mirror of
https://github.com/ZDoom/Raze.git
synced 2025-05-31 01:11:15 +00:00
Merge branch 'master' into newrenderer
This commit is contained in:
commit
14971f9569
65 changed files with 2659 additions and 2976 deletions
|
@ -1078,7 +1078,7 @@ DoPlayerSpriteThrow(PLAYERp pp)
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int
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DoPlayerSpriteReset(short SpriteNum)
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{
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USERp u = User[SpriteNum];
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USERp u = User[SpriteNum].Data();
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PLAYERp pp;
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if (!u->PlayerP)
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@ -1146,7 +1146,7 @@ DoPickTarget(SPRITEp sp, uint32_t max_delta_ang, int skip_targets)
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SPRITEp ep;
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USERp eu;
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int16_t* shp;
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USERp u = User[sp - sprite];
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USERp u = User[sp - sprite].Data();
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int ezh, ezhl, ezhm;
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unsigned ndx;
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TARGET_SORTp ts;
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@ -1164,7 +1164,7 @@ DoPickTarget(SPRITEp sp, uint32_t max_delta_ang, int skip_targets)
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while ((i = it.NextIndex()) >= 0)
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{
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ep = &sprite[i];
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eu = User[i];
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eu = User[i].Data();
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// don't pick yourself
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if (i == (sp - sprite))
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@ -1274,7 +1274,7 @@ DoPlayerResetMovement(PLAYERp pp)
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void
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DoPlayerTeleportPause(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite];
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USERp u = User[pp->PlayerSprite].Data();
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// SPRITEp sp = pp->SpriteP;
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// set this so we don't get stuck in teleporting loop
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@ -1381,7 +1381,7 @@ DoSpawnTeleporterEffectPlace(SPRITEp sp)
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void
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DoPlayerWarpTeleporter(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite];
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USERp u = User[pp->PlayerSprite].Data();
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SPRITEp sp = pp->SpriteP;
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short pnum;
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SPRITEp sp_warp;
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@ -1462,8 +1462,8 @@ DoPlayerSetWadeDepth(PLAYERp pp)
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if (TEST(sectp->extra, SECTFX_SINK))
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{
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// make sure your even in the water
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if (pp->posz + PLAYER_HEIGHT > pp->lo_sectp->floorz - Z(SectUser[pp->lo_sectp - sector]->depth))
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pp->WadeDepth = SectUser[pp->lo_sectp - sector]->depth;
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if (pp->posz + PLAYER_HEIGHT > pp->lo_sectp->floorz - Z(FixedToInt(SectUser[pp->lo_sectp - sector]->depth_fixed)))
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pp->WadeDepth = FixedToInt(SectUser[pp->lo_sectp - sector]->depth_fixed);
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}
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}
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@ -1650,7 +1650,7 @@ void SlipSlope(PLAYERp pp)
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short ang;
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SECT_USERp sectu;
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if (pp->cursectnum < 0 || !(sectu = SectUser[pp->cursectnum]) || !TEST(sectu->flags, SECTFU_SLIDE_SECTOR) || !TEST(sector[pp->cursectnum].floorstat, FLOOR_STAT_SLOPE))
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if (pp->cursectnum < 0 || !(sectu = SectUser[pp->cursectnum].Data()) || !TEST(sectu->flags, SECTFU_SLIDE_SECTOR) || !TEST(sector[pp->cursectnum].floorstat, FLOOR_STAT_SLOPE))
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return;
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short wallptr = sector[pp->cursectnum].wallptr;
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@ -1757,7 +1757,7 @@ void
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UpdatePlayerUnderSprite(PLAYERp pp)
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{
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SPRITEp over_sp = pp->SpriteP;
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USERp over_u = User[pp->PlayerSprite];
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USERp over_u = User[pp->PlayerSprite].Data();
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SPRITEp sp;
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USERp u;
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@ -1803,7 +1803,7 @@ UpdatePlayerUnderSprite(PLAYERp pp)
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}
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sp = pp->UnderSpriteP;
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u = User[pp->PlayerUnderSprite];
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u = User[pp->PlayerUnderSprite].Data();
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SpriteNum = pp->PlayerUnderSprite;
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@ -1973,7 +1973,7 @@ DoPlayerZrange(PLAYERp pp)
