1);
if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() == 0)
{
p->sync.actions |= SB_CENTERVIEW;
}
else
{
p->sync.actions &= ~SB_LOOK_UP;
}
}
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void playerLookDown(int snum, ESyncBits actions)
{
auto p = &ps[snum];
SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
OnEvent(EVENT_LOOKDOWN, snum, p->GetActor(), -1);
if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() == 0)
{
p->sync.actions |= SB_CENTERVIEW;
}
else
{
p->sync.actions &= ~SB_LOOK_DOWN;
}
}
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void playerAimUp(int snum, ESyncBits actions)
{
auto p = &ps[snum];
SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
OnEvent(EVENT_AIMUP, snum, p->GetActor(), -1);
if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() != 0)
{
p->sync.actions &= ~SB_AIM_UP;
}
}
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void playerAimDown(int snum, ESyncBits actions)
{
auto p = &ps[snum];
SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
OnEvent(EVENT_AIMDOWN, snum, p->GetActor(), -1); // due to a typo in WW2GI's CON files this is the same as EVENT_AIMUP.
if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() != 0)
{
p->sync.actions &= ~SB_AIM_DOWN;
}
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void shoot(DDukeActor* actor, int atwith, PClass* cls)
{
int p;
DVector3 spos;
DAngle sang;
auto const sect = actor->sector();
sang = actor->spr.Angles.Yaw;
if (actor->isPlayer())
{
p = actor->PlayerIndex();
spos = actor->getPosWithOffsetZ().plusZ(ps[p].pyoff + 4);
ps[p].crack_time = CRACK_TIME;
}
else
{
p = -1;
auto tex = TexMan.GetGameTexture(actor->spr.spritetexture());
spos = actor->spr.pos.plusZ(-(actor->spr.scale.Y * tex->GetDisplayHeight() * 0.5) + 4);
spos.Z += actor->FloatVar(NAME_shootzoffset);
if (badguy(actor) && !(actor->flags3 & SFLAG3_SHOOTCENTERED))
{
spos.X -= (sang + DAngle22_5 * 0.75).Sin() * 8;
spos.Y += (sang + DAngle22_5 * 0.75).Cos() * 8;
}
}
if (cls == nullptr)
cls = GetSpawnType(atwith);
CallShootThis(static_cast<DDukeActor*>(GetDefaultByType(cls)), actor, p, spos, sang);
}
//---------------------------------------------------------------------------
//
// split out so that the weapon check can be done right.
//
//---------------------------------------------------------------------------
bool movementBlocked(player_struct *p)
{
auto blockingweapon = [=]()
{
if (isRR()) return false;
if (isWW2GI()) return aplWeaponWorksLike(p->curr_weapon, p->GetPlayerNum()) == TRIPBOMB_WEAPON;
else return p->curr_weapon == TRIPBOMB_WEAPON;
};
auto weapondelay = [=]()
{
if (isWW2GI()) return aplWeaponFireDelay(p->curr_weapon, p->GetPlayerNum());
else return 4;
};
return (p->fist_incs ||
p->transporter_hold > 2 ||
p->hard_landing ||
p->access_incs > 0 ||
p->knee_incs > 0 ||
p->GetActor()->spr.extra <= 0 ||
(p->dead_flag && !ud.god) ||
(blockingweapon() && p->kickback_pic > 1 && p->kickback_pic < weapondelay()));
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int haskey(sectortype* sectp, int snum)
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{
auto p = &ps[snum];
if (!sectp)
return 0;
if (!sectp->keyinfo)
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return 1;
if (sectp->keyinfo > 6)
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return 1;
int wk = sectp->keyinfo;
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if (wk > 3)
wk -= 3;
if (p->keys[wk] == 1)
{
sectp->keyinfo = 0;
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return 1;
}
return 0;
}
2022-12-08 20:58:05 +00:00
//---------------------------------------------------------------------------
//
// taken out of Duke, now that it is no longer hard coded.
