- Exhumed: renamed disassembly fields in player struct.

This commit is contained in:
Christoph Oelckers 2021-11-21 19:33:51 +01:00
parent 30b42d24a0
commit 1790ced1f8
7 changed files with 132 additions and 132 deletions

View file

@ -67,7 +67,7 @@ struct bulletInfo
extern bulletInfo BulletInfo[];
extern short nRadialBullet;
extern short lasthitsect;
extern int lasthitsect;
extern int lasthitz;
extern int lasthitx;
extern int lasthity;

View file

@ -37,12 +37,12 @@ struct Bullet
DExhumedActor* pActor;
DExhumedActor* pEnemy;
short nSeq;
short nFrame;
short field_6;
short field_8;
short nType;
short nPitch;
int16_t nSeq;
int16_t nFrame;
int16_t nRunRec;
int16_t nRunRec2;
int16_t nType;
int16_t nPitch;
short field_E;
uint16_t field_10;
uint8_t field_12;
@ -54,7 +54,7 @@ struct Bullet
FreeListArray<Bullet, kMaxBullets> BulletList;
int lasthitz, lasthitx, lasthity;
short lasthitsect;
int lasthitsect;
short nRadialBullet = 0;
@ -75,8 +75,8 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, Bullet& w, Bullet*
("x", w.x, def->x)
("y", w.y, def->y)
("z", w.z, def->z)
("at6", w.field_6, def->field_6)
("at8", w.field_8, def->field_8)
("at6", w.nRunRec, def->nRunRec)
("at8", w.nRunRec2, def->nRunRec2)
("atc", w.nPitch, def->nPitch)
("ate", w.field_E, def->field_E)
("at10", w.field_10, def->field_10)
@ -141,9 +141,9 @@ void DestroyBullet(int nBullet)
auto pActor = BulletList[nBullet].pActor;
auto pSprite = &pActor->s();
runlist_DoSubRunRec(BulletList[nBullet].field_6);
runlist_DoSubRunRec(BulletList[nBullet].nRunRec);
runlist_DoSubRunRec(pSprite->lotag - 1);
runlist_SubRunRec(BulletList[nBullet].field_8);
runlist_SubRunRec(BulletList[nBullet].nRunRec2);
StopActorSound(pActor);
@ -700,8 +700,8 @@ DExhumedActor* BuildBullet(DExhumedActor* pActor, int nType, int nZOffset, int n
pBullet->nPitch = nPitch;
pBullet->nType = nType;
pBullet->pActor = pBulletActor;
pBullet->field_6 = runlist_AddRunRec(pBulletSprite->lotag - 1, nBullet, 0xB0000);
pBullet->field_8 = runlist_AddRunRec(NewRun, nBullet, 0xB0000);
pBullet->nRunRec = runlist_AddRunRec(pBulletSprite->lotag - 1, nBullet, 0xB0000);
pBullet->nRunRec2 = runlist_AddRunRec(NewRun, nBullet, 0xB0000);
pBullet->nDoubleDamage = nDoubleDamage;
pBulletSprite->z += nZOffset;
pBulletSprite->backuppos();

View file

@ -235,8 +235,8 @@ void AIGrenade::Tick(RunListEvent* ev)
if (pActor->nTurn < 0)
{
PlayerList[nPlayer].field_3A = 0;
PlayerList[nPlayer].field_3FOUR = 0;
PlayerList[nPlayer].nState = 0;
PlayerList[nPlayer].nSeqSize2 = 0;
if (PlayerList[nPlayer].nAmmo[kWeaponGrenade])
{
@ -246,8 +246,8 @@ void AIGrenade::Tick(RunListEvent* ev)
{
SelectNewWeapon(nPlayer);
PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].field_38;
PlayerList[nPlayer].field_38 = -1;
PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].nNextWeapon;
PlayerList[nPlayer].nNextWeapon = -1;
}
}

View file

@ -114,8 +114,8 @@ void ResetPlayerWeapons(int nPlayer)
}
PlayerList[nPlayer].nCurrentWeapon = 0;
PlayerList[nPlayer].field_3A = 0;
PlayerList[nPlayer].field_3FOUR = 0;
PlayerList[nPlayer].nState = 0;
PlayerList[nPlayer].nSeqSize2 = 0;
PlayerList[nPlayer].pPlayerGrenade = nullptr;
PlayerList[nPlayer].nPlayerWeapons = 0x1; // turn on bit 1 only
@ -130,12 +130,12 @@ void SetNewWeapon(int nPlayer, int nWeapon)
{
if (nWeapon == kWeaponMummified)
{
PlayerList[nPlayer].field_3C = PlayerList[nPlayer].nCurrentWeapon;
PlayerList[nPlayer].nLastWeapon = PlayerList[nPlayer].nCurrentWeapon;
PlayerList[nPlayer].bIsFiring = false;
PlayerList[nPlayer].field_3A = 5;
PlayerList[nPlayer].nState = 5;
SetPlayerMummified(nPlayer, true);
PlayerList[nPlayer].field_3FOUR = 0;
PlayerList[nPlayer].nSeqSize2 = 0;
}
else
{
@ -156,7 +156,7 @@ void SetNewWeapon(int nPlayer, int nWeapon)
else
{
PlayerList[nPlayer].nCurrentWeapon = nWeapon;
PlayerList[nPlayer].field_3FOUR = 0;
PlayerList[nPlayer].nSeqSize2 = 0;
}
}
else {
@ -164,7 +164,7 @@ void SetNewWeapon(int nPlayer, int nWeapon)
}
}
PlayerList[nPlayer].field_38 = nWeapon;
PlayerList[nPlayer].nNextWeapon = nWeapon;
}
void SetNewWeaponImmediate(int nPlayer, int nWeapon)
@ -172,9 +172,9 @@ void SetNewWeaponImmediate(int nPlayer, int nWeapon)
SetNewWeapon(nPlayer, nWeapon);
PlayerList[nPlayer].nCurrentWeapon = nWeapon;
PlayerList[nPlayer].field_38 = -1;
PlayerList[nPlayer].field_3FOUR = 0;
PlayerList[nPlayer].field_3A = 0;
PlayerList[nPlayer].nNextWeapon = -1;
PlayerList[nPlayer].nSeqSize2 = 0;
PlayerList[nPlayer].nState = 0;
}
void SetNewWeaponIfBetter(int nPlayer, int nWeapon)
@ -344,19 +344,19 @@ void MoveWeapons(int nPlayer)
if (nWeapon < -1)
{
if (PlayerList[nPlayer].field_38 != -1)
if (PlayerList[nPlayer].nNextWeapon != -1)
{
PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].field_38;
PlayerList[nPlayer].field_3A = 0;
PlayerList[nPlayer].field_3FOUR = 0;
PlayerList[nPlayer].field_38 = -1;
PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].nNextWeapon;
PlayerList[nPlayer].nState = 0;
PlayerList[nPlayer].nSeqSize2 = 0;
PlayerList[nPlayer].nNextWeapon = -1;
}
return;
}
// loc_26ACC
short eax = PlayerList[nPlayer].field_3A;
short eax = PlayerList[nPlayer].nState;
short nSeq = WeaponInfo[nWeapon].nSeq;
short var_3C = WeaponInfo[nWeapon].b[eax] + SeqOffsets[nSeq];
@ -367,27 +367,27 @@ void MoveWeapons(int nPlayer)
for (frames = var_1C; frames > 0; frames--)
{
seq_MoveSequence(pPlayerActor, var_3C, PlayerList[nPlayer].field_3FOUR);
seq_MoveSequence(pPlayerActor, var_3C, PlayerList[nPlayer].nSeqSize2);
PlayerList[nPlayer].field_3FOUR++;
PlayerList[nPlayer].nSeqSize2++;
dword_96E22++;
if (dword_96E22 >= 15) {
dword_96E22 = 0;
}
if (PlayerList[nPlayer].field_3FOUR >= SeqSize[var_3C])
if (PlayerList[nPlayer].nSeqSize2 >= SeqSize[var_3C])
{
if (PlayerList[nPlayer].field_38 == -1)
if (PlayerList[nPlayer].nNextWeapon == -1)
{
switch (PlayerList[nPlayer].field_3A)
switch (PlayerList[nPlayer].nState)
{
default:
break;
case 0:
{
PlayerList[nPlayer].field_3A = 1;
PlayerList[nPlayer].nState = 1;
SetWeaponStatus(nPlayer);
break;
}
@ -413,7 +413,7 @@ void MoveWeapons(int nPlayer)
Ra[nPlayer].field_C = 1;
}
PlayerList[nPlayer].field_3A = 2;
PlayerList[nPlayer].nState = 2;
if (nWeapon == 0)
break;
@ -439,8 +439,8 @@ void MoveWeapons(int nPlayer)
{
if (nWeapon == kWeaponPistol && PlayerList[nPlayer].nPistolClip <= 0)
{
PlayerList[nPlayer].field_3A = 3;
PlayerList[nPlayer].field_3FOUR = 0;
PlayerList[nPlayer].nState = 3;
PlayerList[nPlayer].nSeqSize2 = 0;
PlayerList[nPlayer].nPistolClip = min<int>(6, PlayerList[nPlayer].nAmmo[kWeaponPistol]);
break;
@ -449,19 +449,19 @@ void MoveWeapons(int nPlayer)
{
if (!PlayerList[nPlayer].bIsFiring)
{
PlayerList[nPlayer].field_3A = 3;
PlayerList[nPlayer].nState = 3;
break;
}
else
{
PlayerList[nPlayer].field_3FOUR = SeqSize[var_3C] - 1;
PlayerList[nPlayer].nSeqSize2 = SeqSize[var_3C] - 1;
continue;
}
}
else if (nWeapon == kWeaponMummified)
{
PlayerList[nPlayer].field_3A = 0;
PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].field_3C;
PlayerList[nPlayer].nState = 0;
PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].nLastWeapon;
nWeapon = PlayerList[nPlayer].nCurrentWeapon;
@ -474,24 +474,24 @@ void MoveWeapons(int nPlayer)
if (PlayerList[nPlayer].bIsFiring && WeaponCanFire(nPlayer))
{
if (nWeapon != kWeaponM60 && nWeapon != kWeaponPistol) {
PlayerList[nPlayer].field_3A = 3;
PlayerList[nPlayer].nState = 3;
}
}
else
{
if (WeaponInfo[nWeapon].b[4] == -1)
{
PlayerList[nPlayer].field_3A = 1;
PlayerList[nPlayer].nState = 1;
}
else
{
if (nWeapon == kWeaponFlamer && (nSectFlag & kSectUnderwater))
{
PlayerList[nPlayer].field_3A = 1;
PlayerList[nPlayer].nState = 1;
}
else
{
PlayerList[nPlayer].field_3A = 4;
PlayerList[nPlayer].nState = 4;
}
}
}
@ -507,11 +507,11 @@ void MoveWeapons(int nPlayer)
{
if (nWeapon == kWeaponMummified)
{
PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].field_3C;
PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].nLastWeapon;
nWeapon = PlayerList[nPlayer].nCurrentWeapon;
PlayerList[nPlayer].field_3A = 0;
PlayerList[nPlayer].nState = 0;
break;
}
else if (nWeapon == kWeaponRing)
@ -519,7 +519,7 @@ void MoveWeapons(int nPlayer)
if (!WeaponInfo[nWeapon].d || PlayerList[nPlayer].nAmmo[WeaponInfo[nWeapon].nAmmoType])
{
if (!PlayerList[nPlayer].bIsFiring) {
PlayerList[nPlayer].field_3A = 1;
PlayerList[nPlayer].nState = 1;
}
else {
break;
@ -536,45 +536,45 @@ void MoveWeapons(int nPlayer)
else if (nWeapon == kWeaponM60)
{
CheckClip(nPlayer);
PlayerList[nPlayer].field_3A = 1;
PlayerList[nPlayer].nState = 1;
break;
}
else if (nWeapon == kWeaponGrenade)
{
if (!WeaponInfo[nWeapon].d || PlayerList[nPlayer].nAmmo[WeaponInfo[nWeapon].nAmmoType])
{
PlayerList[nPlayer].field_3A = 0;
PlayerList[nPlayer].nState = 0;
break;
}
else
{
SelectNewWeapon(nPlayer);
PlayerList[nPlayer].field_3A = 5;
PlayerList[nPlayer].nState = 5;
PlayerList[nPlayer].field_3FOUR = SeqSize[WeaponInfo[kWeaponGrenade].b[0] + SeqOffsets[nSeq]] - 1; // CHECKME
PlayerList[nPlayer].nSeqSize2 = SeqSize[WeaponInfo[kWeaponGrenade].b[0] + SeqOffsets[nSeq]] - 1; // CHECKME
goto loc_flag; // FIXME
}
}
else
{
if (PlayerList[nPlayer].bIsFiring && WeaponCanFire(nPlayer)) {
PlayerList[nPlayer].field_3A = 2;
PlayerList[nPlayer].nState = 2;
break;
}
if (WeaponInfo[nWeapon].b[4] == -1)
{
PlayerList[nPlayer].field_3A = 1;
PlayerList[nPlayer].nState = 1;
break;
}
if (nWeapon == kWeaponFlamer && (nSectFlag & kSectUnderwater))
{
PlayerList[nPlayer].field_3A = 1;
PlayerList[nPlayer].nState = 1;
}
else
{
PlayerList[nPlayer].field_3A = 4;
PlayerList[nPlayer].nState = 4;
}
}
break;
@ -582,18 +582,18 @@ void MoveWeapons(int nPlayer)
case 4:
{
PlayerList[nPlayer].field_3A = 1;
PlayerList[nPlayer].nState = 1;
break;
}
case 5:
{
PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].field_38;
PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].nNextWeapon;
nWeapon = PlayerList[nPlayer].nCurrentWeapon;
PlayerList[nPlayer].field_3A = 0;
PlayerList[nPlayer].field_38 = -1;
PlayerList[nPlayer].nState = 0;
PlayerList[nPlayer].nNextWeapon = -1;
SetWeaponStatus(nPlayer);
break;
@ -601,26 +601,26 @@ void MoveWeapons(int nPlayer)
}
// loc_26FC5
var_3C = SeqOffsets[WeaponInfo[nWeapon].nSeq] + WeaponInfo[nWeapon].b[PlayerList[nPlayer].field_3A];
PlayerList[nPlayer].field_3FOUR = 0;
var_3C = SeqOffsets[WeaponInfo[nWeapon].nSeq] + WeaponInfo[nWeapon].b[PlayerList[nPlayer].nState];
PlayerList[nPlayer].nSeqSize2 = 0;
}
else
{
if (PlayerList[nPlayer].field_3A == 5)
if (PlayerList[nPlayer].nState == 5)
{
PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].field_38;
PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].nNextWeapon;
nWeapon = PlayerList[nPlayer].nCurrentWeapon;
PlayerList[nPlayer].field_38 = -1;
PlayerList[nPlayer].field_3A = 0;
PlayerList[nPlayer].nNextWeapon = -1;
PlayerList[nPlayer].nState = 0;
}
else
{
PlayerList[nPlayer].field_3A = 5;
PlayerList[nPlayer].nState = 5;
}
PlayerList[nPlayer].field_3FOUR = 0;
PlayerList[nPlayer].nSeqSize2 = 0;
continue;
}
} // end of if (PlayerList[nPlayer].field_34 >= SeqSize[var_3C])
@ -628,7 +628,7 @@ void MoveWeapons(int nPlayer)
loc_flag:
// loc_27001
int nFrameFlag = seq_GetFrameFlag(var_3C, PlayerList[nPlayer].field_3FOUR);
int nFrameFlag = seq_GetFrameFlag(var_3C, PlayerList[nPlayer].nSeqSize2);
if (((!(nSectFlag & kSectUnderwater)) || nWeapon == kWeaponRing) && (nFrameFlag & 4))
{
@ -662,8 +662,8 @@ loc_flag:
if (nTemperature[nPlayer] > 50)
{
nTemperature[nPlayer] = 0;
PlayerList[nPlayer].field_3A = 4;
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;

View file

@ -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);

View file

@ -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;

View file

@ -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;