mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 08:51:24 +00:00
- cleanup continues.
This commit is contained in:
parent
45f51b0c4b
commit
1644c1d33a
19 changed files with 66 additions and 152 deletions
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@ -308,7 +308,7 @@ void GameInterface::StartGame(FNewGameStartup& gs)
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while (S_CheckSoundPlaying(skillsound))
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{
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S_Update();
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G_HandleAsync();
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handleevents();
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}
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}
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ud.m_respawn_monsters = (gs.Skill == 3);
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@ -174,4 +174,13 @@ int initreactor(int j, int i, bool isrecon);
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void spawneffector(int i);
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void gameexitfrommenu();
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void pickrandomspot(int pn);
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void resetinventory(int pn);
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void resetplayerstats(int pn);
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void resetweapons(int pn);
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void resetprestat(int snum, int g);
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void clearfifo(void);
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void setmapfog(int fogtype);
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void prelevel_common(int g);
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END_DUKE_NS
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@ -57,17 +57,6 @@ struct ActorInfo
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};
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#define MAXSAVEGAMENAMESTRUCT 32
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#define MAXSAVEGAMENAME (MAXSAVEGAMENAMESTRUCT-1)
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#define MAXPWLOCKOUT 128
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#define MAXRTSNAME 128
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#define MAX_RETURN_VALUES 6
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// KEEPINSYNC lunatic/_defs_game.lua
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typedef struct {
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vec3_t camerapos;
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int32_t const_visibility,uw_framerate;
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@ -89,8 +78,6 @@ typedef struct {
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int32_t ffire,m_player_skill,m_level_number,m_volume_number,multimode;
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int32_t player_skill,level_number,volume_number,marker;
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//int32_t returnvar[MAX_RETURN_VALUES-1];
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uint32_t userbytever;
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fix16_t cameraq16ang, cameraq16horiz;
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@ -123,9 +110,6 @@ extern int rtsplaying;
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#ifndef ONLY_USERDEFS
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// this is checked against http://eduke32.com/VERSION
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extern const char *s_buildDate;
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extern char boardfilename[BMAX_PATH];
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#define USERMAPMUSICFAKEVOLUME MAXVOLUMES
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#define USERMAPMUSICFAKELEVEL (MAXLEVELS-1)
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@ -149,34 +133,12 @@ extern int32_t g_doQuickSave;
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extern int32_t restorepalette;
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extern int32_t tempwallptr;
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//extern int8_t cheatbuf[MAXCHEATLEN],cheatbuflen;
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#define A_InsertSprite EGS
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int G_DoMoveThings(void);
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//int32_t G_EndOfLevel(void);
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#ifdef YAX_ENABLE
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void Yax_SetBunchZs(int32_t sectnum, int32_t cf, int32_t daz);
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#else
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#define Yax_SetBunchZs(sectnum, cf, daz)
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#endif
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void G_BackToMenu(void);
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const char* G_PrintYourTime(void);
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const char* G_PrintParTime(void);
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const char* G_PrintDesignerTime(void);
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const char* G_PrintBestTime(void);
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void G_BonusScreen(int32_t bonusonly);
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void G_BonusScreenRRRA(int32_t bonusonly);
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//void G_CheatGetInv(void);
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void G_DisplayRest(int32_t smoothratio);
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void drawbackground(void);
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void G_DrawFrags(void);
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void G_HandleMirror(int32_t x, int32_t y, int32_t z, fix16_t a, fix16_t horiz, int32_t smoothratio);
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void displayrooms(int32_t playerNum,int32_t smoothratio);
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void G_DrawTXDigiNumZ(int32_t starttile,int32_t x,int32_t y,int32_t n,int32_t s,int32_t pal,int32_t cs,int32_t x1,int32_t y1,int32_t x2,int32_t y2,int32_t z);
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void G_HandleLocalKeys(void);
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void G_UpdatePlayerFromMenu(void);
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void FTA(int q, struct player_struct* p);
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@ -187,23 +149,8 @@ void OffMotorcycle(DukePlayer_t *pPlayer);
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void OnBoat(DukePlayer_t *pPlayer, int spriteNum);
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void OffBoat(DukePlayer_t *pPlayer);
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// Cstat protection mask for (currently) spawned MASKWALL* sprites.
