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//-------------------------------------------------------------------------
/*
Copyright ( C ) 1996 , 2003 - 3 D Realms Entertainment
Copyright ( C ) 2000 , 2003 - Matt Saettler ( EDuke Enhancements )
Copyright ( C ) 2020 - Christoph Oelckers
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
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 , 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"
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# include "concmd.h"
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# include "duke3d.h"
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# include "gamevar.h"
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# include "mapinfo.h"
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# include "gamestate.h"
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# include "conlabel.h"
# include "automap.h"
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# include "dukeactor.h"
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BEGIN_DUKE_NS
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// Player Actions - used by ifp instruction.
enum playeraction_t {
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pstanding = 0x00000001 ,
pwalking = 0x00000002 ,
prunning = 0x00000004 ,
pducking = 0x00000008 ,
pfalling = 0x00000010 ,
pjumping = 0x00000020 ,
phigher = 0x00000040 ,
pwalkingback = 0x00000080 ,
prunningback = 0x00000100 ,
pkicking = 0x00000200 ,
pshrunk = 0x00000400 ,
pjetpack = 0x00000800 ,
ponsteroids = 0x00001000 ,
ponground = 0x00002000 ,
palive = 0x00004000 ,
pdead = 0x00008000 ,
pfacing = 0x00010000
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} ;
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struct ParseState
{
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int g_p ;
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int g_x ;
int * g_t ;
uint8_t killit_flag ;
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DDukeActor * g_ac ;
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int * insptr ;
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Collision coll ;
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int parse ( void ) ;
void parseifelse ( int condition ) ;
} ;
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int furthestcanseepoint ( DDukeActor * i , DDukeActor * ts , int * dax , int * day ) ;
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bool ifsquished ( DDukeActor * i , int p ) ;
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void fakebubbaspawn ( DDukeActor * actor , int g_p ) ;
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void tearitup ( sectortype * sect ) ;
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void destroyit ( DDukeActor * actor ) ;
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void mamaspawn ( DDukeActor * actor ) ;
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void forceplayerangle ( int snum ) ;
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bool killthesprite = false ;
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void addspritetodelete ( int spnum )
{
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killthesprite = true ;
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}
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sectortype * toSect ( int index )
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{
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return validSectorIndex ( index ) ? & sector [ index ] : nullptr ;
}
int fromSect ( sectortype * sect )
{
return sect ? sectnum ( sect ) : - 1 ;
}
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walltype * toWall ( int index )
{
return validWallIndex ( index ) ? & wall [ index ] : nullptr ;
}
int fromWall ( walltype * sect )
{
return sect ? wallnum ( sect ) : - 1 ;
}
static void DoUserDef ( bool bSet , int lVar1 , int lLabelID , int lVar2 , DDukeActor * sActor , int sPlayer , int lParm2 )
{
auto vValue = GetGameVarID ( lVar2 , sActor , sPlayer ) ;
auto lValue = vValue . safeValue ( ) ;
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// most settings have been removed because they are either pointless, no longer existent or simply too dangerous to access.
// Others have been made read-only.
switch ( lLabelID )
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{
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case USERDEFS_GOD : // redid this so that the script won't be able to disable user-set god mode.
if ( bSet ) ud . god = ( ud . god & ~ 2 ) | ( lValue ? 2 : 0 ) ;
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else SetGameVarID ( lVar2 , ! ! ud . god , sActor , sPlayer ) ;
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break ;
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case USERDEFS_CASHMAN :
if ( bSet ) ud . cashman = lValue ;
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else SetGameVarID ( lVar2 , ud . cashman , sActor , sPlayer ) ;
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break ;
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case USERDEFS_EOG :
if ( bSet ) ud . eog = lValue ;
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else SetGameVarID ( lVar2 , ud . eog , sActor , sPlayer ) ;
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break ;
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case USERDEFS_SHOWALLMAP :
if ( bSet ) gFullMap = lValue ;
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else SetGameVarID ( lVar2 , gFullMap , sActor , sPlayer ) ;
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break ;
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case USERDEFS_SHOWWEAPONS :
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// Read-only user state.
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if ( ! bSet ) SetGameVarID ( lVar2 , cl_showweapon , sActor , sPlayer ) ;
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break ;
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case USERDEFS_CAMERASPRITE :
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if ( bSet ) ud . cameraactor = vValue . safeActor ( ) ;
else SetGameVarID ( lVar2 , ud . cameraactor , sActor , sPlayer ) ;
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break ;
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case USERDEFS_LAST_CAMSPRITE :
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if ( ! bSet ) SetGameVarID ( lVar2 , - 1 , sActor , sPlayer ) ;
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break ;
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case USERDEFS_LAST_LEVEL :
if ( bSet ) ud . last_level = lValue ;
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else SetGameVarID ( lVar2 , ud . last_level , sActor , sPlayer ) ;
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break ;
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case USERDEFS_SECRETLEVEL :
if ( bSet ) ud . secretlevel = lValue ;
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else SetGameVarID ( lVar2 , ud . secretlevel , sActor , sPlayer ) ;
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break ;
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case USERDEFS_CONST_VISIBILITY :
if ( bSet ) ud . const_visibility = lValue ;
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else SetGameVarID ( lVar2 , ud . const_visibility , sActor , sPlayer ) ;
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break ;
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case USERDEFS_SHADOWS :
if ( bSet ) ud . shadows = lValue ;
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else SetGameVarID ( lVar2 , ud . shadows , sActor , sPlayer ) ;
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break ;
case USERDEFS_M_COOP :
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if ( ! bSet ) SetGameVarID ( lVar2 , ud . m_coop , sActor , sPlayer ) ;
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break ;
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case USERDEFS_COOP :
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if ( ! bSet ) SetGameVarID ( lVar2 , ud . coop , sActor , sPlayer ) ;
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break ;
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case USERDEFS_RESPAWN_MONSTERS :
if ( bSet ) ud . respawn_monsters = lValue ;
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else SetGameVarID ( lVar2 , ud . respawn_monsters , sActor , sPlayer ) ;
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break ;
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case USERDEFS_RESPAWN_ITEMS :
if ( bSet ) ud . respawn_items = lValue ;
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else SetGameVarID ( lVar2 , ud . respawn_items , sActor , sPlayer ) ;
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break ;
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case USERDEFS_RESPAWN_INVENTORY :
if ( bSet ) ud . respawn_inventory = lValue ;
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else SetGameVarID ( lVar2 , ud . respawn_inventory , sActor , sPlayer ) ;
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break ;
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case USERDEFS_RECSTAT :
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if ( ! bSet ) SetGameVarID ( lVar2 , ud . recstat , sActor , sPlayer ) ;
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break ;
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case USERDEFS_MONSTERS_OFF :
if ( bSet ) ud . monsters_off = lValue ;
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else SetGameVarID ( lVar2 , ud . monsters_off , sActor , sPlayer ) ;
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break ;
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case USERDEFS_BRIGHTNESS :
if ( bSet ) ud . brightness = lValue ;
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else SetGameVarID ( lVar2 , ud . brightness , sActor , sPlayer ) ;
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break ;
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case USERDEFS_M_RESPAWN_ITEMS :
if ( bSet ) ud . m_respawn_items = lValue ;
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else SetGameVarID ( lVar2 , ud . m_respawn_items , sActor , sPlayer ) ;
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break ;
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case USERDEFS_M_RESPAWN_MONSTERS :
if ( bSet ) ud . m_respawn_monsters = lValue ;
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else SetGameVarID ( lVar2 , ud . m_respawn_monsters , sActor , sPlayer ) ;
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break ;
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case USERDEFS_M_RESPAWN_INVENTORY :
if ( bSet ) ud . m_respawn_inventory = lValue ;
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else SetGameVarID ( lVar2 , ud . m_respawn_inventory , sActor , sPlayer ) ;
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break ;
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case USERDEFS_M_MONSTERS_OFF :
if ( bSet ) ud . m_monsters_off = lValue ;
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else SetGameVarID ( lVar2 , ud . m_monsters_off , sActor , sPlayer ) ;
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break ;
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case USERDEFS_M_FFIRE :
if ( bSet ) ud . m_ffire = lValue ;
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else SetGameVarID ( lVar2 , ud . m_ffire , sActor , sPlayer ) ;
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break ;
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case USERDEFS_FFIRE :
if ( bSet ) ud . ffire = lValue ;
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else SetGameVarID ( lVar2 , ud . ffire , sActor , sPlayer ) ;
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break ;
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case USERDEFS_MULTIMODE :
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if ( ! bSet ) SetGameVarID ( lVar2 , ud . multimode , sActor , sPlayer ) ;
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break ;
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case USERDEFS_PLAYER_SKILL :
if ( bSet ) ud . player_skill = lValue ;
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else SetGameVarID ( lVar2 , ud . player_skill , sActor , sPlayer ) ;
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break ;
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case USERDEFS_MARKER :
if ( bSet ) ud . marker = lValue ;
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else SetGameVarID ( lVar2 , ud . marker , sActor , sPlayer ) ;
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break ;
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default :
// This will also catch all deleted cases.
// make sure that the return value is always defined.
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if ( ! bSet ) SetGameVarID ( lVar2 , 0 , sActor , sPlayer ) ;
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break ;
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}
return ;
}
///////////////////////////////////////////
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void DoPlayer ( bool bSet , int lVar1 , int lLabelID , int lVar2 , DDukeActor * sActor , int sPlayer , int lParm2 )
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{
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auto vValue = GetGameVarID ( lVar2 , sActor , sPlayer ) ;
auto lValue = vValue . safeValue ( ) ;
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int iPlayer ;
int lTemp ;
if ( lVar1 = = g_iThisActorID )
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{
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// if they've asked for 'this', then use 'this player'...
iPlayer = sPlayer ;
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}
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else
{
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iPlayer = GetGameVarID ( lVar1 , sActor , sPlayer ) . safeValue ( ) ;
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}
if ( iPlayer < 0 | | iPlayer > = MAXPLAYERS )
return ;
switch ( lLabelID )
{
case PLAYER_ZOOM :
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SetGameVarID ( lVar2 , 768 , sActor , sPlayer ) ; //return default for AM zoom.
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break ;
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case PLAYER_EXITX :
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if ( bSet ) ps [ iPlayer ] . exit . X = lValue ;
else SetGameVarID ( lVar2 , ps [ iPlayer ] . exit . X , sActor , sPlayer ) ;
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break ;
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case PLAYER_EXITY :
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if ( bSet ) ps [ iPlayer ] . exit . Y = lValue ;
else SetGameVarID ( lVar2 , ps [ iPlayer ] . exit . Y , sActor , sPlayer ) ;
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break ;
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case PLAYER_LOOGIEX :
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if ( bSet ) ps [ iPlayer ] . loogie [ lParm2 ] . X = lValue ;
else SetGameVarID ( lVar2 , ps [ iPlayer ] . loogie [ lParm2 ] . X , sActor , sPlayer ) ;
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break ;
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case PLAYER_LOOGIEY :
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if ( bSet ) ps [ iPlayer ] . loogie [ lParm2 ] . Y = lValue ;
else SetGameVarID ( lVar2 , ps [ iPlayer ] . loogie [ lParm2 ] . Y , sActor , sPlayer ) ;
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break ;
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case PLAYER_NUMLOOGS :
if ( bSet ) ps [ iPlayer ] . numloogs = lValue ;
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else SetGameVarID ( lVar2 , ps [ iPlayer ] . numloogs , sActor , sPlayer ) ;
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break ;
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case PLAYER_LOOGCNT :
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if ( bSet ) ps [ iPlayer ] . oloogcnt = ps [ iPlayer ] . loogcnt = lValue ;
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else SetGameVarID ( lVar2 , ps [ iPlayer ] . loogcnt , sActor , sPlayer ) ;
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break ;
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case PLAYER_POSX : // oh, my... :( Writing to these has been disabled until I know how to do it without the engine shitting all over itself.
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if ( ! bSet ) SetGameVarID ( lVar2 , ps [ iPlayer ] . player_int_pos ( ) . X , sActor , sPlayer ) ;
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break ;
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case PLAYER_POSY :
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if ( ! bSet ) SetGameVarID ( lVar2 , ps [ iPlayer ] . player_int_pos ( ) . Y , sActor , sPlayer ) ;
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break ;
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case PLAYER_POSZ :
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if ( ! bSet ) SetGameVarID ( lVar2 , ps [ iPlayer ] . player_int_pos ( ) . Z , sActor , sPlayer ) ;
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break ;
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case PLAYER_HORIZ :
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if ( bSet )
{
if ( ps [ iPlayer ] . sync . actions & SB_CENTERVIEW )
{
ps [ iPlayer ] . sync . actions & = ~ SB_CENTERVIEW ;
}
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ps [ iPlayer ] . horizon . settarget ( buildhoriz ( lValue ) ) ;
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}
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else SetGameVarID ( lVar2 , ps [ iPlayer ] . horizon . horiz . asbuild ( ) , sActor , sPlayer ) ;
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break ;
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case PLAYER_OHORIZ :
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if ( ! bSet ) SetGameVarID ( lVar2 , ps [ iPlayer ] . horizon . ohoriz . asbuild ( ) , sActor , sPlayer ) ;
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break ;
case PLAYER_HORIZOFF :
if ( bSet ) ps [ iPlayer ] . horizon . horizoff = buildhoriz ( lValue ) ;
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else SetGameVarID ( lVar2 , ps [ iPlayer ] . horizon . horizoff . asbuild ( ) , sActor , sPlayer ) ;
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break ;
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case PLAYER_OHORIZOFF :
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if ( ! bSet ) SetGameVarID ( lVar2 , ps [ iPlayer ] . horizon . ohorizoff . asbuild ( ) , sActor , sPlayer ) ;
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break ;
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case PLAYER_INVDISPTIME :
if ( bSet ) ps [ iPlayer ] . invdisptime = lValue ;
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else SetGameVarID ( lVar2 , ps [ iPlayer ] . invdisptime , sActor , sPlayer ) ;
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break ;
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case PLAYER_BOBPOSX :
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if ( bSet ) ps [ iPlayer ] . bobpos . X = lValue ;
else SetGameVarID ( lVar2 , ps [ iPlayer ] . bobpos . X , sActor , sPlayer ) ;
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break ;
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case PLAYER_BOBPOSY :
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if ( bSet ) ps [ iPlayer ] . bobpos . Y = lValue ;
else SetGameVarID ( lVar2 , ps [ iPlayer ] . bobpos . Y , sActor , sPlayer ) ;
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break ;
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case PLAYER_OPOSX :
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if ( bSet ) ps [ iPlayer ] . opos . X = lValue * maptoworld ;
else SetGameVarID ( lVar2 , ps [ iPlayer ] . opos . X * ( 1 / maptoworld ) , sActor , sPlayer ) ;
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break ;
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case PLAYER_OPOSY :
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if ( bSet ) ps [ iPlayer ] . opos . Y = lValue * maptoworld ;
else SetGameVarID ( lVar2 , ps [ iPlayer ] . opos . Y * ( 1 / maptoworld ) , sActor , sPlayer ) ;
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break ;
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case PLAYER_OPOSZ :
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if ( bSet ) ps [ iPlayer ] . opos . Z = lValue * zmaptoworld ;
else SetGameVarID ( lVar2 , ps [ iPlayer ] . opos . Z * ( 1 / zmaptoworld ) , sActor , sPlayer ) ;
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break ;
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case PLAYER_PYOFF :
if ( bSet ) ps [ iPlayer ] . pyoff = lValue ;
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else SetGameVarID ( lVar2 , ps [ iPlayer ] . pyoff , sActor , sPlayer ) ;
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break ;
2020-09-17 20:36:09 +00:00
case PLAYER_OPYOFF :
if ( bSet ) ps [ iPlayer ] . opyoff = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . opyoff , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_POSXV :
2021-12-30 11:14:55 +00:00
if ( bSet ) ps [ iPlayer ] . vel . X = lValue ;
else SetGameVarID ( lVar2 , ps [ iPlayer ] . vel . X , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-05-13 22:04:14 +00:00
2020-09-17 20:36:09 +00:00
case PLAYER_POSYV :
2021-12-30 11:18:56 +00:00
if ( bSet ) ps [ iPlayer ] . vel . Y = lValue ;
else SetGameVarID ( lVar2 , ps [ iPlayer ] . vel . Y , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
2020-05-13 22:04:14 +00:00
2020-09-17 20:36:09 +00:00
case PLAYER_POSZV :
2021-12-30 11:14:04 +00:00
if ( bSet ) ps [ iPlayer ] . vel . Z = lValue ;
else SetGameVarID ( lVar2 , ps [ iPlayer ] . vel . Z , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
2020-05-13 22:04:14 +00:00
2020-09-17 20:36:09 +00:00
case PLAYER_LAST_PISSED_TIME :
if ( bSet ) ps [ iPlayer ] . last_pissed_time = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . last_pissed_time , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
2020-05-13 22:04:14 +00:00
2020-09-17 20:36:09 +00:00
case PLAYER_TRUEFZ :
2022-02-04 16:49:48 +00:00
if ( bSet ) ps [ iPlayer ] . truefz = lValue * zmaptoworld ;
else SetGameVarID ( lVar2 , ps [ iPlayer ] . truefz * ( 1 / zmaptoworld ) , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
2020-05-13 22:04:14 +00:00
2020-09-17 20:36:09 +00:00
case PLAYER_TRUECZ :
2022-02-04 16:49:48 +00:00
if ( bSet ) ps [ iPlayer ] . truecz = lValue * zmaptoworld ;
else SetGameVarID ( lVar2 , ps [ iPlayer ] . truecz * ( 1 / zmaptoworld ) , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
2020-05-14 07:07:07 +00:00
2020-09-17 20:36:09 +00:00
case PLAYER_PLAYER_PAR :
if ( bSet ) ps [ iPlayer ] . player_par = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . player_par , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_VISIBILITY :
if ( bSet ) ps [ iPlayer ] . visibility = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . visibility , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_BOBCOUNTER :
if ( bSet ) ps [ iPlayer ] . bobcounter = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . bobcounter , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_WEAPON_SWAY :
2021-12-10 06:31:51 +00:00
if ( bSet ) ps [ iPlayer ] . oweapon_sway = ps [ iPlayer ] . weapon_sway = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . weapon_sway , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_PALS_TIME :
if ( bSet ) ps [ iPlayer ] . pals . a = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . pals . a , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_RANDOMFLAMEX :
if ( bSet ) ps [ iPlayer ] . randomflamex = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . randomflamex , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_CRACK_TIME :
if ( bSet ) ps [ iPlayer ] . crack_time = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . crack_time , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_AIM_MODE : // game has no business enforcing this in any way.
2021-03-31 09:07:36 +00:00
if ( ! bSet ) SetGameVarID ( lVar2 , ps [ iPlayer ] . aim_mode , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_ANG :
2022-05-30 10:35:41 +00:00
if ( bSet ) ps [ iPlayer ] . angle . settarget ( buildang ( lValue ) ) ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . angle . ang . asbuild ( ) , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_OANG :
2021-03-31 09:07:36 +00:00
if ( ! bSet ) SetGameVarID ( lVar2 , ps [ iPlayer ] . angle . oang . asbuild ( ) , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_ANGVEL : // This no longer exists.