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void
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DoPlayerSlide(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite];
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USERp u = User[pp->PlayerSprite].Data();
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int push_ret;
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if ((pp->slide_xvect|pp->slide_yvect) == 0)
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@ -2066,7 +2066,7 @@ void PlayerSectorBound(PLAYERp pp, int amt)
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void
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DoPlayerMove(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite];
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USERp u = User[pp->PlayerSprite].Data();
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int friction;
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int save_cstat;
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int push_ret = 0;
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@ -2582,7 +2582,7 @@ DriveCrush(PLAYERp pp, int *x, int *y)
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while ((i = it.NextIndex()) >= 0)
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{
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sp = &sprite[i];
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u = User[i];
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u = User[i].Data();
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if (testpointinquad(sp->x, sp->y, x, y))
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{
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@ -2669,7 +2669,7 @@ DriveCrush(PLAYERp pp, int *x, int *y)
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continue;
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sp = &sprite[i];
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u = User[i];
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u = User[i].Data();
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if (u->PlayerP == pp)
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continue;
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@ -2698,7 +2698,7 @@ DriveCrush(PLAYERp pp, int *x, int *y)
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while ((i = it.NextIndex()) >= 0)
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{
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sp = &sprite[i];
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u = User[i];
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u = User[i].Data();
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// give some extra buffer
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if (sp->z < sop->crush_z + Z(40))
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@ -2725,7 +2725,7 @@ DoPlayerMoveVehicle(PLAYERp pp)
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int floor_dist;
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short save_sectnum;
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SPRITEp sp = pp->sop->sp_child;
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USERp u = User[sp - sprite];
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USERp u = User[sp - sprite].Data();
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int save_cstat;
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int x[4], y[4], ox[4], oy[4];
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int wallcount;
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@ -2973,7 +2973,7 @@ DoPlayerMoveTurret(PLAYERp pp)
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void
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DoPlayerBeginJump(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite];
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USERp u = User[pp->PlayerSprite].Data();
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SET(pp->Flags, PF_JUMPING);
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RESET(pp->Flags, PF_FALLING);
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@ -3004,7 +3004,7 @@ DoPlayerBeginJump(PLAYERp pp)
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void
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DoPlayerBeginForceJump(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite];
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USERp u = User[pp->PlayerSprite].Data();
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SET(pp->Flags, PF_JUMPING);
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RESET(pp->Flags, PF_FALLING|PF_CRAWLING|PF_CLIMBING|PF_LOCK_CRAWL);
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@ -3152,7 +3152,7 @@ DoPlayerForceJump(PLAYERp pp)
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void
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DoPlayerBeginFall(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite];
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USERp u = User[pp->PlayerSprite].Data();
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SET(pp->Flags, PF_FALLING);
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RESET(pp->Flags, PF_JUMPING);
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@ -3250,7 +3250,7 @@ DoPlayerFall(PLAYERp pp)
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if (PlayerFloorHit(pp, pp->loz - PLAYER_HEIGHT + recoil_amt))
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{
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SECT_USERp sectu = SectUser[pp->cursectnum];
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SECT_USERp sectu = SectUser[pp->cursectnum].Data();
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SECTORp sectp = §or[pp->cursectnum];
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PlayerSectorBound(pp, Z(1));
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@ -3298,7 +3298,7 @@ DoPlayerFall(PLAYERp pp)
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}
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else if (pp->jump_speed >= 4000)
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{
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USERp u = User[pp->PlayerSprite];
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USERp u = User[pp->PlayerSprite].Data();
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PlayerUpdateHealth(pp, -u->Health); // Make sure he dies!
