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- Exhumed: renamed disassembly fields in player struct.
This commit is contained in:
parent
30b42d24a0
commit
1790ced1f8
7 changed files with 132 additions and 132 deletions
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@ -67,7 +67,7 @@ struct bulletInfo
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extern bulletInfo BulletInfo[];
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extern short nRadialBullet;
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extern short lasthitsect;
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extern int lasthitsect;
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extern int lasthitz;
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extern int lasthitx;
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extern int lasthity;
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@ -37,12 +37,12 @@ struct Bullet
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DExhumedActor* pActor;
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DExhumedActor* pEnemy;
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short nSeq;
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short nFrame;
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short field_6;
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short field_8;
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short nType;
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short nPitch;
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int16_t nSeq;
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int16_t nFrame;
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int16_t nRunRec;
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int16_t nRunRec2;
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int16_t nType;
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int16_t nPitch;
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short field_E;
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uint16_t field_10;
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uint8_t field_12;
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@ -54,7 +54,7 @@ struct Bullet
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FreeListArray<Bullet, kMaxBullets> BulletList;
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int lasthitz, lasthitx, lasthity;
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short lasthitsect;
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int lasthitsect;
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short nRadialBullet = 0;
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@ -75,8 +75,8 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, Bullet& w, Bullet*
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("x", w.x, def->x)
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("y", w.y, def->y)
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("z", w.z, def->z)
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("at6", w.field_6, def->field_6)
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("at8", w.field_8, def->field_8)
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("at6", w.nRunRec, def->nRunRec)
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("at8", w.nRunRec2, def->nRunRec2)
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("atc", w.nPitch, def->nPitch)
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("ate", w.field_E, def->field_E)
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("at10", w.field_10, def->field_10)
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@ -141,9 +141,9 @@ void DestroyBullet(int nBullet)
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auto pActor = BulletList[nBullet].pActor;
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auto pSprite = &pActor->s();
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runlist_DoSubRunRec(BulletList[nBullet].field_6);
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runlist_DoSubRunRec(BulletList[nBullet].nRunRec);
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runlist_DoSubRunRec(pSprite->lotag - 1);
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runlist_SubRunRec(BulletList[nBullet].field_8);
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runlist_SubRunRec(BulletList[nBullet].nRunRec2);
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StopActorSound(pActor);
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@ -700,8 +700,8 @@ DExhumedActor* BuildBullet(DExhumedActor* pActor, int nType, int nZOffset, int n
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pBullet->nPitch = nPitch;
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pBullet->nType = nType;
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pBullet->pActor = pBulletActor;
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pBullet->field_6 = runlist_AddRunRec(pBulletSprite->lotag - 1, nBullet, 0xB0000);
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pBullet->field_8 = runlist_AddRunRec(NewRun, nBullet, 0xB0000);
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pBullet->nRunRec = runlist_AddRunRec(pBulletSprite->lotag - 1, nBullet, 0xB0000);
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pBullet->nRunRec2 = runlist_AddRunRec(NewRun, nBullet, 0xB0000);
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pBullet->nDoubleDamage = nDoubleDamage;
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pBulletSprite->z += nZOffset;
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pBulletSprite->backuppos();
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@ -235,8 +235,8 @@ void AIGrenade::Tick(RunListEvent* ev)
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if (pActor->nTurn < 0)
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{