//
//---------------------------------------------------------------------------
void purplelavacheck(player_struct* p)
{
auto pact = p->actor;
if (p->spritebridge == 0 && pact->insector())
{
auto sect = pact->sector();
// one texflag for a single texture again, just to avoid one hard coded check...
if ((tilesurface(sect->floortexture) == TSURF_PURPLELAVA) || (tilesurface(sect->ceilingtexture) == TSURF_PURPLELAVA))
2022-12-08 20:58:05 +00:00
{
if (p->boot_amount > 0)
{
p->boot_amount--;
p->inven_icon = 7;
if (p->boot_amount <= 0)
checkavailinven(p);
}
else
{
if (!S_CheckActorSoundPlaying(pact, DUKE_LONGTERM_PAIN))
S_PlayActorSound(DUKE_LONGTERM_PAIN, pact);
SetPlayerPal(p, PalEntry(32, 0, 8, 0));
pact->spr.extra--;
}
}
}
}
//---------------------------------------------------------------------------
//
// moved out of the CON interpreter.
//
//---------------------------------------------------------------------------
void addphealth(player_struct* p, int amount, bool bigitem)
{
if (p->newOwner != nullptr)
{
p->newOwner = nullptr;
p->GetActor()->restoreloc();
updatesector(p->GetActor()->getPosWithOffsetZ(), &p->cursector);
DukeStatIterator it(STAT_ACTOR);
while (auto actj = it.Next())
{
if (actj->flags2 & SFLAG2_CAMERA)
actj->spr.yint = 0;
}
}
int curhealth = p->GetActor()->spr.extra;
if (!bigitem)
{
if (curhealth > gs.max_player_health && amount > 0)
{
return;// false;
}
else
{
if (curhealth > 0)
curhealth += amount;
if (curhealth > gs.max_player_health && amount > 0)
curhealth = gs.max_player_health;
}
}
else
{
if (curhealth > 0)
curhealth += amount;
if (curhealth > (gs.max_player_health << 1))
curhealth = (gs.max_player_health << 1);
}
if (curhealth < 0) curhealth = 0;
if (ud.god == 0)
{
if (amount > 0)
{
if ((curhealth - amount) < (gs.max_player_health >> 2) &&
curhealth >= (gs.max_player_health >> 2))
S_PlayActorSound(PLAYER_GOTHEALTHATLOW, p->GetActor());
p->last_extra = curhealth;
}
p->GetActor()->spr.extra = curhealth;
}
}
//---------------------------------------------------------------------------
//
// moved out of the CON interpreter.
//
//---------------------------------------------------------------------------
int playereat(player_struct* p, int amount, bool bigitem)
{
p->eat += amount;
if (p->eat > 100)
{
p->eat = 100;
}
p->drink_amt -= amount;
if (p->drink_amt < 0)
p->drink_amt = 0;
int curhealth = p->GetActor()->spr.extra;
if (!bigitem)
{
if (curhealth > gs.max_player_health && amount > 0)
{
return false;
}
else
{
if (curhealth > 0)
curhealth += (amount) * 3;
if (curhealth > gs.max_player_health && amount > 0)
curhealth = gs.max_player_health;
}
}
else
{
if (curhealth > 0)
curhealth += amount;
if (curhealth > (gs.max_player_health << 1))
curhealth = (gs.max_player_health << 1);
}
if (curhealth < 0) curhealth = 0;
if (ud.god == 0)
{
if (amount > 0)
{
if ((curhealth - amount) < (gs.max_player_health >> 2) &&
curhealth >= (gs.max_player_health >> 2))
S_PlayActorSound(PLAYER_GOTHEALTHATLOW, p->GetActor());
p->last_extra = curhealth;
}
p->GetActor()->spr.extra = curhealth;
}
return true;
}
//---------------------------------------------------------------------------
//
// moved out of the CON interpreter.