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u->Health = 0;
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}
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@ -3347,7 +3347,7 @@ DoPlayerFall(PLAYERp pp)
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void
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DoPlayerBeginClimb(PLAYERp pp)
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{
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// USERp u = User[pp->PlayerSprite];
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// USERp u = User[pp->PlayerSprite].Data();
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SPRITEp sp = pp->SpriteP;
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RESET(pp->Flags, PF_JUMPING|PF_FALLING);
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@ -3369,7 +3369,7 @@ DoPlayerBeginClimb(PLAYERp pp)
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void
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DoPlayerClimb(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite];
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USERp u = User[pp->PlayerSprite].Data();
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int climb_amt;
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char i;
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SPRITEp sp = pp->SpriteP;
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@ -3646,7 +3646,7 @@ bool PlayerFlyKey(void)
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void
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DoPlayerBeginCrawl(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite];
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USERp u = User[pp->PlayerSprite].Data();
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RESET(pp->Flags, PF_FALLING | PF_JUMPING);
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SET(pp->Flags, PF_CRAWLING);
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@ -3686,7 +3686,7 @@ bool PlayerFallTest(PLAYERp pp, int player_height)
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void
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DoPlayerCrawl(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite];
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USERp u = User[pp->PlayerSprite].Data();
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if (pp->cursectnum >= 0 && SectorIsUnderwaterArea(pp->cursectnum))
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{
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@ -3762,7 +3762,7 @@ DoPlayerCrawl(PLAYERp pp)
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void
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DoPlayerBeginFly(PLAYERp pp)
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{
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// USERp u = User[pp->PlayerSprite];
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// USERp u = User[pp->PlayerSprite].Data();
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RESET(pp->Flags, PF_FALLING | PF_JUMPING | PF_CRAWLING);
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SET(pp->Flags, PF_FLYING);
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@ -4110,7 +4110,7 @@ GetOverlapSector(int x, int y, short *over, short *under)
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int i, found = 0;
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short sf[2]= {0,0}; // sectors found
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if ((SectUser[*under] && SectUser[*under]->number >= 30000) || (SectUser[*over] && SectUser[*over]->number >= 30000))
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if ((SectUser[*under].Data() && SectUser[*under]->number >= 30000) || (SectUser[*over].Data() && SectUser[*over]->number >= 30000))
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return GetOverlapSector2(x,y,over,under);
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// instead of check ALL sectors, just check the two most likely first
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|
@ -4266,9 +4266,9 @@ GetOverlapSector2(int x, int y, short *over, short *under)
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void
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DoPlayerWarpToUnderwater(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite];
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USERp u = User[pp->PlayerSprite].Data();
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int i;
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SECT_USERp sectu = SectUser[pp->cursectnum];
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SECT_USERp sectu = SectUser[pp->cursectnum].Data();
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SPRITEp under_sp = NULL, over_sp = NULL;
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bool Found = false;
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short over, under;
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|
@ -4284,7 +4284,7 @@ DoPlayerWarpToUnderwater(PLAYERp pp)
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over_sp = &sprite[i];
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if (TEST(sector[over_sp->sectnum].extra, SECTFX_DIVE_AREA) &&
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SectUser[over_sp->sectnum] &&
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SectUser[over_sp->sectnum].Data() &&
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SectUser[over_sp->sectnum]->number == sectu->number)
|
||||
{
|
||||
Found = true;
|
||||
|
@ -4302,7 +4302,7 @@ DoPlayerWarpToUnderwater(PLAYERp pp)
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|||
under_sp = &sprite[i];
|
||||
|
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if (TEST(sector[under_sp->sectnum].extra, SECTFX_UNDERWATER) &&
|
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SectUser[under_sp->sectnum] &&
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SectUser[under_sp->sectnum].Data() &&
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SectUser[under_sp->sectnum]->number == sectu->number)
|
||||
{
|
||||
Found = true;
|
||||
|
@ -4343,9 +4343,9 @@ DoPlayerWarpToUnderwater(PLAYERp pp)
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|||
void
|
||||
DoPlayerWarpToSurface(PLAYERp pp)
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{
|
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USERp u = User[pp->PlayerSprite];
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USERp u = User[pp->PlayerSprite].Data();
|
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int i;
|
||||
SECT_USERp sectu = SectUser[pp->cursectnum];
|
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SECT_USERp sectu = SectUser[pp->cursectnum].Data();
|
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short over, under;
|
||||
|
||||
SPRITEp under_sp = NULL, over_sp = NULL;
|
||||
|
@ -4361,7 +4361,7 @@ DoPlayerWarpToSurface(PLAYERp pp)
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|||
under_sp = &sprite[i];
|
||||
|
||||
if (TEST(sector[under_sp->sectnum].extra, SECTFX_UNDERWATER) &&
|
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SectUser[under_sp->sectnum] &&
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SectUser[under_sp->sectnum].Data() &&
|
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SectUser[under_sp->sectnum]->number == sectu->number)
|
||||
{
|
||||
Found = true;
|
||||
|
@ -4379,7 +4379,7 @@ DoPlayerWarpToSurface(PLAYERp pp)
|
|||
over_sp = &sprite[i];
|
||||
|
||||
if (TEST(sector[over_sp->sectnum].extra, SECTFX_DIVE_AREA) &&
|
||||
SectUser[over_sp->sectnum] &&
|
||||
SectUser[over_sp->sectnum].Data() &&
|
||||
SectUser[over_sp->sectnum]->number == sectu->number)
|
||||
{
|
||||
Found = true;
|
||||
|
@ -4448,7 +4448,7 @@ void
|
|||
DoPlayerBeginDive(PLAYERp pp)
|
||||
{
|
||||
SPRITEp sp = &sprite[pp->PlayerSprite];
|
||||
USERp u = User[pp->PlayerSprite];
|
||||
USERp u = User[pp->PlayerSprite].Data();
|
||||
|
||||
if (Prediction)
|
||||
return;
|
||||
|
@ -4496,7 +4496,7 @@ DoPlayerBeginDive(PLAYERp pp)
|
|||
void DoPlayerBeginDiveNoWarp(PLAYERp pp)
|
||||
{
|
||||
SPRITEp sp = &sprite[pp->PlayerSprite];
|
||||
USERp u = User[pp->PlayerSprite];
|
||||
USERp u = User[pp->PlayerSprite].Data();
|
||||
|
||||
if (Prediction)
|
||||
return;
|
||||
|
@ -4643,8 +4643,8 @@ DoPlayerDiveMeter(PLAYERp pp)
|
|||
void
|
||||
DoPlayerDive(PLAYERp pp)
|
||||
{
|
||||
USERp u = User[pp->PlayerSprite];
|
||||
SECT_USERp sectu = SectUser[pp->cursectnum];
|
||||
USERp u = User[pp->PlayerSprite].Data();
|
||||
SECT_USERp sectu = SectUser[pp->cursectnum].Data();
|
||||
|
||||
// whenever your view is not in a water area
|
||||
if (pp->cursectnum < 0 || !SectorIsUnderwaterArea(pp->cursectnum))
|
||||
|
@ -4826,7 +4826,7 @@ DoPlayerDive(PLAYERp pp)
|
|||
int
|
||||
DoPlayerTestPlaxDeath(PLAYERp pp)
|
||||
{
|
||||
USERp u = User[pp->PlayerSprite];
|
||||
USERp u = User[pp->PlayerSprite].Data();
|
||||
|
||||
// landed on a paralax floor
|
||||
if (pp->lo_sectp && TEST(pp->lo_sectp->floorstat, FLOOR_STAT_PLAX))
|
||||
|
@ -4843,7 +4843,7 @@ void
|
|||
DoPlayerCurrent(PLAYERp pp)
|
||||
{
|
||||
int xvect, yvect;
|
||||
SECT_USERp sectu = SectUser[pp->cursectnum];
|
||||
SECT_USERp sectu = SectUser[pp->cursectnum].Data();
|
||||
int push_ret;
|
||||
|
||||
if (!sectu)
|
||||
|
@ -4857,7 +4857,7 @@ DoPlayerCurrent(PLAYERp pp)
|
|||
{
|
||||
if (!TEST(pp->Flags, PF_DEAD))
|
||||
{
|
||||
USERp u = User[pp->PlayerSprite];
|
||||
USERp u = User[pp->PlayerSprite].Data();
|
||||
|
||||
PlayerUpdateHealth(pp, -u->Health); // Make sure he dies!