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PlayerList[nPlayer].field_3A = 0;
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PlayerList[nPlayer].field_3FOUR = 0;
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PlayerList[nPlayer].nState = 0;
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PlayerList[nPlayer].nSeqSize2 = 0;
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if (PlayerList[nPlayer].nAmmo[kWeaponGrenade])
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{
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@ -246,8 +246,8 @@ void AIGrenade::Tick(RunListEvent* ev)
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{
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SelectNewWeapon(nPlayer);
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PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].field_38;
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PlayerList[nPlayer].field_38 = -1;
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PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].nNextWeapon;
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PlayerList[nPlayer].nNextWeapon = -1;
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}
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}
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@ -114,8 +114,8 @@ void ResetPlayerWeapons(int nPlayer)
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}
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PlayerList[nPlayer].nCurrentWeapon = 0;
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PlayerList[nPlayer].field_3A = 0;
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PlayerList[nPlayer].field_3FOUR = 0;
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PlayerList[nPlayer].nState = 0;
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PlayerList[nPlayer].nSeqSize2 = 0;
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PlayerList[nPlayer].pPlayerGrenade = nullptr;
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PlayerList[nPlayer].nPlayerWeapons = 0x1; // turn on bit 1 only
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@ -130,12 +130,12 @@ void SetNewWeapon(int nPlayer, int nWeapon)
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{
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if (nWeapon == kWeaponMummified)
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{
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PlayerList[nPlayer].field_3C = PlayerList[nPlayer].nCurrentWeapon;
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PlayerList[nPlayer].nLastWeapon = PlayerList[nPlayer].nCurrentWeapon;
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PlayerList[nPlayer].bIsFiring = false;
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PlayerList[nPlayer].field_3A = 5;
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PlayerList[nPlayer].nState = 5;
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SetPlayerMummified(nPlayer, true);
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PlayerList[nPlayer].field_3FOUR = 0;
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PlayerList[nPlayer].nSeqSize2 = 0;
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}
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else
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{
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@ -156,7 +156,7 @@ void SetNewWeapon(int nPlayer, int nWeapon)
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else
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{
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PlayerList[nPlayer].nCurrentWeapon = nWeapon;
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PlayerList[nPlayer].field_3FOUR = 0;
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PlayerList[nPlayer].nSeqSize2 = 0;
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}
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}
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else {
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@ -164,7 +164,7 @@ void SetNewWeapon(int nPlayer, int nWeapon)
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}
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}
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PlayerList[nPlayer].field_38 = nWeapon;
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PlayerList[nPlayer].nNextWeapon = nWeapon;
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}
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void SetNewWeaponImmediate(int nPlayer, int nWeapon)
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@ -172,9 +172,9 @@ void SetNewWeaponImmediate(int nPlayer, int nWeapon)
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SetNewWeapon(nPlayer, nWeapon);
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PlayerList[nPlayer].nCurrentWeapon = nWeapon;
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PlayerList[nPlayer].field_38 = -1;
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PlayerList[nPlayer].field_3FOUR = 0;
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PlayerList[nPlayer].field_3A = 0;
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PlayerList[nPlayer].nNextWeapon = -1;
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PlayerList[nPlayer].nSeqSize2 = 0;
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PlayerList[nPlayer].nState = 0;
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}
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void SetNewWeaponIfBetter(int nPlayer, int nWeapon)
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@ -344,19 +344,19 @@ void MoveWeapons(int nPlayer)
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if (nWeapon < -1)
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{