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// TODO: look at more cases of cstat=(cstat&PROTECTED)|ADDED in fi.spawn()?
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// 2048+(32+16)+8+4
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#define SPAWN_PROTECT_CSTAT_MASK (CSTAT_SPRITE_NOSHADE|CSTAT_SPRITE_ALIGNMENT_SLAB|CSTAT_SPRITE_XFLIP|CSTAT_SPRITE_YFLIP);
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void G_InitTimer(int32_t ticspersec);
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inline int32_t G_GetTeamPalette(int32_t team)
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{
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int8_t pal[] = { 3, 10, 11, 12 };
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if ((unsigned)team >= ARRAY_SIZE(pal))
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return 0;
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return pal[team];
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}
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enum
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{
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TFLAG_WALLSWITCH = 1
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@ -216,19 +163,10 @@ struct TileInfo
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extern TileInfo tileinfo[MAXTILES];
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// (unsigned)iPicnum check: AMC TC Rusty Nails, bayonet MG alt. fire, iPicnum == -1 (via aplWeaponShoots)
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#define A_CheckSpriteTileFlags(iPicnum, iType) (((unsigned)iPicnum < MAXTILES) && (actorinfo[iPicnum].flags & iType) != 0)
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#define S_StopSound(num) S_StopEnvSound(num, -1)
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extern int startrts(int lumpNum, int localPlayer);
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extern void G_MaybeAllocPlayer(int32_t pnum);
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static inline void G_HandleAsync(void)
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{
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handleevents();
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}
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static inline int32_t calc_smoothratio(ClockTicks totalclk, ClockTicks ototalclk)
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{
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if (!((ud.multimode < 2 && ((g_player[myconnectindex].ps->gm & MODE_MENU) == 0)) ||
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@ -249,9 +187,6 @@ static inline void G_NewGame_EnterLevel(void)
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G_BackToMenu();
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}
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extern void G_PrintCurrentMusic(void);
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extern void G_InitMultiPsky(int CLOUDYOCEAN__DYN, int MOONSKY1__DYN, int BIGORBIT1__DYN, int LA__DYN);
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extern void G_SetupGlobalPsky(void);
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@ -281,18 +281,8 @@ extern int32_t g_volumeCnt;
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extern int16_t weaponsandammosprites[15];
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extern int32_t g_gametypeFlags[MAXGAMETYPES];
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extern const char *s_buildDate;
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#endif
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inline void clearfriction()
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{
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for (int playerNum = 0; playerNum != -1; playerNum = connectpoint2[playerNum])
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{
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vec2_t& fric = g_player[playerNum].ps->fric;
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fric.x = fric.y = 0;
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}
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}
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enum
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{
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EF_HIDEFROMSP = 1<<0,
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@ -144,6 +144,15 @@ inline fixed_t PlayerInputAngVel(int pl)
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return g_player[pl].input->q16avel;
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}
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inline void clearfriction()
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{
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for (int i = 0; i != -1; i = connectpoint2[i])
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{
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ps[i].fric.x = ps[i].fric.y = 0;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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@ -2600,8 +2600,7 @@ void processinput_d(int snum)
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g_player[snum].horizAngleAdjust = 0;
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g_player[snum].horizSkew = 0;
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if (p->cheat_phase <= 0) sb_snum = PlayerInputBits(snum, SKB_ALL);
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else sb_snum = 0;
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sb_snum = PlayerInputBits(snum, SKB_ALL);
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auto sb_fvel = PlayerInputForwardVel(snum);
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auto sb_svel = PlayerInputSideVel(snum);
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@ -3439,8 +3439,7 @@ void processinput_r(int snum)
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g_player[snum].horizAngleAdjust = 0;