|
||||
PlayerCheckDeath(pp, -1);
|
||||
|
@ -4874,7 +4874,7 @@ DoPlayerCurrent(PLAYERp pp)
|
|||
{
|
||||
if (!TEST(pp->Flags, PF_DEAD))
|
||||
{
|
||||
USERp u = User[pp->PlayerSprite];
|
||||
USERp u = User[pp->PlayerSprite].Data();
|
||||
|
||||
PlayerUpdateHealth(pp, -u->Health); // Make sure he dies!
|
||||
PlayerCheckDeath(pp, -1);
|
||||
|
@ -4889,7 +4889,7 @@ DoPlayerCurrent(PLAYERp pp)
|
|||
void
|
||||
DoPlayerFireOutWater(PLAYERp pp)
|
||||
{
|
||||
USERp u = User[pp->PlayerSprite];
|
||||
USERp u = User[pp->PlayerSprite].Data();
|
||||
|
||||
if (Prediction)
|
||||
return;
|
||||
|
@ -4905,7 +4905,7 @@ DoPlayerFireOutWater(PLAYERp pp)
|
|||
void
|
||||
DoPlayerFireOutDeath(PLAYERp pp)
|
||||
{
|
||||
USERp u = User[pp->PlayerSprite];
|
||||
USERp u = User[pp->PlayerSprite].Data();
|
||||
|
||||
if (Prediction)
|
||||
return;
|
||||
|
@ -4919,7 +4919,7 @@ DoPlayerFireOutDeath(PLAYERp pp)
|
|||
void
|
||||
DoPlayerBeginWade(PLAYERp pp)
|
||||
{
|
||||
USERp u = User[pp->PlayerSprite];
|
||||
USERp u = User[pp->PlayerSprite].Data();
|
||||
|
||||
// landed on a paralax floor?
|
||||
if (DoPlayerTestPlaxDeath(pp))
|
||||
|
@ -4952,7 +4952,7 @@ DoPlayerBeginWade(PLAYERp pp)
|
|||
void
|
||||
DoPlayerWade(PLAYERp pp)
|
||||
{
|
||||
USERp u = User[pp->PlayerSprite];
|
||||
USERp u = User[pp->PlayerSprite].Data();
|
||||
|
||||
DoPlayerFireOutWater(pp);
|
||||
|
||||
|
@ -5093,7 +5093,7 @@ DoPlayerWade(PLAYERp pp)
|
|||
void
|
||||
DoPlayerBeginOperateBoat(PLAYERp pp)
|
||||
{
|
||||
USERp u = User[pp->PlayerSprite];
|
||||
USERp u = User[pp->PlayerSprite].Data();
|
||||
|
||||
pp->floor_dist = PLAYER_RUN_FLOOR_DIST;
|
||||
pp->ceiling_dist = PLAYER_RUN_CEILING_DIST;
|
||||
|
@ -5114,7 +5114,7 @@ DoPlayerBeginOperateBoat(PLAYERp pp)
|
|||
void
|
||||
DoPlayerBeginOperateVehicle(PLAYERp pp)
|
||||
{
|
||||
USERp u = User[pp->PlayerSprite];
|
||||
USERp u = User[pp->PlayerSprite].Data();
|
||||
|
||||
pp->floor_dist = PLAYER_RUN_FLOOR_DIST;
|
||||
pp->ceiling_dist = PLAYER_RUN_CEILING_DIST;
|
||||
|
@ -5134,7 +5134,7 @@ DoPlayerBeginOperateVehicle(PLAYERp pp)
|
|||
void
|
||||
DoPlayerBeginOperateTurret(PLAYERp pp)
|
||||
{
|
||||
USERp u = User[pp->PlayerSprite];
|
||||
USERp u = User[pp->PlayerSprite].Data();
|
||||
|
||||
pp->floor_dist = PLAYER_RUN_FLOOR_DIST;
|
||||
pp->ceiling_dist = PLAYER_RUN_CEILING_DIST;
|
||||
|