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if (PlayerList[nPlayer].field_38 != -1)
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if (PlayerList[nPlayer].nNextWeapon != -1)
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{
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PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].field_38;
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PlayerList[nPlayer].field_3A = 0;
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PlayerList[nPlayer].field_3FOUR = 0;
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PlayerList[nPlayer].field_38 = -1;
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PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].nNextWeapon;
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PlayerList[nPlayer].nState = 0;
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PlayerList[nPlayer].nSeqSize2 = 0;
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PlayerList[nPlayer].nNextWeapon = -1;
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}
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return;
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}
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// loc_26ACC
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short eax = PlayerList[nPlayer].field_3A;
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short eax = PlayerList[nPlayer].nState;
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short nSeq = WeaponInfo[nWeapon].nSeq;
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short var_3C = WeaponInfo[nWeapon].b[eax] + SeqOffsets[nSeq];
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@ -367,27 +367,27 @@ void MoveWeapons(int nPlayer)
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for (frames = var_1C; frames > 0; frames--)
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{
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seq_MoveSequence(pPlayerActor, var_3C, PlayerList[nPlayer].field_3FOUR);
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seq_MoveSequence(pPlayerActor, var_3C, PlayerList[nPlayer].nSeqSize2);
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PlayerList[nPlayer].field_3FOUR++;
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PlayerList[nPlayer].nSeqSize2++;
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dword_96E22++;
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if (dword_96E22 >= 15) {
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dword_96E22 = 0;
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}
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if (PlayerList[nPlayer].field_3FOUR >= SeqSize[var_3C])
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if (PlayerList[nPlayer].nSeqSize2 >= SeqSize[var_3C])
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{
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if (PlayerList[nPlayer].field_38 == -1)
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if (PlayerList[nPlayer].nNextWeapon == -1)
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{
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switch (PlayerList[nPlayer].field_3A)
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switch (PlayerList[nPlayer].nState)
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{
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default:
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break;
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case 0:
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{
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PlayerList[nPlayer].field_3A = 1;
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PlayerList[nPlayer].nState = 1;
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SetWeaponStatus(nPlayer);
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break;
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}
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@ -413,7 +413,7 @@ void MoveWeapons(int nPlayer)
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Ra[nPlayer].field_C = 1;
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}
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PlayerList[nPlayer].field_3A = 2;
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PlayerList[nPlayer].nState = 2;
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if (nWeapon == 0)
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break;
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@ -439,8 +439,8 @@ void MoveWeapons(int nPlayer)
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{
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if (nWeapon == kWeaponPistol && PlayerList[nPlayer].nPistolClip <= 0)
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{
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PlayerList[nPlayer].field_3A = 3;
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PlayerList[nPlayer].field_3FOUR = 0;
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PlayerList[nPlayer].nState = 3;
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PlayerList[nPlayer].nSeqSize2 = 0;
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PlayerList[nPlayer].nPistolClip = min<int>(6, PlayerList[nPlayer].nAmmo[kWeaponPistol]);
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break;
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@ -449,19 +449,19 @@ void MoveWeapons(int nPlayer)
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{
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if (!PlayerList[nPlayer].bIsFiring)
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{
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PlayerList[nPlayer].field_3A = 3;
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PlayerList[nPlayer].nState = 3;
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break;
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}
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else
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{
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PlayerList[nPlayer].field_3FOUR = SeqSize[var_3C] - 1;
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PlayerList[nPlayer].nSeqSize2 = SeqSize[var_3C] - 1;
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continue;
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}
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}
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else if (nWeapon == kWeaponMummified)
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{
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PlayerList[nPlayer].field_3A = 0;
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PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].field_3C;
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PlayerList[nPlayer].nState = 0;
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PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].nLastWeapon;
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nWeapon = PlayerList[nPlayer].nCurrentWeapon;
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@ -474,24 +474,24 @@ void MoveWeapons(int nPlayer)
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if (PlayerList[nPlayer].bIsFiring && WeaponCanFire(nPlayer))
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{
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if (nWeapon != kWeaponM60 && nWeapon != kWeaponPistol) {
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PlayerList[nPlayer].field_3A = 3;
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PlayerList[nPlayer].nState = 3;
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}
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}
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else
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{
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if (WeaponInfo[nWeapon].b[4] == -1)
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{
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PlayerList[nPlayer].field_3A = 1;
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PlayerList[nPlayer].nState = 1;
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}
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else
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{
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if (nWeapon == kWeaponFlamer && (nSectFlag & kSectUnderwater))
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{
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PlayerList[nPlayer].field_3A = 1;
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PlayerList[nPlayer].nState = 1;
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}
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else
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{
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PlayerList[nPlayer].field_3A = 4;
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PlayerList[nPlayer].nState = 4;
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}
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}
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}
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@ -507,11 +507,11 @@ void MoveWeapons(int nPlayer)
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{
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if (nWeapon == kWeaponMummified)
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{
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PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].field_3C;
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PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].nLastWeapon;
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nWeapon = PlayerList[nPlayer].nCurrentWeapon;
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PlayerList[nPlayer].field_3A = 0;
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PlayerList[nPlayer].nState = 0;
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break;
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}
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else if (nWeapon == kWeaponRing)
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@ -519,7 +519,7 @@ void MoveWeapons(int nPlayer)
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if (!WeaponInfo[nWeapon].d || PlayerList[nPlayer].nAmmo[WeaponInfo[nWeapon].nAmmoType])
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{
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if (!PlayerList[nPlayer].bIsFiring) {
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PlayerList[nPlayer].field_3A = 1;
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PlayerList[nPlayer].nState = 1;
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}
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else {
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break;
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@ -536,45 +536,45 @@ void MoveWeapons(int nPlayer)
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else if (nWeapon == kWeaponM60)
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{
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CheckClip(nPlayer);
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PlayerList[nPlayer].field_3A = 1;
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PlayerList[nPlayer].nState = 1;
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break;
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}
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else if (nWeapon == kWeaponGrenade)
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{