2021-03-31 09:07:36 +00:00
if ( ! bSet ) SetGameVarID ( lVar2 , 0 , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-09-17 20:36:09 +00:00
2021-12-05 16:36:57 +00:00
case PLAYER_CURSECTNUM :
if ( bSet ) ps [ iPlayer ] . cursector = toSect ( lValue ) ;
else SetGameVarID ( lVar2 , fromSect ( ps [ iPlayer ] . cursector ) , sActor , sPlayer ) ;
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_LOOK_ANG :
2021-04-11 05:43:11 +00:00
if ( bSet ) ps [ iPlayer ] . angle . look_ang = buildang ( lValue ) ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . angle . look_ang . asbuild ( ) , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_LAST_EXTRA :
if ( bSet ) ps [ iPlayer ] . last_extra = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . last_extra , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_SUBWEAPON :
if ( bSet ) ps [ iPlayer ] . subweapon = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . subweapon , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_AMMO_AMOUNT :
2021-12-05 16:36:57 +00:00
lTemp = GetGameVarID ( lParm2 , sActor , sPlayer ) . safeValue ( ) ;
2020-09-17 20:36:09 +00:00
if ( bSet ) ps [ iPlayer ] . ammo_amount [ lTemp ] = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . ammo_amount [ lTemp ] , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_WACKEDBYACTOR :
2021-12-05 16:36:57 +00:00
if ( bSet ) ps [ iPlayer ] . wackedbyactor = vValue . safeActor ( ) ;
else SetGameVarID ( lVar2 , ps [ iPlayer ] . wackedbyactor , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_FRAG :
if ( bSet ) ps [ iPlayer ] . frag = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . frag , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_FRAGGEDSELF :
if ( bSet ) ps [ iPlayer ] . fraggedself = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . fraggedself , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_CURR_WEAPON :
if ( bSet ) ps [ iPlayer ] . curr_weapon = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . curr_weapon , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_LAST_WEAPON :
if ( bSet ) ps [ iPlayer ] . last_weapon = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . last_weapon , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_TIPINCS :
2022-06-05 23:40:47 +00:00
if ( bSet ) ps [ iPlayer ] . otipincs = ps [ iPlayer ] . tipincs = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . tipincs , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_WANTWEAPONFIRE :
if ( bSet ) ps [ iPlayer ] . wantweaponfire = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . wantweaponfire , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_HOLODUKE_AMOUNT :
if ( bSet ) ps [ iPlayer ] . holoduke_amount = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . holoduke_amount , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_NEWOWNER :
2021-12-05 16:36:57 +00:00
if ( bSet ) ps [ iPlayer ] . newOwner = vValue . safeActor ( ) ;
else SetGameVarID ( lVar2 , ps [ iPlayer ] . newOwner , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_HURT_DELAY :
if ( bSet ) ps [ iPlayer ] . hurt_delay = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . hurt_delay , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_HBOMB_HOLD_DELAY :
if ( bSet ) ps [ iPlayer ] . hbomb_hold_delay = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . hbomb_hold_delay , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_JUMPING_COUNTER :
if ( bSet ) ps [ iPlayer ] . jumping_counter = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . jumping_counter , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_AIRLEFT :
if ( bSet ) ps [ iPlayer ] . airleft = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . airleft , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-05-14 10:14:03 +00:00
2020-09-17 20:36:09 +00:00
case PLAYER_KNEE_INCS :
2022-06-05 23:19:55 +00:00
if ( bSet ) ps [ iPlayer ] . oknee_incs = ps [ iPlayer ] . knee_incs = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . knee_incs , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
2020-05-14 10:14:03 +00:00
2020-09-17 20:36:09 +00:00
case PLAYER_ACCESS_INCS :
2022-06-05 23:47:30 +00:00
if ( bSet ) ps [ iPlayer ] . oaccess_incs = ps [ iPlayer ] . access_incs = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . access_incs , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
2020-05-14 10:14:03 +00:00
2021-12-05 16:36:57 +00:00
case PLAYER_ACCESS_WALLNUM :
if ( bSet ) ps [ iPlayer ] . access_wall = toWall ( lValue ) ;
else SetGameVarID ( lVar2 , fromWall ( ps [ iPlayer ] . access_wall ) , sActor , sPlayer ) ;
break ;
case PLAYER_ACCESS_SPRITENUM :
if ( bSet ) ps [ iPlayer ] . access_spritenum = vValue . safeActor ( ) ;
else SetGameVarID ( lVar2 , ps [ iPlayer ] . access_spritenum , sActor , sPlayer ) ;
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_KICKBACK_PIC :
2021-12-10 06:31:51 +00:00
if ( bSet ) ps [ iPlayer ] . okickback_pic = ps [ iPlayer ] . kickback_pic = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . kickback_pic , sActor , sPlayer ) ;
2020-05-14 10:14:03 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_GOT_ACCESS :
if ( bSet ) ps [ iPlayer ] . got_access = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . got_access , sActor , sPlayer ) ;
2020-05-14 10:14:03 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_WEAPON_ANG :
if ( bSet ) ps [ iPlayer ] . weapon_ang = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . weapon_ang , sActor , sPlayer ) ;
2020-05-14 10:14:03 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_FIRSTAID_AMOUNT :
if ( bSet ) ps [ iPlayer ] . firstaid_amount = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . firstaid_amount , sActor , sPlayer ) ;
2020-05-14 10:14:03 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_SOMETHINGONPLAYER :
2021-12-05 16:36:57 +00:00
if ( bSet ) ps [ iPlayer ] . somethingonplayer = vValue . safeActor ( ) ;
else SetGameVarID ( lVar2 , ( ps [ iPlayer ] . somethingonplayer ) , sActor , sPlayer ) ;
2020-05-14 10:14:03 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_ON_CRANE :
2021-12-05 16:36:57 +00:00
if ( bSet ) ps [ iPlayer ] . on_crane = vValue . safeActor ( ) ;
else SetGameVarID ( lVar2 , ( ps [ iPlayer ] . on_crane ) , sActor , sPlayer ) ;
break ;
case PLAYER_I : // Read only, because this is very dangerous.
if ( ! bSet ) SetGameVarID ( lVar2 , ps [ iPlayer ] . actor , sActor , sPlayer ) ;
break ;
case PLAYER_ONE_PARALLAX_SECTNUM :
if ( bSet ) ps [ iPlayer ] . one_parallax_sectnum = toSect ( lValue ) ;
else SetGameVarID ( lVar2 , fromSect ( ps [ iPlayer ] . one_parallax_sectnum ) , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
2020-05-14 10:14:03 +00:00
2020-09-17 20:36:09 +00:00
case PLAYER_OVER_SHOULDER_ON :
if ( bSet ) ps [ iPlayer ] . over_shoulder_on = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . over_shoulder_on , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
2020-05-14 10:14:03 +00:00
2020-09-17 20:36:09 +00:00
case PLAYER_RANDOM_CLUB_FRAME :
2021-12-10 06:31:51 +00:00
if ( bSet ) ps [ iPlayer ] . orandom_club_frame = ps [ iPlayer ] . random_club_frame = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . random_club_frame , sActor , sPlayer ) ;
2020-05-14 10:14:03 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_FIST_INCS :
2022-06-05 14:12:51 +00:00
if ( bSet ) ps [ iPlayer ] . ofist_incs = ps [ iPlayer ] . fist_incs = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . fist_incs , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
2020-05-14 10:14:03 +00:00
2020-09-17 20:36:09 +00:00
case PLAYER_ONE_EIGHTY_COUNT :
2021-04-11 05:43:11 +00:00
if ( bSet ) ps [ iPlayer ] . angle . spin = lValue ;
2021-05-12 15:57:36 +00:00
else SetGameVarID ( lVar2 , int ( ps [ iPlayer ] . angle . spin ) , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
2020-05-13 22:04:14 +00:00
2020-09-17 20:36:09 +00:00
case PLAYER_CHEAT_PHASE :
if ( bSet ) ps [ iPlayer ] . cheat_phase = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . cheat_phase , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
2020-05-13 22:04:14 +00:00
2020-09-17 20:36:09 +00:00
case PLAYER_DUMMYPLAYERSPRITE :
2021-12-05 16:36:57 +00:00
if ( bSet ) ps [ iPlayer ] . dummyplayersprite = vValue . safeActor ( ) ;
else SetGameVarID ( lVar2 , ( ps [ iPlayer ] . dummyplayersprite ) , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
2020-05-13 22:04:14 +00:00
2020-09-17 20:36:09 +00:00
case PLAYER_EXTRA_EXTRA8 :
if ( bSet ) ps [ iPlayer ] . extra_extra8 = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . extra_extra8 , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
2020-05-13 22:04:14 +00:00
2020-09-17 20:36:09 +00:00
case PLAYER_QUICK_KICK :
if ( bSet ) ps [ iPlayer ] . quick_kick = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . quick_kick , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
2020-05-13 22:04:14 +00:00
2020-09-17 20:36:09 +00:00
case PLAYER_HEAT_AMOUNT :
if ( bSet ) ps [ iPlayer ] . heat_amount = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . heat_amount , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
2020-05-13 22:04:14 +00:00
2020-09-17 20:36:09 +00:00
case PLAYER_ACTORSQU :
2021-12-05 16:36:57 +00:00
if ( bSet ) ps [ iPlayer ] . actorsqu = vValue . safeActor ( ) ;
else SetGameVarID ( lVar2 , ( ps [ iPlayer ] . actorsqu ) , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
2020-05-13 22:04:14 +00:00
2020-09-17 20:36:09 +00:00
case PLAYER_TIMEBEFOREEXIT :
if ( bSet ) ps [ iPlayer ] . timebeforeexit = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . timebeforeexit , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
2020-05-13 22:04:14 +00:00
2020-09-17 20:36:09 +00:00
case PLAYER_CUSTOMEXITSOUND :
if ( bSet ) ps [ iPlayer ] . customexitsound = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . customexitsound , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_WEAPRECS :
if ( bSet ) ps [ iPlayer ] . weaprecs [ lParm2 ] = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . weaprecs [ lParm2 ] , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_WEAPRECCNT :
if ( bSet ) ps [ iPlayer ] . weapreccnt = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . weapreccnt , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_INTERFACE_TOGGLE_FLAG :
if ( bSet ) ps [ iPlayer ] . interface_toggle_flag = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . interface_toggle_flag , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_ROTSCRNANG :
2021-11-06 06:57:37 +00:00
if ( bSet )
{
ps [ iPlayer ] . angle . orotscrnang = ps [ iPlayer ] . angle . rotscrnang ;
ps [ iPlayer ] . angle . rotscrnang = buildang ( lValue ) ;
}
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . angle . rotscrnang . asbuild ( ) , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_DEAD_FLAG :
if ( bSet ) ps [ iPlayer ] . dead_flag = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . dead_flag , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_SHOW_EMPTY_WEAPON :
if ( bSet ) ps [ iPlayer ] . show_empty_weapon = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . show_empty_weapon , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
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case PLAYER_SCUBA_AMOUNT :
if ( bSet ) ps [ iPlayer ] . scuba_amount = lValue ;
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else SetGameVarID ( lVar2 , ps [ iPlayer ] . scuba_amount , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_JETPACK_AMOUNT :
if ( bSet ) ps [ iPlayer ] . jetpack_amount = lValue ;
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else SetGameVarID ( lVar2 , ps [ iPlayer ] . jetpack_amount , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
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case PLAYER_STEROIDS_AMOUNT :
if ( bSet ) ps [ iPlayer ] . steroids_amount = lValue ;
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else SetGameVarID ( lVar2 , ps [ iPlayer ] . steroids_amount , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
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case PLAYER_SHIELD_AMOUNT :
if ( bSet ) ps [ iPlayer ] . shield_amount = lValue ;
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else SetGameVarID ( lVar2 , ps [ iPlayer ] . shield_amount , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
2020-05-14 07:07:07 +00:00
2020-09-17 20:36:09 +00:00
case PLAYER_HOLODUKE_ON :
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if ( bSet ) ps [ iPlayer ] . holoduke_on = vValue . safeActor ( ) ;
else SetGameVarID ( lVar2 , ( ps [ iPlayer ] . holoduke_on ) , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
2020-05-14 07:07:07 +00:00
2020-09-17 20:36:09 +00:00
case PLAYER_PYCOUNT :
if ( bSet ) ps [ iPlayer ] . pycount = lValue ;
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else SetGameVarID ( lVar2 , ps [ iPlayer ] . pycount , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_WEAPON_POS :
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if ( bSet ) ps [ iPlayer ] . oweapon_pos = ps [ iPlayer ] . weapon_pos = lValue ;
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else SetGameVarID ( lVar2 , ps [ iPlayer ] . weapon_pos , sActor , sPlayer ) ;
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break ;
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case PLAYER_FRAG_PS :
if ( bSet ) ps [ iPlayer ] . frag_ps = lValue ;
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else SetGameVarID ( lVar2 , ps [ iPlayer ] . frag_ps , sActor , sPlayer ) ;
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break ;
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case PLAYER_TRANSPORTER_HOLD :
if ( bSet ) ps [ iPlayer ] . transporter_hold = lValue ;
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else SetGameVarID ( lVar2 , ps [ iPlayer ] . transporter_hold , sActor , sPlayer ) ;
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break ;
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case PLAYER_LAST_FULL_WEAPON :
if ( bSet ) ps [ iPlayer ] . last_full_weapon = lValue ;
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else SetGameVarID ( lVar2 , ps [ iPlayer ] . last_full_weapon , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
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case PLAYER_FOOTPRINTSHADE :
if ( bSet ) ps [ iPlayer ] . footprintshade = lValue ;
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else SetGameVarID ( lVar2 , ps [ iPlayer ] . footprintshade , sActor , sPlayer ) ;
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break ;
2020-09-17 20:36:09 +00:00
case PLAYER_BOOT_AMOUNT :
if ( bSet ) ps [ iPlayer ] . boot_amount = lValue ;
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else SetGameVarID ( lVar2 , ps [ iPlayer ] . boot_amount , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
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2020-09-17 20:36:09 +00:00
case PLAYER_GM :
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if ( ! bSet ) SetGameVarID ( lVar2 , MODE_GAME , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
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2020-09-17 20:36:09 +00:00
case PLAYER_ON_WARPING_SECTOR :
if ( bSet ) ps [ iPlayer ] . on_warping_sector = lValue ;
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else SetGameVarID ( lVar2 , ps [ iPlayer ] . on_warping_sector , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
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2020-09-17 20:36:09 +00:00
case PLAYER_FOOTPRINTCOUNT :
if ( bSet ) ps [ iPlayer ] . footprintcount = lValue ;
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else SetGameVarID ( lVar2 , ps [ iPlayer ] . footprintcount , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
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2020-09-17 20:36:09 +00:00
case PLAYER_HBOMB_ON :
if ( bSet ) ps [ iPlayer ] . hbomb_on = lValue ;
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else SetGameVarID ( lVar2 , ps [ iPlayer ] . hbomb_on , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
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2020-09-17 20:36:09 +00:00
case PLAYER_JUMPING_TOGGLE :
if ( bSet ) ps [ iPlayer ] . jumping_toggle = lValue ;
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else SetGameVarID ( lVar2 , ps [ iPlayer ] . jumping_toggle , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
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2020-09-17 20:36:09 +00:00
case PLAYER_RAPID_FIRE_HOLD :
if ( bSet ) ps [ iPlayer ] . rapid_fire_hold = lValue ;
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else SetGameVarID ( lVar2 , ps [ iPlayer ] . rapid_fire_hold , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
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2020-09-17 20:36:09 +00:00
case PLAYER_ON_GROUND :
if ( bSet ) ps [ iPlayer ] . on_ground = lValue ;
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else SetGameVarID ( lVar2 , ps [ iPlayer ] . on_ground , sActor , sPlayer ) ;
2020-05-14 10:14:03 +00:00
break ;
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case PLAYER_INVEN_ICON :
if ( bSet ) ps [ iPlayer ] . inven_icon = lValue ;
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else SetGameVarID ( lVar2 , ps [ iPlayer ] . inven_icon , sActor , sPlayer ) ;
2020-05-14 10:14:03 +00:00
break ;
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case PLAYER_BUTTONPALETTE :
if ( bSet ) ps [ iPlayer ] . buttonpalette = lValue ;
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else SetGameVarID ( lVar2 , ps [ iPlayer ] . buttonpalette , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
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case PLAYER_JETPACK_ON :
if ( bSet ) ps [ iPlayer ] . jetpack_on = lValue ;
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else SetGameVarID ( lVar2 , ps [ iPlayer ] . jetpack_on , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
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case PLAYER_SPRITEBRIDGE :
if ( bSet ) ps [ iPlayer ] . spritebridge = lValue ;
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else SetGameVarID ( lVar2 , ps [ iPlayer ] . spritebridge , sActor , sPlayer ) ;
2020-05-14 10:14:03 +00:00
break ;
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case PLAYER_LASTRANDOMSPOT :
if ( bSet ) ps [ iPlayer ] . lastrandomspot = lValue ;
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else SetGameVarID ( lVar2 , ps [ iPlayer ] . lastrandomspot , sActor , sPlayer ) ;
2020-05-14 10:14:03 +00:00
break ;
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case PLAYER_SCUBA_ON :
if ( bSet ) ps [ iPlayer ] . scuba_on = lValue ;
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else SetGameVarID ( lVar2 , ps [ iPlayer ] . scuba_on , sActor , sPlayer ) ;
2020-05-14 10:14:03 +00:00
break ;
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case PLAYER_FOOTPRINTPAL :
if ( bSet ) ps [ iPlayer ] . footprintpal = lValue ;
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else SetGameVarID ( lVar2 , ps [ iPlayer ] . footprintpal , sActor , sPlayer ) ;
2020-05-14 10:14:03 +00:00
break ;
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case PLAYER_HEAT_ON :
if ( bSet ) ps [ iPlayer ] . heat_on = lValue ;
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else SetGameVarID ( lVar2 , ps [ iPlayer ] . heat_on , sActor , sPlayer ) ;
2020-05-14 10:14:03 +00:00
break ;
2020-05-14 17:23:36 +00:00
2020-09-17 20:36:09 +00:00
case PLAYER_HOLSTER_WEAPON :
if ( bSet ) ps [ iPlayer ] . holster_weapon = lValue ;
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else SetGameVarID ( lVar2 , ps [ iPlayer ] . holster_weapon , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
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case PLAYER_FALLING_COUNTER :
if ( bSet ) ps [ iPlayer ] . falling_counter = lValue ;
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else SetGameVarID ( lVar2 , ps [ iPlayer ] . falling_counter , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-09-17 20:36:09 +00:00
case PLAYER_GOTWEAPON :
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if ( bSet ) ps [ iPlayer ] . gotweapon [ lParm2 ] = ! ! lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . gotweapon [ lParm2 ] , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
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case PLAYER_REFRESH_INVENTORY :
if ( bSet ) ps [ iPlayer ] . refresh_inventory = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . refresh_inventory , sActor , sPlayer ) ;
2020-05-14 07:07:07 +00:00
break ;
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case PLAYER_TOGGLE_KEY_FLAG :
if ( bSet ) ps [ iPlayer ] . toggle_key_flag = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . toggle_key_flag , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
case PLAYER_KNUCKLE_INCS :
if ( bSet ) ps [ iPlayer ] . knuckle_incs = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . knuckle_incs , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
case PLAYER_WALKING_SND_TOGGLE :
if ( bSet ) ps [ iPlayer ] . walking_snd_toggle = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . walking_snd_toggle , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
case PLAYER_PALOOKUP :
if ( bSet ) ps [ iPlayer ] . palookup = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . palookup , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
case PLAYER_HARD_LANDING :
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if ( bSet ) ps [ iPlayer ] . ohard_landing = ps [ iPlayer ] . hard_landing = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . hard_landing , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
case PLAYER_MAX_SECRET_ROOMS :
if ( bSet ) ps [ iPlayer ] . max_secret_rooms = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . max_secret_rooms , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
case PLAYER_SECRET_ROOMS :
if ( bSet ) ps [ iPlayer ] . secret_rooms = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . secret_rooms , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
case PLAYER_MAX_ACTORS_KILLED :
if ( bSet ) ps [ iPlayer ] . max_actors_killed = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . max_actors_killed , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
case PLAYER_ACTORS_KILLED :
if ( bSet ) ps [ iPlayer ] . actors_killed = lValue ;
2021-03-31 09:07:36 +00:00
else SetGameVarID ( lVar2 , ps [ iPlayer ] . actors_killed , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
2020-10-10 05:59:00 +00:00
case PLAYER_RETURN_TO_CENTER :
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if ( bSet ) ps [ iPlayer ] . sync . actions | = SB_CENTERVIEW ;
else SetGameVarID ( lVar2 , ps [ iPlayer ] . sync . actions & SB_CENTERVIEW ? abs ( int ( ps [ iPlayer ] . horizon . horiz . asq16 ( ) * ( 9. / gi - > playerHorizMax ( ) ) ) ) : 0 , sActor , sPlayer ) ;
2020-10-10 05:59:00 +00:00
break ;
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default :
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if ( ! bSet ) SetGameVarID ( lVar2 , 0 , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
}
return ;
}
////////////////////
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void DoWall ( bool bSet , int lVar1 , int lLabelID , int lVar2 , DDukeActor * sActor , int sPlayer , int lParm2 )
2020-09-17 20:36:09 +00:00
{
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auto lValue = GetGameVarID ( lVar2 , sActor , sPlayer ) . safeValue ( ) ;
auto vWall = GetGameVarID ( lVar1 , sActor , sPlayer ) ;
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auto iWall = vWall . safeValue ( ) ;
2020-09-17 20:36:09 +00:00
2021-12-21 08:54:21 +00:00
if ( iWall < 0 | | iWall > = ( int ) wall . Size ( ) | | vWall . isActor ( ) )
2020-09-17 20:36:09 +00:00
{
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if ( ! bSet ) SetGameVarID ( lVar2 , 0 , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
return ;
}
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auto wallp = & wall [ iWall ] ;
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// All fields affecting map geometry have been made read-only!
switch ( lLabelID )
{
case WALL_X :
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if ( ! bSet ) SetGameVarID ( lVar2 , wallp - > wall_int_pos ( ) . X , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
case WALL_Y :
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if ( bSet ) SetGameVarID ( lVar2 , wallp - > wall_int_pos ( ) . Y , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
case WALL_POINT2 :
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if ( ! bSet ) SetGameVarID ( lVar2 , wallp - > point2 , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
case WALL_NEXTWALL :
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if ( ! bSet ) SetGameVarID ( lVar2 , wallp - > nextwall , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
case WALL_NEXTSECTOR :
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if ( ! bSet ) SetGameVarID ( lVar2 , wallp - > nextsector , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
case WALL_CSTAT :
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if ( bSet ) wallp - > cstat = EWallFlags : : FromInt ( lValue ) ;
2021-11-06 23:29:16 +00:00
else SetGameVarID ( lVar2 , wallp - > cstat , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
case WALL_PICNUM :
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if ( bSet ) wallp - > picnum = lValue ;
else SetGameVarID ( lVar2 , wallp - > picnum , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
case WALL_OVERPICNUM :
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if ( bSet ) wallp - > overpicnum = lValue ;
else SetGameVarID ( lVar2 , wallp - > overpicnum , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
case WALL_SHADE :
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if ( bSet ) wallp - > shade = lValue ;
else SetGameVarID ( lVar2 , wallp - > shade , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
case WALL_PAL :
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if ( bSet ) wallp - > pal = lValue ;
else SetGameVarID ( lVar2 , wallp - > pal , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
case WALL_XREPEAT :
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if ( bSet ) wallp - > xrepeat = lValue ;
else SetGameVarID ( lVar2 , wallp - > xrepeat , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
case WALL_YREPEAT :
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if ( bSet ) wallp - > yrepeat = lValue ;
else SetGameVarID ( lVar2 , wallp - > yrepeat , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
case WALL_XPANNING :
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if ( bSet ) wallp - > xpan_ = ( float ) ( lValue & 255 ) ;
else SetGameVarID ( lVar2 , wallp - > xpan ( ) , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
case WALL_YPANNING :
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if ( bSet ) wallp - > ypan_ = ( float ) ( lValue & 255 ) ;
else SetGameVarID ( lVar2 , wallp - > ypan ( ) , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
case WALL_LOTAG :
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if ( bSet ) wallp - > lotag = lValue ;
else SetGameVarID ( lVar2 , wallp - > lotag , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
case WALL_HITAG :
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if ( bSet ) wallp - > hitag = lValue ;
else SetGameVarID ( lVar2 , wallp - > hitag , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
case WALL_EXTRA :
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if ( bSet ) wallp - > extra = lValue ;
else SetGameVarID ( lVar2 , wallp - > extra , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
default :
break ;
}
return ;
}
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void DoSector ( bool bSet , int lVar1 , int lLabelID , int lVar2 , DDukeActor * sActor , int sPlayer , int lParm2 )
2020-09-17 20:36:09 +00:00
{
int iSector ;
int lValue ;
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bool no = false ;
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if ( lVar1 = = g_iThisActorID )
{
// if they've asked for 'this', then use 'this'...
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iSector = sActor - > sectno ( ) ;
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}
else
{
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auto vv = GetGameVarID ( lVar1 , sActor , sPlayer ) ;
no = vv . isActor ( ) ;
iSector = vv . safeValue ( ) ;
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}
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if ( iSector < 0 | | iSector > = ( int ) sector . Size ( ) | | no )
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{
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if ( ! bSet ) SetGameVarID ( lVar2 , 0 , sActor , sPlayer ) ;
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return ;
}
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lValue = GetGameVarID ( lVar2 , sActor , sPlayer ) . safeValue ( ) ;
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auto sectp = & sector [ iSector ] ;
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// All fields affecting map geometry have been made read-only!
switch ( lLabelID )
{
case SECTOR_WALLPTR :
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if ( ! bSet ) SetGameVarID ( lVar2 , sectp - > wallptr , sActor , sPlayer ) ;
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break ;
case SECTOR_WALLNUM :
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if ( ! bSet ) SetGameVarID ( lVar2 , sectp - > wallnum , sActor , sPlayer ) ;
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break ;
case SECTOR_CEILINGZ :
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if ( bSet ) sectp - > set_int_ceilingz ( lValue ) ;
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else SetGameVarID ( lVar2 , sectp - > int_ceilingz ( ) , sActor , sPlayer ) ;
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break ;
case SECTOR_FLOORZ :
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if ( bSet ) sectp - > set_int_floorz ( lValue ) ;
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else SetGameVarID ( lVar2 , sectp - > int_floorz ( ) , sActor , sPlayer ) ;
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break ;
case SECTOR_CEILINGSTAT :
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if ( bSet ) sectp - > ceilingstat = ESectorFlags : : FromInt ( lValue ) ;
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else SetGameVarID ( lVar2 , sectp - > ceilingstat , sActor , sPlayer ) ;
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break ;
case SECTOR_FLOORSTAT :
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if ( bSet ) sectp - > floorstat = ESectorFlags : : FromInt ( lValue ) ;
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else SetGameVarID ( lVar2 , sectp - > floorstat , sActor , sPlayer ) ;
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break ;
case SECTOR_CEILINGPICNUM :
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if ( bSet ) sectp - > ceilingpicnum = lValue ;
else SetGameVarID ( lVar2 , sectp - > ceilingpicnum , sActor , sPlayer ) ;
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break ;
case SECTOR_CEILINGSLOPE :
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if ( bSet ) sectp - > setceilingslope ( lValue ) ;
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else SetGameVarID ( lVar2 , sectp - > ceilingheinum , sActor , sPlayer ) ;
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break ;
case SECTOR_CEILINGSHADE :
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if ( bSet ) sectp - > ceilingshade = lValue ;
else SetGameVarID ( lVar2 , sectp - > ceilingshade , sActor , sPlayer ) ;
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break ;
case SECTOR_CEILINGPAL :
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if ( bSet ) sectp - > ceilingpal = lValue ;
else SetGameVarID ( lVar2 , sectp - > ceilingpal , sActor , sPlayer ) ;
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break ;
case SECTOR_CEILINGXPANNING :
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if ( bSet ) sectp - > ceilingxpan_ = ( float ) ( lValue & 255 ) ;
else SetGameVarID ( lVar2 , sectp - > ceilingxpan ( ) , sActor , sPlayer ) ;
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break ;
case SECTOR_CEILINGYPANNING :
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if ( bSet ) sectp - > ceilingypan_ = ( float ) ( lValue & 255 ) ;
else SetGameVarID ( lVar2 , sectp - > ceilingypan ( ) , sActor , sPlayer ) ;
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break ;
case SECTOR_FLOORPICNUM :
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if ( bSet ) sectp - > floorpicnum = lValue ;
else SetGameVarID ( lVar2 , sectp - > floorpicnum , sActor , sPlayer ) ;
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break ;
case SECTOR_FLOORSLOPE :
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if ( bSet ) sectp - > setfloorslope ( lValue ) ;
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else SetGameVarID ( lVar2 , sectp - > floorheinum , sActor , sPlayer ) ;
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break ;
case SECTOR_FLOORSHADE :
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if ( bSet ) sectp - > floorshade = lValue ;
else SetGameVarID ( lVar2 , sectp - > floorshade , sActor , sPlayer ) ;
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break ;
case SECTOR_FLOORPAL :
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if ( bSet ) sectp - > floorpal = lValue ;
else SetGameVarID ( lVar2 , sectp - > floorpal , sActor , sPlayer ) ;
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break ;
case SECTOR_FLOORXPANNING :
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if ( bSet ) sectp - > floorxpan_ = ( float ) ( lValue & 255 ) ;
else SetGameVarID ( lVar2 , sectp - > floorxpan ( ) , sActor , sPlayer ) ;
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break ;
case SECTOR_FLOORYPANNING :
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if ( bSet ) sectp - > floorypan_ = ( float ) ( lValue & 255 ) ;
else SetGameVarID ( lVar2 , sectp - > floorypan ( ) , sActor , sPlayer ) ;
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break ;
case SECTOR_VISIBILITY :
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if ( bSet ) sectp - > visibility = lValue ;
else SetGameVarID ( lVar2 , sectp - > visibility , sActor , sPlayer ) ;
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break ;
case SECTOR_LOTAG :
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if ( bSet ) sectp - > lotag = lValue ;
else SetGameVarID ( lVar2 , sectp - > lotag , sActor , sPlayer ) ;
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break ;
case SECTOR_HITAG :
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if ( bSet ) sectp - > hitag = lValue ;
else SetGameVarID ( lVar2 , sectp - > hitag , sActor , sPlayer ) ;
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break ;
case SECTOR_EXTRA :
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if ( bSet ) sectp - > extra = lValue ;
else SetGameVarID ( lVar2 , sectp - > extra , sActor , sPlayer ) ;
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break ;
default :
break ;
}
return ;
}
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void DoActor ( bool bSet , int lVar1 , int lLabelID , int lVar2 , DDukeActor * sActor , int sPlayer , int lParm2 )
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{
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auto vValue = GetGameVarID ( lVar2 , sActor , sPlayer ) ;
auto lValue = vValue . safeValue ( ) ;
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DDukeActor * act ;
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if ( lVar1 = = g_iThisActorID )
{
// if they've asked for 'this', then use 'this'...
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act = sActor ;
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}
else
{
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act = GetGameVarID ( lVar1 , sActor , sPlayer ) . safeActor ( ) ;
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}
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if ( ! act )
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{
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if ( ! bSet ) SetGameVarID ( lVar2 , 0 , sActor , sPlayer ) ;
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return ;
}
switch ( lLabelID )
{
case ACTOR_X :
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/*if (bSet) act->int_pos().X = lValue;
else */ SetGameVarID ( lVar2 , act - > int_pos ( ) . X , sActor , sPlayer ) ;
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break ;
case ACTOR_Y :
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/*if (bSet) act->int_pos().Y = lValue;
else */ SetGameVarID ( lVar2 , act - > int_pos ( ) . Y , sActor , sPlayer ) ;
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break ;
case ACTOR_Z :
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/*if (bSet) act->int_pos().Z = lValue;
else */ SetGameVarID ( lVar2 , act - > int_pos ( ) . Z , sActor , sPlayer ) ;
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break ;
case ACTOR_CSTAT :
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if ( bSet ) act - > spr . cstat = ESpriteFlags : : FromInt ( lValue ) ;
else SetGameVarID ( lVar2 , act - > spr . cstat , sActor , sPlayer ) ;
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break ;
case ACTOR_PICNUM :
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if ( bSet ) act - > spr . picnum = lValue ;
else SetGameVarID ( lVar2 , act - > spr . picnum , sActor , sPlayer ) ;
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break ;
case ACTOR_SHADE :
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if ( bSet ) act - > spr . shade = lValue ;
else SetGameVarID ( lVar2 , act - > spr . shade , sActor , sPlayer ) ;
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break ;
case ACTOR_PAL :
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if ( bSet ) act - > spr . pal = lValue ;
else SetGameVarID ( lVar2 , act - > spr . pal , sActor , sPlayer ) ;
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break ;
case ACTOR_CLIPDIST :
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if ( bSet ) act - > spr . clipdist = lValue ;
else SetGameVarID ( lVar2 , act - > spr . clipdist , sActor , sPlayer ) ;
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break ;
case ACTOR_DETAIL :
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if ( bSet ) act - > spriteextra = lValue ;
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else SetGameVarID ( lVar2 , act - > spriteextra , sActor , sPlayer ) ;
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break ;
case ACTOR_XREPEAT :
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if ( bSet ) act - > spr . xrepeat = lValue ;
else SetGameVarID ( lVar2 , act - > spr . xrepeat , sActor , sPlayer ) ;
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break ;
case ACTOR_YREPEAT :
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if ( bSet ) act - > spr . yrepeat = lValue ;
else SetGameVarID ( lVar2 , act - > spr . yrepeat , sActor , sPlayer ) ;
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break ;
case ACTOR_XOFFSET :
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if ( bSet ) act - > spr . xoffset = lValue ;
else SetGameVarID ( lVar2 , act - > spr . xoffset , sActor , sPlayer ) ;
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break ;
case ACTOR_YOFFSET :
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if ( bSet ) act - > spr . yoffset = lValue ;
else SetGameVarID ( lVar2 , act - > spr . yoffset , sActor , sPlayer ) ;
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break ;
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case ACTOR_SECTNUM : // made read only because this is not safe.
if ( ! bSet ) /*changespritesect(iActor, lValue);
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else */ SetGameVarID ( lVar2 , act - > sectno ( ) , sActor , sPlayer ) ;
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break ;
case ACTOR_STATNUM :
if ( ! bSet ) /*changespritestat(iActor, lValue);
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else */ SetGameVarID ( lVar2 , act - > spr . statnum , sActor , sPlayer ) ;
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break ;
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case ACTOR_ANG :
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if ( bSet ) act - > spr . ang = lValue ;
else SetGameVarID ( lVar2 , act - > spr . ang , sActor , sPlayer ) ;
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break ;
case ACTOR_OWNER :
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// there is no way to handle this well because we do not know whether this is an actor or not. Pity.
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if ( bSet ) act - > spr . intowner = lValue ;
else SetGameVarID ( lVar2 , act - > spr . intowner , sActor , sPlayer ) ;
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break ;
case ACTOR_XVEL :
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if ( bSet ) act - > spr . xvel = lValue ;
else SetGameVarID ( lVar2 , act - > spr . xvel , sActor , sPlayer ) ;
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break ;
case ACTOR_YVEL :
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if ( bSet ) act - > spr . yvel = lValue ;
else SetGameVarID ( lVar2 , act - > spr . yvel , sActor , sPlayer ) ;
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break ;
case ACTOR_ZVEL :
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if ( bSet ) act - > spr . zvel = lValue ;
else SetGameVarID ( lVar2 , act - > spr . zvel , sActor , sPlayer ) ;
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break ;
case ACTOR_LOTAG :
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if ( bSet ) act - > spr . lotag = lValue ;
else SetGameVarID ( lVar2 , act - > spr . lotag , sActor , sPlayer ) ;
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break ;
case ACTOR_HITAG :
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if ( bSet ) act - > spr . hitag = lValue ;
else SetGameVarID ( lVar2 , act - > spr . hitag , sActor , sPlayer ) ;
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break ;
case ACTOR_EXTRA :
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if ( bSet ) act - > spr . extra = lValue ;
else SetGameVarID ( lVar2 , act - > spr . extra , sActor , sPlayer ) ;
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break ;
case ACTOR_HTCGG :
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if ( bSet ) act - > cgg = lValue ;
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else SetGameVarID ( lVar2 , act - > cgg , sActor , sPlayer ) ;
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break ;
case ACTOR_HTPICNUM :
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if ( bSet ) act - > attackertype = lValue ;
else SetGameVarID ( lVar2 , act - > attackertype , sActor , sPlayer ) ;
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break ;
case ACTOR_HTANG :
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if ( bSet ) act - > hitang = lValue ;
else SetGameVarID ( lVar2 , act - > hitang , sActor , sPlayer ) ;
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break ;
case ACTOR_HTEXTRA :
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if ( bSet ) act - > hitextra = lValue ;
else SetGameVarID ( lVar2 , act - > hitextra , sActor , sPlayer ) ;
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break ;
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case ACTOR_HTOWNER :
if ( bSet ) act - > hitOwnerActor = vValue . safeActor ( ) ;
else SetGameVarID ( lVar2 , act - > hitOwnerActor , sActor , sPlayer ) ;
break ;
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case ACTOR_HTMOVFLAG :
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if ( bSet ) act - > movflag = lValue ;
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else SetGameVarID ( lVar2 , act - > movflag , sActor , sPlayer ) ;
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break ;
case ACTOR_HTTEMPANG :
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if ( bSet ) act - > tempang = lValue ;
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else SetGameVarID ( lVar2 , act - > tempang , sActor , sPlayer ) ;
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break ;
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case ACTOR_HTACTORSTAYPUT :
if ( bSet ) act - > actorstayput = toSect ( lValue ) ;
else SetGameVarID ( lVar2 , fromSect ( act - > actorstayput ) , sActor , sPlayer ) ;
break ;
2020-09-17 20:36:09 +00:00
case ACTOR_HTDISPICNUM :
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if ( bSet ) act - > dispicnum = lValue ;
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else SetGameVarID ( lVar2 , act - > dispicnum , sActor , sPlayer ) ;
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break ;
case ACTOR_HTTIMETOSLEEP :
2020-10-24 05:25:25 +00:00
if ( bSet ) act - > timetosleep = lValue ;
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else SetGameVarID ( lVar2 , act - > timetosleep , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
case ACTOR_HTFLOORZ :
2022-02-03 23:44:13 +00:00
if ( bSet ) act - > floorz = lValue * zmaptoworld ;
2022-02-03 23:55:12 +00:00
else SetGameVarID ( lVar2 , act - > floorz * ( 1 / zmaptoworld ) , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
case ACTOR_HTCEILINGZ :
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if ( bSet ) act - > ceilingz = lValue * zmaptoworld ;
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else SetGameVarID ( lVar2 , act - > ceilingz * ( 1 / zmaptoworld ) , sActor , sPlayer ) ;
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break ;
case ACTOR_HTLASTVX :
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if ( bSet ) act - > ovel . X = lValue ;
else SetGameVarID ( lVar2 , act - > ovel . X , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
case ACTOR_HTLASTVY :
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if ( bSet ) act - > ovel . Y = lValue ;
else SetGameVarID ( lVar2 , act - > ovel . Y , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
case ACTOR_HTG_T0 :
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if ( bSet ) act - > temp_data [ 0 ] = lValue ;
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else SetGameVarID ( lVar2 , act - > temp_data [ 0 ] , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
case ACTOR_HTG_T1 :
2020-10-24 05:25:25 +00:00
if ( bSet ) act - > temp_data [ 1 ] = lValue ;
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else SetGameVarID ( lVar2 , act - > temp_data [ 1 ] , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
case ACTOR_HTG_T2 :
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if ( bSet ) act - > temp_data [ 2 ] = lValue ;
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else SetGameVarID ( lVar2 , act - > temp_data [ 2 ] , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
case ACTOR_HTG_T3 :
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if ( bSet ) act - > temp_data [ 3 ] = lValue ;
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else SetGameVarID ( lVar2 , act - > temp_data [ 3 ] , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
case ACTOR_HTG_T4 :
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if ( bSet ) act - > temp_data [ 4 ] = lValue ;
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else SetGameVarID ( lVar2 , act - > temp_data [ 4 ] , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
case ACTOR_HTG_T5 :
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if ( bSet ) act - > temp_data [ 5 ] = lValue ;
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else SetGameVarID ( lVar2 , act - > temp_data [ 5 ] , sActor , sPlayer ) ;
2020-09-17 20:36:09 +00:00
break ;
default :
break ;
}
return ;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void ParseState : : parseifelse ( int condition )
{
if ( condition )
{
// skip 'else' pointer.. and...
insptr + = 2 ;
parse ( ) ;
}
else
{
insptr = & ScriptCode [ * ( insptr + 1 ) ] ;
if ( * insptr = = 10 )
{
// else...
// skip 'else' and...
insptr + = 2 ;
parse ( ) ;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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static int ifcanshoottarget ( DDukeActor * actor , int g_p , int g_x )
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{
int j ;
if ( g_x > 1024 )
{
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int sclip , angdif ;
2020-09-17 20:36:09 +00:00
2021-12-21 17:19:45 +00:00
if ( badguy ( actor ) & & actor - > spr . xrepeat > 56 )
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{
sclip = 3084 ;
angdif = 48 ;
}
else
{
sclip = 768 ;
angdif = 16 ;
}
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DDukeActor * hit ;
j = hitasprite ( actor , & hit ) ;
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if ( j = = ( 1 < < 30 ) )
{
return 1 ;
}
if ( j > sclip )
{
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if ( hit ! = nullptr & & hit - > spr . picnum = = actor - > spr . picnum )
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j = 0 ;
else
{
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actor - > spr . ang + = angdif ; j = hitasprite ( actor , & hit ) ; actor - > spr . ang - = angdif ;
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if ( j > sclip )
{
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if ( hit ! = nullptr & & hit - > spr . picnum = = actor - > spr . picnum )
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j = 0 ;
else
{
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actor - > spr . ang - = angdif ; j = hitasprite ( actor , & hit ) ; actor - > spr . ang + = angdif ;
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if ( j > 768 )
{
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if ( hit ! = nullptr & & hit - > spr . picnum = = actor - > spr . picnum )
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j = 0 ;
else j = 1 ;
}
else j = 0 ;
}
}
else j = 0 ;
}
}
else j = 0 ;
}
else j = 1 ;
return j ;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
2020-11-01 15:26:08 +00:00
static bool ifcansee ( DDukeActor * actor , int pnum )
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{
int j ;
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DDukeActor * tosee ;
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// select sprite for monster to target
// if holoduke is on, let them target holoduke first.
//
2020-11-01 15:26:08 +00:00
if ( ps [ pnum ] . holoduke_on ! = nullptr & & ! isRR ( ) )
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{
2020-11-01 15:26:08 +00:00
tosee = ps [ pnum ] . holoduke_on ;
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j = cansee ( actor - > int_pos ( ) . X , actor - > int_pos ( ) . Y , actor - > int_pos ( ) . Z - ( krand ( ) & ( ( 32 < < 8 ) - 1 ) ) , actor - > sector ( ) , tosee - > int_pos ( ) . X , tosee - > int_pos ( ) . Y , tosee - > int_pos ( ) . Z , tosee - > sector ( ) ) ;
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if ( j = = 0 )
{
// they can't see player's holoduke
2020-10-23 18:14:50 +00:00
// check for player..
2020-11-01 15:26:08 +00:00
tosee = ps [ pnum ] . GetActor ( ) ;
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}
}
2020-11-01 15:26:08 +00:00
else tosee = ps [ pnum ] . GetActor ( ) ; // holoduke not on. look for player
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// can they see player, (or player's holoduke)
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j = cansee ( actor - > int_pos ( ) . X , actor - > int_pos ( ) . Y , actor - > int_pos ( ) . Z - ( krand ( ) & ( ( 47 < < 8 ) ) ) , actor - > sector ( ) , tosee - > int_pos ( ) . X , tosee - > int_pos ( ) . Y , tosee - > int_pos ( ) . Z - ( ( isRR ( ) ? 28 : 24 ) < < 8 ) , tosee - > sector ( ) ) ;
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if ( j = = 0 )
{
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// search around for target player
// also modifies 'target' x&y if found.
2021-12-30 11:55:05 +00:00
j = furthestcanseepoint ( actor , tosee , & actor - > ovel . X , & actor - > ovel . Y ) ;
2020-09-17 20:36:09 +00:00
}
else
{
// else, they did see it.
2020-10-23 18:14:50 +00:00
// save where we were looking..
2022-01-31 18:21:49 +00:00
actor - > ovel . X = tosee - > int_pos ( ) . X ;
actor - > ovel . Y = tosee - > int_pos ( ) . Y ;
2020-09-17 20:36:09 +00:00
}
2021-12-21 19:29:46 +00:00
if ( j = = 1 & & ( actor - > spr . statnum = = STAT_ACTOR | | actor - > spr . statnum = = STAT_STANDABLE ) )
2020-10-23 18:14:50 +00:00
actor - > timetosleep = SLEEPTIME ;
2020-09-17 20:36:09 +00:00
return j = = 1 ;
}
// int *it = 0x00589a04;
int ParseState : : parse ( void )
{
int j , l , s ;
if ( killit_flag ) return 1 ;
switch ( * insptr )
{
case concmd_ifrnd :
{
insptr + + ;
// HACK ALERT! The fire animation uses a broken ifrnd setup to delay its start because original CON has no variables.
// But the chosen random value of 16/255 is too low and can cause delays of a second or more.
2021-12-21 21:31:25 +00:00
int spnum = g_ac - > spr . picnum ;
2020-09-17 20:36:09 +00:00
if ( spnum = = TILE_FIRE & & g_t [ 4 ] = = 0 & & * insptr = = 16 )
{
parseifelse ( rnd ( 64 ) ) ;
break ;
}
parseifelse ( rnd ( * insptr ) ) ;
break ;
}
case concmd_ifcanshoottarget :
2020-10-23 18:13:35 +00:00
parseifelse ( ifcanshoottarget ( g_ac , g_p , g_x ) ) ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_ifcanseetarget :
2022-02-04 17:11:44 +00:00
j = cansee ( g_ac - > int_pos ( ) . X , g_ac - > int_pos ( ) . Y , g_ac - > int_pos ( ) . Z - ( ( krand ( ) & 41 ) < < 8 ) , g_ac - > sector ( ) , ps [ g_p ] . player_int_pos ( ) . X , ps [ g_p ] . player_int_pos ( ) . Y , ps [ g_p ] . __int_pos . Z /*-((krand()&41)<<8)*/ , ps [ g_p ] . GetActor ( ) - > sector ( ) ) ;
2020-09-17 20:36:09 +00:00
parseifelse ( j ) ;
2020-10-23 18:16:03 +00:00
if ( j ) g_ac - > timetosleep = SLEEPTIME ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_ifnocover :
2022-02-04 17:11:44 +00:00
j = cansee ( g_ac - > int_pos ( ) . X , g_ac - > int_pos ( ) . Y , g_ac - > int_pos ( ) . Z , g_ac - > sector ( ) , ps [ g_p ] . player_int_pos ( ) . X , ps [ g_p ] . player_int_pos ( ) . Y , ps [ g_p ] . player_int_pos ( ) . Z , ps [ g_p ] . GetActor ( ) - > sector ( ) ) ;
2020-09-17 20:36:09 +00:00
parseifelse ( j ) ;
2020-10-23 18:16:03 +00:00
if ( j ) g_ac - > timetosleep = SLEEPTIME ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_ifactornotstayput :
2021-11-18 19:55:22 +00:00
parseifelse ( g_ac - > actorstayput = = nullptr ) ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_ifcansee :
2020-10-23 18:14:50 +00:00
parseifelse ( ifcansee ( g_ac , g_p ) ) ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_ifhitweapon :
2020-10-21 19:41:14 +00:00
parseifelse ( fi . ifhitbyweapon ( g_ac ) > = 0 ) ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_ifsquished :
2020-10-22 17:12:48 +00:00
parseifelse ( ifsquished ( g_ac , g_p ) = = 1 ) ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_ifdead :
{
2021-12-21 21:31:25 +00:00
j = g_ac - > spr . extra ;
2021-12-31 17:47:00 +00:00
if ( g_ac - > isPlayer ( ) )
2020-09-17 20:36:09 +00:00
j - - ;
parseifelse ( j < 0 ) ;
}
break ;
case concmd_ai :
insptr + + ;
g_t [ 5 ] = * insptr ;
g_t [ 4 ] = ScriptCode [ g_t [ 5 ] ] ; // Action
g_t [ 1 ] = ScriptCode [ g_t [ 5 ] + 1 ] ; // move
2021-12-21 21:31:25 +00:00
g_ac - > spr . hitag = ScriptCode [ g_t [ 5 ] + 2 ] ; // Ai
2020-09-17 20:36:09 +00:00
g_t [ 0 ] = g_t [ 2 ] = g_t [ 3 ] = 0 ;
2021-12-21 21:31:25 +00:00
if ( g_ac - > spr . hitag & random_angle )
g_ac - > spr . ang = krand ( ) & 2047 ;
2020-09-17 20:36:09 +00:00
insptr + + ;
break ;
case concmd_action :
insptr + + ;
g_t [ 2 ] = 0 ;
g_t [ 3 ] = 0 ;
g_t [ 4 ] = * insptr ;
insptr + + ;
break ;
case concmd_ifpdistl :
insptr + + ;
parseifelse ( g_x < * insptr ) ;
2020-10-23 18:16:03 +00:00
if ( g_x > MAXSLEEPDIST & & g_ac - > timetosleep = = 0 )
g_ac - > timetosleep = SLEEPTIME ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_ifpdistg :
insptr + + ;
parseifelse ( g_x > * insptr ) ;
2020-10-23 18:16:03 +00:00
if ( g_x > MAXSLEEPDIST & & g_ac - > timetosleep = = 0 )
g_ac - > timetosleep = SLEEPTIME ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_else :
insptr = & ScriptCode [ * ( insptr + 1 ) ] ;
break ;
case concmd_addstrength :
insptr + + ;
2021-12-21 21:31:25 +00:00
g_ac - > spr . extra + = * insptr ;
2020-09-17 20:36:09 +00:00
insptr + + ;
break ;
case concmd_strength :
insptr + + ;
2021-12-21 21:31:25 +00:00
g_ac - > spr . extra = * insptr ;
2020-09-17 20:36:09 +00:00
insptr + + ;
break ;
case concmd_smacksprite :
switch ( krand ( ) & 1 )
{
case 0 :
2021-12-21 21:31:25 +00:00
g_ac - > spr . ang = ( + 512 + g_ac - > spr . ang + ( krand ( ) & 511 ) ) & 2047 ;
2020-09-17 20:36:09 +00:00
break ;
case 1 :
2021-12-21 21:31:25 +00:00
g_ac - > spr . ang = ( - 512 + g_ac - > spr . ang - ( krand ( ) & 511 ) ) & 2047 ;
2020-09-17 20:36:09 +00:00
break ;
}
insptr + + ;
break ;
case concmd_fakebubba :
insptr + + ;
2020-10-22 21:41:07 +00:00
fakebubbaspawn ( g_ac , g_p ) ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_rndmove :
2021-12-21 21:31:25 +00:00
g_ac - > spr . ang = krand ( ) & 2047 ;
g_ac - > spr . xvel = 25 ;
2020-09-17 20:36:09 +00:00
insptr + + ;
break ;
case concmd_mamatrigger :
2020-11-02 18:54:20 +00:00
operateactivators ( 667 , g_p ) ;
2020-09-17 20:36:09 +00:00
insptr + + ;
break ;
case concmd_mamaspawn :
2020-10-22 21:45:49 +00:00
mamaspawn ( g_ac ) ;
2020-09-17 20:36:09 +00:00
insptr + + ;
break ;
case concmd_mamaquake :
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if ( g_ac - > spr . pal = = 31 )
2020-09-17 20:36:09 +00:00
earthquaketime = 4 ;
2021-12-21 21:31:25 +00:00
else if ( g_ac - > spr . pal = = 32 )
2020-09-17 20:36:09 +00:00
earthquaketime = 6 ;
insptr + + ;
break ;
case concmd_garybanjo :
if ( banjosound = = 0 )
{
2021-11-07 13:55:28 +00:00
int rnum = ( krand ( ) & 3 ) + 1 ;
2020-09-17 20:36:09 +00:00
if ( rnum = = 4 )
{
banjosound = 262 ;
}
else if ( rnum = = 1 )
{
banjosound = 272 ;
}
else if ( rnum = = 2 )
{
banjosound = 273 ;
}
else
{
banjosound = 273 ;
}
2020-10-23 18:16:03 +00:00
S_PlayActorSound ( banjosound , g_ac , CHAN_WEAPON ) ;
2020-09-17 20:36:09 +00:00
}
2020-10-23 18:16:03 +00:00
else if ( ! S_CheckActorSoundPlaying ( g_ac , banjosound ) )
S_PlayActorSound ( banjosound , g_ac , CHAN_WEAPON ) ;
2020-09-17 20:36:09 +00:00
insptr + + ;
break ;
case concmd_motoloopsnd :
2020-10-23 18:16:57 +00:00
if ( ! S_CheckActorSoundPlaying ( g_ac , 411 ) )
S_PlayActorSound ( 411 , g_ac , CHAN_VOICE ) ;
2020-09-17 20:36:09 +00:00
insptr + + ;
break ;
case concmd_ifgotweaponce :
insptr + + ;
if ( ud . coop > = 1 & & ud . multimode > 1 )
{
if ( * insptr = = 0 )
{
for ( j = 0 ; j < ps [ g_p ] . weapreccnt ; j + + )
2021-12-21 21:31:25 +00:00
if ( ps [ g_p ] . weaprecs [ j ] = = g_ac - > spr . picnum )
2020-09-17 20:36:09 +00:00
break ;
2020-10-23 18:16:57 +00:00
parseifelse ( j < ps [ g_p ] . weapreccnt & & g_ac - > GetOwner ( ) = = g_ac ) ;
2020-09-17 20:36:09 +00:00
}
else if ( ps [ g_p ] . weapreccnt < 16 )
{
2021-12-21 21:31:25 +00:00
ps [ g_p ] . weaprecs [ ps [ g_p ] . weapreccnt + + ] = g_ac - > spr . picnum ;
2020-10-23 18:16:57 +00:00
parseifelse ( g_ac - > GetOwner ( ) = = g_ac ) ;
2020-09-17 20:36:09 +00:00
}
}
else parseifelse ( 0 ) ;
break ;
case concmd_getlastpal :
insptr + + ;
2021-12-31 17:47:00 +00:00
if ( g_ac - > isPlayer ( ) )
2021-12-21 21:31:25 +00:00
g_ac - > spr . pal = ps [ g_ac - > spr . yvel ] . palookup ;
2020-09-17 20:36:09 +00:00
else
{
// Copied from DukeGDX.
2021-12-21 21:31:25 +00:00
if ( g_ac - > spr . picnum = = TILE_EGG & & g_ac - > temp_data [ 5 ] = = TILE_EGG + 2 & & g_ac - > spr . pal = = 1 )
2020-09-17 20:36:09 +00:00
{
ps [ connecthead ] . max_actors_killed + + ; //revive the egg
2020-10-23 18:16:57 +00:00
g_ac - > temp_data [ 5 ] = 0 ;
2020-09-17 20:36:09 +00:00
}
2021-12-21 21:31:25 +00:00
g_ac - > spr . pal = ( uint8_t ) g_ac - > tempang ;
2020-09-17 20:36:09 +00:00
}
2020-10-23 18:16:57 +00:00
g_ac - > tempang = 0 ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_tossweapon :
insptr + + ;
2021-12-21 21:31:25 +00:00
fi . checkweapons ( & ps [ g_ac - > spr . yvel ] ) ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_nullop :
insptr + + ;
break ;
case concmd_mikesnd :
insptr + + ;
2021-12-21 21:31:25 +00:00
if ( ! S_CheckActorSoundPlaying ( g_ac , g_ac - > spr . yvel ) )
S_PlayActorSound ( g_ac - > spr . yvel , g_ac , CHAN_VOICE ) ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_pkick :
insptr + + ;
2021-12-31 17:47:00 +00:00
if ( ud . multimode > 1 & & g_ac - > isPlayer ( ) )
2020-09-17 20:36:09 +00:00
{
if ( ps [ otherp ] . quick_kick = = 0 )
ps [ otherp ] . quick_kick = 14 ;
}
2021-12-31 17:47:00 +00:00
else if ( ! g_ac - > isPlayer ( ) & & ps [ g_p ] . quick_kick = = 0 )
2020-09-17 20:36:09 +00:00
ps [ g_p ] . quick_kick = 14 ;
break ;
case concmd_sizeto :
insptr + + ;
// JBF 20030805: As I understand it, if xrepeat becomes 0 it basically kills the
// sprite, which is why the "sizeto 0 41" calls in 1.3d became "sizeto 4 41" in
// 1.4, so instead of patching the CONs I'll surruptitiously patch the code here
2020-10-11 09:39:51 +00:00
//if (!isPlutoPak() && *insptr == 0) *insptr = 4;
2020-09-17 20:36:09 +00:00
2021-12-21 21:31:25 +00:00
j = ( ( * insptr ) - g_ac - > spr . xrepeat ) < < 1 ;
g_ac - > spr . xrepeat + = Sgn ( j ) ;
2020-09-17 20:36:09 +00:00
insptr + + ;
2022-02-03 23:55:12 +00:00
if ( ( g_ac - > isPlayer ( ) & & g_ac - > spr . yrepeat < 36 ) | | * insptr < g_ac - > spr . yrepeat | | ( g_ac - > spr . yrepeat * ( tileHeight ( g_ac - > spr . picnum ) + 8 ) * REPEAT_SCALE ) < g_ac - > floorz - g_ac - > ceilingz )
2020-09-17 20:36:09 +00:00
{
2021-12-21 21:31:25 +00:00
j = ( ( * insptr ) - g_ac - > spr . yrepeat ) < < 1 ;
if ( abs ( j ) ) g_ac - > spr . yrepeat + = Sgn ( j ) ;
2020-09-17 20:36:09 +00:00
}
insptr + + ;
break ;
case concmd_sizeat :
insptr + + ;
2021-12-21 21:31:25 +00:00
g_ac - > spr . xrepeat = ( uint8_t ) * insptr ;
2020-09-17 20:36:09 +00:00
insptr + + ;
2021-12-21 21:31:25 +00:00
g_ac - > spr . yrepeat = ( uint8_t ) * insptr ;
2020-09-17 20:36:09 +00:00
insptr + + ;
break ;
case concmd_shoot :
insptr + + ;
2020-10-24 05:34:39 +00:00
fi . shoot ( g_ac , ( short ) * insptr ) ;
2020-09-17 20:36:09 +00:00
insptr + + ;
break ;
case concmd_ifsoundid :
insptr + + ;
2021-12-21 21:31:25 +00:00
parseifelse ( ( short ) * insptr = = ambientlotag [ g_ac - > spr . ang ] ) ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_ifsounddist :
insptr + + ;
if ( * insptr = = 0 )
2021-12-21 21:31:25 +00:00
parseifelse ( ambienthitag [ g_ac - > spr . ang ] > g_x ) ;
2020-09-17 20:36:09 +00:00
else if ( * insptr = = 1 )
2021-12-21 21:31:25 +00:00
parseifelse ( ambienthitag [ g_ac - > spr . ang ] < g_x ) ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_soundtag :
insptr + + ;
2021-12-21 21:31:25 +00:00
S_PlayActorSound ( ambientlotag [ g_ac - > spr . ang ] , g_ac ) ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_soundtagonce :
insptr + + ;
2021-12-21 21:31:25 +00:00
if ( ! S_CheckActorSoundPlaying ( g_ac , ambientlotag [ g_ac - > spr . ang ] ) )
S_PlayActorSound ( ambientlotag [ g_ac - > spr . ang ] , g_ac ) ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_soundonce :
insptr + + ;
2020-10-23 18:16:57 +00:00
if ( ! S_CheckSoundPlaying ( * insptr + + ) )
S_PlayActorSound ( * ( insptr - 1 ) , g_ac ) ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_stopsound :
insptr + + ;
2020-10-23 18:16:57 +00:00
if ( S_CheckSoundPlaying ( * insptr ) )
2021-03-31 09:07:36 +00:00
S_StopSound ( * insptr ) ;
2020-09-17 20:36:09 +00:00
insptr + + ;
break ;
case concmd_globalsound :
insptr + + ;
if ( g_p = = screenpeek | | ud . coop = = 1 )
2021-03-31 09:07:36 +00:00
S_PlayActorSound ( * insptr , ps [ screenpeek ] . GetActor ( ) ) ;
2020-09-17 20:36:09 +00:00
insptr + + ;
break ;
case concmd_smackbubba :
insptr + + ;
2021-12-21 21:31:25 +00:00
if ( ! isRRRA ( ) | | g_ac - > spr . pal ! = 105 )
2020-09-17 20:36:09 +00:00
{
setnextmap ( false ) ;
}
break ;
case concmd_mamaend :
insptr + + ;
ps [ myconnectindex ] . MamaEnd = 150 ;
break ;
case concmd_ifactorhealthg :
insptr + + ;
2021-12-21 21:31:25 +00:00
parseifelse ( g_ac - > spr . extra > ( short ) * insptr ) ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_ifactorhealthl :
insptr + + ;
2021-12-21 21:31:25 +00:00
parseifelse ( g_ac - > spr . extra < ( short ) * insptr ) ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_sound :
insptr + + ;
2020-10-23 18:16:57 +00:00
S_PlayActorSound ( ( short ) * insptr , g_ac ) ;
2020-09-17 20:36:09 +00:00
insptr + + ;
break ;
case concmd_tip :
insptr + + ;
ps [ g_p ] . tipincs = 26 ;
break ;
case concmd_iftipcow :
case concmd_ifhittruck : // both have the same code.
2020-10-23 18:16:57 +00:00
if ( g_ac - > spriteextra = = 1 ) //
2020-09-17 20:36:09 +00:00
{
j = 1 ;
2020-10-23 18:16:57 +00:00
g_ac - > spriteextra + + ;
2020-09-17 20:36:09 +00:00
}
else
j = 0 ;
parseifelse ( j > 0 ) ;
break ;
case concmd_tearitup :
insptr + + ;
2021-12-30 15:51:56 +00:00
tearitup ( g_ac - > sector ( ) ) ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_fall :
insptr + + ;
2021-12-21 21:31:25 +00:00
g_ac - > spr . xoffset = 0 ;
g_ac - > spr . yoffset = 0 ;
2020-10-22 21:45:49 +00:00
fi . fall ( g_ac , g_p ) ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_enda :
case concmd_break :
case concmd_ends :
case concmd_endevent :
return 1 ;
case concmd_rightbrace :
insptr + + ;
return 1 ;
case concmd_addammo :
insptr + + ;
2020-11-29 12:54:58 +00:00
if ( ps [ g_p ] . ammo_amount [ * insptr ] > = gs . max_ammo_amount [ * insptr ] )
2020-09-17 20:36:09 +00:00
{
killit_flag = 2 ;
break ;
}
addammo ( * insptr , & ps [ g_p ] , * ( insptr + 1 ) ) ;
if ( ps [ g_p ] . curr_weapon = = KNEE_WEAPON )
if ( ps [ g_p ] . gotweapon [ * insptr ] )
fi . addweapon ( & ps [ g_p ] , * insptr ) ;
insptr + = 2 ;
break ;
case concmd_money :
insptr + + ;
2020-10-24 07:35:43 +00:00
fi . lotsofmoney ( g_ac , * insptr ) ;
2020-09-17 20:36:09 +00:00
insptr + + ;
break ;
case concmd_mail :
insptr + + ;
2020-10-24 07:35:43 +00:00
fi . lotsofmail ( g_ac , * insptr ) ;
2020-09-17 20:36:09 +00:00
insptr + + ;
break ;
case concmd_sleeptime :
insptr + + ;
2020-10-23 18:16:57 +00:00
g_ac - > timetosleep = ( short ) * insptr ;
2020-09-17 20:36:09 +00:00
insptr + + ;
break ;
case concmd_paper :
insptr + + ;
2020-10-24 07:35:43 +00:00
fi . lotsofpaper ( g_ac , * insptr ) ;
2020-09-17 20:36:09 +00:00
insptr + + ;
break ;
case concmd_addkills :
insptr + + ;
if ( isRR ( ) )
{
2020-10-23 18:18:38 +00:00
if ( g_ac - > spriteextra < 1 | | g_ac - > spriteextra = = 128 )
2020-09-17 20:36:09 +00:00
{
2020-10-23 17:02:58 +00:00
if ( actorfella ( g_ac ) )
2020-09-17 20:36:09 +00:00
ps [ g_p ] . actors_killed + = * insptr ;
}
}
else ps [ g_p ] . actors_killed + = * insptr ;
2021-11-18 19:55:22 +00:00
g_ac - > actorstayput = nullptr ;
2020-09-17 20:36:09 +00:00
insptr + + ;
break ;
case concmd_lotsofglass :
insptr + + ;
2020-10-25 05:40:05 +00:00
spriteglass ( g_ac , * insptr ) ;
2020-09-17 20:36:09 +00:00
insptr + + ;
break ;
case concmd_killit :
insptr + + ;
killit_flag = 1 ;
break ;
case concmd_addweapon :
insptr + + ;
if ( ps [ g_p ] . gotweapon [ * insptr ] = = 0 ) fi . addweapon ( & ps [ g_p ] , * insptr ) ;
2020-11-29 12:54:58 +00:00
else if ( ps [ g_p ] . ammo_amount [ * insptr ] > = gs . max_ammo_amount [ * insptr ] )
2020-09-17 20:36:09 +00:00
{
killit_flag = 2 ;
break ;
}
addammo ( * insptr , & ps [ g_p ] , * ( insptr + 1 ) ) ;
if ( ps [ g_p ] . curr_weapon = = KNEE_WEAPON )
if ( ps [ g_p ] . gotweapon [ * insptr ] )
fi . addweapon ( & ps [ g_p ] , * insptr ) ;
insptr + = 2 ;
break ;
case concmd_debug :
insptr + + ;
Printf ( " %d \n " , * insptr ) ;
insptr + + ;
break ;
case concmd_endofgame :
insptr + + ;
ps [ g_p ] . timebeforeexit = * insptr ;
ps [ g_p ] . customexitsound = - 1 ;
ud . eog = true ;
insptr + + ;
break ;
case concmd_isdrunk : // todo: move out to player_r.
insptr + + ;
ps [ g_p ] . drink_amt + = * insptr ;
2021-12-21 17:19:45 +00:00
j = ps [ g_p ] . GetActor ( ) - > spr . extra ;
2020-09-17 20:36:09 +00:00
if ( j > 0 )
j + = * insptr ;
2020-11-29 12:54:58 +00:00
if ( j > gs . max_player_health * 2 )
j = gs . max_player_health * 2 ;
2020-09-17 20:36:09 +00:00
if ( j < 0 )
j = 0 ;
if ( ud . god = = 0 )
{
if ( * insptr > 0 )
{
2020-11-29 12:54:58 +00:00
if ( ( j - * insptr ) < ( gs . max_player_health > > 2 ) & &
j > = ( gs . max_player_health > > 2 ) )
2020-11-02 19:23:05 +00:00
S_PlayActorSound ( DUKE_GOTHEALTHATLOW , ps [ g_p ] . GetActor ( ) ) ;
2020-09-17 20:36:09 +00:00
ps [ g_p ] . last_extra = j ;
}
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ps [ g_p ] . GetActor ( ) - > spr . extra = j ;
2020-09-17 20:36:09 +00:00
}
if ( ps [ g_p ] . drink_amt > 100 )
ps [ g_p ] . drink_amt = 100 ;
2021-12-21 17:19:45 +00:00
if ( ps [ g_p ] . GetActor ( ) - > spr . extra > = gs . max_player_health )
2020-09-17 20:36:09 +00:00
{
2021-12-21 17:19:45 +00:00
ps [ g_p ] . GetActor ( ) - > spr . extra = gs . max_player_health ;
2020-11-29 12:54:58 +00:00
ps [ g_p ] . last_extra = gs . max_player_health ;
2020-09-17 20:36:09 +00:00
}
insptr + + ;
break ;
case concmd_strafeleft :
insptr + + ;
2021-12-21 21:31:25 +00:00
movesprite_ex ( g_ac , - bsin ( g_ac - > spr . ang , - 10 ) , bcos ( g_ac - > spr . ang , - 10 ) , g_ac - > spr . zvel , CLIPMASK0 , coll ) ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_straferight :
insptr + + ;
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movesprite_ex ( g_ac , bsin ( g_ac - > spr . ang , - 10 ) , - bcos ( g_ac - > spr . ang , - 10 ) , g_ac - > spr . zvel , CLIPMASK0 , coll ) ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_larrybird :
insptr + + ;
2022-02-05 11:56:49 +00:00
ps [ g_p ] . player_set_int_z ( ps [ g_p ] . GetActor ( ) - > sector ( ) - > int_ceilingz ( ) ) ;
2022-02-04 17:11:44 +00:00
ps [ g_p ] . GetActor ( ) - > set_int_z ( ps [ g_p ] . player_int_pos ( ) . Z ) ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_destroyit :
insptr + + ;
2020-10-22 21:41:07 +00:00
destroyit ( g_ac ) ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_iseat : // move out to player_r.
insptr + + ;
ps [ g_p ] . eat + = * insptr ;
if ( ps [ g_p ] . eat > 100 )
{
ps [ g_p ] . eat = 100 ;
}
ps [ g_p ] . drink_amt - = * insptr ;
if ( ps [ g_p ] . drink_amt < 0 )
ps [ g_p ] . drink_amt = 0 ;
2021-12-21 17:19:45 +00:00
j = ps [ g_p ] . GetActor ( ) - > spr . extra ;
2021-12-21 21:31:25 +00:00
if ( g_ac - > spr . picnum ! = TILE_ATOMICHEALTH )
2020-09-17 20:36:09 +00:00
{
2020-11-29 12:54:58 +00:00
if ( j > gs . max_player_health & & * insptr > 0 )
2020-09-17 20:36:09 +00:00
{
insptr + + ;
break ;
}
else
{
if ( j > 0 )
j + = ( * insptr ) * 3 ;
2020-11-29 12:54:58 +00:00
if ( j > gs . max_player_health & & * insptr > 0 )
j = gs . max_player_health ;
2020-09-17 20:36:09 +00:00
}
}
else
{
if ( j > 0 )
j + = * insptr ;
2020-11-29 12:54:58 +00:00
if ( j > ( gs . max_player_health < < 1 ) )
j = ( gs . max_player_health < < 1 ) ;
2020-09-17 20:36:09 +00:00
}
if ( j < 0 ) j = 0 ;
if ( ud . god = = 0 )
{
if ( * insptr > 0 )
{
2020-11-29 12:54:58 +00:00
if ( ( j - * insptr ) < ( gs . max_player_health > > 2 ) & &
j > = ( gs . max_player_health > > 2 ) )
2020-11-02 19:23:05 +00:00
S_PlayActorSound ( 229 , ps [ g_p ] . GetActor ( ) ) ;
2020-09-17 20:36:09 +00:00
ps [ g_p ] . last_extra = j ;
}
2021-12-21 17:19:45 +00:00
ps [ g_p ] . GetActor ( ) - > spr . extra = j ;
2020-09-17 20:36:09 +00:00
}
insptr + + ;
break ;
case concmd_addphealth : // todo: move out to player.
insptr + + ;
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if ( ! isRR ( ) & & ps [ g_p ] . newOwner ! = nullptr )
2020-09-17 20:36:09 +00:00
{
2020-11-02 23:20:51 +00:00
ps [ g_p ] . newOwner = nullptr ;
2022-02-05 11:05:29 +00:00
ps [ g_p ] . restorexyz ( ) ;
2020-10-07 12:13:21 +00:00
ps [ g_p ] . angle . restore ( ) ;
2022-02-04 17:11:44 +00:00
updatesector ( ps [ g_p ] . player_int_pos ( ) . X , ps [ g_p ] . player_int_pos ( ) . Y , & ps [ g_p ] . cursector ) ;
2020-09-17 20:36:09 +00:00
2020-10-23 18:18:38 +00:00
DukeStatIterator it ( STAT_ACTOR ) ;
2021-12-24 09:53:27 +00:00
while ( auto actj = it . Next ( ) )
2020-09-17 20:36:09 +00:00
{
2022-01-21 00:04:08 +00:00
if ( actorflag ( actj , SFLAG2_CAMERA ) )
2021-12-24 09:53:27 +00:00
actj - > spr . yvel = 0 ;
2020-09-17 20:36:09 +00:00
}
}
2021-12-21 17:19:45 +00:00
j = ps [ g_p ] . GetActor ( ) - > spr . extra ;
2020-09-17 20:36:09 +00:00
2021-12-21 21:31:25 +00:00
if ( g_ac - > spr . picnum ! = TILE_ATOMICHEALTH )
2020-09-17 20:36:09 +00:00
{
2020-11-29 12:54:58 +00:00
if ( j > gs . max_player_health & & * insptr > 0 )
2020-09-17 20:36:09 +00:00
{
insptr + + ;
break ;
}
else
{
if ( j > 0 )
j + = * insptr ;
2020-11-29 12:54:58 +00:00
if ( j > gs . max_player_health & & * insptr > 0 )
j = gs . max_player_health ;
2020-09-17 20:36:09 +00:00
}
}
else
{
if ( j > 0 )
j + = * insptr ;
2020-11-29 12:54:58 +00:00
if ( j > ( gs . max_player_health < < 1 ) )
j = ( gs . max_player_health < < 1 ) ;
2020-09-17 20:36:09 +00:00
}
if ( j < 0 ) j = 0 ;
if ( ud . god = = 0 )
{
if ( * insptr > 0 )
{
2020-11-29 12:54:58 +00:00
if ( ( j - * insptr ) < ( gs . max_player_health > > 2 ) & &
j > = ( gs . max_player_health > > 2 ) )
2020-11-02 19:23:05 +00:00
S_PlayActorSound ( isRR ( ) ? 229 : DUKE_GOTHEALTHATLOW , ps [ g_p ] . GetActor ( ) ) ;
2020-09-17 20:36:09 +00:00
ps [ g_p ] . last_extra = j ;
}
2021-12-21 17:19:45 +00:00
ps [ g_p ] . GetActor ( ) - > spr . extra = j ;
2020-09-17 20:36:09 +00:00
}
insptr + + ;
break ;
case concmd_state :
{
auto tempscrptr = insptr + 2 ;
insptr = & ScriptCode [ * ( insptr + 1 ) ] ;
while ( 1 ) if ( parse ( ) ) break ;
insptr = tempscrptr ;
}
break ;
case concmd_leftbrace :
insptr + + ;
while ( 1 ) if ( parse ( ) ) break ;
break ;
case concmd_move :
g_t [ 0 ] = 0 ;
insptr + + ;
g_t [ 1 ] = * insptr ;
insptr + + ;
2021-12-21 21:31:25 +00:00
g_ac - > spr . hitag = * insptr ;
2020-09-17 20:36:09 +00:00
insptr + + ;
2021-12-21 21:31:25 +00:00
if ( g_ac - > spr . hitag & random_angle )
g_ac - > spr . ang = krand ( ) & 2047 ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_spawn :
insptr + + ;
2021-11-21 00:04:16 +00:00
if ( g_ac - > insector ( ) )
2020-10-23 18:18:38 +00:00
spawn ( g_ac , * insptr ) ;
2020-09-17 20:36:09 +00:00
insptr + + ;
break ;
case concmd_ifwasweapon :
case concmd_ifspawnedby : // these two are the same
insptr + + ;
2021-12-27 22:52:16 +00:00
parseifelse ( g_ac - > attackertype = = * insptr ) ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_ifai :
insptr + + ;
parseifelse ( g_t [ 5 ] = = * insptr ) ;
break ;
case concmd_ifaction :
insptr + + ;
parseifelse ( g_t [ 4 ] = = * insptr ) ;
break ;
case concmd_ifactioncount :
insptr + + ;
parseifelse ( g_t [ 2 ] > = * insptr ) ;
break ;
case concmd_resetactioncount :
insptr + + ;
g_t [ 2 ] = 0 ;
break ;
case concmd_debris :
{
2021-11-07 13:36:39 +00:00
int dnum ;
2020-09-17 20:36:09 +00:00
insptr + + ;
dnum = * insptr ;
insptr + + ;
2021-12-21 21:31:25 +00:00
bool weap = fi . spawnweapondebris ( g_ac - > spr . picnum , dnum ) ;
2020-09-17 20:36:09 +00:00
2021-11-21 00:04:16 +00:00
if ( g_ac - > insector ( ) )
2020-09-17 20:36:09 +00:00
for ( j = ( * insptr ) - 1 ; j > = 0 ; j - - )
{
if ( weap )
s = 0 ;
else s = ( krand ( ) % 3 ) ;
2021-12-30 15:51:56 +00:00
auto spawned = EGS ( g_ac - > sector ( ) ,
2022-01-31 18:21:49 +00:00
g_ac - > int_pos ( ) . X + ( krand ( ) & 255 ) - 128 , g_ac - > int_pos ( ) . Y + ( krand ( ) & 255 ) - 128 , g_ac - > int_pos ( ) . Z - ( 8 < < 8 ) - ( krand ( ) & 8191 ) ,
2021-12-21 21:31:25 +00:00
dnum + s , g_ac - > spr . shade , 32 + ( krand ( ) & 15 ) , 32 + ( krand ( ) & 15 ) ,
2020-10-23 18:18:38 +00:00
krand ( ) & 2047 , ( krand ( ) & 127 ) + 32 , - ( krand ( ) & 2047 ) , g_ac , 5 ) ;
2021-12-24 09:53:27 +00:00
if ( spawned )
2021-11-19 08:47:17 +00:00
{
if ( weap )
2021-12-24 09:53:27 +00:00
spawned - > spr . yvel = gs . weaponsandammosprites [ j % 14 ] ;
else spawned - > spr . yvel = - 1 ;
spawned - > spr . pal = g_ac - > spr . pal ;
2021-11-19 08:47:17 +00:00
}
2020-09-17 20:36:09 +00:00
}
insptr + + ;
}
break ;
case concmd_count :
insptr + + ;
g_t [ 0 ] = ( short ) * insptr ;
insptr + + ;
break ;
case concmd_cstator :
insptr + + ;
2021-12-21 21:31:25 +00:00
g_ac - > spr . cstat | = ESpriteFlags : : FromInt ( * insptr ) ;
2020-09-17 20:36:09 +00:00
insptr + + ;
break ;
case concmd_clipdist :
insptr + + ;
2021-12-21 21:31:25 +00:00
g_ac - > spr . clipdist = ( uint8_t ) * insptr ;
2020-09-17 20:36:09 +00:00
insptr + + ;
break ;
case concmd_cstat :
insptr + + ;
2021-12-21 21:31:25 +00:00
g_ac - > spr . cstat = ESpriteFlags : : FromInt ( * insptr ) ;
2020-09-17 20:36:09 +00:00
insptr + + ;
break ;
case concmd_newpic :
insptr + + ;
2021-12-21 21:31:25 +00:00
g_ac - > spr . picnum = ( short ) * insptr ;
2020-09-17 20:36:09 +00:00
insptr + + ;
break ;
case concmd_ifmove :
insptr + + ;
parseifelse ( g_t [ 1 ] = = * insptr ) ;
break ;
case concmd_resetplayer :
insptr + + ;
if ( ud . multimode < 2 )
{
gameaction = ga_autoloadgame ;
killit_flag = 2 ;
}
else
{
2020-10-23 18:19:44 +00:00
// I am not convinced this is even remotely smart to be executed from here..
2020-09-17 20:36:09 +00:00
pickrandomspot ( g_p ) ;
2022-02-05 11:05:29 +00:00
g_ac - > set_int_pos ( ps [ g_p ] . player_int_pos ( ) ) ;
ps [ g_p ] . backupxyz ( ) ;
ps [ g_p ] . setbobpos ( ) ;
2021-12-30 16:10:08 +00:00
g_ac - > backuppos ( ) ;
2022-02-04 17:11:44 +00:00
updatesector ( ps [ g_p ] . player_int_pos ( ) . X , ps [ g_p ] . player_int_pos ( ) . Y , & ps [ g_p ] . cursector ) ;
2022-02-05 09:16:50 +00:00
SetActor ( ps [ g_p ] . GetActor ( ) , vec3_t ( ps [ g_p ] . player_int_pos ( ) . X , ps [ g_p ] . player_int_pos ( ) . Y , ps [ g_p ] . player_int_pos ( ) . Z + gs . int_playerheight ) ) ;
2021-12-21 21:31:25 +00:00
g_ac - > spr . cstat = CSTAT_SPRITE_BLOCK_ALL ;
2020-09-17 20:36:09 +00:00
2021-12-21 21:31:25 +00:00
g_ac - > spr . shade = - 12 ;
g_ac - > spr . clipdist = 64 ;
g_ac - > spr . xrepeat = 42 ;
g_ac - > spr . yrepeat = 36 ;
2020-10-23 18:19:44 +00:00
g_ac - > SetOwner ( g_ac ) ;
2021-12-21 21:31:25 +00:00
g_ac - > spr . xoffset = 0 ;
g_ac - > spr . pal = ps [ g_p ] . palookup ;
2020-09-17 20:36:09 +00:00
2021-12-21 21:31:25 +00:00
ps [ g_p ] . last_extra = g_ac - > spr . extra = gs . max_player_health ;
2020-09-17 20:36:09 +00:00
ps [ g_p ] . wantweaponfire = - 1 ;
2020-10-07 06:12:37 +00:00
ps [ g_p ] . horizon . ohoriz = ps [ g_p ] . horizon . horiz = q16horiz ( 0 ) ;
2020-10-17 08:44:00 +00:00
ps [ g_p ] . on_crane = nullptr ;
2020-09-17 20:36:09 +00:00
ps [ g_p ] . frag_ps = g_p ;
2020-10-07 06:12:37 +00:00
ps [ g_p ] . horizon . ohorizoff = ps [ g_p ] . horizon . horizoff = q16horiz ( 0 ) ;
2020-09-17 20:36:09 +00:00
ps [ g_p ] . opyoff = 0 ;
2020-10-21 08:52:51 +00:00
ps [ g_p ] . wackedbyactor = nullptr ;
2020-11-29 12:54:58 +00:00
ps [ g_p ] . shield_amount = gs . max_armour_amount ;
2020-09-17 20:36:09 +00:00
ps [ g_p ] . dead_flag = 0 ;
2021-04-15 08:00:58 +00:00
ps [ g_p ] . resurrected = false ;
2020-09-17 20:36:09 +00:00
ps [ g_p ] . pals . a = 0 ;
ps [ g_p ] . footprintcount = 0 ;
ps [ g_p ] . weapreccnt = 0 ;
ps [ g_p ] . ftq = 0 ;
2021-12-30 11:18:56 +00:00
ps [ g_p ] . vel . X = ps [ g_p ] . vel . Y = 0 ;
2021-04-11 05:43:11 +00:00
if ( ! isRR ( ) ) ps [ g_p ] . angle . orotscrnang = ps [ g_p ] . angle . rotscrnang = buildang ( 0 ) ;
2020-09-17 20:36:09 +00:00
ps [ g_p ] . falling_counter = 0 ;
2022-01-23 23:10:25 +00:00
g_ac - > hitextra = - 1 ;
2020-09-17 20:36:09 +00:00
2020-10-23 18:19:44 +00:00
g_ac - > cgg = 0 ;
g_ac - > movflag = 0 ;
g_ac - > tempang = 0 ;
2021-11-18 19:55:22 +00:00
g_ac - > actorstayput = nullptr ;
2020-10-23 18:19:44 +00:00
g_ac - > dispicnum = 0 ;
g_ac - > SetHitOwner ( ps [ g_p ] . GetActor ( ) ) ;
g_ac - > temp_data [ 4 ] = 0 ;
2020-09-17 20:36:09 +00:00
resetinventory ( g_p ) ;
resetweapons ( g_p ) ;
}
break ;
case concmd_ifcoop :
parseifelse ( ud . coop | | numplayers > 2 ) ;
break ;
case concmd_ifonmud :
2022-02-02 23:46:04 +00:00
parseifelse ( abs ( g_ac - > int_pos ( ) . Z - g_ac - > sector ( ) - > int_floorz ( ) ) < ( 32 < < 8 ) & & g_ac - > sector ( ) - > floorpicnum = = 3073 ) ; // eew, hard coded tile numbers.. :?
2020-09-17 20:36:09 +00:00
break ;
case concmd_ifonwater :
2022-02-02 23:46:04 +00:00
parseifelse ( abs ( g_ac - > int_pos ( ) . Z - g_ac - > sector ( ) - > int_floorz ( ) ) < ( 32 < < 8 ) & & g_ac - > sector ( ) - > lotag = = ST_1_ABOVE_WATER ) ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_ifmotofast :
parseifelse ( ps [ g_p ] . MotoSpeed > 60 ) ;
break ;
case concmd_ifonmoto :
parseifelse ( ps [ g_p ] . OnMotorcycle = = 1 ) ;
break ;
case concmd_ifonboat :
parseifelse ( ps [ g_p ] . OnBoat = = 1 ) ;
break ;
case concmd_ifsizedown :
2021-12-21 21:31:25 +00:00
g_ac - > spr . xrepeat - - ;
g_ac - > spr . yrepeat - - ;
parseifelse ( g_ac - > spr . xrepeat < = 5 ) ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_ifwind :
parseifelse ( WindTime > 0 ) ;
break ;
case concmd_ifinwater :
2021-12-30 15:51:56 +00:00
parseifelse ( g_ac - > sector ( ) - > lotag = = 2 ) ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_ifcount :
insptr + + ;
parseifelse ( g_t [ 0 ] > = * insptr ) ;
break ;
case concmd_ifactor :
insptr + + ;
2021-12-21 21:31:25 +00:00
parseifelse ( g_ac - > spr . picnum = = * insptr ) ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_resetcount :
insptr + + ;
g_t [ 0 ] = 0 ;
break ;
case concmd_addinventory :
insptr + = 2 ;
switch ( * ( insptr - 1 ) )
{
case 0 :
ps [ g_p ] . steroids_amount = * insptr ;
ps [ g_p ] . inven_icon = 2 ;
break ;
case 1 :
ps [ g_p ] . shield_amount + = * insptr ; // 100;
2020-11-29 12:54:58 +00:00
if ( ps [ g_p ] . shield_amount > gs . max_player_health )
ps [ g_p ] . shield_amount = gs . max_player_health ;
2020-09-17 20:36:09 +00:00
break ;
case 2 :
ps [ g_p ] . scuba_amount = * insptr ; // 1600;
ps [ g_p ] . inven_icon = 6 ;
break ;
case 3 :
ps [ g_p ] . holoduke_amount = * insptr ; // 1600;
ps [ g_p ] . inven_icon = 3 ;
break ;
case 4 :
ps [ g_p ] . jetpack_amount = * insptr ; // 1600;
ps [ g_p ] . inven_icon = 4 ;
break ;
case 6 :
if ( isRR ( ) )
{
2021-12-21 21:31:25 +00:00
switch ( g_ac - > spr . lotag )
2020-09-17 20:36:09 +00:00
{
case 100 : ps [ g_p ] . keys [ 1 ] = 1 ; break ;
case 101 : ps [ g_p ] . keys [ 2 ] = 1 ; break ;
case 102 : ps [ g_p ] . keys [ 3 ] = 1 ; break ;
case 103 : ps [ g_p ] . keys [ 4 ] = 1 ; break ;
}
}
else
{
2021-12-21 21:31:25 +00:00
switch ( g_ac - > spr . pal )
2020-09-17 20:36:09 +00:00
{
case 0 : ps [ g_p ] . got_access | = 1 ; break ;
case 21 : ps [ g_p ] . got_access | = 2 ; break ;
case 23 : ps [ g_p ] . got_access | = 4 ; break ;
}
}
break ;
case 7 :
ps [ g_p ] . heat_amount = * insptr ;
ps [ g_p ] . inven_icon = 5 ;
break ;
case 9 :
ps [ g_p ] . inven_icon = 1 ;
ps [ g_p ] . firstaid_amount = * insptr ;
break ;
case 10 :
ps [ g_p ] . inven_icon = 7 ;
ps [ g_p ] . boot_amount = * insptr ;
break ;
}
insptr + + ;
break ;
case concmd_hitradius :
2020-10-23 18:19:44 +00:00
fi . hitradius ( g_ac , * ( insptr + 1 ) , * ( insptr + 2 ) , * ( insptr + 3 ) , * ( insptr + 4 ) , * ( insptr + 5 ) ) ;
2020-09-17 20:36:09 +00:00
insptr + = 6 ;
break ;
case concmd_ifp :
{
insptr + + ;
l = * insptr ;
j = 0 ;
2021-12-21 21:31:25 +00:00
s = g_ac - > spr . xvel ;
2020-09-17 20:36:09 +00:00
2020-10-23 18:19:44 +00:00
// sigh.. this was yet another place where number literals were used as bit masks for every single value, making the code totally unreadable.
2020-11-07 07:16:16 +00:00
if ( ( l & pducking ) & & ps [ g_p ] . on_ground & & PlayerInput ( g_p , SB_CROUCH ) )
2020-09-17 20:36:09 +00:00
j = 1 ;
2021-12-30 11:14:04 +00:00
else if ( ( l & pfalling ) & & ps [ g_p ] . jumping_counter = = 0 & & ! ps [ g_p ] . on_ground & & ps [ g_p ] . vel . Z > 2048 )
2020-09-17 20:36:09 +00:00
j = 1 ;
else if ( ( l & pjumping ) & & ps [ g_p ] . jumping_counter > 348 )
j = 1 ;
else if ( ( l & pstanding ) & & s > = 0 & & s < 8 )
j = 1 ;
else if ( ( l & pwalking ) & & s > = 8 & & ! ( PlayerInput ( g_p , SB_RUN ) ) )
j = 1 ;
else if ( ( l & prunning ) & & s > = 8 & & PlayerInput ( g_p , SB_RUN ) )
j = 1 ;
2022-02-04 17:11:44 +00:00
else if ( ( l & phigher ) & & ps [ g_p ] . player_int_pos ( ) . Z < ( g_ac - > int_pos ( ) . Z - ( 48 < < 8 ) ) )
2020-09-17 20:36:09 +00:00
j = 1 ;
else if ( ( l & pwalkingback ) & & s < = - 8 & & ! ( PlayerInput ( g_p , SB_RUN ) ) )
j = 1 ;
else if ( ( l & prunningback ) & & s < = - 8 & & ( PlayerInput ( g_p , SB_RUN ) ) )
j = 1 ;
else if ( ( l & pkicking ) & & ( ps [ g_p ] . quick_kick > 0 | | ( ps [ g_p ] . curr_weapon = = KNEE_WEAPON & & ps [ g_p ] . kickback_pic > 0 ) ) )
j = 1 ;
2021-12-21 17:19:45 +00:00
else if ( ( l & pshrunk ) & & ps [ g_p ] . GetActor ( ) - > spr . xrepeat < ( isRR ( ) ? 8 : 32 ) )
2020-09-17 20:36:09 +00:00
j = 1 ;
else if ( ( l & pjetpack ) & & ps [ g_p ] . jetpack_on )
j = 1 ;
else if ( ( l & ponsteroids ) & & ps [ g_p ] . steroids_amount > 0 & & ps [ g_p ] . steroids_amount < 400 )
j = 1 ;
else if ( ( l & ponground ) & & ps [ g_p ] . on_ground )
j = 1 ;
2021-12-21 17:19:45 +00:00
else if ( ( l & palive ) & & ps [ g_p ] . GetActor ( ) - > spr . xrepeat > ( isRR ( ) ? 8 : 32 ) & & ps [ g_p ] . GetActor ( ) - > spr . extra > 0 & & ps [ g_p ] . timebeforeexit = = 0 )
2020-09-17 20:36:09 +00:00
j = 1 ;
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else if ( ( l & pdead ) & & ps [ g_p ] . GetActor ( ) - > spr . extra < = 0 )
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j = 1 ;
else if ( ( l & pfacing ) )
{
2021-12-31 17:47:00 +00:00
if ( g_ac - > isPlayer ( ) & & ud . multimode > 1 )
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j = getincangle ( ps [ otherp ] . angle . ang . asbuild ( ) , getangle ( ps [ g_p ] . player_int_pos ( ) . X - ps [ otherp ] . player_int_pos ( ) . X , ps [ g_p ] . player_int_pos ( ) . Y - ps [ otherp ] . player_int_pos ( ) . Y ) ) ;
2020-09-17 20:36:09 +00:00
else
2022-02-04 17:11:44 +00:00
j = getincangle ( ps [ g_p ] . angle . ang . asbuild ( ) , getangle ( g_ac - > int_pos ( ) . X - ps [ g_p ] . player_int_pos ( ) . X , g_ac - > int_pos ( ) . Y - ps [ g_p ] . player_int_pos ( ) . Y ) ) ;
2020-09-17 20:36:09 +00:00
if ( j > - 128 & & j < 128 )
j = 1 ;
else
j = 0 ;
}
2021-03-31 09:07:36 +00:00
parseifelse ( j ) ;
2020-09-17 20:36:09 +00:00
}
break ;
case concmd_ifstrength :
insptr + + ;
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parseifelse ( g_ac - > spr . extra < = * insptr ) ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_guts :
insptr + = 2 ;
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fi . guts ( g_ac , * ( insptr - 1 ) , * insptr , g_p ) ;
2020-09-17 20:36:09 +00:00
insptr + + ;
break ;
case concmd_slapplayer :
insptr + + ;
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forceplayerangle ( g_p ) ;
2021-12-30 11:14:55 +00:00
ps [ g_p ] . vel . X - = ps [ g_p ] . angle . ang . bcos ( 7 ) ;
2021-12-30 11:18:56 +00:00
ps [ g_p ] . vel . Y - = ps [ g_p ] . angle . ang . bsin ( 7 ) ;
2020-09-17 20:36:09 +00:00
return 0 ;
case concmd_wackplayer :
insptr + + ;
if ( ! isRR ( ) )
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forceplayerangle ( g_p ) ;
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else
{
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ps [ g_p ] . vel . X - = ps [ g_p ] . angle . ang . bcos ( 10 ) ;
2021-12-30 11:18:56 +00:00
ps [ g_p ] . vel . Y - = ps [ g_p ] . angle . ang . bsin ( 10 ) ;
2020-09-17 20:36:09 +00:00
ps [ g_p ] . jumping_counter = 767 ;
ps [ g_p ] . jumping_toggle = 1 ;
}
return 0 ;
case concmd_ifgapzl :
insptr + + ;
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parseifelse ( int ( g_ac - > floorz - g_ac - > ceilingz ) < * insptr ) ; // Note: int cast here is needed to use the same truncation behavior as the old fixed point code.
2020-09-17 20:36:09 +00:00
break ;
case concmd_ifhitspace :
parseifelse ( PlayerInput ( g_p , SB_OPEN ) ) ;
break ;
case concmd_ifoutside :
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parseifelse ( g_ac - > sector ( ) - > ceilingstat & CSTAT_SECTOR_SKY ) ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_ifmultiplayer :
parseifelse ( ud . multimode > 1 ) ;
break ;
case concmd_operate :
insptr + + ;
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if ( g_ac - > sector ( ) - > lotag = = 0 )
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{
2021-12-06 11:24:22 +00:00
HitInfo hit { } ;
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neartag ( { g_ac - > int_pos ( ) . X , g_ac - > int_pos ( ) . Y , g_ac - > int_pos ( ) . Z - ( 32 < < 8 ) } , g_ac - > sector ( ) , g_ac - > spr . ang , hit , 768 , 1 ) ;
2021-11-26 17:59:28 +00:00
auto sectp = hit . hitSector ;
2021-11-18 17:21:05 +00:00
if ( sectp )
2021-11-07 09:10:00 +00:00
{
if ( isanearoperator ( sectp - > lotag ) )
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if ( ( sectp - > lotag & 0xff ) = = ST_23_SWINGING_DOOR | | sectp - > int_floorz ( ) = = sectp - > int_ceilingz ( ) )
2021-11-07 09:10:00 +00:00
if ( ( sectp - > lotag & 16384 ) = = 0 & & ( sectp - > lotag & 32768 ) = = 0 )
2020-09-17 20:36:09 +00:00
{
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DukeSectIterator it ( sectp ) ;
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DDukeActor * a2 ;
while ( ( a2 = it . Next ( ) ) )
2020-10-14 19:16:54 +00:00
{
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if ( a2 - > spr . picnum = = ACTIVATOR )
2020-10-14 19:16:54 +00:00
break ;
}
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if ( a2 = = nullptr )
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operatesectors ( sectp , g_ac ) ;
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}
2021-11-07 09:10:00 +00:00
}
2020-09-17 20:36:09 +00:00
}
break ;
case concmd_ifinspace :
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parseifelse ( fi . ceilingspace ( g_ac - > sector ( ) ) ) ;
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break ;
case concmd_spritepal :
insptr + + ;
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if ( ! g_ac - > isPlayer ( ) )
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g_ac - > tempang = g_ac - > spr . pal ;
g_ac - > spr . pal = * insptr ;
2020-09-17 20:36:09 +00:00
insptr + + ;
break ;
case concmd_cactor :
insptr + + ;
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g_ac - > spr . picnum = * insptr ;
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insptr + + ;
break ;
case concmd_ifbulletnear :
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parseifelse ( dodge ( g_ac ) = = 1 ) ;
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break ;
case concmd_ifrespawn :
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if ( badguy ( g_ac ) )
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parseifelse ( ud . respawn_monsters ) ;
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else if ( inventory ( g_ac ) )
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parseifelse ( ud . respawn_inventory ) ;
else
parseifelse ( ud . respawn_items ) ;
break ;
case concmd_iffloordistl :
insptr + + ;
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parseifelse ( g_ac - > floorz - g_ac - > spr . pos . Z < = * insptr ) ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_ifceilingdistl :
insptr + + ;
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parseifelse ( g_ac - > spr . pos . Z - g_ac - > ceilingz < = * insptr ) ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_palfrom :
insptr + + ;
SetPlayerPal ( & ps [ g_p ] , PalEntry ( insptr [ 0 ] , insptr [ 1 ] , insptr [ 2 ] , insptr [ 3 ] ) ) ;
insptr + = 4 ;
break ;
/* case 74:
insptr + + ;
2020-11-01 16:57:40 +00:00
getglobalz ( g_ac ) ;
2020-10-23 18:19:44 +00:00
parseifelse ( ( ( g_ac - > floorz - g_ac - > ceilingz ) > > 8 ) > = * insptr ) ;
2020-09-17 20:36:09 +00:00
break ;
*/
case concmd_addlog :
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{ int instr ;
2020-09-17 20:36:09 +00:00
int lFile ;
insptr + + ;
lFile = * ( insptr + + ) ; // file
2021-12-24 09:53:27 +00:00
instr = * ( insptr + + ) ; // line
2020-09-17 20:36:09 +00:00
// this was only printing file name and line number as debug output.
break ;
}
case concmd_addlogvar :
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{ int instr ;
2020-09-17 20:36:09 +00:00
int lFile ;
insptr + + ;
lFile = * ( insptr + + ) ; // file
2021-12-24 09:53:27 +00:00
instr = * ( insptr + + ) ; // l=Line number, *instpr=varID
2020-09-17 20:36:09 +00:00
if ( ( * insptr > = iGameVarCount )
| | * insptr < 0
)
{
// invalid varID
insptr + + ;
break ; // out of switch
}
DPrintf ( DMSG_NOTIFY , " ADDLOGVAR: " ) ;
2021-12-30 09:30:21 +00:00
2020-09-17 20:36:09 +00:00
if ( aGameVars [ * insptr ] . dwFlags & GAMEVAR_FLAG_READONLY )
{
DPrintf ( DMSG_NOTIFY , " (read-only) " ) ;
}
if ( aGameVars [ * insptr ] . dwFlags & GAMEVAR_FLAG_PERPLAYER )
{
DPrintf ( DMSG_NOTIFY , " (Per Player. Player=%d) " , g_p ) ;
}
else if ( aGameVars [ * insptr ] . dwFlags & GAMEVAR_FLAG_PERACTOR )
{
2020-10-25 05:40:05 +00:00
DPrintf ( DMSG_NOTIFY , " (Per Actor. Actor=%p) " , g_ac ) ;
2020-09-17 20:36:09 +00:00
}
else
{
DPrintf ( DMSG_NOTIFY , " (Global) " ) ;
}
2021-12-07 22:27:12 +00:00
DPrintf ( DMSG_NOTIFY , " =%d " , GetGameVarID ( * insptr , g_ac , g_p ) . safeValue ( ) ) ;
2020-09-17 20:36:09 +00:00
insptr + + ;
break ;
}
case concmd_setvar :
{ int i ;
insptr + + ;
i = * ( insptr + + ) ; // ID of def
2020-11-01 17:23:09 +00:00
SetGameVarID ( i , * insptr , g_ac , g_p ) ;
2020-09-17 20:36:09 +00:00
insptr + + ;
break ;
}
case concmd_setvarvar :
{ int i ;
insptr + + ;
i = * ( insptr + + ) ; // ID of def
2020-11-01 17:23:09 +00:00
SetGameVarID ( i , GetGameVarID ( * insptr , g_ac , g_p ) , g_ac , g_p ) ;
2020-09-17 20:36:09 +00:00
// aGameVars[i].lValue = aGameVars[*insptr].lValue;
insptr + + ;
break ;
}
case concmd_addvar :
{ int i ;
insptr + + ;
i = * ( insptr + + ) ; // ID of def
2021-12-05 16:36:57 +00:00
SetGameVarID ( i , GetGameVarID ( i , g_ac , g_p ) . safeValue ( ) + * insptr , g_ac , g_p ) ;
2020-09-17 20:36:09 +00:00
insptr + + ;
break ;
}
2021-12-30 09:30:21 +00:00
2020-09-17 20:36:09 +00:00
case concmd_addvarvar :
{ int i ;
insptr + + ;
i = * ( insptr + + ) ; // ID of def
2021-12-05 16:36:57 +00:00
SetGameVarID ( i , GetGameVarID ( i , g_ac , g_p ) . safeValue ( ) + GetGameVarID ( * insptr , g_ac , g_p ) . safeValue ( ) , g_ac , g_p ) ;
2020-09-17 20:36:09 +00:00
insptr + + ;
break ;
}
case concmd_ifvarvare :
{
int i ;
insptr + + ;
i = * ( insptr + + ) ; // ID of def
j = 0 ;
2021-12-05 16:36:57 +00:00
if ( GetGameVarID ( i , g_ac , g_p ) . safeValue ( ) = = GetGameVarID ( * ( insptr ) , g_ac , g_p ) . safeValue ( ) )
2020-09-17 20:36:09 +00:00
{
j = 1 ;
}
parseifelse ( j ) ;
break ;
}
case concmd_ifvarvarg :
{
int i ;
insptr + + ;
i = * ( insptr + + ) ; // ID of def
j = 0 ;
2021-12-05 16:36:57 +00:00
if ( GetGameVarID ( i , g_ac , g_p ) . safeValue ( ) > GetGameVarID ( * ( insptr ) , g_ac , g_p ) . safeValue ( ) )
2020-09-17 20:36:09 +00:00
{
j = 1 ;
}
parseifelse ( j ) ;
break ;
}
case concmd_ifvarvarl :
{
int i ;
insptr + + ;
i = * ( insptr + + ) ; // ID of def
j = 0 ;
2021-12-05 16:36:57 +00:00
if ( GetGameVarID ( i , g_ac , g_p ) . safeValue ( ) < GetGameVarID ( * ( insptr ) , g_ac , g_p ) . safeValue ( ) )
2020-09-17 20:36:09 +00:00
{
j = 1 ;
}
parseifelse ( j ) ;
break ;
}
case concmd_ifvare :
{
int i ;
insptr + + ;
i = * ( insptr + + ) ; // ID of def
j = 0 ;
2021-12-05 16:36:57 +00:00
if ( GetGameVarID ( i , g_ac , g_p ) . safeValue ( ) = = * insptr )
2020-09-17 20:36:09 +00:00
{
j = 1 ;
}
parseifelse ( j ) ;
break ;
}
case concmd_ifvarg :
{
int i ;
insptr + + ;
i = * ( insptr + + ) ; // ID of def
j = 0 ;
2021-12-05 16:36:57 +00:00
if ( GetGameVarID ( i , g_ac , g_p ) . safeValue ( ) > * insptr )
2020-09-17 20:36:09 +00:00
{
j = 1 ;
}
parseifelse ( j ) ;
break ;
}
case concmd_ifvarl :
{
int i ;
insptr + + ;
i = * ( insptr + + ) ; // ID of def
j = 0 ;
2021-12-05 16:36:57 +00:00
if ( GetGameVarID ( i , g_ac , g_p ) . safeValue ( ) < * insptr )
2020-09-17 20:36:09 +00:00
{
j = 1 ;
}
parseifelse ( j ) ;
break ;
}
case concmd_ifphealthl :
insptr + + ;
2021-12-21 17:19:45 +00:00
parseifelse ( ps [ g_p ] . GetActor ( ) - > spr . extra < * insptr ) ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_ifpinventory :
{
insptr + + ;
j = 0 ;
switch ( * ( insptr + + ) )
{
2021-11-14 11:25:25 +00:00
case 0 :
if ( ps [ g_p ] . steroids_amount ! = * insptr )
2020-09-17 20:36:09 +00:00
j = 1 ;
break ;
2021-11-14 11:25:25 +00:00
case 1 :
if ( ps [ g_p ] . shield_amount ! = gs . max_player_health )
2020-09-17 20:36:09 +00:00
j = 1 ;
break ;
2021-11-14 11:25:25 +00:00
case 2 :
if ( ps [ g_p ] . scuba_amount ! = * insptr ) j = 1 ;
break ;
case 3 :
if ( ps [ g_p ] . holoduke_amount ! = * insptr ) j = 1 ;
break ;
case 4 :
if ( ps [ g_p ] . jetpack_amount ! = * insptr ) j = 1 ;
break ;
2020-09-17 20:36:09 +00:00
case 6 :
if ( isRR ( ) )
{
2021-12-21 21:31:25 +00:00
switch ( g_ac - > spr . lotag )
2020-09-17 20:36:09 +00:00
{
2021-11-14 11:25:25 +00:00
case 100 :
if ( ps [ g_p ] . keys [ 1 ] ) j = 1 ;
break ;
case 101 :
if ( ps [ g_p ] . keys [ 2 ] ) j = 1 ;
break ;
case 102 :
if ( ps [ g_p ] . keys [ 3 ] ) j = 1 ;
break ;
case 103 :
if ( ps [ g_p ] . keys [ 4 ] ) j = 1 ;
break ;
2020-09-17 20:36:09 +00:00
}
}
else
{
2021-12-21 21:31:25 +00:00
switch ( g_ac - > spr . pal )
2020-09-17 20:36:09 +00:00
{
2021-11-14 11:25:25 +00:00
case 0 :
if ( ps [ g_p ] . got_access & 1 ) j = 1 ;
break ;
case 21 :
if ( ps [ g_p ] . got_access & 2 ) j = 1 ;
break ;
case 23 :
if ( ps [ g_p ] . got_access & 4 ) j = 1 ;
break ;
2020-09-17 20:36:09 +00:00
}
}
break ;
2021-11-14 11:25:25 +00:00
case 7 :
if ( ps [ g_p ] . heat_amount ! = * insptr ) j = 1 ;
break ;
2020-09-17 20:36:09 +00:00
case 9 :
2021-11-14 11:25:25 +00:00
if ( ps [ g_p ] . firstaid_amount ! = * insptr ) j = 1 ;
break ;
2020-09-17 20:36:09 +00:00
case 10 :
2021-11-14 11:25:25 +00:00
if ( ps [ g_p ] . boot_amount ! = * insptr ) j = 1 ;
break ;
2020-09-17 20:36:09 +00:00
}
parseifelse ( j ) ;
break ;
2020-05-14 07:07:07 +00:00
}
2020-09-17 20:36:09 +00:00
case concmd_pstomp :
2020-05-14 07:07:07 +00:00
insptr + + ;
2021-12-21 17:19:45 +00:00
if ( ps [ g_p ] . knee_incs = = 0 & & ps [ g_p ] . GetActor ( ) - > spr . xrepeat > = ( isRR ( ) ? 9 : 40 ) )
2022-02-04 17:11:44 +00:00
if ( cansee ( g_ac - > int_pos ( ) . X , g_ac - > int_pos ( ) . Y , g_ac - > int_pos ( ) . Z - ( 4 < < 8 ) , g_ac - > sector ( ) , ps [ g_p ] . player_int_pos ( ) . X , ps [ g_p ] . player_int_pos ( ) . Y , ps [ g_p ] . __int_pos . Z + ( 16 < < 8 ) , ps [ g_p ] . GetActor ( ) - > sector ( ) ) )
2020-09-17 20:36:09 +00:00
{
ps [ g_p ] . knee_incs = 1 ;
if ( ps [ g_p ] . weapon_pos = = 0 )
ps [ g_p ] . weapon_pos = - 1 ;
2020-10-23 18:21:09 +00:00
ps [ g_p ] . actorsqu = g_ac ;
2020-09-17 20:36:09 +00:00
}
2020-05-14 07:07:07 +00:00
break ;
2020-09-17 20:36:09 +00:00
case concmd_ifawayfromwall :
{
2021-12-30 15:51:56 +00:00
auto s1 = g_ac - > sector ( ) ;
2020-09-17 20:36:09 +00:00
j = 0 ;
2022-01-31 18:21:49 +00:00
updatesector ( g_ac - > int_pos ( ) . X + 108 , g_ac - > int_pos ( ) . Y + 108 , & s1 ) ;
2021-12-30 15:51:56 +00:00
if ( s1 = = g_ac - > sector ( ) )
2020-09-17 20:36:09 +00:00
{
2022-01-31 18:21:49 +00:00
updatesector ( g_ac - > int_pos ( ) . X - 108 , g_ac - > int_pos ( ) . Y - 108 , & s1 ) ;
2021-12-30 15:51:56 +00:00
if ( s1 = = g_ac - > sector ( ) )
2020-09-17 20:36:09 +00:00
{
2022-01-31 18:21:49 +00:00
updatesector ( g_ac - > int_pos ( ) . X + 108 , g_ac - > int_pos ( ) . Y - 108 , & s1 ) ;
2021-12-30 15:51:56 +00:00
if ( s1 = = g_ac - > sector ( ) )
2020-09-17 20:36:09 +00:00
{
2022-01-31 18:21:49 +00:00
updatesector ( g_ac - > int_pos ( ) . X - 108 , g_ac - > int_pos ( ) . Y + 108 , & s1 ) ;
2021-12-30 15:51:56 +00:00
if ( s1 = = g_ac - > sector ( ) )
2020-09-17 20:36:09 +00:00
j = 1 ;
}
}
}
parseifelse ( j ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-09-17 20:36:09 +00:00
}
case concmd_quote :
insptr + + ;
FTA ( * insptr , & ps [ g_p ] ) ;
insptr + + ;
break ;
case concmd_ifinouterspace :
2021-12-30 15:51:56 +00:00
parseifelse ( fi . floorspace ( g_ac - > sector ( ) ) ) ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_ifnotmoving :
2021-05-14 08:03:07 +00:00
parseifelse ( ( g_ac - > movflag & kHitTypeMask ) > kHitSector ) ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_respawnhitag :
insptr + + ;
2020-10-22 21:45:49 +00:00
fi . respawnhitag ( g_ac ) ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_ifspritepal :
insptr + + ;
2021-12-21 21:31:25 +00:00
parseifelse ( g_ac - > spr . pal = = * insptr ) ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_ifangdiffl :
insptr + + ;
2021-12-21 21:31:25 +00:00
j = abs ( getincangle ( ps [ g_p ] . angle . ang . asbuild ( ) , g_ac - > spr . ang ) ) ;
2020-09-17 20:36:09 +00:00
parseifelse ( j < = * insptr ) ;
break ;
case concmd_ifnosounds :
2020-10-25 05:40:05 +00:00
parseifelse ( ! S_CheckAnyActorSoundPlaying ( g_ac ) ) ;
2020-09-17 20:36:09 +00:00
break ;
case concmd_ifplaybackon : //Twentieth Anniversary World Tour
parseifelse ( false ) ;
break ;
case concmd_espawnvar :
2020-05-14 17:23:36 +00:00
{
2020-10-25 05:40:05 +00:00
DDukeActor * lReturn = nullptr ;
2020-09-17 20:36:09 +00:00
int lIn ;
insptr + + ;
2020-05-13 22:04:14 +00:00
2020-09-17 20:36:09 +00:00
lIn = * insptr + + ;
2021-12-05 16:36:57 +00:00
lIn = GetGameVarID ( lIn , g_ac , g_p ) . safeValue ( ) ;
2021-11-21 00:04:16 +00:00
if ( g_ac - > insector ( ) )
2020-10-25 05:40:05 +00:00
lReturn = spawn ( g_ac , lIn ) ;
2020-05-14 07:07:07 +00:00
2021-12-05 16:36:57 +00:00
SetGameVarID ( g_iReturnVarID , ( lReturn ) , g_ac , g_p ) ;
2020-09-17 20:36:09 +00:00
break ;
}
case concmd_espawn :
{
2020-10-25 05:40:05 +00:00
DDukeActor * lReturn = nullptr ;
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insptr + + ;
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if ( g_ac - > insector ( ) )
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lReturn = spawn ( g_ac , * insptr ) ;
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insptr + + ;
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SetGameVarID ( g_iReturnVarID , ( lReturn ) , g_ac , g_p ) ;
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break ;
}
case concmd_setsector :
case concmd_getsector :
{
// syntax [gs]etsector[<var>].x <VAR>
// <varid> <xxxid> <varid>
int lLabelID ;
int lVar1 , lVar2 ;
int lWhat ;
int lParm2 ;
lWhat = * ( insptr + + ) ;
lVar1 = * ( insptr + + ) ;
lLabelID = * ( insptr + + ) ;
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lParm2 = * ( insptr + + ) ;
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lVar2 = * ( insptr + + ) ;
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DoSector ( lWhat = = concmd_setsector , lVar1 , lLabelID , lVar2 , g_ac , g_p , lParm2 ) ;
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break ;
}
case concmd_sqrt :
{
// syntax sqrt <invar> <outvar>
2020-05-14 07:07:07 +00:00
2020-09-17 20:36:09 +00:00
int lInVarID ;
int lOutVarID ;
int lIn ;
insptr + + ;
lInVarID = * ( insptr + + ) ;
lOutVarID = * ( insptr + + ) ;
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lIn = GetGameVarID ( lInVarID , g_ac , g_p ) . safeValue ( ) ;
2020-10-23 18:22:08 +00:00
SetGameVarID ( lOutVarID , ksqrt ( lIn ) , g_ac , g_p ) ;
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break ;
}
case concmd_findnearactor :
{
// syntax findnearactorvar <type> <maxdist> <getvar>
// gets the sprite ID of the nearest actor within max dist
// that is of <type> into <getvar>
// -1 for none found
// <type> <maxdist> <varid>
int lType ;
int lMaxDist ;
int lVarID ;
int lTemp ;
int lDist ;
insptr + + ;
lType = * ( insptr + + ) ;
lMaxDist = * ( insptr + + ) ;
lVarID = * ( insptr + + ) ;
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DDukeActor * lFound = nullptr ;
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lDist = 32767 ; // big number
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DukeStatIterator it ( STAT_ACTOR ) ;
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while ( auto actj = it . Next ( ) )
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{
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if ( actj - > spr . picnum = = lType )
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{
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lTemp = ldist ( g_ac , actj ) ;
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if ( lTemp < lMaxDist )
{
if ( lTemp < lDist )
{
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lFound = actj ;
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}
}
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}
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}
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SetGameVarID ( lVarID , ( lFound ) , g_ac , g_p ) ;
2020-05-14 07:07:07 +00:00
2020-09-17 20:36:09 +00:00
break ;
}
case concmd_findnearactorvar :
{
// syntax findnearactorvar <type> <maxdistvar> <getvar>
// gets the sprite ID of the nearest actor within max dist
// that is of <type> into <getvar>
// -1 for none found
// <type> <maxdistvarid> <varid>
int lType ;
int lMaxDistVar ;
int lMaxDist ;
int lVarID ;
int lTemp ;
int lDist ;
insptr + + ;
lType = * ( insptr + + ) ;
lMaxDistVar = * ( insptr + + ) ;
lVarID = * ( insptr + + ) ;
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lMaxDist = GetGameVarID ( lMaxDistVar , g_ac , g_p ) . safeValue ( ) ;
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DDukeActor * lFound = nullptr ;
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lDist = 32767 ; // big number
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DukeStatIterator it ( STAT_ACTOR ) ;
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while ( auto actj = it . Next ( ) )
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{
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if ( actj - > spr . picnum = = lType )
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{
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lTemp = ldist ( g_ac , actj ) ;
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if ( lTemp < lMaxDist )
{
if ( lTemp < lDist )
{
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lFound = actj ;
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}
}
}
}
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SetGameVarID ( lVarID , ( lFound ) , g_ac , g_p ) ;
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break ;
}
case concmd_setplayer :
case concmd_getplayer :
{
// syntax [gs]etplayer[<var>].x <VAR>
// <varid> <xxxid> <varid>
int lLabelID ;
int lVar1 , lVar2 ;
int lWhat ;
int lParm2 ;
lWhat = * ( insptr + + ) ;
lVar1 = * ( insptr + + ) ;
lLabelID = * ( insptr + + ) ;
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lParm2 = * ( insptr + + ) ;
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lVar2 = * ( insptr + + ) ;
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DoPlayer ( lWhat = = concmd_setplayer , lVar1 , lLabelID , lVar2 , g_ac , g_p , lParm2 ) ;
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break ;
}
case concmd_getuserdef :
case concmd_setuserdef :
{
// syntax [gs]etuserdef.xxx <VAR>
// <xxxid> <varid>
int lLabelID ;
int lVar1 , lVar2 ;
int lWhat ;
int lParm2 ;
lWhat = * ( insptr + + ) ;
lVar1 = - 1 ;
lLabelID = * ( insptr + + ) ;
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lParm2 = * ( insptr + + ) ;
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lVar2 = * ( insptr + + ) ;
2020-10-23 17:07:33 +00:00
DoUserDef ( lWhat = = concmd_setuserdef , lVar1 , lLabelID , lVar2 , g_ac , g_p , lParm2 ) ;
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break ;
}
case concmd_setwall :
case concmd_getwall :
{
// syntax [gs]etwall[<var>].x <VAR>
// <varid> <xxxid> <varid>
int lLabelID ;
int lVar1 , lVar2 ;
int lWhat ;
int lParm2 ;
lWhat = * ( insptr + + ) ;
lVar1 = * ( insptr + + ) ;
lLabelID = * ( insptr + + ) ;
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lParm2 = * ( insptr + + ) ;
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lVar2 = * ( insptr + + ) ;
2020-10-23 17:07:33 +00:00
DoWall ( lWhat = = concmd_setwall , lVar1 , lLabelID , lVar2 , g_ac , g_p , lParm2 ) ;
2020-09-17 20:36:09 +00:00
break ;
}
case concmd_setactorvar :
{
// syntax [gs]etactorvar[<var>].<varx> <VAR>
// gets the value of the per-actor variable varx into VAR
// <var> <varx> <VAR>
int lVar1 , lVar2 , lVar3 ;
insptr + + ;
lVar1 = * ( insptr + + ) ;
lVar2 = * ( insptr + + ) ;
lVar3 = * ( insptr + + ) ;
2021-12-05 16:36:57 +00:00
auto lSprite = GetGameVarID ( lVar1 , g_ac , g_p ) ;
if ( lSprite . isActor ( ) )
2020-09-17 20:36:09 +00:00
{
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auto lTemp = GetGameVarID ( lVar3 , g_ac , g_p ) ;
SetGameVarID ( lVar2 , lTemp , lSprite . actor ( ) , g_p ) ;
2020-09-17 20:36:09 +00:00
}
break ;
}
case concmd_getactorvar :
{
// syntax [gs]etactorvar[<var>].<varx> <VAR>
// gets the value of the per-actor variable varx into VAR
// <var> <varx> <VAR>
int lVar1 , lVar2 , lVar3 ;
insptr + + ;
lVar1 = * ( insptr + + ) ;
lVar2 = * ( insptr + + ) ;
lVar3 = * ( insptr + + ) ;
2020-05-14 07:07:07 +00:00
2021-12-05 16:36:57 +00:00
auto lSprite = GetGameVarID ( lVar1 , g_ac , g_p ) ;
if ( lSprite . isActor ( ) )
2020-09-17 20:36:09 +00:00
{
2021-12-05 16:36:57 +00:00
auto lTemp = GetGameVarID ( lVar2 , lSprite . actor ( ) , g_p ) ;
2020-10-23 18:22:08 +00:00
SetGameVarID ( lVar3 , lTemp , g_ac , g_p ) ;
2020-05-14 07:07:07 +00:00
}
2020-09-17 20:36:09 +00:00
break ;
}
case concmd_setactor :
case concmd_getactor :
{
// syntax [gs]etactor[<var>].x <VAR>
// <varid> <xxxid> <varid>
int lLabelID ;
int lVar1 , lVar2 ;
int lWhat ;
int lParm2 ;
lWhat = * ( insptr + + ) ;
lVar1 = * ( insptr + + ) ;
lLabelID = * ( insptr + + ) ;
2020-09-17 21:02:52 +00:00
lParm2 = * ( insptr + + ) ;
2020-09-17 20:36:09 +00:00
lVar2 = * ( insptr + + ) ;
2020-10-23 17:07:33 +00:00
DoActor ( lWhat = = concmd_setactor , lVar1 , lLabelID , lVar2 , g_ac , g_p , lParm2 ) ;
2020-09-17 20:36:09 +00:00
break ;
}
case concmd_getangletotarget :
{
int i ;
2021-11-07 13:36:39 +00:00
int ang ;
2020-09-17 20:36:09 +00:00
insptr + + ;
i = * ( insptr + + ) ; // ID of def
2020-10-23 18:22:08 +00:00
// g_ac->lastvx and lastvy are last known location of target.
2022-01-31 18:21:49 +00:00
ang = getangle ( g_ac - > ovel . X - g_ac - > int_pos ( ) . X , g_ac - > ovel . Y - g_ac - > int_pos ( ) . Y ) ;
2020-10-23 18:22:08 +00:00
SetGameVarID ( i , ang , g_ac , g_p ) ;
2020-09-17 20:36:09 +00:00
break ;
}
case concmd_lockplayer :
{
int i ;
insptr + + ;
i = * ( insptr + + ) ; // ID of def
2021-12-05 16:36:57 +00:00
ps [ g_p ] . transporter_hold = GetGameVarID ( i , g_ac , g_p ) . safeValue ( ) ;
2020-09-17 20:36:09 +00:00
break ;
}
case concmd_getplayerangle :
{
int i ;
insptr + + ;
i = * ( insptr + + ) ; // ID of def
2020-10-23 18:22:08 +00:00
SetGameVarID ( i , ps [ g_p ] . angle . ang . asbuild ( ) , g_ac , g_p ) ;
2020-09-17 20:36:09 +00:00
break ;
}
case concmd_setplayerangle :
{
int i ;
insptr + + ;
i = * ( insptr + + ) ; // ID of def
2021-12-05 16:36:57 +00:00
ps [ g_p ] . angle . ang = buildang ( GetGameVarID ( i , g_ac , g_p ) . safeValue ( ) & 2047 ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-09-17 20:36:09 +00:00
}
case concmd_getactorangle :
{
int i ;
2020-05-14 07:07:07 +00:00
insptr + + ;
2020-09-17 20:36:09 +00:00
i = * ( insptr + + ) ; // ID of def
2021-12-21 21:31:25 +00:00
SetGameVarID ( i , g_ac - > spr . ang , g_ac , g_p ) ;
2020-05-14 07:07:07 +00:00
break ;
2020-09-17 20:36:09 +00:00
}
case concmd_setactorangle :
{
int i ;
2020-05-14 17:23:36 +00:00
insptr + + ;
2020-09-17 20:36:09 +00:00
i = * ( insptr + + ) ; // ID of def
2021-12-21 21:31:25 +00:00
g_ac - > spr . ang = GetGameVarID ( i , g_ac , g_p ) . safeValue ( ) ;
g_ac - > spr . ang & = 2047 ;
2020-05-14 17:23:36 +00:00
break ;
2020-09-17 20:36:09 +00:00
}
case concmd_randvar :
{
int i ;
2020-05-14 17:23:36 +00:00
insptr + + ;
2020-09-17 20:36:09 +00:00
i = * ( insptr + + ) ; // ID of def
2021-01-04 11:57:26 +00:00
SetGameVarID ( i , MulScale ( rand ( ) , * insptr , 15 ) , g_ac , g_p ) ;
2020-05-14 17:23:36 +00:00
insptr + + ;
2020-09-17 20:36:09 +00:00
break ;
}
case concmd_mulvar :
{
int i ;
insptr + + ;
i = * ( insptr + + ) ; // ID of def
2021-12-05 16:36:57 +00:00
SetGameVarID ( i , GetGameVarID ( i , g_ac , g_p ) . safeValue ( ) * ( * insptr ) , g_ac , g_p ) ;
2020-09-17 20:36:09 +00:00
insptr + + ;
break ;
}
case concmd_divvar :
{
int i ;
insptr + + ;
i = * ( insptr + + ) ; // ID of def
if ( ( * insptr ) = = 0 )
2020-05-14 17:23:36 +00:00
{
2020-09-17 20:36:09 +00:00
I_Error ( " Divide by Zero in CON. " ) ;
2020-05-14 17:23:36 +00:00
}
2021-12-05 16:36:57 +00:00
SetGameVarID ( i , GetGameVarID ( i , g_ac , g_p ) . safeValue ( ) / ( * insptr ) , g_ac , g_p ) ;
2020-05-14 17:23:36 +00:00
insptr + + ;
break ;
2020-09-17 20:36:09 +00:00
}
case concmd_modvar :
{
int i ;
2021-12-24 09:53:27 +00:00
int instr ;
2020-09-17 20:36:09 +00:00
int lResult ;
2020-05-14 17:23:36 +00:00
insptr + + ;
2020-09-17 20:36:09 +00:00
i = * ( insptr + + ) ; // ID of def
2021-12-24 09:53:27 +00:00
instr = ( * insptr ) ;
if ( instr = = 0 )
2020-05-14 17:23:36 +00:00
{
2020-09-17 20:36:09 +00:00
I_Error ( " Divide by Zero in CON " ) ;
2020-05-14 17:23:36 +00:00
}
2021-12-24 09:53:27 +00:00
lResult = GetGameVarID ( i , g_ac , g_p ) . safeValue ( ) % instr ;
2020-10-23 18:22:08 +00:00
SetGameVarID ( i , lResult , g_ac , g_p ) ;
2020-09-17 20:36:09 +00:00
insptr + + ;
2020-05-14 17:23:36 +00:00
break ;
2020-09-17 20:36:09 +00:00
}
case concmd_andvar :
{
int i ;
2021-12-24 09:53:27 +00:00
int instr ;
2020-09-17 20:36:09 +00:00
int lResult ;
2020-05-14 17:23:36 +00:00
insptr + + ;
2020-09-17 20:36:09 +00:00
i = * ( insptr + + ) ; // ID of def
2021-12-24 09:53:27 +00:00
instr = ( * insptr ) ;
lResult = GetGameVarID ( i , g_ac , g_p ) . safeValue ( ) & instr ;
2020-10-23 18:22:08 +00:00
SetGameVarID ( i , lResult , g_ac , g_p ) ;
2020-05-14 17:23:36 +00:00
insptr + + ;
break ;
2020-09-17 20:36:09 +00:00
}
case concmd_xorvar :
{
int i ;
2021-12-24 09:53:27 +00:00
int instr ;
2020-09-17 20:36:09 +00:00
int lResult ;
2020-05-14 17:23:36 +00:00
insptr + + ;
2020-09-17 20:36:09 +00:00
i = * ( insptr + + ) ; // ID of def
2021-12-24 09:53:27 +00:00
instr = ( * insptr ) ;
lResult = GetGameVarID ( i , g_ac , g_p ) . safeValue ( ) ^ instr ;
2020-10-23 18:22:08 +00:00
SetGameVarID ( i , lResult , g_ac , g_p ) ;
2020-05-14 17:23:36 +00:00
insptr + + ;
break ;
2020-09-17 20:36:09 +00:00
}
case concmd_orvar :
{
int i ;
2021-12-24 09:53:27 +00:00
int instr ;
2020-09-17 20:36:09 +00:00
int lResult ;
insptr + + ;
i = * ( insptr + + ) ; // ID of def
2021-12-24 09:53:27 +00:00
instr = ( * insptr ) ;
lResult = GetGameVarID ( i , g_ac , g_p ) . safeValue ( ) | instr ;
2020-10-23 18:22:55 +00:00
SetGameVarID ( i , lResult , g_ac , g_p ) ;
2020-05-14 17:23:36 +00:00
insptr + + ;
break ;
2020-09-17 20:36:09 +00:00
}
case concmd_randvarvar :
{
int i ;
int l1 , l2 ;
int lResult ;
insptr + + ;
i = * ( insptr + + ) ; // ID of def
2021-12-05 16:36:57 +00:00
l1 = GetGameVarID ( i , g_ac , g_p ) . safeValue ( ) ; // not used for this command
l2 = GetGameVarID ( * insptr , g_ac , g_p ) . safeValue ( ) ;
2021-01-04 11:57:26 +00:00
lResult = MulScale ( rand ( ) , l2 , 15 ) ;
2020-10-23 18:22:55 +00:00
SetGameVarID ( i , lResult , g_ac , g_p ) ;
2020-05-14 17:23:36 +00:00
insptr + + ;
break ;
2020-09-17 20:36:09 +00:00
}
case concmd_gmaxammo :
{
int i ;
int l1 , l2 ;
int lResult ;
insptr + + ;
i = * ( insptr + + ) ; // ID of def
2021-12-05 16:36:57 +00:00
l1 = GetGameVarID ( i , g_ac , g_p ) . safeValue ( ) ;
l2 = GetGameVarID ( * insptr , g_ac , g_p ) . safeValue ( ) ; // l2 not used in this one
2020-11-29 12:54:58 +00:00
lResult = gs . max_ammo_amount [ l1 ] ;
2020-10-23 18:22:55 +00:00
SetGameVarID ( * insptr , lResult , g_ac , g_p ) ;
2020-05-14 17:23:36 +00:00
insptr + + ;
break ;
2020-09-17 20:36:09 +00:00
}
case concmd_smaxammo :
{
int i ;
int l1 , l2 ;
insptr + + ;
i = * ( insptr + + ) ; // ID of def
2021-12-05 16:36:57 +00:00
l1 = GetGameVarID ( i , g_ac , g_p ) . safeValue ( ) ;
l2 = GetGameVarID ( * insptr , g_ac , g_p ) . safeValue ( ) ;
2020-11-29 12:54:58 +00:00
gs . max_ammo_amount [ l1 ] = l2 ;
2020-05-13 22:04:14 +00:00
2020-05-14 17:23:36 +00:00
insptr + + ;
break ;
2020-09-17 20:36:09 +00:00
}
case concmd_mulvarvar :
{
int i ;
int l1 , l2 ;
int lResult ;
insptr + + ;
i = * ( insptr + + ) ; // ID of def
2021-12-05 16:36:57 +00:00
l1 = GetGameVarID ( i , g_ac , g_p ) . safeValue ( ) ;
l2 = GetGameVarID ( * insptr , g_ac , g_p ) . safeValue ( ) ;
2020-09-17 20:36:09 +00:00
lResult = l1 * l2 ;
2020-10-23 18:22:55 +00:00
SetGameVarID ( i , lResult , g_ac , g_p ) ;
2020-05-14 17:23:36 +00:00
insptr + + ;
break ;
}
2020-09-17 20:36:09 +00:00
case concmd_divvarvar :
{
int i ;
int l1 , l2 ;
int lResult ;
2020-05-14 17:23:36 +00:00
insptr + + ;
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i = * ( insptr + + ) ; // ID of def
2021-12-05 16:36:57 +00:00
l1 = GetGameVarID ( i , g_ac , g_p ) . safeValue ( ) ;
l2 = GetGameVarID ( * insptr , g_ac , g_p ) . safeValue ( ) ;
2020-09-17 20:36:09 +00:00
if ( l2 = = 0 )
2020-05-14 17:23:36 +00:00
{
2020-09-17 20:36:09 +00:00
I_Error ( " Divide by Zero in CON " ) ;
2020-05-13 22:04:14 +00:00
}
2020-09-17 20:36:09 +00:00
lResult = l1 / l2 ;
2020-10-23 18:22:55 +00:00
SetGameVarID ( i , lResult , g_ac , g_p ) ;
2020-09-17 20:36:09 +00:00
insptr + + ;
break ;
}
case concmd_modvarvar :
{
int i ;
int l1 , l2 ;
int lResult ;
insptr + + ;
i = * ( insptr + + ) ; // ID of def
2021-12-05 16:36:57 +00:00
l1 = GetGameVarID ( i , g_ac , g_p ) . safeValue ( ) ;
l2 = GetGameVarID ( * insptr , g_ac , g_p ) . safeValue ( ) ;
2020-09-17 20:36:09 +00:00
if ( l2 = = 0 )
2020-05-14 17:23:36 +00:00
{
2020-09-17 20:36:09 +00:00
I_Error ( " Mod by Zero in CON " ) ;
2020-05-14 17:23:36 +00:00
}
2020-09-17 20:36:09 +00:00
lResult = l1 % l2 ;
2020-10-23 18:22:55 +00:00
SetGameVarID ( i , lResult , g_ac , g_p ) ;
2020-05-14 17:23:36 +00:00
insptr + + ;
break ;
}
2020-09-17 20:36:09 +00:00
case concmd_andvarvar :
{
int i ;
int l1 , l2 ;
int lResult ;
2020-05-14 17:23:36 +00:00
insptr + + ;
2020-09-17 20:36:09 +00:00
i = * ( insptr + + ) ; // ID of def
2021-12-05 16:36:57 +00:00
l1 = GetGameVarID ( i , g_ac , g_p ) . safeValue ( ) ;
l2 = GetGameVarID ( * insptr , g_ac , g_p ) . safeValue ( ) ;
2020-09-17 20:36:09 +00:00
lResult = l1 & l2 ;
2020-10-23 18:22:55 +00:00
SetGameVarID ( i , lResult , g_ac , g_p ) ;
2020-05-14 17:23:36 +00:00
insptr + + ;
break ;
}
2020-09-17 20:36:09 +00:00
case concmd_xorvarvar :
{
int i ;
int l1 , l2 ;
int lResult ;
2020-05-14 17:23:36 +00:00
insptr + + ;
2020-09-17 20:36:09 +00:00
i = * ( insptr + + ) ; // ID of def
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l1 = GetGameVarID ( i , g_ac , g_p ) . safeValue ( ) ;
l2 = GetGameVarID ( * insptr , g_ac , g_p ) . safeValue ( ) ;
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lResult = l1 ^ l2 ;
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SetGameVarID ( i , lResult , g_ac , g_p ) ;
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insptr + + ;
break ;
}
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case concmd_orvarvar :
{
int i ;
int l1 , l2 ;
int lResult ;
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insptr + + ;
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i = * ( insptr + + ) ; // ID of def
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l1 = GetGameVarID ( i , g_ac , g_p ) . safeValue ( ) ;
l2 = GetGameVarID ( * insptr , g_ac , g_p ) . safeValue ( ) ;
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lResult = l1 | l2 ;
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SetGameVarID ( i , lResult , g_ac , g_p ) ;
2020-09-17 20:36:09 +00:00
insptr + + ;
break ;
}
case concmd_subvar :
{
int i ;
insptr + + ;
i = * ( insptr + + ) ; // ID of def
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SetGameVarID ( i , GetGameVarID ( i , g_ac , g_p ) . safeValue ( ) - * insptr , g_ac , g_p ) ;
2020-09-17 20:36:09 +00:00
insptr + + ;
break ;
}
case concmd_subvarvar :
{
int i ;
insptr + + ;
i = * ( insptr + + ) ; // ID of def
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SetGameVarID ( i , GetGameVarID ( i , g_ac , g_p ) . safeValue ( ) - GetGameVarID ( * insptr , g_ac , g_p ) . safeValue ( ) , g_ac , g_p ) ;
2020-09-17 20:36:09 +00:00
insptr + + ;
break ;
}
case concmd_sin :
{
int i ;
int lValue ;
insptr + + ;
i = * ( insptr + + ) ; // ID of def
2021-12-05 16:36:57 +00:00
lValue = bsin ( GetGameVarID ( * insptr , g_ac , g_p ) . safeValue ( ) ) ;
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SetGameVarID ( i , lValue , g_ac , g_p ) ;
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insptr + + ;
break ;
}
case concmd_spgetlotag :
{
insptr + + ;
2021-12-21 21:31:25 +00:00
SetGameVarID ( g_iLoTagID , g_ac - > spr . lotag , g_ac , g_p ) ;
2020-09-17 20:36:09 +00:00
break ;
}
case concmd_spgethitag :
{
insptr + + ;
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SetGameVarID ( g_iHiTagID , g_ac - > spr . hitag , g_ac , g_p ) ;
2020-09-17 20:36:09 +00:00
break ;
}
case concmd_sectgetlotag :
{
insptr + + ;
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SetGameVarID ( g_iLoTagID , g_ac - > sector ( ) - > lotag , g_ac , g_p ) ;
2020-09-17 20:36:09 +00:00
break ;
}
case concmd_sectgethitag :
{
insptr + + ;
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SetGameVarID ( g_iHiTagID , g_ac - > sector ( ) - > hitag , g_ac , g_p ) ;
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break ;
}
case concmd_gettexturefloor :
{
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insptr + + ;
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SetGameVarID ( g_iTextureID , g_ac - > sector ( ) - > floorpicnum , g_ac , g_p ) ;
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break ;
}
case concmd_startlevel :
{
// from 'level' cheat in game.c (about line 6250)
int volnume ;
int levnume ;
insptr + + ; // skip command
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volnume = GetGameVarID ( * insptr + + , g_ac , g_p ) . safeValue ( ) ;
levnume = GetGameVarID ( * insptr + + , g_ac , g_p ) . safeValue ( ) ;
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auto level = FindMapByIndex ( volnume , levnume ) ;
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if ( level ! = nullptr )
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ChangeLevel ( level , g_nextskill ) ;
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break ;
}
case concmd_myosx :
case concmd_myospalx :
case concmd_myos :
case concmd_myospal :
{
int x , y ;
int tilenum ;
int shade ;
int orientation ;
int pal ;
int tw = * insptr + + ;
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x = GetGameVarID ( * insptr + + , g_ac , g_p ) . safeValue ( ) ;
y = GetGameVarID ( * insptr + + , g_ac , g_p ) . safeValue ( ) ;
tilenum = GetGameVarID ( * insptr + + , g_ac , g_p ) . safeValue ( ) ;
shade = GetGameVarID ( * insptr + + , g_ac , g_p ) . safeValue ( ) ;
orientation = GetGameVarID ( * insptr + + , g_ac , g_p ) . safeValue ( ) ;
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if ( tw = = concmd_myospal )
{
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pal = GetGameVarID ( * insptr + + , g_ac , g_p ) . safeValue ( ) ;
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//myospal(x, y, tilenum, shade, orientation, pal);
}
else if ( tw = = concmd_myos )
{
//myos(x, y, tilenum, shade, orientation);
}
else if ( tw = = concmd_myosx )
{
//myos640(x, y, tilenum, shade, orientation);
}
else if ( tw = = concmd_myospalx )
{
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pal = GetGameVarID ( * insptr + + , g_ac , g_p ) . safeValue ( ) ;
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//myospal640(x, y, tilenum, shade, orientation, pal);
}
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break ;
}
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case concmd_displayrand :
{
int i ;
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insptr + + ;
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i = * ( insptr + + ) ; // ID of def
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SetGameVarID ( i , rand ( ) , g_ac , g_p ) ;
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break ;
}
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case concmd_switch :
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{
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int lVarID ;
int lValue ;
int * lpDefault ;
int * lpCases ;
int lCases ;
int lEnd ;
int lCheckCase ;
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bool bMatched ;
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int * lTempInsPtr ;
// command format:
// variable ID to check
// script offset to 'end'
// count of case statements
// script offset to default case (null if none)
// For each case: value, ptr to code
insptr + + ; // p-code
lVarID = * insptr + + ;
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lValue = GetGameVarID ( lVarID , g_ac , g_p ) . safeValue ( ) ;
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lEnd = * insptr + + ;
lCases = * insptr + + ;
lpDefault = insptr + + ;
lpCases = insptr ;
insptr + = lCases * 2 ;
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bMatched = false ;
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lTempInsPtr = insptr ;
for ( lCheckCase = 0 ; lCheckCase < lCases & & ! bMatched ; lCheckCase + + )
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{
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if ( lpCases [ lCheckCase * 2 ] = = lValue )
{
insptr = & ScriptCode [ lpCases [ lCheckCase * 2 + 1 ] ] ;
while ( 1 )
{
if ( parse ( ) )
break ;
}
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bMatched = true ;
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}
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}
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if ( ! bMatched )
{
if ( * lpDefault )
{
insptr = & ScriptCode [ * lpDefault ] ;
while ( 1 ) if ( parse ( ) ) break ;
}
else
{
//AddLog("No Matching Case: No Default to use");
}
}
insptr = & ScriptCode [ lEnd ] ;
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break ;
}
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case concmd_endswitch :
insptr + + ;
return 1 ;
break ;
case concmd_starttrack :
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{
insptr + + ;
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int music_select = * insptr + + ;
2021-05-02 08:35:43 +00:00
auto level = FindMapByIndex ( currentLevel - > cluster , music_select + 1 ) ; // this was 0-based in EDuke 2.0...
2020-09-17 20:36:09 +00:00
if ( level ) S_PlayLevelMusic ( level ) ;
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break ;
}
2020-09-17 20:36:09 +00:00
case concmd_gettextureceiling :
{
insptr + + ;
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SetGameVarID ( g_iTextureID , g_ac - > sector ( ) - > ceilingpicnum , g_ac , g_p ) ;
2020-09-17 20:36:09 +00:00
break ;
}
case concmd_ifvarvarand :
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{
int i ;
insptr + + ;
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i = * ( insptr + + ) ; // ID of def
j = 0 ;
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if ( GetGameVarID ( i , g_ac , g_p ) . safeValue ( ) & GetGameVarID ( * ( insptr ) , g_ac , g_p ) . safeValue ( ) )
2020-05-13 22:04:14 +00:00
{
2020-09-17 20:36:09 +00:00
j = 1 ;
2020-05-13 22:04:14 +00:00
}
2020-09-17 20:36:09 +00:00
parseifelse ( j ) ;
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break ;
}
2020-09-17 20:36:09 +00:00
case concmd_ifvarvarn :
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{
int i ;
insptr + + ;
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i = * ( insptr + + ) ; // ID of def
j = 0 ;
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if ( GetGameVarID ( i , g_ac , g_p ) . safeValue ( ) ! = GetGameVarID ( * ( insptr ) , g_ac , g_p ) . safeValue ( ) )
2020-05-13 22:04:14 +00:00
{
2020-09-17 20:36:09 +00:00
j = 1 ;
2020-05-13 22:04:14 +00:00
}
2020-09-17 20:36:09 +00:00
parseifelse ( j ) ;
2020-05-14 17:23:36 +00:00
break ;
}
2020-09-17 20:36:09 +00:00
case concmd_ifvarn :
2020-05-14 17:23:36 +00:00
{
int i ;
insptr + + ;
2020-09-17 20:36:09 +00:00
i = * ( insptr + + ) ; // ID of def
j = 0 ;
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if ( GetGameVarID ( i , g_ac , g_p ) . safeValue ( ) ! = * insptr )
2020-05-13 22:04:14 +00:00
{
2020-09-17 20:36:09 +00:00
j = 1 ;
2020-05-13 22:04:14 +00:00
}
2020-09-17 20:36:09 +00:00
parseifelse ( j ) ;
2020-05-14 17:23:36 +00:00
break ;
}
2020-09-17 20:36:09 +00:00
case concmd_ifvarand :
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{
int i ;
insptr + + ;
2020-09-17 20:36:09 +00:00
i = * ( insptr + + ) ; // ID of def
j = 0 ;
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if ( GetGameVarID ( i , g_ac , g_p ) . safeValue ( ) & * insptr )
2020-05-13 22:04:14 +00:00
{
2020-09-17 20:36:09 +00:00
j = 1 ;
2020-05-13 22:04:14 +00:00
}
2020-09-17 20:36:09 +00:00
parseifelse ( j ) ;
2020-05-14 17:23:36 +00:00
break ;
}
2020-09-17 20:36:09 +00:00
default :
Printf ( TEXTCOLOR_RED " Unrecognized PCode of %d in parse. Killing current sprite. \n " , * insptr ) ;
Printf ( TEXTCOLOR_RED " Offset=%0X \n " , int ( insptr - ScriptCode . Data ( ) ) ) ;
killit_flag = 1 ;
2020-05-14 17:23:36 +00:00
break ;
2020-09-17 20:36:09 +00:00
}
return 0 ;
}
2020-05-13 22:04:14 +00:00
2020-09-17 20:36:09 +00:00
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
2020-10-23 18:27:05 +00:00
void LoadActor ( DDukeActor * actor , int p , int x )
2020-09-17 20:36:09 +00:00
{
2021-11-07 11:53:48 +00:00
int done ;
2020-09-17 20:36:09 +00:00
ParseState s ;
s . g_p = p ; // Player ID
s . g_x = x ; // ??
2020-10-23 18:27:05 +00:00
s . g_ac = actor ;
s . g_t = & s . g_ac - > temp_data [ 0 ] ; // Sprite's 'extra' data
2020-09-17 20:36:09 +00:00
2021-12-21 17:19:45 +00:00
auto addr = gs . tileinfo [ actor - > spr . picnum ] . loadeventscriptptr ;
2020-09-17 20:36:09 +00:00
if ( addr = = 0 ) return ;
s . killit_flag = 0 ;
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if ( ! actor - > insector ( ) )
2020-05-14 17:23:36 +00:00
{
2020-10-23 18:27:05 +00:00
deletesprite ( actor ) ;
2020-09-17 20:36:09 +00:00
return ;
}
do
done = s . parse ( ) ;
while ( done = = 0 ) ;
2020-05-13 22:04:14 +00:00
2020-09-17 20:36:09 +00:00
if ( s . killit_flag = = 1 )
{
2020-10-23 18:27:05 +00:00
// if player was set to squish, first stop that..
2020-09-17 20:36:09 +00:00
if ( p > = 0 )
2020-05-13 22:04:14 +00:00
{
2020-10-23 18:27:05 +00:00
if ( ps [ p ] . actorsqu = = actor )
2020-10-17 08:30:11 +00:00
ps [ p ] . actorsqu = nullptr ;
2020-05-13 22:04:14 +00:00
}
2020-10-23 18:27:05 +00:00
deletesprite ( actor ) ;
2020-09-17 20:36:09 +00:00
}
else
2020-05-13 22:04:14 +00:00
{
2020-10-23 18:27:05 +00:00
fi . move ( actor , p , x ) ;
2020-05-13 22:04:14 +00:00
2021-12-21 17:19:45 +00:00
if ( actor - > spr . statnum = = STAT_ACTOR )
2020-09-17 20:36:09 +00:00
{
2020-10-23 18:27:05 +00:00
if ( badguy ( actor ) )
2020-09-17 20:36:09 +00:00
{
2021-12-21 17:19:45 +00:00
if ( actor - > spr . xrepeat > 60 ) return ;
if ( ud . respawn_monsters = = 1 & & actor - > spr . extra < = 0 ) return ;
2020-09-17 20:36:09 +00:00
}
2021-12-21 17:19:45 +00:00
else if ( ud . respawn_items = = 1 & & ( actor - > spr . cstat & CSTAT_SPRITE_INVISIBLE ) ) return ;
2020-05-13 22:04:14 +00:00
2020-10-23 18:27:05 +00:00
if ( actor - > timetosleep > 1 )
actor - > timetosleep - - ;
else if ( actor - > timetosleep = = 1 )
2021-11-26 20:52:01 +00:00
ChangeActorStat ( actor , STAT_ZOMBIEACTOR ) ;
2020-09-17 20:36:09 +00:00
}
2020-05-13 22:04:14 +00:00
}
2020-05-14 17:23:36 +00:00
2020-05-13 22:04:14 +00:00
}
2020-09-17 20:36:09 +00:00
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
2020-10-23 18:28:29 +00:00
void execute ( DDukeActor * actor , int p , int x )
2020-05-13 22:04:14 +00:00
{
2021-12-21 17:19:45 +00:00
if ( gs . actorinfo [ actor - > spr . picnum ] . scriptaddress = = 0 ) return ;
2020-05-15 06:04:30 +00:00
2020-05-14 17:23:36 +00:00
int done ;
2020-05-13 22:04:14 +00:00
2020-07-18 10:37:35 +00:00
ParseState s ;
s . g_p = p ; // Player ID
s . g_x = x ; // ??
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s . g_ac = actor ;
s . g_t = & actor - > temp_data [ 0 ] ; // Sprite's 'extra' data
2020-05-13 22:04:14 +00:00
2021-12-21 17:19:45 +00:00
if ( gs . actorinfo [ actor - > spr . picnum ] . scriptaddress = = 0 ) return ;
s . insptr = & ScriptCode [ 4 + ( gs . actorinfo [ actor - > spr . picnum ] . scriptaddress ) ] ;
2020-05-13 22:04:14 +00:00
2020-07-18 10:37:35 +00:00
s . killit_flag = 0 ;
2020-05-13 22:04:14 +00:00
2021-11-21 00:04:16 +00:00
if ( ! actor - > insector ( ) )
2020-05-13 22:04:14 +00:00
{
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if ( badguy ( actor ) )
2020-07-18 10:37:35 +00:00
ps [ p ] . actors_killed + + ;
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deletesprite ( actor ) ;
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return ;
}
2020-07-18 10:37:35 +00:00
if ( s . g_t [ 4 ] )
2020-05-13 22:04:14 +00:00
{
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// This code was utterly cryptic in the original source.
2020-07-18 10:37:35 +00:00
auto ptr = & ScriptCode [ s . g_t [ 4 ] ] ;
2020-05-14 17:23:36 +00:00
int numframes = ptr [ 1 ] ;
int increment = ptr [ 3 ] ;
int delay = ptr [ 4 ] ;
2021-12-21 17:19:45 +00:00
actor - > spr . lotag + = TICSPERFRAME ;
if ( actor - > spr . lotag > delay )
2020-05-13 22:04:14 +00:00
{
2020-07-18 10:37:35 +00:00
s . g_t [ 2 ] + + ;
2021-12-21 17:19:45 +00:00
actor - > spr . lotag = 0 ;
2020-07-18 10:37:35 +00:00
s . g_t [ 3 ] + = increment ;
2020-05-13 22:04:14 +00:00
}
2020-07-18 10:37:35 +00:00
if ( abs ( s . g_t [ 3 ] ) > = abs ( numframes * increment ) )
s . g_t [ 3 ] = 0 ;
2020-05-13 22:04:14 +00:00
}
do
2020-07-18 10:37:35 +00:00
done = s . parse ( ) ;
2020-05-13 22:04:14 +00:00
while ( done = = 0 ) ;
2020-07-18 10:37:35 +00:00
if ( s . killit_flag = = 1 )
2020-05-13 22:04:14 +00:00
{
2020-10-23 18:28:29 +00:00
// if player was set to squish, first stop that..
if ( ps [ p ] . actorsqu = = actor )
2020-10-17 08:30:11 +00:00
ps [ p ] . actorsqu = nullptr ;
2020-05-15 06:04:30 +00:00
killthesprite = true ;
2020-05-13 22:04:14 +00:00
}
else
{
2020-10-23 18:28:29 +00:00
fi . move ( actor , p , x ) ;
2020-05-13 22:04:14 +00:00
2021-12-21 17:19:45 +00:00
if ( actor - > spr . statnum = = STAT_ACTOR )
2020-05-13 22:04:14 +00:00
{
2020-10-23 18:28:29 +00:00
if ( badguy ( actor ) )
2020-05-13 22:04:14 +00:00
{
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if ( actor - > spr . xrepeat > 60 ) goto quit ;
if ( ud . respawn_monsters = = 1 & & actor - > spr . extra < = 0 ) goto quit ;
2020-05-13 22:04:14 +00:00
}
2021-12-21 17:19:45 +00:00
else if ( ud . respawn_items = = 1 & & ( actor - > spr . cstat & CSTAT_SPRITE_INVISIBLE ) ) goto quit ;
2022-01-18 22:26:06 +00:00
}
2020-05-13 22:04:14 +00:00
2022-01-18 22:26:06 +00:00
if ( actor - > spr . statnum = = STAT_ACTOR | | ( actor - > spr . statnum = = STAT_STANDABLE & & actorflag ( actor , SFLAG_CHECKSLEEP ) ) )
{
2020-10-23 18:28:29 +00:00
if ( actor - > timetosleep > 1 )
actor - > timetosleep - - ;
else if ( actor - > timetosleep = = 1 )
2021-11-26 20:52:01 +00:00
ChangeActorStat ( actor , STAT_ZOMBIEACTOR ) ;
2020-05-13 22:04:14 +00:00
}
}
2020-05-15 06:04:30 +00:00
quit :
2020-10-23 18:28:29 +00:00
if ( killthesprite ) deletesprite ( actor ) ;
2020-05-15 06:04:30 +00:00
killthesprite = false ;
2020-05-13 22:04:14 +00:00
}
2020-05-15 08:44:57 +00:00
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
2020-11-01 16:57:40 +00:00
void OnEvent ( int iEventID , int p , DDukeActor * actor , int x )
2020-05-15 08:44:57 +00:00
{
2021-11-07 11:53:48 +00:00
int done ;
2020-05-15 08:44:57 +00:00
if ( iEventID > = MAXGAMEEVENTS )
{
Printf ( " Invalid Event ID \n " ) ;
return ;
}
if ( apScriptGameEvent [ iEventID ] = = 0 )
{
return ;
}
2020-07-18 10:37:35 +00:00
ParseState s ;
s . g_p = p ; /// current player ID
s . g_x = x ; // ?
2020-11-01 16:57:40 +00:00
s . g_ac = actor ;
s . g_t = actor - > temp_data ;
2020-05-15 08:44:57 +00:00
2020-07-18 10:37:35 +00:00
s . insptr = & ScriptCode [ apScriptGameEvent [ iEventID ] ] ;
2020-05-15 08:44:57 +00:00
2020-07-18 10:37:35 +00:00
s . killit_flag = 0 ;
2020-05-15 08:44:57 +00:00
do
2020-07-18 10:37:35 +00:00
done = s . parse ( ) ;
2020-05-15 08:44:57 +00:00
while ( done = = 0 ) ;
}
2020-05-13 22:04:14 +00:00
END_DUKE_NS