@ -5815,7 +5815,7 @@ DoPlayerBeginDie(PLAYERp pp)
|
|||
short bak;
|
||||
int choosesnd = 0;
|
||||
|
||||
USERp u = User[pp->PlayerSprite];
|
||||
USERp u = User[pp->PlayerSprite].Data();
|
||||
|
||||
static void (*PlayerDeathFunc[MAX_PLAYER_DEATHS]) (PLAYERp) =
|
||||
{
|
||||
|
@ -5860,7 +5860,7 @@ DoPlayerBeginDie(PLAYERp pp)
|
|||
// Give kill credit to player if necessary
|
||||
if (pp->Killer >= 0)
|
||||
{
|
||||
USERp ku = User[pp->Killer];
|
||||
USERp ku = User[pp->Killer].Data();
|
||||
|
||||
ASSERT(ku);
|
||||
|
||||
|
@ -6056,7 +6056,7 @@ DoPlayerDeathTilt(PLAYERp pp, short target, short speed)
|
|||
void
|
||||
DoPlayerDeathZrange(PLAYERp pp)
|
||||
{
|
||||
USERp u = User[pp->PlayerSprite];
|
||||
USERp u = User[pp->PlayerSprite].Data();
|
||||
|
||||
// make sure we don't land on a regular sprite
|
||||
DoFindGround(pp->PlayerSprite);
|
||||
|
@ -6133,7 +6133,7 @@ void DoPlayerDeathFollowKiller(PLAYERp pp)
|
|||
void DoPlayerDeathCheckKeys(PLAYERp pp)
|
||||
{
|
||||
SPRITEp sp = pp->SpriteP;
|
||||
USERp u = User[pp->PlayerSprite];
|
||||
USERp u = User[pp->PlayerSprite].Data();
|
||||
|
||||
if (pp->input.actions & SB_OPEN)
|
||||
{
|
||||
|
@ -6229,7 +6229,7 @@ DoPlayerHeadDebris(PLAYERp pp)
|
|||
SPRITEp DoPlayerDeathCheckKick(PLAYERp pp)
|
||||
{
|
||||
SPRITEp sp = pp->SpriteP, hp;
|
||||
USERp u = User[pp->PlayerSprite], hu;
|
||||
USERp u = User[pp->PlayerSprite].Data(), hu;
|
||||
int i;
|
||||
unsigned stat;
|
||||
int dist;
|
||||
|
@ -6241,7 +6241,7 @@ SPRITEp DoPlayerDeathCheckKick(PLAYERp pp)
|
|||
while ((i = it.NextIndex()) >= 0)
|
||||
{
|
||||
hp = &sprite[i];
|
||||
hu = User[i];
|
||||
hu = User[i].Data();
|
||||
|
||||
if (i == pp->PlayerSprite)
|
||||
break;
|
||||
|
@ -6292,7 +6292,7 @@ SPRITEp DoPlayerDeathCheckKick(PLAYERp pp)
|
|||
void DoPlayerDeathMoveHead(PLAYERp pp)
|
||||
{
|
||||
SPRITEp sp = pp->SpriteP;
|
||||
USERp u = User[pp->PlayerSprite];
|
||||
USERp u = User[pp->PlayerSprite].Data();
|
||||
int dax,day;
|
||||
short sectnum;
|
||||
|
||||
|
@ -6444,7 +6444,7 @@ void DoPlayerDeathDrown(PLAYERp pp)
|
|||
void DoPlayerDeathBounce(PLAYERp pp)
|
||||
{
|
||||
SPRITEp sp = pp->SpriteP;
|
||||
USERp u = User[pp->PlayerSprite];
|
||||
USERp u = User[pp->PlayerSprite].Data();
|
||||
|
||||
if (Prediction)
|
||||
return;
|
||||
|
@ -6474,7 +6474,7 @@ void DoPlayerDeathBounce(PLAYERp pp)
|