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if (!WeaponInfo[nWeapon].d || PlayerList[nPlayer].nAmmo[WeaponInfo[nWeapon].nAmmoType])
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{
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PlayerList[nPlayer].field_3A = 0;
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PlayerList[nPlayer].nState = 0;
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break;
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}
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else
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{
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SelectNewWeapon(nPlayer);
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PlayerList[nPlayer].field_3A = 5;
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PlayerList[nPlayer].nState = 5;
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PlayerList[nPlayer].field_3FOUR = SeqSize[WeaponInfo[kWeaponGrenade].b[0] + SeqOffsets[nSeq]] - 1; // CHECKME
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PlayerList[nPlayer].nSeqSize2 = SeqSize[WeaponInfo[kWeaponGrenade].b[0] + SeqOffsets[nSeq]] - 1; // CHECKME
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goto loc_flag; // FIXME
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}
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}
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else
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{
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if (PlayerList[nPlayer].bIsFiring && WeaponCanFire(nPlayer)) {
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PlayerList[nPlayer].field_3A = 2;
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PlayerList[nPlayer].nState = 2;
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break;
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}
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if (WeaponInfo[nWeapon].b[4] == -1)
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{
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PlayerList[nPlayer].field_3A = 1;
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PlayerList[nPlayer].nState = 1;
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break;
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}
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if (nWeapon == kWeaponFlamer && (nSectFlag & kSectUnderwater))
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{
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PlayerList[nPlayer].field_3A = 1;
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PlayerList[nPlayer].nState = 1;
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}
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else
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{
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PlayerList[nPlayer].field_3A = 4;
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PlayerList[nPlayer].nState = 4;
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}
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}
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break;
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@ -582,18 +582,18 @@ void MoveWeapons(int nPlayer)
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case 4:
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{
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PlayerList[nPlayer].field_3A = 1;
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PlayerList[nPlayer].nState = 1;
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break;
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}
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case 5:
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{
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PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].field_38;
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PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].nNextWeapon;
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nWeapon = PlayerList[nPlayer].nCurrentWeapon;
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PlayerList[nPlayer].field_3A = 0;
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PlayerList[nPlayer].field_38 = -1;
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PlayerList[nPlayer].nState = 0;
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PlayerList[nPlayer].nNextWeapon = -1;
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SetWeaponStatus(nPlayer);
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break;
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@ -601,26 +601,26 @@ void MoveWeapons(int nPlayer)
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}
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// loc_26FC5
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var_3C = SeqOffsets[WeaponInfo[nWeapon].nSeq] + WeaponInfo[nWeapon].b[PlayerList[nPlayer].field_3A];
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PlayerList[nPlayer].field_3FOUR = 0;
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var_3C = SeqOffsets[WeaponInfo[nWeapon].nSeq] + WeaponInfo[nWeapon].b[PlayerList[nPlayer].nState];
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PlayerList[nPlayer].nSeqSize2 = 0;
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}
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else
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{
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if (PlayerList[nPlayer].field_3A == 5)
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if (PlayerList[nPlayer].nState == 5)
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{
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PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].field_38;
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PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].nNextWeapon;
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nWeapon = PlayerList[nPlayer].nCurrentWeapon;
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PlayerList[nPlayer].field_38 = -1;
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PlayerList[nPlayer].field_3A = 0;
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PlayerList[nPlayer].nNextWeapon = -1;
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PlayerList[nPlayer].nState = 0;
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}
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else
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{
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PlayerList[nPlayer].field_3A = 5;
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PlayerList[nPlayer].nState = 5;
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}
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PlayerList[nPlayer].field_3FOUR = 0;
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PlayerList[nPlayer].nSeqSize2 = 0;
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continue;
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}
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} // end of if (PlayerList[nPlayer].field_34 >= SeqSize[var_3C])
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@ -628,7 +628,7 @@ void MoveWeapons(int nPlayer)
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loc_flag:
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// loc_27001
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int nFrameFlag = seq_GetFrameFlag(var_3C, PlayerList[nPlayer].field_3FOUR);
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int nFrameFlag = seq_GetFrameFlag(var_3C, PlayerList[nPlayer].nSeqSize2);
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if (((!(nSectFlag & kSectUnderwater)) || nWeapon == kWeaponRing) && (nFrameFlag & 4))
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{
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@ -662,8 +662,8 @@ loc_flag:
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if (nTemperature[nPlayer] > 50)
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{
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nTemperature[nPlayer] = 0;
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PlayerList[nPlayer].field_3A = 4;
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PlayerList[nPlayer].field_3FOUR = 0;
|
||||
PlayerList[nPlayer].nState = 4;
|
||||
PlayerList[nPlayer].nSeqSize2 = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -721,7 +721,7 @@ loc_flag:
|
|||
|
||||
int var_28;
|
||||
|
||||
if (PlayerList[nPlayer].field_3A == 2) {
|
||||
if (PlayerList[nPlayer].nState == 2) {
|
||||
var_28 = 6;
|
||||
}
|
||||
else {
|
||||
|
@ -783,8 +783,8 @@ loc_flag:
|
|||
}
|
||||
|
||||
// loc_27399:
|
||||
PlayerList[nPlayer].field_3A = var_28;
|
||||
PlayerList[nPlayer].field_3FOUR = 0;
|
||||
PlayerList[nPlayer].nState = var_28;
|
||||
PlayerList[nPlayer].nSeqSize2 = 0;
|
||||
break;
|
||||
}
|
||||
case kWeaponFlamer:
|
||||
|
@ -792,8 +792,8 @@ loc_flag:
|
|||
if (nSectFlag & kSectUnderwater)
|
||||
{
|
||||
DoBubbles(nPlayer);
|
||||
PlayerList[nPlayer].field_3A = 1;
|
||||
PlayerList[nPlayer].field_3FOUR = 0;
|
||||
PlayerList[nPlayer].nState = 1;
|
||||
PlayerList[nPlayer].nSeqSize2 = 0;
|
||||
StopActorSound(pPlayerActor);
|
||||
break;
|
||||
}
|
||||
|
@ -893,8 +893,8 @@ loc_flag:
|
|||
{
|
||||
if (nWeapon == kWeaponM60 && PlayerList[nPlayer].nPlayerClip <= 0)
|
||||
{
|
||||
PlayerList[nPlayer].field_3A = 3;
|
||||
PlayerList[nPlayer].field_3FOUR = 0;
|
||||
PlayerList[nPlayer].nState = 3;
|
||||
PlayerList[nPlayer].nSeqSize2 = 0;
|
||||
// goto loc_27609:
|
||||
}
|
||||
}
|
||||
|
@ -918,7 +918,7 @@ void DrawWeapons(double smooth)
|
|||
if (nWeapon < -1) {
|
||||
return;
|
||||
}
|
||||
short var_34 = PlayerList[nLocalPlayer].field_3A;
|
||||
short var_34 = PlayerList[nLocalPlayer].nState;
|
||||
|
||||
short var_30 = SeqOffsets[WeaponInfo[nWeapon].nSeq];
|
||||
|
||||
|
@ -983,7 +983,7 @@ void DrawWeapons(double smooth)
|
|||
xOffset -= look_anghalf;
|
||||
yOffset += looking_arc;
|
||||
|
||||
seq_DrawGunSequence(var_28, PlayerList[nLocalPlayer].field_3FOUR, xOffset, yOffset, nShade, nPal);
|
||||
seq_DrawGunSequence(var_28, PlayerList[nLocalPlayer].nSeqSize2, xOffset, yOffset, nShade, nPal);
|
||||
|
||||
if (nWeapon != kWeaponM60)
|
||||
return;
|
||||
|
@ -1019,7 +1019,7 @@ void DrawWeapons(double smooth)
|
|||
nSeqOffset = var_30 + 4;
|
||||
}
|
||||
|
||||
seq_DrawGunSequence(nSeqOffset, PlayerList[nLocalPlayer].field_3FOUR, xOffset, yOffset, nShade, nPal);
|
||||
seq_DrawGunSequence(nSeqOffset, PlayerList[nLocalPlayer].nSeqSize2, xOffset, yOffset, nShade, nPal);
|
||||
return;
|
||||
}
|
||||
case 1:
|
||||
|
@ -1057,7 +1057,7 @@ void DrawWeapons(double smooth)
|
|||
{
|
||||
int nClip = PlayerList[nLocalPlayer].nPlayerClip;
|
||||
|
||||
short dx = PlayerList[nLocalPlayer].field_3FOUR;
|
||||
short dx = PlayerList[nLocalPlayer].nSeqSize2;
|
||||
|
||||
if (nClip <= 0) {
|
||||
return;
|
||||
|
@ -1093,7 +1093,7 @@ void DrawWeapons(double smooth)
|
|||
{
|
||||
int nClip = PlayerList[nLocalPlayer].nPlayerClip;
|
||||
|
||||
short ax = PlayerList[nLocalPlayer].field_3FOUR;
|
||||
short ax = PlayerList[nLocalPlayer].nSeqSize2;
|
||||
|
||||
if (nClip <= 0) {
|
||||
return;
|
||||
|
|
|
@ -338,7 +338,7 @@ void RestartPlayer(int nPlayer)
|
|||
plr->nHealth = 1600; // TODO - define
|
||||
}
|
||||
|
||||
plr->field_2 = 0;
|
||||
plr->nSeqSize = 0;
|
||||
plr->pActor = pActor;
|
||||
plr->bIsMummified = false;
|
||||
|
||||
|
@ -354,9 +354,9 @@ void RestartPlayer(int nPlayer)
|
|||
plr->nInvisible = 0;
|
||||