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g_player[snum].horizSkew = 0;
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if (p->cheat_phase <= 0) sb_snum = g_player[snum].input->bits;// sync[snum].bits;
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else sb_snum = 0;
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sb_snum = g_player[snum].input->bits;// sync[snum].bits;
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auto sb_fvel = g_player[snum].input->fvel; // TRANSITIONAL
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auto sb_svel = g_player[snum].input->svel;
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@ -149,7 +149,6 @@ void resetplayerstats(int snum)
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p->fric.y = 0;
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p->somethingonplayer =-1;
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p->one_eighty_count = 0;
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p->cheat_phase = 0;
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p->on_crane = -1;
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@ -166,7 +165,6 @@ void resetplayerstats(int snum)
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p->knee_incs = 0;
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setpal(p);
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p->stairs = 0;
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//p->fogtype = 0;
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p->noise_x = 0;
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p->noise_y = 0;
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p->make_noise = 0;
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@ -390,7 +388,6 @@ void resetprestat(int snum,int g)
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for(i=0;i<spriteqamount;i++) spriteq[i] = -1;
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p->hbomb_on = 0;
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p->cheat_phase = 0;
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p->pals.f = 0;
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p->toggle_key_flag = 0;
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p->secret_rooms = 0;
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@ -29,20 +29,12 @@ extern int16_t ambientlotag[64];
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extern int16_t ambienthitag[64];
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int G_EnterLevel(int gameMode);
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int G_FindLevelByFile(const char *fileName);
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void G_CacheMapData(void);
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void G_NewGame(int volumeNum, int levelNum, int skillNum);
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void G_ResetTimers(uint8_t keepgtics);
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void pickrandomspot(int pn);
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void resetinventory(int pn);
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void P_ResetPlayer(int pn);
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void resetplayerstats(int pn);
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void resetweapons(int pn);
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void resetprestat(int snum, int g);
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void clearfifo(void);
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void G_ResetInterpolations(void);
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void setmapfog(int fogtype);
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void G_InitRRRASkies(void);
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void prelevel_common(int g);
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END_DUKE_NS
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@ -133,13 +133,13 @@ void DDukeCommonStatusBar::DrawInventory(const DukePlayer_t* p, double x, double
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if (p->invdisptime <= 0)return;
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int n = 0, j = 0;
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if (p->inv_amount[GET_FIRSTAID] > 0) n |= 1, j++;
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if (p->inv_amount[GET_STEROIDS] > 0) n |= 2, j++;
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if (p->inv_amount[GET_HOLODUKE] > 0) n |= 4, j++;
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if (p->inv_amount[GET_JETPACK] > 0) n |= 8, j++;
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if (p->inv_amount[GET_HEATS] > 0) n |= 16, j++;
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if (p->inv_amount[GET_SCUBA] > 0) n |= 32, j++;
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if (p->inv_amount[GET_BOOTS] > 0) n |= 64, j++;
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if (p->firstaid_amount > 0) n |= 1, j++;
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if (p->steroids_amount > 0) n |= 2, j++;
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if (p->holoduke_amount > 0) n |= 4, j++;
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if (p->jetpack_amount > 0) n |= 8, j++;
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if (p->heat_amount > 0) n |= 16, j++;
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if (p->scuba_amount > 0) n |= 32, j++;
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if (p->boot_amount > 0) n |= 64, j++;
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x -= (j * 11);
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y -= 6;
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@ -76,19 +76,19 @@ public:
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switch (p->inven_icon)
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{
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case ICON_FIRSTAID:
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return p->inv_amount[GET_FIRSTAID];
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return p->firstaid_amount;
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case ICON_STEROIDS:
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return (p->inv_amount[GET_STEROIDS] + 3) >> 2;
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return (p->steroids_amount + 3) >> 2;
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case ICON_HOLODUKE:
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return (p->inv_amount[GET_HOLODUKE] + 15) / 24;
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return (p->holoduke_amount + 15) / 24;
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case ICON_JETPACK:
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return (p->inv_amount[GET_JETPACK] + 15) >> 4;
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return (p->jetpack_amount + 15) >> 4;
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case ICON_HEATS:
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return p->inv_amount[GET_HEATS] / 12;
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return p->heat_amount / 12;
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case ICON_SCUBA:
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return (p->inv_amount[GET_SCUBA] + 63) >> 6;
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return (p->scuba_amount + 63) >> 6;
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case ICON_BOOTS:
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return p->inv_amount[GET_BOOTS] >> 1;
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return p->boot_amount >> 1;
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}
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return -1;
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@ -98,7 +98,7 @@ public:
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{
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// special handling for WW2GI
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int lAmount = GetGameVar("PLR_MORALE", -1, p->i, snum);
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if (lAmount == -1) lAmount = p->inv_amount[GET_SHIELD];
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if (lAmount == -1) lAmount = p->shield_amount;
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return lAmount;
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}
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@ -62,20 +62,20 @@ public:
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{
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switch (p->inven_icon)
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{
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case ICON_FIRSTAID:
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return p->inv_amount[GET_FIRSTAID];
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case ICON_STEROIDS:
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return (p->inv_amount[GET_STEROIDS] + 3) >> 2;
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case ICON_HOLODUKE:
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return p->inv_amount[GET_HOLODUKE] / 400;
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case ICON_JETPACK:
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return p->inv_amount[GET_JETPACK] / 100;
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case ICON_HEATS:
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return p->inv_amount[GET_HEATS] / 12;
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case ICON_SCUBA:
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return (p->inv_amount[GET_SCUBA] + 63) >> 6;
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case ICON_BOOTS:
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return (p->inv_amount[GET_BOOTS] / 10) >> 1;
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case ICON_FIRSTAID:
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return p->firstaid_amount;
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case ICON_STEROIDS:
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return (p->steroids_amount + 3) >> 2;
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case ICON_HOLODUKE:
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return (p->holoduke_amount) / 400;
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case ICON_JETPACK:
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return (p->jetpack_amount) / 100;
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case ICON_HEATS:
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return p->heat_amount / 12;
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case ICON_SCUBA:
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return (p->scuba_amount + 63) >> 6;
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case ICON_BOOTS:
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return (p->boot_amount / 10) >> 1;
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}
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return -1;
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@ -112,7 +112,7 @@ void cacheAllSounds(void)
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{
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soundEngine->CacheSound(&snd);
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if (((++i)&31) == 0)
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G_HandleAsync();
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handleevents();
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}
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}
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@ -151,9 +151,6 @@ int S_GetUserFlags(int num)
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int S_DefineSound(unsigned index, const char *filename, int minpitch, int maxpitch, int priority, int type, int distance, float volume)
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{
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if ((unsigned)index >= MAXSOUNDS)
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return -1;
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auto& S_sfx = soundEngine->GetSounds();
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index++;
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unsigned oldindex = S_sfx.Size();
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@ -421,9 +418,6 @@ int S_PlaySound3D(int sndnum, int spriteNum, const vec3_t* pos, int channel, ECh
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GetPositionInfo(spriteNum, sndnum, camsect, campos, pos, &sndist, &sndpos);
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int pitch = S_GetPitch(sndnum);
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if (ps[screenpeek].sound_pitch)
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pitch += ps[screenpeek].sound_pitch;
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bool explosion = ((userflags & (SF_GLOBAL | SF_DTAG)) == (SF_GLOBAL | SF_DTAG)) || ((sndnum == PIPEBOMB_EXPLODE || sndnum == LASERTRIP_EXPLODE || sndnum == RPG_EXPLODE));
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bool underwater = ps[screenpeek].cursectnum > -1 && sector[ps[screenpeek].cursectnum].lotag == ST_2_UNDERWATER;
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@ -46,10 +46,6 @@ enum {
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SF_DTAG = 128,
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};
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// KEEPINSYNC lunatic/con_lang.lua
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#define MAXSOUNDS 4096
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#define LOUDESTVOLUME 111
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enum esound_t
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{
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kPitchStart,
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@ -69,7 +65,6 @@ inline int spritesound(int soundnum, int spritenum)
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int A_CheckAnySoundPlaying(int spriteNum);
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int S_CheckSoundPlaying(int soundNum);
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inline int S_CheckSoundPlaying(int sprnum, int soundNum) { return S_CheckSoundPlaying(soundNum); }
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inline void S_ClearSoundLocks(void) {}
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void cacheAllSounds(void);
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void S_MenuSound(void);
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void S_PauseMusic(bool paused);
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@ -88,6 +83,8 @@ inline void stopsound(int snd)
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{
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S_StopEnvSound(snd, -1);
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}
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#define S_StopSound(num) S_StopEnvSound(num, -1)
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void S_Update(void);
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void S_ChangeSoundPitch(int soundNum, int spriteNum, int pitchoffset);
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int S_GetUserFlags(int sndnum);
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@ -150,7 +150,7 @@ void G_HandleLocalKeys(void)
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}
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}
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if (g_player[myconnectindex].ps->cheat_phase == 1 || (g_player[myconnectindex].ps->gm&(MODE_MENU|MODE_TYPE)) || System_WantGuiCapture())
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if ((g_player[myconnectindex].ps->gm&(MODE_MENU|MODE_TYPE)) || System_WantGuiCapture())
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return;
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if (buttonMap.ButtonDown(gamefunc_See_Coop_View) && (ud.coop || ud.recstat == 2))
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@ -181,8 +181,8 @@ void G_HandleLocalKeys(void)
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ud.scrollmode = 1-ud.scrollmode;
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if (ud.scrollmode)
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{
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||||
ud.folx = g_player[screenpeek].ps->opos.x;
|
||||
ud.foly = g_player[screenpeek].ps->opos.y;
|
||||
ud.folx = g_player[screenpeek].ps->oposx;
|
||||
ud.foly = g_player[screenpeek].ps->oposy;
|
||||
ud.fola = fix16_to_int(g_player[screenpeek].ps->oq16ang);
|
||||
}
|
||||
FTA(QUOTE_MAP_FOLLOW_OFF+ud.scrollmode,g_player[myconnectindex].ps);
|
||||
|
@ -444,8 +444,6 @@ void G_UpdatePlayerFromMenu(void)
|
|||
}
|
||||
else
|
||||
{
|
||||
/*int32_t j = g_player[myconnectindex].ps->team;*/
|
||||
|
||||
P_SetupMiscInputSettings();
|
||||
g_player[myconnectindex].ps->palookup = g_player[myconnectindex].pcolor = G_CheckPlayerColor(playercolor);
|
||||
|
||||
|
@ -686,7 +684,7 @@ int GameInterface::app_main()
|
|||
for (int i=1, j=numplayers; j<ud.multimode; j++)
|
||||
{
|
||||
Bsprintf(g_player[j].user_name,"%s %d", GStrings("PLAYER"),j+1);
|
||||
g_player[j].ps->team = g_player[j].pteam = i;
|
||||
g_player[j].pteam = i;
|
||||
g_player[j].ps->weaponswitch = 3;
|
||||
g_player[j].ps->auto_aim = 0;
|
||||
i = 1-i;
|
||||
|
@ -740,7 +738,6 @@ int GameInterface::app_main()
|
|||
videoSetPalette(BASEPAL, 0);
|
||||
|
||||
FX_StopAllSounds();
|
||||
S_ClearSoundLocks();
|
||||
app_loop();
|
||||
return 0;
|
||||
}
|
||||
|
|
|
@ -410,8 +410,8 @@ void P_GetInput(int const playerNum)
|
|||
if (!pPlayer->aim_mode && pPlayer->on_ground && sectorLotag != ST_2_UNDERWATER && (sector[pPlayer->cursectnum].floorstat & 2))
|
||||
{
|
||||
// this is some kind of horse shit approximation of where the player is looking, I guess?
|
||||
vec2_t const adjustedPosition = { pPlayer->pos.x + (sintable[(fix16_to_int(pPlayer->q16ang) + 512) & 2047] >> 5),
|
||||
pPlayer->pos.y + (sintable[fix16_to_int(pPlayer->q16ang) & 2047] >> 5) };
|
||||
vec2_t const adjustedPosition = { pPlayer->posx + (sintable[(fix16_to_int(pPlayer->q16ang) + 512) & 2047] >> 5),
|
||||
pPlayer->posy + (sintable[fix16_to_int(pPlayer->q16ang) & 2047] >> 5) };
|
||||
int16_t currentSector = pPlayer->cursectnum;
|
||||
|
||||
updatesector(adjustedPosition.x, adjustedPosition.y, ¤tSector);
|
||||
|
|
|
@ -87,7 +87,7 @@ void G_NewGame(int volumeNum, int levelNum, int skillNum)
|
|||
{
|
||||
DukePlayer_t *const pPlayer = g_player[0].ps;
|
||||
|
||||
G_HandleAsync();
|
||||
handleevents();
|
||||
|
||||
g_skillSoundVoice = -1;
|
||||
|
||||
|
@ -329,7 +329,6 @@ int G_EnterLevel(int gameMode)
|
|||
{
|
||||
S_PauseSounds(false);
|
||||
FX_StopAllSounds();
|
||||
S_ClearSoundLocks();
|
||||
FX_SetReverb(0);
|
||||
}
|
||||
|
||||
|
|
|
@ -161,7 +161,6 @@ int32_t G_LoadPlayer(const char *path)
|
|||
Net_WaitForEverybody();
|
||||
|
||||
FX_StopAllSounds();
|
||||
S_ClearSoundLocks();
|
||||
|
||||
// non-"m_" fields will be loaded from svgm_udnetw
|
||||
ud.m_volume_number = h.volnum;
|
||||
|
@ -1397,9 +1396,7 @@ static void postloadplayer(int32_t savegamep)
|
|||
if (savegamep)
|
||||
{
|
||||
Bmemset(gotpic, 0, sizeof(gotpic));
|
||||
S_ClearSoundLocks();
|
||||
//G_CacheMapData();
|
||||
Mus_ResumeSaved();
|
||||
Mus_ResumeSaved();
|
||||
Mus_SetPaused(false);
|
||||
|
||||
g_player[myconnectindex].ps->gm = MODE_GAME;
|
||||
|
|
|
@ -235,15 +235,15 @@ void G_DisplayRest(int32_t smoothratio)
|
|||
}
|
||||
else
|
||||
{
|
||||
cposx = pp->opos.x + mulscale16(pp->pos.x-pp->opos.x, smoothratio);
|
||||
cposy = pp->opos.y + mulscale16(pp->pos.y-pp->opos.y, smoothratio);
|
||||
cposx = pp->oposx + mulscale16(pp->posx-pp->oposx, smoothratio);
|
||||
cposy = pp->oposy + mulscale16(pp->posy-pp->oposy, smoothratio);
|
||||
cang = fix16_to_int(pp->oq16ang) + mulscale16((fix16_to_int(pp->q16ang+F16(1024)-pp->oq16ang)&2047)-1024, smoothratio);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
cposx = pp->opos.x;
|
||||
cposy = pp->opos.y;
|
||||
cposx = pp->oposx;
|
||||
cposy = pp->oposy;
|
||||
cang = fix16_to_int(pp->oq16ang);
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue