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

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//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
Copyright (C) 2020 - Christoph Oelckers
This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
EDuke enhancements integrated: 04/13/2003 - Matt Saettler
Note: EDuke source was in transition. Changes are in-progress in the
source as it is released.
*/
//-------------------------------------------------------------------------
#include "ns.h"
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#include "concmd.h"
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#include "duke3d_ed.h"
#include "gamedef.h"
#include "gamevar.h"
#include "gameexec.h"
BEGIN_DUKE_NS
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// curse these global variables for parameter passing...
int g_i, g_p;
int g_x;
int* g_t;
uint8_t killit_flag;
spritetype* g_sp;
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char parse(void);
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int furthestcanseepoint(int i, spritetype* ts, int* dax, int* day);
bool ifsquished(int i, int p);
void fakebubbaspawn(int g_i, int g_p);
void tearitup(int sect);
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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void parseifelse(int condition)
{
if( condition )
{
// skip 'else' pointer.. and...
insptr+=2;
parse();
}
else
{
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insptr = apScript + *(insptr+1);
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if(*insptr == 10)
{
// else...
// skip 'else' and...
insptr+=2;
parse();
}
}
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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static int ifcanshoottarget(int g_i, int g_p, int g_x)
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{
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int j;
auto g_sp = &sprite[g_i];
if (g_x > 1024)
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{
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short temphit, sclip, angdif;
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if (badguy(g_sp) && g_sp->xrepeat > 56)
{
sclip = 3084;
angdif = 48;
}
else
{
sclip = 768;
angdif = 16;
}
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j = hitasprite(g_i, &temphit);
if (j == (1 << 30))
{
return 1;
}
if (j > sclip)
{
if (temphit >= 0 && sprite[temphit].picnum == g_sp->picnum)
j = 0;
else
{
g_sp->ang += angdif; j = hitasprite(g_i, &temphit); g_sp->ang -= angdif;
if (j > sclip)
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{
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if (temphit >= 0 && sprite[temphit].picnum == g_sp->picnum)
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j = 0;
else
{
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g_sp->ang -= angdif; j = hitasprite(g_i, &temphit); g_sp->ang += angdif;
if (j > 768)
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{
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if (temphit >= 0 && sprite[temphit].picnum == g_sp->picnum)
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j = 0;
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else j = 1;
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}
else j = 0;
}
}
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else j = 0;
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}
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}
else j = 0;
}
else j = 1;
return j;
}
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static bool ifcansee(int g_i, int g_p)
{
auto g_sp = &sprite[g_i];
spritetype* s;
short sect;
int j;
// select sprite for monster to target
// if holoduke is on, let them target holoduke first.
//
if (ps[g_p].holoduke_on >= 0 && !isRR())
{
s = &sprite[ps[g_p].holoduke_on];
j = cansee(g_sp->x, g_sp->y, g_sp->z - (krand() & ((32 << 8) - 1)), g_sp->sectnum,
s->x, s->y, s->z, s->sectnum);
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if (j == 0)
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{
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// they can't see player's holoduke
// check for player...
s = &sprite[ps[g_p].i];
}
}
else s = &sprite[ps[g_p].i]; // holoduke not on. look for player
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// can they see player, (or player's holoduke)
j = cansee(g_sp->x, g_sp->y, g_sp->z - (krand() & ((47 << 8))), g_sp->sectnum,
s->x, s->y, s->z - ((isRR()? 28 : 24) << 8), s->sectnum);
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if (j == 0)
{
// they can't see it.
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// Huh?. This does nothing....
// (the result is always j==0....)
if ((abs(hittype[g_i].lastvx - g_sp->x) + abs(hittype[g_i].lastvy - g_sp->y)) <
(abs(hittype[g_i].lastvx - s->x) + abs(hittype[g_i].lastvy - s->y)))
j = 0;
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// um yeah, this if() will always fire....
if (j == 0)
{
// search around for target player
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// also modifies 'target' x&y if found..
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j = furthestcanseepoint(g_i, s, &hittype[g_i].lastvx, &hittype[g_i].lastvy);
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if (j == -1) j = 0;
else j = 1;
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}
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}
else
{
// else, they did see it.
// save where we were looking...
hittype[g_i].lastvx = s->x;
hittype[g_i].lastvy = s->y;
}
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if (j == 1 && (g_sp->statnum == 1 || g_sp->statnum == 6))
hittype[g_i].timetosleep = SLEEPTIME;
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return j == 1;
}
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// int *it = 0x00589a04;
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char parse(void)
{
int j, l, s;
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if(killit_flag) return 1;
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switch (*insptr)
{
case concmd_ifrnd:
insptr++;
parseifelse(rnd(*insptr));
break;
case concmd_ifcanshoottarget:
parseifelse(ifcanshoottarget(g_i, g_p, g_x));
break;
case concmd_ifcanseetarget:
j = cansee(g_sp->x, g_sp->y, g_sp->z - ((krand() & 41) << 8), g_sp->sectnum, ps[g_p].posx, ps[g_p].posy, ps[g_p].posz/*-((krand()&41)<<8)*/, sprite[ps[g_p].i].sectnum);
parseifelse(j);
if (j) hittype[g_i].timetosleep = SLEEPTIME;
break;
case concmd_ifnocover:
j = cansee(g_sp->x, g_sp->y, g_sp->z, g_sp->sectnum, ps[g_p].posx, ps[g_p].posy, ps[g_p].posz, sprite[ps[g_p].i].sectnum);
parseifelse(j);
if (j) hittype[g_i].timetosleep = SLEEPTIME;
break;
case concmd_ifactornotstayput:
parseifelse(hittype[g_i].actorstayput == -1);
break;
case concmd_ifcansee:
parseifelse(ifcansee(g_i, g_p));
break;
case concmd_ifhitweapon:
parseifelse(ifhitbyweapon(g_i) >= 0);
break;
case concmd_ifsquished:
parseifelse(ifsquished(g_i, g_p) == 1);
break;
case concmd_ifdead:
{
j = g_sp->extra;
if (g_sp->picnum == APLAYER)
j--;
parseifelse(j < 0);
}
break;
case concmd_ai:
insptr++;
g_t[5] = *insptr;
g_t[4] = apScript[g_t[5]]; // Action
g_t[1] = apScript[g_t[5] + 1]; // move
g_sp->hitag = apScript[g_t[5] + 2]; // Ai
g_t[0] = g_t[2] = g_t[3] = 0;
if (g_sp->hitag & random_angle)
g_sp->ang = krand() & 2047;
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);
if (g_x > MAXSLEEPDIST && hittype[g_i].timetosleep == 0)
hittype[g_i].timetosleep = SLEEPTIME;
break;
case concmd_ifpdistg:
insptr++;
parseifelse(g_x > * insptr);
if (g_x > MAXSLEEPDIST && hittype[g_i].timetosleep == 0)
hittype[g_i].timetosleep = SLEEPTIME;
break;
case concmd_else:
insptr = apScript + *(insptr + 1);
break;
case concmd_addstrength:
insptr++;
g_sp->extra += *insptr;
insptr++;
break;
case concmd_strength:
insptr++;
g_sp->extra = *insptr;
insptr++;
break;
case concmd_smacksprite:
switch (krand() & 1)
{
case 0:
g_sp->ang = (+512 + g_sp->ang + (krand() & 511)) & 2047;
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break;
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case 1:
g_sp->ang = (-512 + g_sp->ang - (krand() & 511)) & 2047;
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break;
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}
insptr++;
break;
case concmd_fakebubba:
insptr++;
fakebubbaspawn(g_i, g_p);
break;
case concmd_rndmove:
g_sp->ang = krand() & 2047;
g_sp->xvel = 25;
insptr++;
break;
case concmd_mamatrigger:
operateactivators(667, ps[g_p].i);
insptr++;
break;
case concmd_mamaspawn:
if (mamaspawn_count)
{
mamaspawn_count--;
spawn(g_i, RABBIT);
}
insptr++;
break;
case concmd_mamaquake:
if (g_sp->pal == 31)
earthquaketime = 4;
else if (g_sp->pal == 32)
earthquaketime = 6;
insptr++;
break;
case concmd_garybanjo:
if (banjosound == 0)
{
short rnum = (krand() & 3) + 1;
if (rnum == 4)
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{
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banjosound = 262;
}
else if (rnum == 1)
{
banjosound = 272;
}
else if (rnum == 2)
{
banjosound = 273;
}
else
{
banjosound = 273;
}
A_PlaySound(banjosound, g_i, CHAN_WEAPON);
}
else if (!S_CheckSoundPlaying(g_i, banjosound))
A_PlaySound(banjosound, g_i, CHAN_WEAPON);
insptr++;
break;
case concmd_motoloopsnd:
if (!S_CheckSoundPlaying(g_i, 411))
A_PlaySound(411, g_i, CHAN_VOICE);
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++)
if (ps[g_p].weaprecs[j] == g_sp->picnum)
break;
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parseifelse(j < ps[g_p].weapreccnt&& g_sp->owner == g_i);
}
else if (ps[g_p].weapreccnt < 16)
{
ps[g_p].weaprecs[ps[g_p].weapreccnt++] = g_sp->picnum;
parseifelse(g_sp->owner == g_i);
}
}
else parseifelse(0);
break;
case concmd_getlastpal:
insptr++;
if (g_sp->picnum == APLAYER)
g_sp->pal = ps[g_sp->yvel].palookup;
else g_sp->pal = hittype[g_i].tempang;
hittype[g_i].tempang = 0;
break;
case concmd_tossweapon:
insptr++;
checkweapons(&ps[g_sp->yvel]);
break;
case concmd_nullop:
insptr++;
break;
case concmd_mikesnd:
insptr++;
if (!S_CheckSoundPlaying(g_i, g_sp->yvel))
A_PlaySound(g_sp->yvel, g_i, CHAN_VOICE);
break;
case concmd_pkick:
insptr++;
if (ud.multimode > 1 && g_sp->picnum == APLAYER)
{
if (ps[otherp].quick_kick == 0)
ps[otherp].quick_kick = 14;
}
else if (g_sp->picnum != APLAYER && ps[g_p].quick_kick == 0)
ps[g_p].quick_kick = 14;
break;
case concmd_sizeto:
insptr++;
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// 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
//if (!PLUTOPAK && *insptr == 0) *insptr = 4;
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j = ((*insptr) - g_sp->xrepeat) << 1;
g_sp->xrepeat += ksgn(j);
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insptr++;
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if ((g_sp->picnum == APLAYER && g_sp->yrepeat < 36) || *insptr < g_sp->yrepeat || ((g_sp->yrepeat * (tilesizy[g_sp->picnum] + 8)) << 2) < (hittype[g_i].floorz - hittype[g_i].ceilingz))
{
j = ((*insptr) - g_sp->yrepeat) << 1;
if (abs(j)) g_sp->yrepeat += ksgn(j);
}
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insptr++;
break;
case concmd_sizeat:
insptr++;
g_sp->xrepeat = (uint8_t)*insptr;
insptr++;
g_sp->yrepeat = (uint8_t)*insptr;
insptr++;
break;
case concmd_shoot:
insptr++;
shoot(g_i, (short)*insptr);
insptr++;
break;
case concmd_ifsoundid:
insptr++;
parseifelse((short)*insptr == ambientlotag[g_sp->ang]);
break;
case concmd_ifsounddist:
insptr++;
if (*insptr == 0)
parseifelse(ambienthitag[g_sp->ang] > g_x);
else if (*insptr == 1)
parseifelse(ambienthitag[g_sp->ang] < g_x);
insptr++;
break;
case concmd_soundtag:
insptr++;
spritesound(ambientlotag[g_sp->ang], g_i);
break;
case concmd_soundtagonce:
insptr++;
if (!S_CheckSoundPlaying(g_i, ambientlotag[g_sp->ang]))
A_PlaySound(ambientlotag[g_sp->ang], g_i);
break;
case concmd_soundonce:
insptr++;
if (!S_CheckSoundPlaying(g_i, *insptr++))
A_PlaySound(*(insptr - 1), g_i);
insptr++;
break;
case concmd_stopsound:
insptr++;
if (S_CheckSoundPlaying(g_i, *insptr))
S_StopSound((int)*insptr);
insptr++;
break;
case concmd_globalsound:
insptr++;
if (g_p == screenpeek || ud.coop == 1)
spritesound((int)*insptr, ps[screenpeek].i);
insptr++;
break;
case concmd_smackbubba:
insptr++;
if (!isRRRA || g_sp->pal != 105)
{
ps[myconnectindex].gm = MODE_EOL;
ud.level_number++;
if (ud.level_number > 6)
ud.level_number = 0;
ud.m_level_number = ud.level_number;
}
break;
case concmd_mamaend:
insptr++;
ps[myconnectindex].MamaEnd = 150;
break;
case concmd_ifactorhealthg:
insptr++;
parseifelse(g_sp->extra > (short)*insptr);
break;
case concmd_ifactorhealthl:
insptr++;
parseifelse(g_sp->extra < (short)*insptr);
break;
case concmd_sound:
insptr++;
spritesound((short) *insptr,g_i);
insptr++;
break;
case concmd_tip:
insptr++;
ps[g_p].tipincs = 26;
break;
case concmd_iftipcow:
case concmd_ifhittruck: // both have the same code.
if (g_spriteExtra[g_i] == 1) // TRANSITIONAL 'filler' no longer exists
{
j = 1;
g_spriteExtra[g_i]++;
}
else
j = 0;
parseifelse(j > 0);
break;
case concmd_tearitup:
insptr++;
tearitup(g_sp->sectnum);
break;
case concmd_fall:
insptr++;
g_sp->xoffset = 0;
g_sp->yoffset = 0;
fall(g_i, g_p);
break;
case concmd_enda:
case concmd_break:
case concmd_ends:
case concmd_endevent:
return 1;
case 30:
insptr++;
return 1;
case 2:
insptr++;
if( ps[g_p].ammo_amount[*insptr] >= max_ammo_amount[*insptr] )
{
killit_flag = 2;
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break;
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}
addammo( *insptr, &ps[g_p], *(insptr+1) );
if(ps[g_p].curr_weapon == KNEE_WEAPON)
if( ps[g_p].gotweapon[*insptr] )
addweapon( &ps[g_p], *insptr );
insptr += 2;
break;
case 86:
insptr++;
lotsofmoney(g_sp,*insptr);
insptr++;
break;
case 102:
insptr++;
lotsofmail(g_sp,*insptr);
insptr++;
break;
case 105:
insptr++;
hittype[g_i].timetosleep = (short)*insptr;
insptr++;
break;
case 103:
insptr++;
lotsofpaper(g_sp,*insptr);
insptr++;
break;
case 88:
insptr++;
ps[g_p].actors_killed += *insptr;
hittype[g_i].actorstayput = -1;
insptr++;
break;
case 93:
insptr++;
spriteglass(g_i,*insptr);
insptr++;
break;
case 22:
insptr++;
killit_flag = 1;
break;
case 23: // addweapon
insptr++;
if( ps[g_p].gotweapon[*insptr] == 0 ) addweapon( &ps[g_p], *insptr );
else if( ps[g_p].ammo_amount[*insptr] >= max_ammo_amount[*insptr] )
{
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killit_flag = 2;
break;
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}
addammo( *insptr, &ps[g_p], *(insptr+1) );
if(ps[g_p].curr_weapon == KNEE_WEAPON)
if( ps[g_p].gotweapon[*insptr] )
addweapon( &ps[g_p], *insptr );
insptr+=2;
break;
case 68:
insptr++;
printf("%ld\n",*insptr);
insptr++;
break;
case 69:
insptr++;
ps[g_p].timebeforeexit = *insptr;
ps[g_p].customexitsound = -1;
ud.eog = 1;
insptr++;
break;
case 25:
insptr++;
if(ps[g_p].newowner >= 0)
{
ps[g_p].newowner = -1;
ps[g_p].posx = ps[g_p].oposx;
ps[g_p].posy = ps[g_p].oposy;
ps[g_p].posz = ps[g_p].oposz;
ps[g_p].ang = ps[g_p].oang;
updatesector(ps[g_p].posx,ps[g_p].posy,&ps[g_p].cursectnum);
setpal(&ps[g_p]);
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j = headspritestat[1];
while(j >= 0)
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{
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if(sprite[j].picnum==CAMERA1)
sprite[j].yvel = 0;
j = nextspritestat[j];
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}
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}
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j = sprite[ps[g_p].i].extra;
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if(g_sp->picnum != ATOMICHEALTH)
{
if( j > max_player_health && *insptr > 0 )
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{
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insptr++;
break;
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}
else
{
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if(j > 0)
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j += *insptr;
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if ( j > max_player_health && *insptr > 0 )
j = max_player_health;
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}
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}
else
{
if( j > 0 )
j += *insptr;
if ( j > (max_player_health<<1) )
j = (max_player_health<<1);
}
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if(j < 0) j = 0;
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if(ud.god == 0)
{
if(*insptr > 0)
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{
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if( ( j - *insptr ) < (max_player_health>>2) &&
j >= (max_player_health>>2) )
spritesound(DUKE_GOTHEALTHATLOW,ps[g_p].i);
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ps[g_p].last_extra = j;
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}
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sprite[ps[g_p].i].extra = j;
}
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insptr++;
break;
case 17:
{
int *tempscrptr;
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tempscrptr = insptr+2;
insptr = (int *) *(insptr+1);
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while(1) if(parse()) break;
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insptr = tempscrptr;
}
break;
case 29:
insptr++;
while(1) if(parse()) break;
break;
case 32:
g_t[0]=0;
insptr++;
g_t[1] = *insptr;
insptr++;
g_sp->hitag = *insptr;
insptr++;
if(g_sp->hitag&random_angle)
g_sp->ang = krand()&2047;
break;
case 31:
insptr++;
if(g_sp->sectnum >= 0 && g_sp->sectnum < MAXSECTORS)
spawn(g_i,*insptr);
insptr++;
break;
case 33:
insptr++;
parseifelse( hittype[g_i].picnum == *insptr);
break;
case 21:
insptr++;
parseifelse(g_t[5] == *insptr);
break;
case 34:
insptr++;
parseifelse(g_t[4] == *insptr);
break;
case 35:
insptr++;
parseifelse(g_t[2] >= *insptr);
break;
case 36:
insptr++;
g_t[2] = 0;
break;
case 37:
{
short dnum;
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insptr++;
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dnum = *insptr;
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insptr++;
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if(g_sp->sectnum >= 0 && g_sp->sectnum < MAXSECTORS)
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for(j=(*insptr)-1;j>=0;j--)
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{
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if(g_sp->picnum == BLIMP && dnum == SCRAP1)
s = 0;
else s = (krand()%3);
l = EGS(g_sp->sectnum,
g_sp->x+(krand()&255)-128,g_sp->y+(krand()&255)-128,g_sp->z-(8<<8)-(krand()&8191),
dnum+s,g_sp->shade,32+(krand()&15),32+(krand()&15),
krand()&2047,(krand()&127)+32,
-(krand()&2047),g_i,5);
if(g_sp->picnum == BLIMP && dnum == SCRAP1)
sprite[l].yvel = weaponsandammosprites[j%14];
else sprite[l].yvel = -1;
sprite[l].pal = g_sp->pal;
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}
insptr++;
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}
break;
case 52:
insptr++;
g_t[0] = (short) *insptr;
insptr++;
break;
case 101:
insptr++;
g_sp->cstat |= (short)*insptr;
insptr++;
break;
case 110:
insptr++;
g_sp->clipdist = (short) *insptr;
insptr++;
break;
case 40:
insptr++;
g_sp->cstat = (short) *insptr;
insptr++;
break;
case 41:
insptr++;
parseifelse(g_t[1] == *insptr);
break;
case 42:
insptr++;
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//AddLog("resetplayer");
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if(ud.multimode < 2)
{
if( lastsavedpos >= 0 && ud.recstat != 2 )
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{
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ps[g_p].gm = MODE_MENU;
KB_ClearKeyDown(sc_Space);
cmenu(15000);
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}
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else ps[g_p].gm = MODE_RESTART;
killit_flag = 2;
}
else
{
pickrandomspot(g_p);
g_sp->x = hittype[g_i].bposx = ps[g_p].bobposx = ps[g_p].oposx = ps[g_p].posx;
g_sp->y = hittype[g_i].bposy = ps[g_p].bobposy = ps[g_p].oposy =ps[g_p].posy;
g_sp->z = hittype[g_i].bposy = ps[g_p].oposz =ps[g_p].posz;
updatesector(ps[g_p].posx,ps[g_p].posy,&ps[g_p].cursectnum);
setsprite(ps[g_p].i,ps[g_p].posx,ps[g_p].posy,ps[g_p].posz+PHEIGHT);
g_sp->cstat = 257;
g_sp->shade = -12;
g_sp->clipdist = 64;
g_sp->xrepeat = 42;
g_sp->yrepeat = 36;
g_sp->owner = g_i;
g_sp->xoffset = 0;
g_sp->pal = ps[g_p].palookup;
ps[g_p].last_extra = g_sp->extra = max_player_health;
ps[g_p].wantweaponfire = -1;
ps[g_p].horiz = 100;
ps[g_p].on_crane = -1;
ps[g_p].frag_ps = g_p;
ps[g_p].horizoff = 0;
ps[g_p].opyoff = 0;
ps[g_p].wackedbyactor = -1;
ps[g_p].shield_amount = max_armour_amount;
ps[g_p].dead_flag = 0;
ps[g_p].pals_time = 0;
ps[g_p].footprintcount = 0;
ps[g_p].weapreccnt = 0;
ps[g_p].fta = 0;
ps[g_p].ftq = 0;
ps[g_p].posxv = ps[g_p].posyv = 0;
ps[g_p].rotscrnang = 0;
ps[g_p].falling_counter = 0;
hittype[g_i].extra = -1;
hittype[g_i].owner = g_i;
hittype[g_i].cgg = 0;
hittype[g_i].movflag = 0;
hittype[g_i].tempang = 0;
hittype[g_i].actorstayput = -1;
hittype[g_i].dispicnum = 0;
hittype[g_i].owner = ps[g_p].i;
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resetinventory(g_p);
resetweapons(g_p);
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cameradist = 0;
cameraclock = totalclock;
}
setpal(&ps[g_p]);
//AddLog("EOF: resetplayer");
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break;
case 43:
parseifelse( abs(g_sp->z-sector[g_sp->sectnum].floorz) < (32<<8) && sector[g_sp->sectnum].lotag == 1);
break;
case 44:
parseifelse( sector[g_sp->sectnum].lotag == 2);
break;
case 46:
insptr++;
parseifelse(g_t[0] >= *insptr);
break;
case 53:
insptr++;
parseifelse(g_sp->picnum == *insptr);
break;
case 47:
insptr++;
g_t[0] = 0;
break;
case 48:
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;
if(ps[g_p].shield_amount > max_player_health)
ps[g_p].shield_amount = max_player_health;
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:
switch(g_sp->pal)
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{
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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;
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}
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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 50:
hitradius(g_i,*(insptr+1),*(insptr+2),*(insptr+3),*(insptr+4),*(insptr+5));
insptr+=6;
break;
case 51:
{
insptr++;
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l = *insptr;
j = 0;
s = g_sp->xvel;
if( (l&8) && ps[g_p].on_ground && (sync[g_p].bits&2) )
j = 1;
else if( (l&16) && ps[g_p].jumping_counter == 0 && !ps[g_p].on_ground &&
ps[g_p].poszv > 2048 )
j = 1;
else if( (l&32) && ps[g_p].jumping_counter > 348 )
j = 1;
else if( (l&1) && s >= 0 && s < 8)
j = 1;
else if( (l&2) && s >= 8 && !(sync[g_p].bits&(1<<5)) )
j = 1;
else if( (l&4) && s >= 8 && sync[g_p].bits&(1<<5) )
j = 1;
else if( (l&64) && ps[g_p].posz < (g_sp->z-(48<<8)) )
j = 1;
else if( (l&128) && s <= -8 && !(sync[g_p].bits&(1<<5)) )
j = 1;
else if( (l&256) && s <= -8 && (sync[g_p].bits&(1<<5)) )
j = 1;
else if( (l&512) && ( ps[g_p].quick_kick > 0 || ( ps[g_p].curr_weapon == KNEE_WEAPON && ps[g_p].kickback_pic > 0 ) ) )
j = 1;
else if( (l&1024) && sprite[ps[g_p].i].xrepeat < 32 )
j = 1;
else if( (l&2048) && ps[g_p].jetpack_on )
j = 1;
else if( (l&4096) && ps[g_p].steroids_amount > 0 && ps[g_p].steroids_amount < 400 )
j = 1;
else if( (l&8192) && ps[g_p].on_ground)
j = 1;
else if( (l&16384) && sprite[ps[g_p].i].xrepeat > 32 && sprite[ps[g_p].i].extra > 0 && ps[g_p].timebeforeexit == 0 )
j = 1;
else if( (l&32768) && sprite[ps[g_p].i].extra <= 0)
j = 1;
else if( (l&65536L) )
{
if(g_sp->picnum == APLAYER && ud.multimode > 1)
j = getincangle(ps[otherp].ang,getangle(ps[g_p].posx-ps[otherp].posx,ps[g_p].posy-ps[otherp].posy));
else
j = getincangle(ps[g_p].ang,getangle(g_sp->x-ps[g_p].posx,g_sp->y-ps[g_p].posy));
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if( j > -128 && j < 128 )
j = 1;
else
j = 0;
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}
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parseifelse((int) j);
}
break;
case 56:
insptr++;
parseifelse(g_sp->extra <= *insptr);
break;
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case 58:
insptr += 2;
guts(g_sp,*(insptr-1),*insptr,g_p);
insptr++;
break;
case 59:
insptr++;
// if(g_sp->owner >= 0 && sprite[g_sp->owner].picnum == *insptr)
// parseifelse(1);
// else
parseifelse( hittype[g_i].picnum == *insptr);
break;
case 61:
insptr++;
forceplayerangle(&ps[g_p]);
return 0;
case 62:
insptr++;
parseifelse( (( hittype[g_i].floorz - hittype[g_i].ceilingz ) >> 8 ) < *insptr);
break;
case 63:
parseifelse( sync[g_p].bits&(1<<29));
break;
case 64:
parseifelse(sector[g_sp->sectnum].ceilingstat&1);
break;
case 65:
parseifelse(ud.multimode > 1);
break;
case 66:
insptr++;
if( sector[g_sp->sectnum].lotag == 0 )
{
neartag(g_sp->x,g_sp->y,g_sp->z-(32<<8),g_sp->sectnum,g_sp->ang,&neartagsector,&neartagwall,&neartagsprite,&neartaghitdist,768L,1);
if( neartagsector >= 0 && isanearoperator(sector[neartagsector].lotag) )
if( (sector[neartagsector].lotag&0xff) == 23 || sector[neartagsector].floorz == sector[neartagsector].ceilingz )
if( (sector[neartagsector].lotag&16384) == 0 )
if( (sector[neartagsector].lotag&32768) == 0 )
{
j = headspritesect[neartagsector];
while(j >= 0)
{
if(sprite[j].picnum == ACTIVATOR)
break;
j = nextspritesect[j];
}
if(j == -1)
operatesectors(neartagsector,g_i);
}
}
break;
case 67:
parseifelse(ceilingspace(g_sp->sectnum));
break;
case 74:
insptr++;
if(g_sp->picnum != APLAYER)
hittype[g_i].tempang = g_sp->pal;
g_sp->pal = *insptr;
insptr++;
break;
case 77:
insptr++;
g_sp->picnum = *insptr;
insptr++;
break;
case 70:
parseifelse( dodge(g_sp) == 1);
break;
case 71:
if( badguy(g_sp) )
parseifelse( ud.respawn_monsters );
else if( inventory(g_sp) )
parseifelse( ud.respawn_inventory );
else
parseifelse( ud.respawn_items );
break;
case 72:
insptr++;
// getglobalz(g_i);
parseifelse( (hittype[g_i].floorz - g_sp->z) <= ((*insptr)<<8));
break;
case 73:
insptr++;
// getglobalz(g_i);
parseifelse( ( g_sp->z - hittype[g_i].ceilingz ) <= ((*insptr)<<8));
break;
case 14:
insptr++;
ps[g_p].pals_time = *insptr;
insptr++;
for(j=0;j<3;j++)
{
ps[g_p].pals[j] = *insptr;
insptr++;
}
break;
/* case 74:
insptr++;
getglobalz(g_i);
parseifelse( (( hittype[g_i].floorz - hittype[g_i].ceilingz ) >> 8 ) >= *insptr);
break;
*/
case CON_ADDLOG:
{ int l;
int lFile;
insptr++;
lFile=*(insptr++); // file
l=*(insptr++); // line
sprintf(g_szBuf,"ADDLOG: %s L=%ld",g_achSourceFiles[lFile],l);
AddLog(g_szBuf);
break;
}
case CON_ADDLOGVAR:
{ int l;
char szBuf[256];
int lFile;
insptr++;
lFile=*(insptr++); // file
l=*(insptr++); // l=Line number, *instpr=varID
if( (*insptr >= iGameVarCount)
|| *insptr < 0
)
{
// invalid varID
insptr++;
break; // out of switch
}
sprintf(szBuf,"ADDLOGVAR: %s L=%ld %s ",g_achSourceFiles[lFile],l, aGameVars[*insptr].szLabel);
strcpy(g_szBuf,szBuf);
if( aGameVars[*insptr].dwFlags & GAMEVAR_FLAG_READONLY)
{
sprintf(szBuf," (read-only)");
strcat(g_szBuf,szBuf);
}
if( aGameVars[*insptr].dwFlags & GAMEVAR_FLAG_PERPLAYER)
{
sprintf(szBuf," (Per Player. Player=%d)",g_p);
}
else if( aGameVars[*insptr].dwFlags & GAMEVAR_FLAG_PERACTOR)
{
sprintf(szBuf," (Per Actor. Actor=%d)",g_i);
}
else
{
sprintf(szBuf," (Global)");
}
strcat(g_szBuf,szBuf);
sprintf(szBuf," =%ld", GetGameVarID(*insptr, g_i, g_p));
strcat(g_szBuf,szBuf);
AddLog(g_szBuf);
insptr++;
break;
}
case CON_SETVAR:
{ int i;
insptr++;
i=*(insptr++); // ID of def
SetGameVarID(i, *insptr, g_i, g_p );
insptr++;
break;
}
case CON_SETVARVAR:
{ int i;
insptr++;
i=*(insptr++); // ID of def
SetGameVarID(i, GetGameVarID(*insptr, g_i, g_p), g_i, g_p );
// aGameVars[i].lValue = aGameVars[*insptr].lValue;
insptr++;
break;
}
case CON_ADDVAR:
{ int i;
insptr++;
i=*(insptr++); // ID of def
//sprintf(g_szBuf,"AddVar %d to Var ID=%d, g_i=%d, g_p=%d\n",*insptr, i, g_i, g_p);
//AddLog(g_szBuf);
SetGameVarID(i, GetGameVarID(i, g_i, g_p) + *insptr, g_i, g_p );
insptr++;
break;
}
case CON_ADDVARVAR:
{ int i;
insptr++;
i=*(insptr++); // ID of def
SetGameVarID(i, GetGameVarID(i, g_i, g_p) + GetGameVarID(*insptr, g_i, g_p), g_i, g_p );
insptr++;
break;
}
case CON_IFVARVARE:
{
int i;
insptr++;
i=*(insptr++); // ID of def
j=0;
if(GetGameVarID(i, g_i, g_p) == GetGameVarID(*(insptr), g_i, g_p) )
{
j=1;
}
parseifelse( j );
break;
}
case CON_IFVARVARG:
{
int i;
insptr++;
i=*(insptr++); // ID of def
j=0;
if(GetGameVarID(i, g_i, g_p) > GetGameVarID(*(insptr), g_i, g_p) )
{
j=1;
}
parseifelse( j );
break;
}
case CON_IFVARVARL:
{
int i;
insptr++;
i=*(insptr++); // ID of def
j=0;
if(GetGameVarID(i, g_i, g_p) < GetGameVarID(*(insptr), g_i, g_p) )
{
j=1;
}
parseifelse( j );
break;
}
case CON_IFVARE:
{
int i;
insptr++;
i=*(insptr++); // ID of def
j=0;
if(GetGameVarID(i, g_i, g_p) == *insptr)
{
j=1;
}
parseifelse( j );
break;
}
case CON_IFVARG:
{
int i;
insptr++;
i=*(insptr++); // ID of def
j=0;
if(GetGameVarID(i, g_i, g_p) > *insptr)
{
j=1;
}
parseifelse( j );
break;
}
case CON_IFVARL:
{
int i;
insptr++;
i=*(insptr++); // ID of def
j=0;
if(GetGameVarID(i, g_i, g_p) < *insptr)
{
j=1;
}
parseifelse( j );
break;
}
case 78:
insptr++;
parseifelse( sprite[ps[g_p].i].extra < *insptr);
break;
case 75:
{
insptr++;
j = 0;
switch(*(insptr++))
{
case 0:if( ps[g_p].steroids_amount != *insptr)
j = 1;
break;
case 1:if(ps[g_p].shield_amount != max_player_health )
j = 1;
break;
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;
case 6:
switch(g_sp->pal)
{
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;
}
break;
case 7:if(ps[g_p].heat_amount != *insptr) j = 1;break;
case 9:
if(ps[g_p].firstaid_amount != *insptr) j = 1;break;
case 10:
if(ps[g_p].boot_amount != *insptr) j = 1;break;
}
parseifelse(j);
break;
}
case 38:
insptr++;
if( ps[g_p].knee_incs == 0 && sprite[ps[g_p].i].xrepeat >= 40 )
if( cansee(g_sp->x,g_sp->y,g_sp->z-(4<<8),g_sp->sectnum,ps[g_p].posx,ps[g_p].posy,ps[g_p].posz+(16<<8),sprite[ps[g_p].i].sectnum) )
{
ps[g_p].knee_incs = 1;
if(ps[g_p].weapon_pos == 0)
ps[g_p].weapon_pos = -1;
ps[g_p].actorsqu = g_i;
}
break;
case 90:
{
short s1;
s1 = g_sp->sectnum;
j = 0;
updatesector(g_sp->x+108,g_sp->y+108,&s1);
if( s1 == g_sp->sectnum )
{
updatesector(g_sp->x-108,g_sp->y-108,&s1);
if( s1 == g_sp->sectnum )
{
updatesector(g_sp->x+108,g_sp->y-108,&s1);
if( s1 == g_sp->sectnum )
{
updatesector(g_sp->x-108,g_sp->y+108,&s1);
if( s1 == g_sp->sectnum )
j = 1;
}
}
}
parseifelse( j );
}
break;
case 80:
insptr++;
FTA(*insptr,&ps[g_p]);
insptr++;
break;
case 81:
parseifelse( floorspace(g_sp->sectnum));
break;
case 82:
parseifelse( (hittype[g_i].movflag&49152) > 16384 );
break;
case 83:
insptr++;
switch(g_sp->picnum)
{
case FEM1:
case FEM2:
case FEM3:
case FEM4:
case FEM5:
case FEM6:
case FEM7:
case FEM8:
case FEM9:
case FEM10:
case PODFEM1:
case NAKED1:
case STATUE:
if(g_sp->yvel) operaterespawns(g_sp->yvel);
break;
default:
if(g_sp->hitag >= 0) operaterespawns(g_sp->hitag);
break;
}
break;
case 85:
insptr++;
parseifelse( g_sp->pal == *insptr);
break;
case 111:
insptr++;
j = abs(getincangle(ps[g_p].ang,g_sp->ang));
parseifelse( j <= *insptr);
break;
case 109:
for(j=1;j<NUM_SOUNDS;j++)
if( SoundOwner[j][0].i == g_i )
break;
parseifelse( j == NUM_SOUNDS );
break;
default:
#ifdef WW2
sprintf(g_szBuf,"Unrecognized PCode of %ld in parse. Killing current sprite.",*insptr);
AddLog(g_szBuf);
sprintf(g_szBuf,"Offset=%0lX",scriptptr-script);
AddLog(g_szBuf);
#endif
killit_flag = 1;
break;
}
return 0;
}
void LoadActor(short i,short p,int x)
{
char done;
g_i = i; // Sprite ID
g_p = p; // Player ID
g_x = x; // ??
g_sp = &sprite[g_i]; // Pointer to sprite structure
g_t = &hittype[g_i].temp_data[0]; // Sprite's 'extra' data
if( actorLoadEventScrptr[g_sp->picnum] == 0 ) return;
insptr = 4 + (actorLoadEventScrptr[g_sp->picnum]);
killit_flag = 0;
if(g_sp->sectnum < 0 || g_sp->sectnum >= MAXSECTORS)
{
// if(badguy(g_sp))
// ps[g_p].actors_killed++;
deletesprite(g_i);
return;
}
do
done = parse();
while( done == 0 );
if(killit_flag == 1)
{
// if player was set to squish, first stop that...
if (g_p >= 0 )
{
if(ps[g_p].actorsqu == g_i)
ps[g_p].actorsqu = -1;
}
deletesprite(g_i);
}
else
{
move();
if( g_sp->statnum == 1)
{
if( badguy(g_sp) )
{
if( g_sp->xrepeat > 60 ) return;
if( ud.respawn_monsters == 1 && g_sp->extra <= 0 ) return;
}
else if( ud.respawn_items == 1 && (g_sp->cstat&32768) ) return;
if(hittype[g_i].timetosleep > 1)
hittype[g_i].timetosleep--;
else if(hittype[g_i].timetosleep == 1)
changespritestat(g_i,2);
}
else if(g_sp->statnum == 6)
{
switch(g_sp->picnum)
{
case RUBBERCAN:
case EXPLODINGBARREL:
case WOODENHORSE:
case HORSEONSIDE:
case CANWITHSOMETHING:
case FIREBARREL:
case NUKEBARREL:
case NUKEBARRELDENTED:
case NUKEBARRELLEAKED:
case TRIPBOMB:
case EGG:
if(hittype[g_i].timetosleep > 1)
hittype[g_i].timetosleep--;
else if(hittype[g_i].timetosleep == 1)
changespritestat(g_i,2);
break;
}
}
}
}
void execute(short i,short p,int x)
{
char done;
g_i = i; // Sprite ID
g_p = p; // Player ID
g_x = x; // ??
g_sp = &sprite[g_i]; // Pointer to sprite structure
g_t = &hittype[g_i].temp_data[0]; // Sprite's 'extra' data
if( actorscrptr[g_sp->picnum] == 0 ) return;
insptr = 4 + (actorscrptr[g_sp->picnum]);
killit_flag = 0;
if(g_sp->sectnum < 0 || g_sp->sectnum >= MAXSECTORS)
{
if(badguy(g_sp))
ps[g_p].actors_killed++;
deletesprite(g_i);
return;
}
if(g_t[4])
{
g_sp->lotag += TICSPERFRAME;
if(g_sp->lotag > *(int *)(g_t[4]+16) )
{
g_t[2]++;
g_sp->lotag = 0;
g_t[3] += *(int *)( g_t[4]+12 );
}
if( abs(g_t[3]) >= abs( *(int *)(g_t[4]+4) * *(int *)(g_t[4]+12) ) )
g_t[3] = 0;
}
do
done = parse();
while( done == 0 );
if(killit_flag == 1)
{
// if player was set to squish, first stop that...
if(ps[g_p].actorsqu == g_i)
ps[g_p].actorsqu = -1;
deletesprite(g_i);
}
else
{
move();
if( g_sp->statnum == 1)
{
if( badguy(g_sp) )
{
if( g_sp->xrepeat > 60 ) return;
if( ud.respawn_monsters == 1 && g_sp->extra <= 0 ) return;
}
else if( ud.respawn_items == 1 && (g_sp->cstat&32768) ) return;
if(hittype[g_i].timetosleep > 1)
hittype[g_i].timetosleep--;
else if(hittype[g_i].timetosleep == 1)
changespritestat(g_i,2);
}
else if(g_sp->statnum == 6)
switch(g_sp->picnum)
{
case RUBBERCAN:
case EXPLODINGBARREL:
case WOODENHORSE:
case HORSEONSIDE:
case CANWITHSOMETHING:
case FIREBARREL:
case NUKEBARREL:
case NUKEBARRELDENTED:
case NUKEBARRELLEAKED:
case TRIPBOMB:
case EGG:
if(hittype[g_i].timetosleep > 1)
hittype[g_i].timetosleep--;
else if(hittype[g_i].timetosleep == 1)
changespritestat(g_i,2);
break;
}
}
}
#endif
END_DUKE_NS