- Exhumed: Use player pointer in MoveWeapons().

This commit is contained in:
Mitchell Richters 2023-03-25 20:32:11 +11:00
parent 4e1b269c59
commit 0189936070

View file

@ -342,9 +342,11 @@ void CheckClip(int nPlayer)
void MoveWeapons(int nPlayer)
{
const auto pPlayer = &PlayerList[nPlayer];
static int dword_96E22 = 0;
int nSectFlag = PlayerList[nPlayer].pPlayerViewSect->Flag;
int nSectFlag = pPlayer->pPlayerViewSect->Flag;
if ((nSectFlag & kSectUnderwater) && (totalmoves & 1)) {
return;
@ -355,69 +357,69 @@ void MoveWeapons(int nPlayer)
if (nPilotLightFrame >= nPilotLightCount)
nPilotLightFrame = 0;
if (!PlayerList[nPlayer].bIsFiring || (nSectFlag & kSectUnderwater))
PlayerList[nPlayer].nTemperature = 0;
if (!pPlayer->bIsFiring || (nSectFlag & kSectUnderwater))
pPlayer->nTemperature = 0;
auto pPlayerActor = PlayerList[nPlayer].pActor;
int nWeapon = PlayerList[nPlayer].nCurrentWeapon;
auto pPlayerActor = pPlayer->pActor;
int nWeapon = pPlayer->nCurrentWeapon;
if (nWeapon < -1)
{
if (PlayerList[nPlayer].nNextWeapon != -1)
if (pPlayer->nNextWeapon != -1)
{
PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].nNextWeapon;
PlayerList[nPlayer].nState = 0;
PlayerList[nPlayer].nSeqSize2 = 0;
PlayerList[nPlayer].nNextWeapon = -1;
pPlayer->nCurrentWeapon = pPlayer->nNextWeapon;
pPlayer->nState = 0;
pPlayer->nSeqSize2 = 0;
pPlayer->nNextWeapon = -1;
}
return;
}
// loc_26ACC
int eax = PlayerList[nPlayer].nState;
int eax = pPlayer->nState;
int nSeq = WeaponInfo[nWeapon].nSeq;
int var_3C = WeaponInfo[nWeapon].b[eax] + SeqOffsets[nSeq];
int var_1C = (PlayerList[nPlayer].nDouble > 0) + 1;
int var_1C = (pPlayer->nDouble > 0) + 1;
frames = var_1C - 1;
for (frames = var_1C; frames > 0; frames--)
{
seq_MoveSequence(pPlayerActor, var_3C, PlayerList[nPlayer].nSeqSize2);
seq_MoveSequence(pPlayerActor, var_3C, pPlayer->nSeqSize2);
PlayerList[nPlayer].nSeqSize2++;
pPlayer->nSeqSize2++;
dword_96E22++;
if (dword_96E22 >= 15) {
dword_96E22 = 0;
}
if (PlayerList[nPlayer].nSeqSize2 >= SeqSize[var_3C])
if (pPlayer->nSeqSize2 >= SeqSize[var_3C])
{
if (PlayerList[nPlayer].nNextWeapon == -1)
if (pPlayer->nNextWeapon == -1)
{
switch (PlayerList[nPlayer].nState)
switch (pPlayer->nState)
{
default:
break;
case 0:
{
PlayerList[nPlayer].nState = 1;
pPlayer->nState = 1;
SetWeaponStatus(nPlayer);
break;
}
case 1:
{
if (PlayerList[nPlayer].bIsFiring)
if (pPlayer->bIsFiring)
{
if (!WeaponCanFire(nPlayer))
{
if (!dword_96E22) {
D3PlayFX(StaticSound[4], PlayerList[nPlayer].pActor);
D3PlayFX(StaticSound[4], pPlayer->pActor);
}
}
else
@ -432,7 +434,7 @@ void MoveWeapons(int nPlayer)
Ra[nPlayer].nState = 1;
}
PlayerList[nPlayer].nState = 2;
pPlayer->nState = 2;
if (nWeapon == 0)
break;
@ -456,33 +458,33 @@ void MoveWeapons(int nPlayer)
case 7:
case 8:
{
if (nWeapon == kWeaponPistol && PlayerList[nPlayer].nPistolClip <= 0)
if (nWeapon == kWeaponPistol && pPlayer->nPistolClip <= 0)
{
PlayerList[nPlayer].nState = 3;
PlayerList[nPlayer].nSeqSize2 = 0;
pPlayer->nState = 3;
pPlayer->nSeqSize2 = 0;
PlayerList[nPlayer].nPistolClip = min<int>(6, PlayerList[nPlayer].nAmmo[kWeaponPistol]);
pPlayer->nPistolClip = min<int>(6, pPlayer->nAmmo[kWeaponPistol]);
break;
}
else if (nWeapon == kWeaponGrenade)
{
if (!PlayerList[nPlayer].bIsFiring)
if (!pPlayer->bIsFiring)
{
PlayerList[nPlayer].nState = 3;
pPlayer->nState = 3;
break;
}
else
{
PlayerList[nPlayer].nSeqSize2 = SeqSize[var_3C] - 1;
pPlayer->nSeqSize2 = SeqSize[var_3C] - 1;
continue;
}
}
else if (nWeapon == kWeaponMummified)
{
PlayerList[nPlayer].nState = 0;
PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].nLastWeapon;
pPlayer->nState = 0;
pPlayer->nCurrentWeapon = pPlayer->nLastWeapon;
nWeapon = PlayerList[nPlayer].nCurrentWeapon;
nWeapon = pPlayer->nCurrentWeapon;
SetPlayerMummified(nPlayer, false);
break;
@ -490,27 +492,27 @@ void MoveWeapons(int nPlayer)
else
{
// loc_26D88:
if (PlayerList[nPlayer].bIsFiring && WeaponCanFire(nPlayer))
if (pPlayer->bIsFiring && WeaponCanFire(nPlayer))
{
if (nWeapon != kWeaponM60 && nWeapon != kWeaponPistol) {
PlayerList[nPlayer].nState = 3;
pPlayer->nState = 3;
}
}
else
{
if (WeaponInfo[nWeapon].b[4] == -1)
{
PlayerList[nPlayer].nState = 1;
pPlayer->nState = 1;
}
else
{
if (nWeapon == kWeaponFlamer && (nSectFlag & kSectUnderwater))
{
PlayerList[nPlayer].nState = 1;
pPlayer->nState = 1;
}
else
{
PlayerList[nPlayer].nState = 4;
pPlayer->nState = 4;
}
}
}
@ -526,19 +528,19 @@ void MoveWeapons(int nPlayer)
{
if (nWeapon == kWeaponMummified)
{
PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].nLastWeapon;
pPlayer->nCurrentWeapon = pPlayer->nLastWeapon;
nWeapon = PlayerList[nPlayer].nCurrentWeapon;
nWeapon = pPlayer->nCurrentWeapon;
PlayerList[nPlayer].nState = 0;
pPlayer->nState = 0;
break;
}
else if (nWeapon == kWeaponRing)
{
if (!WeaponInfo[nWeapon].d || PlayerList[nPlayer].nAmmo[WeaponInfo[nWeapon].nAmmoType])
if (!WeaponInfo[nWeapon].d || pPlayer->nAmmo[WeaponInfo[nWeapon].nAmmoType])
{
if (!PlayerList[nPlayer].bIsFiring) {
PlayerList[nPlayer].nState = 1;
if (!pPlayer->bIsFiring) {
pPlayer->nState = 1;
}
else {
break;
@ -555,45 +557,45 @@ void MoveWeapons(int nPlayer)
else if (nWeapon == kWeaponM60)
{
CheckClip(nPlayer);
PlayerList[nPlayer].nState = 1;
pPlayer->nState = 1;
break;
}
else if (nWeapon == kWeaponGrenade)
{
if (!WeaponInfo[nWeapon].d || PlayerList[nPlayer].nAmmo[WeaponInfo[nWeapon].nAmmoType])
if (!WeaponInfo[nWeapon].d || pPlayer->nAmmo[WeaponInfo[nWeapon].nAmmoType])
{
PlayerList[nPlayer].nState = 0;
pPlayer->nState = 0;
break;
}
else
{
SelectNewWeapon(nPlayer);
PlayerList[nPlayer].nState = 5;
pPlayer->nState = 5;
PlayerList[nPlayer].nSeqSize2 = SeqSize[WeaponInfo[kWeaponGrenade].b[0] + SeqOffsets[nSeq]] - 1; // CHECKME
pPlayer->nSeqSize2 = SeqSize[WeaponInfo[kWeaponGrenade].b[0] + SeqOffsets[nSeq]] - 1; // CHECKME
goto loc_flag; // FIXME
}
}
else
{
if (PlayerList[nPlayer].bIsFiring && WeaponCanFire(nPlayer)) {
PlayerList[nPlayer].nState = 2;
if (pPlayer->bIsFiring && WeaponCanFire(nPlayer)) {
pPlayer->nState = 2;
break;
}
if (WeaponInfo[nWeapon].b[4] == -1)
{
PlayerList[nPlayer].nState = 1;
pPlayer->nState = 1;
break;
}
if (nWeapon == kWeaponFlamer && (nSectFlag & kSectUnderwater))
{
PlayerList[nPlayer].nState = 1;
pPlayer->nState = 1;
}
else
{
PlayerList[nPlayer].nState = 4;
pPlayer->nState = 4;
}
}
break;
@ -601,18 +603,18 @@ void MoveWeapons(int nPlayer)
case 4:
{
PlayerList[nPlayer].nState = 1;
pPlayer->nState = 1;
break;
}
case 5:
{
PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].nNextWeapon;
pPlayer->nCurrentWeapon = pPlayer->nNextWeapon;
nWeapon = PlayerList[nPlayer].nCurrentWeapon;
nWeapon = pPlayer->nCurrentWeapon;
PlayerList[nPlayer].nState = 0;
PlayerList[nPlayer].nNextWeapon = -1;
pPlayer->nState = 0;
pPlayer->nNextWeapon = -1;
SetWeaponStatus(nPlayer);
break;
@ -620,34 +622,34 @@ void MoveWeapons(int nPlayer)
}
// loc_26FC5
var_3C = SeqOffsets[WeaponInfo[nWeapon].nSeq] + WeaponInfo[nWeapon].b[PlayerList[nPlayer].nState];
PlayerList[nPlayer].nSeqSize2 = 0;
var_3C = SeqOffsets[WeaponInfo[nWeapon].nSeq] + WeaponInfo[nWeapon].b[pPlayer->nState];
pPlayer->nSeqSize2 = 0;
}
else
{
if (PlayerList[nPlayer].nState == 5)
if (pPlayer->nState == 5)
{
PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].nNextWeapon;
pPlayer->nCurrentWeapon = pPlayer->nNextWeapon;
nWeapon = PlayerList[nPlayer].nCurrentWeapon;
nWeapon = pPlayer->nCurrentWeapon;
PlayerList[nPlayer].nNextWeapon = -1;
PlayerList[nPlayer].nState = 0;
pPlayer->nNextWeapon = -1;
pPlayer->nState = 0;
}
else
{
PlayerList[nPlayer].nState = 5;
pPlayer->nState = 5;
}
PlayerList[nPlayer].nSeqSize2 = 0;
pPlayer->nSeqSize2 = 0;
continue;
}
} // end of if (PlayerList[nPlayer].field_34 >= SeqSize[var_3C])
} // end of if (pPlayer->field_34 >= SeqSize[var_3C])
loc_flag:
// loc_27001
int nFrameFlag = seq_GetFrameFlag(var_3C, PlayerList[nPlayer].nSeqSize2);
int nFrameFlag = seq_GetFrameFlag(var_3C, pPlayer->nSeqSize2);
if (((!(nSectFlag & kSectUnderwater)) || nWeapon == kWeaponRing) && (nFrameFlag & 4))
{
@ -660,7 +662,7 @@ loc_flag:
if (nFrameFlag & 0x80)
{
int nAction = PlayerList[nPlayer].nAction;
int nAction = pPlayer->nAction;
int var_38 = 1;
@ -674,13 +676,13 @@ loc_flag:
if (nWeapon == kWeaponFlamer && (!(nSectFlag & kSectUnderwater)))
{
PlayerList[nPlayer].nTemperature++;
pPlayer->nTemperature++;
if (PlayerList[nPlayer].nTemperature > 50)
if (pPlayer->nTemperature > 50)
{
PlayerList[nPlayer].nTemperature = 0;
PlayerList[nPlayer].nState = 4;
PlayerList[nPlayer].nSeqSize2 = 0;
pPlayer->nTemperature = 0;
pPlayer->nState = 4;
pPlayer->nSeqSize2 = 0;
}
}
@ -712,13 +714,13 @@ loc_flag:
// loc_27266:
case kWeaponSword:
{
nHeight += PlayerList[nLocalPlayer].pActor->spr.Angles.Pitch.Tan() * 32.;
nHeight += pPlayerActor->spr.Angles.Pitch.Tan() * 32.;
thePos.Z += nHeight;
int var_28;
if (PlayerList[nPlayer].nState == 2) {
if (pPlayer->nState == 2) {
var_28 = 6;
}
else {
@ -731,7 +733,7 @@ loc_flag:
{
int nDamage = BulletInfo[kWeaponSword].nDamage;
if (PlayerList[nPlayer].nDouble) {
if (pPlayer->nDouble) {
nDamage *= 2;
}
@ -779,8 +781,8 @@ loc_flag:
}
// loc_27399:
PlayerList[nPlayer].nState = var_28;
PlayerList[nPlayer].nSeqSize2 = 0;
pPlayer->nState = var_28;
pPlayer->nSeqSize2 = 0;
break;
}
case kWeaponFlamer:
@ -788,8 +790,8 @@ loc_flag:
if (nSectFlag & kSectUnderwater)
{
DoBubbles(nPlayer);
PlayerList[nPlayer].nState = 1;
PlayerList[nPlayer].nSeqSize2 = 0;
pPlayer->nState = 1;
pPlayer->nSeqSize2 = 0;
StopActorSound(pPlayerActor);
break;
}
@ -810,20 +812,20 @@ loc_flag:
case kWeaponM60:
{
if (nWeapon == kWeaponM60) { // hack(?) to do fallthrough from kWeapon3 into kWeaponPistol without doing the nQuake[] change
PlayerList[nPlayer].nQuake = 0.5;
pPlayer->nQuake = 0.5;
}
// fall through
[[fallthrough]];
}
case kWeaponPistol:
{
double h = PlayerList[nLocalPlayer].pActor->spr.Angles.Pitch.Tan() * 2.;
double h = pPlayerActor->spr.Angles.Pitch.Tan() * 2.;
nHeight += h;
DExhumedActor* target = nullptr;
if (PlayerList[nPlayer].pTarget != nullptr && Autoaim(nPlayer))
if (pPlayer->pTarget != nullptr && Autoaim(nPlayer))
{
DExhumedActor* t = PlayerList[nPlayer].pTarget;
DExhumedActor* t = pPlayer->pTarget;
// only autoaim if target is in front of the player.
assert(t->sector());
DAngle angletotarget = (t->spr.pos - pPlayerActor->spr.pos).Angle();
@ -841,15 +843,15 @@ loc_flag:
case kWeaponGrenade:
{
ThrowGrenade(nPlayer, nHeight - 10, PlayerList[nLocalPlayer].pActor->spr.Angles.Pitch.Tan());
ThrowGrenade(nPlayer, nHeight - 10, pPlayerActor->spr.Angles.Pitch.Tan());
break;
}
case kWeaponStaff:
{
BuildSnake(nPlayer, nHeight);
PlayerList[nPlayer].nQuake = 2.;
pPlayer->nQuake = 2.;
PlayerList[nPlayer].nThrust -= pPlayerActor->spr.Angles.Yaw.ToVector() * 2;
pPlayer->nThrust -= pPlayerActor->spr.Angles.Yaw.ToVector() * 2;
break;
}
case kWeaponRing:
@ -858,7 +860,7 @@ loc_flag:
case kWeaponMummified:
{
int nDamage = BulletInfo[kWeaponMummified].nDamage;
if (PlayerList[nPlayer].nDouble) {
if (pPlayer->nDouble) {
nDamage *= 2;
}
@ -877,19 +879,19 @@ loc_flag:
}
if (nWeapon == kWeaponM60) {
PlayerList[nPlayer].nPlayerClip--;
pPlayer->nPlayerClip--;
}
else if (nWeapon == kWeaponPistol) {
PlayerList[nPlayer].nPistolClip--;
pPlayer->nPistolClip--;
}
}
if (!WeaponInfo[nWeapon].d || PlayerList[nPlayer].nAmmo[WeaponInfo[nWeapon].nAmmoType])
if (!WeaponInfo[nWeapon].d || pPlayer->nAmmo[WeaponInfo[nWeapon].nAmmoType])
{
if (nWeapon == kWeaponM60 && PlayerList[nPlayer].nPlayerClip <= 0)
if (nWeapon == kWeaponM60 && pPlayer->nPlayerClip <= 0)
{
PlayerList[nPlayer].nState = 3;
PlayerList[nPlayer].nSeqSize2 = 0;
pPlayer->nState = 3;
pPlayer->nSeqSize2 = 0;
// goto loc_27609:
}
}