//
//---------------------------------------------------------------------------
void playerdrink(player_struct* p, int amount)
{
p->drink_amt += amount;
int curhealth = p->GetActor()->spr.extra;
if (curhealth > 0)
curhealth += amount;
if (curhealth > gs.max_player_health * 2)
curhealth = gs.max_player_health * 2;
if (curhealth < 0)
curhealth = 0;
if (ud.god == 0)
{
if (amount > 0)
{
if ((curhealth - amount) < (gs.max_player_health >> 2) &&
curhealth >= (gs.max_player_health >> 2))
S_PlayActorSound(PLAYER_GOTHEALTHATLOW, p->GetActor());
p->last_extra = curhealth;
}
p->GetActor()->spr.extra = curhealth;
}
if (p->drink_amt > 100)
p->drink_amt = 100;
if (p->GetActor()->spr.extra >= gs.max_player_health)
{
p->GetActor()->spr.extra = gs.max_player_health;
p->last_extra = gs.max_player_health;
}
}
//---------------------------------------------------------------------------
//
// moved out of the CON interpreter.
//
//---------------------------------------------------------------------------
int playeraddammo(player_struct* p, int weaponindex, int amount)
{
if (p->ammo_amount[weaponindex] >= gs.max_ammo_amount[weaponindex])
{
return false;
}
addammo(weaponindex, p, amount);
if (p->curr_weapon == KNEE_WEAPON)
if (p->gotweapon[weaponindex] && (WeaponSwitch(p - ps) & 1))
fi.addweapon(p, weaponindex, true);
return true;
}
int playeraddweapon(player_struct* p, int weaponindex, int amount)
{
if (p->gotweapon[weaponindex] == 0) fi.addweapon(p, weaponindex, !!(WeaponSwitch(p- ps) & 1));
else if (p->ammo_amount[weaponindex] >= gs.max_ammo_amount[weaponindex])
{
return false;
}
addammo(weaponindex, p, amount);
if (p->curr_weapon == KNEE_WEAPON)
if (p->gotweapon[weaponindex] && (WeaponSwitch(p - ps) & 1))
fi.addweapon(p, weaponindex, true);
return true;
}
//---------------------------------------------------------------------------
//
// moved out of the CON interpreter.
//
//---------------------------------------------------------------------------
void playeraddinventory(player_struct* p, DDukeActor* item, int type, int amount)
{
switch (type)
{
case 0:
p->steroids_amount = amount;
p->inven_icon = 2;
break;
case 1:
p->shield_amount += amount;// 100;
if (p->shield_amount > gs.max_player_health)
p->shield_amount = gs.max_player_health;
break;
case 2:
p->scuba_amount = amount;// 1600;
p->inven_icon = 6;
break;
case 3:
p->holoduke_amount = amount;// 1600;
p->inven_icon = 3;
break;
case 4:
p->jetpack_amount = amount;// 1600;
p->inven_icon = 4;
break;
case 6:
if (isRR())
{
switch (item->spr.lotag)
{
case 100: p->keys[1] = 1; break;
case 101: p->keys[2] = 1; break;
case 102: p->keys[3] = 1; break;
case 103: p->keys[4] = 1; break;
}
}
else
{
switch (item->spr.pal)
{
case 0: p->got_access |= 1; break;
case 21: p->got_access |= 2; break;
case 23: p->got_access |= 4; break;
}
}
break;
case 7:
p->heat_amount = amount;
p->inven_icon = 5;
break;
case 9:
p->inven_icon = 1;
p->firstaid_amount = amount;
break;
case 10:
p->inven_icon = 7;
p->boot_amount = amount;
break;
}
}
//---------------------------------------------------------------------------
//
// moved out of the CON interpreter.
//
//---------------------------------------------------------------------------
int checkp(DDukeActor* self, player_struct* p, int flags)
{
bool j = 0;
double vel = self->vel.X;
unsigned plindex = unsigned(p - ps);
// sigh.. this was yet another place where number literals were used as bit masks for every single value, making the code totally unreadable.
if ((flags & pducking) && p->on_ground && PlayerInput(plindex, SB_CROUCH))
j = 1;
else if ((flags & pfalling) && p->jumping_counter == 0 && !p->on_ground && p->vel.Z > 8)
j = 1;
else if ((flags & pjumping) && p->jumping_counter > 348)
j = 1;
else if ((flags & pstanding) && vel >= 0 && vel < 0.5)
j = 1;
else if ((flags & pwalking) && vel >= 0.5 && !(PlayerInput(plindex, SB_RUN)))
j = 1;
else if ((flags & prunning) && vel >= 0.5 && PlayerInput(plindex, SB_RUN))
j = 1;
else if ((flags & phigher) && p->GetActor()->getOffsetZ() < self->spr.pos.Z - 48)
j = 1;
else if ((flags & pwalkingback) && vel <= -0.5 && !(PlayerInput(plindex, SB_RUN)))
j = 1;
else if ((flags & prunningback) && vel <= -0.5 && (PlayerInput(plindex, SB_RUN)))
j = 1;
else if ((flags & pkicking) && (p->quick_kick > 0 || (p->curr_weapon == KNEE_WEAPON && p->kickback_pic > 0)))
j = 1;
else if ((flags & pshrunk) && p->GetActor()->spr.scale.X < (isRR() ? 0.125 : 0.5))
j = 1;
else if ((flags & pjetpack) && p->jetpack_on)
j = 1;
else if ((flags & ponsteroids) && p->steroids_amount > 0 && p->steroids_amount < 400)
j = 1;
else if ((flags & ponground) && p->on_ground)
j = 1;
else if ((flags & palive) && p->GetActor()->spr.scale.X > (isRR() ? 0.125 : 0.5) && p->GetActor()->spr.extra > 0 && p->timebeforeexit == 0)
j = 1;
else if ((flags & pdead) && p->GetActor()->spr.extra <= 0)
j = 1;
else if ((flags & pfacing))
{
DAngle ang;
if (self->isPlayer() && ud.multimode > 1)
ang = absangle(ps[otherp].GetActor()->spr.Angles.Yaw, (p->GetActor()->spr.pos.XY() - ps[otherp].GetActor()->spr.pos.XY()).Angle());
else
ang = absangle(p->GetActor()->spr.Angles.Yaw, (self->spr.pos.XY() - p->GetActor()->spr.pos.XY()).Angle());
j = ang < DAngle22_5;
}
return j;
}
//---------------------------------------------------------------------------
//
// moved out of the CON interpreter.
//
//---------------------------------------------------------------------------
int playercheckinventory(player_struct* p, DDukeActor* item, int type, int amount)
{
bool j = 0;
switch (type)
{
case 0:
if (p->steroids_amount != amount)
j = 1;
break;
case 1:
if (p->shield_amount != gs.max_player_health)
j = 1;
break;
case 2:
if (p->scuba_amount != amount) j = 1;
break;
case 3:
if (p->holoduke_amount != amount) j = 1;
break;
case 4:
if (p->jetpack_amount != amount) j = 1;
break;
case 6:
if (isRR())
{
switch (item->spr.lotag)
{
case 100:
if (p->keys[1]) j = 1;
break;
case 101:
if (p->keys[2]) j = 1;
break;
case 102:
if (p->keys[3]) j = 1;
break;
case 103:
if (p->keys[4]) j = 1;
break;
}
}
else
{
switch (item->spr.pal)
{
case 0:
if (p->got_access & 1) j = 1;
break;
case 21:
if (p->got_access & 2) j = 1;
break;
case 23:
if (p->got_access & 4) j = 1;
break;
}
}
break;
case 7:
if (p->heat_amount != amount) j = 1;
break;
case 9:
if (p->firstaid_amount != amount) j = 1;
break;
case 10:
if (p->boot_amount != amount) j = 1;
break;
}
return j;
}
//---------------------------------------------------------------------------
//
// moved out of the CON interpreter.
//
//---------------------------------------------------------------------------
void playerstomp(player_struct* p, DDukeActor* stomped)
{
if (p->knee_incs == 0 && p->GetActor()->spr.scale.X >= (isRR() ? 0.140625 : 0.625))
if (cansee(stomped->spr.pos.plusZ(-4), stomped->sector(), p->GetActor()->getPosWithOffsetZ().plusZ(16), p->GetActor()->sector()))
{
p->knee_incs = 1;
if (p->weapon_pos == 0)
p->weapon_pos = -1;
p->actorsqu = stomped;
}
}
//---------------------------------------------------------------------------
//
// moved out of the CON interpreter.
//
//---------------------------------------------------------------------------
void playerreset(player_struct* p, DDukeActor* g_ac)
{
if (ud.multimode < 2)
{
gameaction = ga_autoloadgame;
}
else
{
// I am not convinced this is even remotely smart to be executed from here..
pickrandomspot(int(p - ps));
g_ac->spr.pos = p->GetActor()->getPosWithOffsetZ();
p->GetActor()->backuppos();
p->setbobpos();
g_ac->backuppos();
updatesector(p->GetActor()->getPosWithOffsetZ(), &p->cursector);
SetActor(p->GetActor(), p->GetActor()->spr.pos);
g_ac->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
g_ac->spr.shade = -12;
g_ac->clipdist = 16;
g_ac->spr.scale = DVector2(0.65625, 0.5625);
g_ac->SetOwner(g_ac);
g_ac->spr.xoffset = 0;
g_ac->spr.pal = p->palookup;
p->last_extra = g_ac->spr.extra = gs.max_player_health;
p->wantweaponfire = -1;
p->GetActor()->PrevAngles.Pitch = p->GetActor()->spr.Angles.Pitch = nullAngle;
p->on_crane = nullptr;
p->frag_ps = int(p - ps);
p->Angles.PrevViewAngles.Pitch = p->Angles.ViewAngles.Pitch = nullAngle;
p->opyoff = 0;
p->wackedbyactor = nullptr;
p->shield_amount = gs.max_armour_amount;
p->dead_flag = 0;
p->pals.a = 0;
p->footprintcount = 0;
p->weapreccnt = 0;
p->ftq = 0;
p->vel.X = p->vel.Y = 0;
if (!isRR()) p->Angles.PrevViewAngles.Roll = p->Angles.ViewAngles.Roll = nullAngle;
p->falling_counter = 0;
g_ac->hitextra = -1;
g_ac->cgg = 0;
g_ac->movflag = 0;
g_ac->tempval = 0;
g_ac->actorstayput = nullptr;
g_ac->dispicnum = 0;
g_ac->SetHitOwner(p->GetActor());
g_ac->temp_data[4] = 0;
resetinventory(p);
resetweapons(p);
}
}
//---------------------------------------------------------------------------
//
// moved out of the CON interpreter.
//
//---------------------------------------------------------------------------
void wackplayer(player_struct* p)
{
if (!isRR())
forceplayerangle(p);
else
{
p->vel.XY() -= p->GetActor()->spr.Angles.Yaw.ToVector() * 64;
p->jumping_counter = 767;
p->jumping_toggle = 1;
}
}
//---------------------------------------------------------------------------
//
// moved out of the CON interpreter.
//
//---------------------------------------------------------------------------
void playerkick(player_struct* p, DDukeActor* g_ac)
{
if (ud.multimode > 1 && g_ac->isPlayer())
{
if (ps[otherp].quick_kick == 0)
ps[otherp].quick_kick = 14;
}
else if (!g_ac->isPlayer() && p->quick_kick == 0)
p->quick_kick = 14;
}
END_DUKE_NS