|
||||
plr->bIsFiring = 0;
|
||||
plr->field_3FOUR = 0;
|
||||
plr->nSeqSize2 = 0;
|
||||
plr->nPlayerViewSect = plr->sPlayerSave.nSector;
|
||||
plr->field_3A = 0;
|
||||
plr->nState = 0;
|
||||
|
||||
plr->nDouble = 0;
|
||||
|
||||
|
@ -364,13 +364,13 @@ void RestartPlayer(int nPlayer)
|
|||
|
||||
plr->nPlayerPushSound = -1;
|
||||
|
||||
plr->field_38 = -1;
|
||||
plr->nNextWeapon = -1;
|
||||
|
||||
if (plr->nCurrentWeapon == 7) {
|
||||
plr->nCurrentWeapon = plr->field_3C;
|
||||
plr->nCurrentWeapon = plr->nLastWeapon;
|
||||
}
|
||||
|
||||
plr->field_3C = 0;
|
||||
plr->nLastWeapon = 0;
|
||||
plr->nAir = 100;
|
||||
|
||||
if (!(currentLevel->gameflags & LEVEL_EX_MULTI))
|
||||
|
@ -509,7 +509,7 @@ void StartDeathSeq(int nPlayer, int nVal)
|
|||
PlayerList[nPlayer].nAction = 16;
|
||||
}
|
||||
|
||||
PlayerList[nPlayer].field_2 = 0;
|
||||
PlayerList[nPlayer].nSeqSize = 0;
|
||||
|
||||
pSprite->cstat &= 0xFEFE;
|
||||
|
||||
|
@ -577,13 +577,13 @@ void SetPlayerMummified(int nPlayer, int bIsMummified)
|
|||
PlayerList[nPlayer].nSeq = kSeqJoe;
|
||||
}
|
||||
|
||||
PlayerList[nPlayer].field_2 = 0;
|
||||
PlayerList[nPlayer].nSeqSize = 0;
|
||||
}
|
||||
|
||||
void ShootStaff(int nPlayer)
|
||||
{
|
||||
PlayerList[nPlayer].nAction = 15;
|
||||
PlayerList[nPlayer].field_2 = 0;
|
||||
PlayerList[nPlayer].nSeqSize = 0;
|
||||
PlayerList[nPlayer].nSeq = kSeqJoe;
|
||||
}
|
||||
|
||||
|
@ -617,7 +617,7 @@ void AIPlayer::Draw(RunListEvent* ev)
|
|||
assert(nPlayer >= 0 && nPlayer < kMaxPlayers);
|
||||
short nAction = PlayerList[nPlayer].nAction;
|
||||
|
||||
seq_PlotSequence(ev->nParam, SeqOffsets[PlayerList[nPlayer].nSeq] + PlayerSeq[nAction].a, PlayerList[nPlayer].field_2, PlayerSeq[nAction].b);
|
||||
seq_PlotSequence(ev->nParam, SeqOffsets[PlayerList[nPlayer].nSeq] + PlayerSeq[nAction].a, PlayerList[nPlayer].nSeqSize, PlayerSeq[nAction].b);
|
||||
}
|
||||
|
||||
void AIPlayer::RadialDamage(RunListEvent* ev)
|
||||
|
@ -677,7 +677,7 @@ void AIPlayer::Damage(RunListEvent* ev)
|
|||
{
|
||||
if (nAction != 12)
|
||||
{
|
||||
PlayerList[nPlayer].field_2 = 0;
|
||||
PlayerList[nPlayer].nSeqSize = 0;
|
||||
PlayerList[nPlayer].nAction = 12;
|
||||
return;
|
||||
}
|
||||
|
@ -686,7 +686,7 @@ void AIPlayer::Damage(RunListEvent* ev)
|
|||
{
|
||||
if (nAction != 4)
|
||||
{
|
||||
PlayerList[nPlayer].field_2 = 0;
|
||||
PlayerList[nPlayer].nSeqSize = 0;
|
||||
PlayerList[nPlayer].nAction = 4;
|
||||
|
||||
if (pActor2)
|
||||
|
@ -774,7 +774,7 @@ void AIPlayer::Tick(RunListEvent* ev)
|
|||
sPlayerInput[nPlayer].nItem = -1;
|
||||
}
|
||||
|
||||
int var_EC = PlayerList[nPlayer].field_2;
|
||||
int var_EC = PlayerList[nPlayer].nSeqSize;
|
||||
|
||||
pPlayerSprite->picnum = seq_GetSeqPicnum(PlayerList[nPlayer].nSeq, PlayerSeq[nHeightTemplate[nAction]].a, var_EC);
|
||||
pDopple->s().picnum = pPlayerSprite->picnum;
|
||||
|
@ -2426,7 +2426,7 @@ sectdone:
|
|||
{
|
||||
nAction = nActionB;
|
||||
PlayerList[nPlayer].nAction = nActionB;
|
||||
PlayerList[nPlayer].field_2 = 0;
|
||||
PlayerList[nPlayer].nSeqSize = 0;
|
||||
}
|
||||
|
||||
Player* pPlayer = &PlayerList[nPlayer];
|
||||
|
@ -2512,12 +2512,12 @@ sectdone:
|
|||
|
||||
int var_AC = SeqOffsets[PlayerList[nPlayer].nSeq] + PlayerSeq[nAction].a;
|
||||
|
||||
seq_MoveSequence(pPlayerActor, var_AC, PlayerList[nPlayer].field_2);
|
||||
PlayerList[nPlayer].field_2++;
|
||||
seq_MoveSequence(pPlayerActor, var_AC, PlayerList[nPlayer].nSeqSize);
|
||||
PlayerList[nPlayer].nSeqSize++;
|
||||
|
||||
if (PlayerList[nPlayer].field_2 >= SeqSize[var_AC])
|
||||
if (PlayerList[nPlayer].nSeqSize >= SeqSize[var_AC])
|
||||
{
|
||||
PlayerList[nPlayer].field_2 = 0;
|
||||
PlayerList[nPlayer].nSeqSize = 0;
|
||||
|
||||
switch (PlayerList[nPlayer].nAction)
|
||||
{
|
||||
|
@ -2525,13 +2525,13 @@ sectdone:
|
|||
break;
|
||||
|
||||
case 3:
|
||||
PlayerList[nPlayer].field_2 = SeqSize[var_AC] - 1;
|
||||
PlayerList[nPlayer].nSeqSize = SeqSize[var_AC] - 1;
|
||||
break;
|
||||
case 4:
|
||||
PlayerList[nPlayer].nAction = 0;
|
||||
break;
|
||||
case 16:
|
||||
PlayerList[nPlayer].field_2 = SeqSize[var_AC] - 1;
|
||||
PlayerList[nPlayer].nSeqSize = SeqSize[var_AC] - 1;
|
||||
|
||||
if (pPlayerSprite->z < pPlayerSprite->sector()->floorz) {
|
||||
pPlayerSprite->z += 256;
|
||||
|
@ -2627,7 +2627,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, Player& w, Player*
|
|||
if (arc.BeginObject(keyname))
|
||||
{
|
||||
arc("health", w.nHealth)
|
||||
("at2", w.field_2)
|
||||
("at2", w.nSeqSize)
|
||||
("action", w.nAction)
|
||||
("sprite", w.pActor)
|
||||
("mummy", w.bIsMummified)
|
||||
|
@ -2642,10 +2642,10 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, Player& w, Player*
|
|||
.Array("ammo", w.nAmmo, countof(w.nAmmo))
|
||||
("weapon", w.nCurrentWeapon)
|
||||
("isfiring", w.bIsFiring)
|
||||
("field3f", w.field_3FOUR)
|
||||
("field38", w.field_38)
|
||||
("field3a", w.field_3A)
|
||||
("field3c", w.field_3C)
|
||||
("field3f", w.nSeqSize2)
|
||||
("field38", w.nNextWeapon)
|
||||
("field3a", w.nState)
|
||||
("field3c", w.nLastWeapon)
|
||||
("seq", w.nSeq)
|
||||
("horizon", w.horizon)
|
||||
("angle", w.angle)
|
||||
|
@ -2721,7 +2721,7 @@ DEFINE_FIELD_X(ExhumedPlayer, Player, nLives);
|
|||
DEFINE_FIELD_X(ExhumedPlayer, Player, nDouble);
|
||||
DEFINE_FIELD_X(ExhumedPlayer, Player, nInvisible);
|
||||
DEFINE_FIELD_X(ExhumedPlayer, Player, nTorch);
|
||||
DEFINE_FIELD_X(ExhumedPlayer, Player, field_2);
|
||||
DEFINE_FIELD_X(ExhumedPlayer, Player, nSeqSize);
|
||||
DEFINE_FIELD_X(ExhumedPlayer, Player, nAction);
|
||||
DEFINE_FIELD_X(ExhumedPlayer, Player, pActor);
|
||||
DEFINE_FIELD_X(ExhumedPlayer, Player, bIsMummified);
|
||||
|
@ -2736,11 +2736,11 @@ DEFINE_FIELD_X(ExhumedPlayer, Player, items);
|
|||
DEFINE_FIELD_X(ExhumedPlayer, Player, nAmmo); // TODO - kMaxWeapons?
|
||||
|
||||
DEFINE_FIELD_X(ExhumedPlayer, Player, nCurrentWeapon);
|
||||
DEFINE_FIELD_X(ExhumedPlayer, Player, field_3FOUR);
|
||||
DEFINE_FIELD_X(ExhumedPlayer, Player, nSeqSize2);
|
||||
DEFINE_FIELD_X(ExhumedPlayer, Player, bIsFiring);
|
||||
DEFINE_FIELD_X(ExhumedPlayer, Player, field_38);
|
||||
DEFINE_FIELD_X(ExhumedPlayer, Player, field_3A);
|
||||
DEFINE_FIELD_X(ExhumedPlayer, Player, field_3C);
|
||||
DEFINE_FIELD_X(ExhumedPlayer, Player, nNextWeapon);
|
||||
DEFINE_FIELD_X(ExhumedPlayer, Player, nState);
|
||||
DEFINE_FIELD_X(ExhumedPlayer, Player, nLastWeapon);
|
||||
DEFINE_FIELD_X(ExhumedPlayer, Player, nRun);
|
||||
DEFINE_FIELD_X(ExhumedPlayer, Player, bPlayerPan);
|
||||
DEFINE_FIELD_X(ExhumedPlayer, Player, bLockPan);
|
||||
|
|
|
@ -64,7 +64,7 @@ struct Player
|
|||
int16_t nDouble;
|
||||
int16_t nInvisible;
|
||||
int16_t nTorch;
|
||||
int16_t field_2;
|
||||
int16_t nSeqSize;
|
||||
int16_t nAction;
|
||||
int16_t bIsMummified;
|
||||
int16_t invincibility;
|
||||
|
@ -77,13 +77,13 @@ struct Player
|
|||
uint8_t items[8];
|
||||
int16_t nAmmo[7]; // TODO - kMaxWeapons?
|
||||
|
||||
short nCurrentWeapon;
|
||||
short field_3FOUR;
|
||||
short bIsFiring;
|
||||
short field_38;
|
||||
short field_3A;
|
||||
short field_3C;
|
||||
short nRun;
|
||||
int16_t nCurrentWeapon;
|
||||
int16_t nSeqSize2;
|
||||
int16_t bIsFiring;
|
||||
int16_t nNextWeapon;
|
||||
int16_t nState;
|
||||
int16_t nLastWeapon;
|
||||
int16_t nRun;
|
||||
bool bPlayerPan, bLockPan;
|
||||
fixedhoriz nDestVertPan;
|
||||
|
||||
|
|
|
@ -39,7 +39,7 @@ struct ExhumedPlayer native
|
|||
native int16 nDouble;
|
||||
native int16 nInvisible;
|
||||
native int16 nTorch;
|
||||
native int16 field_2;
|
||||
native int16 nSeqSize;
|
||||
native int16 nAction;
|
||||
//native int16 nSprite;
|
||||
native int16 bIsMummified;
|
||||
|
@ -54,11 +54,11 @@ struct ExhumedPlayer native
|
|||
native int16 nAmmo[7]; // TODO - kMaxWeapons?
|
||||
|
||||
native int16 nCurrentWeapon;
|
||||
native int16 field_3FOUR;
|
||||
native int16 nSeqSize2;
|
||||
native int16 nNextWeapon;
|
||||
native int16 nState;
|
||||
native int16 nLastWeapon;
|
||||
native int16 bIsFiring;
|
||||
native int16 field_38;
|
||||
native int16 field_3A;
|
||||
native int16 field_3C;
|
||||
native int16 nRun;
|
||||
native bool bPlayerPan, bLockPan;
|
||||
//fixedhoriz nDestVertPan;
|
||||
|
|
Loading…
Reference in a new issue