|||
void DoPlayerDeathCrumble(PLAYERp pp)
|
||||
{
|
||||
SPRITEp sp = pp->SpriteP;
|
||||
USERp u = User[pp->PlayerSprite];
|
||||
USERp u = User[pp->PlayerSprite].Data();
|
||||
|
||||
if (Prediction)
|
||||
return;
|
||||
|
@ -6527,7 +6527,7 @@ void DoPlayerDeathCrumble(PLAYERp pp)
|
|||
void DoPlayerDeathExplode(PLAYERp pp)
|
||||
{
|
||||
SPRITEp sp = pp->SpriteP;
|
||||
USERp u = User[pp->PlayerSprite];
|
||||
USERp u = User[pp->PlayerSprite].Data();
|
||||
|
||||
if (Prediction)
|
||||
return;
|
||||
|
@ -6583,7 +6583,7 @@ void DoPlayerDeathExplode(PLAYERp pp)
|
|||
void
|
||||
DoPlayerBeginRun(PLAYERp pp)
|
||||
{
|
||||
USERp u = User[pp->PlayerSprite];
|
||||
USERp u = User[pp->PlayerSprite].Data();
|
||||
|
||||
// Crawl if in small aread automatically
|
||||
if (DoPlayerTestCrawl(pp))
|
||||
|
@ -6618,7 +6618,7 @@ DoPlayerBeginRun(PLAYERp pp)
|
|||
void
|
||||
DoPlayerRun(PLAYERp pp)
|
||||
{
|
||||
USERp u = User[pp->PlayerSprite];
|
||||
USERp u = User[pp->PlayerSprite].Data();
|
||||
|
||||
if (pp->cursectnum >= 0 && SectorIsUnderwaterArea(pp->cursectnum))
|
||||
{
|
||||
|
@ -6767,7 +6767,7 @@ PlayerStateControl(int16_t SpriteNum)
|
|||
return;
|
||||
|
||||
// Convienience var
|
||||
u = User[SpriteNum];
|
||||
u = User[SpriteNum].Data();
|
||||
|
||||
if (u == NULL)
|
||||
return;
|
||||
|
@ -6858,7 +6858,7 @@ MoveSkipSavePos(void)
|
|||
continue;
|
||||
|
||||
sp = &sprite[i];
|
||||
u = User[i];
|
||||
u = User[i].Data();
|
||||
|
||||
if (sp == NULL || u == NULL)
|
||||
continue;
|
||||
|
@ -6882,7 +6882,7 @@ MoveSkipSavePos(void)
|
|||
if ((unsigned)i >= MAXSPRITES)
|
||||
continue;
|
||||
sp = &sprite[i];
|
||||
u = User[i];
|
||||
u = User[i].Data();
|
||||
|
||||
if (sp == NULL || u == NULL)
|
||||
continue;
|
||||
|
@ -7439,7 +7439,7 @@ InitMultiPlayerInfo(void)
|
|||
|
||||
start0 = SpawnSprite(MultiStatList[stat], ST1, NULL, pp->cursectnum, pp->posx, pp->posy, pp->posz, pp->angle.ang.asbuild(), 0);
|
||||
ASSERT(start0 >= 0);
|
||||
FreeUser(start0);
|
||||
User[start0].Clear();
|
||||
sprite[start0].picnum = ST1;
|
||||
}
|
||||
|
||||
|
@ -7474,7 +7474,7 @@ InitMultiPlayerInfo(void)
|
|||
int
|
||||
DoFootPrints(short SpriteNum)
|
||||
{
|
||||
USERp u = User[SpriteNum];
|
||||
USERp u = User[SpriteNum].Data();
|
||||
|
||||
if (u->PlayerP)
|
||||
{
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue