mirror of
https://github.com/ZDoom/Raze.git
synced 2025-03-13 04:24:39 +00:00
- Exhumed: Rename Player
struct to ExhumedPlayer
.
This commit is contained in:
parent
6a367c6184
commit
5008ac08ac
4 changed files with 57 additions and 57 deletions
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@ -138,7 +138,7 @@ void SetNewWeaponIfBetter(int nPlayer, int nWeapon);
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void SelectNewWeapon(int nPlayer);
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void SelectNewWeapon(int nPlayer);
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void CheckClip(int nPlayer);
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void CheckClip(int nPlayer);
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void MoveWeapons(int nPlayer);
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void MoveWeapons(int nPlayer);
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void DrawWeapons(Player* const pPlayer, double interpfrac);
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void DrawWeapons(ExhumedPlayer* const pPlayer, double interpfrac);
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// items
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// items
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@ -902,7 +902,7 @@ loc_flag:
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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void DrawWeapons(Player* const pPlayer, double interpfrac)
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void DrawWeapons(ExhumedPlayer* const pPlayer, double interpfrac)
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{
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{
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const auto pPlayerActor = pPlayer->GetActor();
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const auto pPlayerActor = pPlayer->GetActor();
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const int nWeapon = pPlayer->nCurrentWeapon;
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const int nWeapon = pPlayer->nCurrentWeapon;
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@ -69,7 +69,7 @@ static constexpr int16_t nItemText[] = {
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};
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};
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int nLocalPlayer = 0;
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int nLocalPlayer = 0;
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Player PlayerList[kMaxPlayers];
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ExhumedPlayer PlayerList[kMaxPlayers];
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TObjPtr<DExhumedActor*> nNetStartSprite[kMaxPlayers] = { };
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TObjPtr<DExhumedActor*> nNetStartSprite[kMaxPlayers] = { };
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int PlayerCount;
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int PlayerCount;
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int nNetStartSprites;
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int nNetStartSprites;
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@ -144,7 +144,7 @@ void InitPlayerKeys(int nPlayer)
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void InitPlayerInventory(int nPlayer)
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void InitPlayerInventory(int nPlayer)
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{
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{
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const auto pPlayer = &PlayerList[nPlayer];
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const auto pPlayer = &PlayerList[nPlayer];
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memset(pPlayer, 0, sizeof(Player));
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memset(pPlayer, 0, sizeof(ExhumedPlayer));
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ResetPlayerWeapons(nPlayer);
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ResetPlayerWeapons(nPlayer);
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@ -709,7 +709,7 @@ static DExhumedActor* feebtag(const DVector3& pos, sectortype* pSector, int nMag
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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static void doPickupNotification(Player* const pPlayer, const int nItem, const int nSound = -1, const int tintRed = 0, const int tintGreen = 16)
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static void doPickupNotification(ExhumedPlayer* const pPlayer, const int nItem, const int nSound = -1, const int tintRed = 0, const int tintGreen = 16)
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{
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{
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if (pPlayer->nPlayer != nLocalPlayer)
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if (pPlayer->nPlayer != nLocalPlayer)
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return;
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return;
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@ -755,7 +755,7 @@ static void doPickupDestroy(DExhumedActor* const pPickupActor, const int nItem)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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static void doPickupWeapon(Player* pPlayer, DExhumedActor* pPickupActor, int nItem, int nWeapon, int nAmount, int nSound = kSound72)
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static void doPickupWeapon(ExhumedPlayer* pPlayer, DExhumedActor* pPickupActor, int nItem, int nWeapon, int nAmount, int nSound = kSound72)
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{
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{
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const int weapFlag = 1 << nWeapon;
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const int weapFlag = 1 << nWeapon;
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@ -793,7 +793,7 @@ static void doPickupWeapon(Player* pPlayer, DExhumedActor* pPickupActor, int nIt
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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static void doPickupHealth(Player* pPlayer, DExhumedActor* pPickupActor, int nItem, const int nAmount, int nSound)
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static void doPickupHealth(ExhumedPlayer* pPlayer, DExhumedActor* pPickupActor, int nItem, const int nAmount, int nSound)
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{
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{
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if (!pPickupActor->spr.hitag || nAmount > 0 && pPlayer->nHealth >= 800)
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if (!pPickupActor->spr.hitag || nAmount > 0 && pPlayer->nHealth >= 800)
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return;
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return;
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@ -841,7 +841,7 @@ static void doPickupHealth(Player* pPlayer, DExhumedActor* pPickupActor, int nIt
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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void doPlayerItemPickups(Player* const pPlayer)
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void doPlayerItemPickups(ExhumedPlayer* const pPlayer)
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{
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{
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const auto pPlayerActor = pPlayer->GetActor();
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const auto pPlayerActor = pPlayer->GetActor();
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const auto pPlayerSect = pPlayerActor->sector();
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const auto pPlayerSect = pPlayerActor->sector();
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@ -1041,7 +1041,7 @@ void doPlayerItemPickups(Player* const pPlayer)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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void updatePlayerTarget(Player* const pPlayer)
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void updatePlayerTarget(ExhumedPlayer* const pPlayer)
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{
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{
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const auto pPlayerActor = pPlayer->GetActor();
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const auto pPlayerActor = pPlayer->GetActor();
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const auto pRa = &Ra[pPlayer->nPlayer];
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const auto pRa = &Ra[pPlayer->nPlayer];
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@ -1104,7 +1104,7 @@ void updatePlayerTarget(Player* const pPlayer)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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static void updatePlayerVelocity(Player* const pPlayer)
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static void updatePlayerVelocity(ExhumedPlayer* const pPlayer)
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{
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{
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const auto pPlayerActor = pPlayer->GetActor();
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const auto pPlayerActor = pPlayer->GetActor();
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@ -1136,7 +1136,7 @@ static void updatePlayerVelocity(Player* const pPlayer)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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static void updatePlayerInventory(Player* const pPlayer)
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static void updatePlayerInventory(ExhumedPlayer* const pPlayer)
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{
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{
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if (const auto invDir = !!(pPlayer->input.actions & SB_INVNEXT) - !!(pPlayer->input.actions & SB_INVPREV))
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if (const auto invDir = !!(pPlayer->input.actions & SB_INVNEXT) - !!(pPlayer->input.actions & SB_INVPREV))
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{
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{
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@ -1178,7 +1178,7 @@ static void updatePlayerInventory(Player* const pPlayer)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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static void updatePlayerWeapon(Player* const pPlayer)
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static void updatePlayerWeapon(ExhumedPlayer* const pPlayer)
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{
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{
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const bool bIsFiring = pPlayer->input.actions & SB_FIRE;
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const bool bIsFiring = pPlayer->input.actions & SB_FIRE;
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@ -1234,7 +1234,7 @@ unsigned GameInterface::getCrouchState()
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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static void updatePlayerAction(Player* const pPlayer)
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static void updatePlayerAction(ExhumedPlayer* const pPlayer)
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{
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{
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const auto pPlayerActor = pPlayer->GetActor();
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const auto pPlayerActor = pPlayer->GetActor();
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const auto pInput = &pPlayer->input;
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const auto pInput = &pPlayer->input;
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@ -1353,7 +1353,7 @@ static void updatePlayerAction(Player* const pPlayer)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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static void doPlayerCounters(Player* const pPlayer)
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static void doPlayerCounters(ExhumedPlayer* const pPlayer)
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{
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{
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const auto pPlayerActor = pPlayer->GetActor();
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const auto pPlayerActor = pPlayer->GetActor();
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const bool bConsolePlayer = pPlayer->nPlayer == nLocalPlayer;
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const bool bConsolePlayer = pPlayer->nPlayer == nLocalPlayer;
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@ -1434,7 +1434,7 @@ static void doPlayerCounters(Player* const pPlayer)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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static void doPlayerUnderwater(Player* const pPlayer, const bool oUnderwater)
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static void doPlayerUnderwater(ExhumedPlayer* const pPlayer, const bool oUnderwater)
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{
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{
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const auto pPlayerActor = pPlayer->GetActor();
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const auto pPlayerActor = pPlayer->GetActor();
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const bool bUnderwater = pPlayer->pPlayerViewSect->Flag & kSectUnderwater;
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const bool bUnderwater = pPlayer->pPlayerViewSect->Flag & kSectUnderwater;
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@ -1524,7 +1524,7 @@ static void doPlayerUnderwater(Player* const pPlayer, const bool oUnderwater)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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static void doPlayerRamses(Player* const pPlayer)
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static void doPlayerRamses(ExhumedPlayer* const pPlayer)
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{
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{
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setForcedSyncInput(pPlayer->nPlayer);
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setForcedSyncInput(pPlayer->nPlayer);
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@ -1568,7 +1568,7 @@ static void doPlayerGravity(DExhumedActor* const pPlayerActor)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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static void doPlayerCameraEffects(Player* const pPlayer, const double nDestVertPan)
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static void doPlayerCameraEffects(ExhumedPlayer* const pPlayer, const double nDestVertPan)
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{
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{
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const auto pPlayerActor = pPlayer->GetActor();
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const auto pPlayerActor = pPlayer->GetActor();
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const auto nUnderwater = !!(pPlayerActor->sector()->Flag & kSectUnderwater);
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const auto nUnderwater = !!(pPlayerActor->sector()->Flag & kSectUnderwater);
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@ -1610,7 +1610,7 @@ static void doPlayerCameraEffects(Player* const pPlayer, const double nDestVertP
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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static void updatePlayerFloorActor(Player* const pPlayer)
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static void updatePlayerFloorActor(ExhumedPlayer* const pPlayer)
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{
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{
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DExhumedActor* const pFloorActor = pPlayer->pPlayerFloorSprite;
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DExhumedActor* const pFloorActor = pPlayer->pPlayerFloorSprite;
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@ -1632,7 +1632,7 @@ static void updatePlayerFloorActor(Player* const pPlayer)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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static void updatePlayerDoppleActor(Player* const pPlayer)
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static void updatePlayerDoppleActor(ExhumedPlayer* const pPlayer)
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{
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{
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const auto pPlayerActor = pPlayer->GetActor();
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const auto pPlayerActor = pPlayer->GetActor();
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const auto pPlayerSect = pPlayerActor->sector();
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const auto pPlayerSect = pPlayerActor->sector();
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@ -1657,7 +1657,7 @@ static void updatePlayerDoppleActor(Player* const pPlayer)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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static void updatePlayerViewSector(Player* const pPlayer, const Collision& nMove, const DVector3& spr_vel)
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static void updatePlayerViewSector(ExhumedPlayer* const pPlayer, const Collision& nMove, const DVector3& spr_vel)
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{
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{
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const auto pPlayerActor = pPlayer->GetActor();
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const auto pPlayerActor = pPlayer->GetActor();
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const auto pPlayerSect = pPlayerActor->sector();
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const auto pPlayerSect = pPlayerActor->sector();
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@ -1696,7 +1696,7 @@ static void updatePlayerViewSector(Player* const pPlayer, const Collision& nMove
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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static void doPlayerFloorDamage(Player* const pPlayer, const double nStartVelZ)
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static void doPlayerFloorDamage(ExhumedPlayer* const pPlayer, const double nStartVelZ)
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{
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{
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const auto pPlayerActor = pPlayer->GetActor();
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const auto pPlayerActor = pPlayer->GetActor();
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pPlayer->nThrust *= 0.5;
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pPlayer->nThrust *= 0.5;
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@ -1725,7 +1725,7 @@ static void doPlayerFloorDamage(Player* const pPlayer, const double nStartVelZ)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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static void doPlayerMovingBlocks(Player* const pPlayer, const Collision& nMove, const DVector3& spr_vel, sectortype* const spr_sect)
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static void doPlayerMovingBlocks(ExhumedPlayer* const pPlayer, const Collision& nMove, const DVector3& spr_vel, sectortype* const spr_sect)
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{
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{
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const auto pPlayerActor = pPlayer->GetActor();
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const auto pPlayerActor = pPlayer->GetActor();
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sectortype* sect;
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sectortype* sect;
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@ -1783,7 +1783,7 @@ static void doPlayerMovingBlocks(Player* const pPlayer, const Collision& nMove,
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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static bool doPlayerInput(Player* const pPlayer)
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static bool doPlayerInput(ExhumedPlayer* const pPlayer)
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{
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{
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// update the player/actor's velocity before anything.
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// update the player/actor's velocity before anything.
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updatePlayerVelocity(pPlayer);
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updatePlayerVelocity(pPlayer);
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@ -1875,7 +1875,7 @@ static bool doPlayerInput(Player* const pPlayer)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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static void doPlayerRunlistSignals(Player* const pPlayer, sectortype* const pStartSect)
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static void doPlayerRunlistSignals(ExhumedPlayer* const pPlayer, sectortype* const pStartSect)
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{
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{
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const auto pPlayerActor = pPlayer->GetActor();
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const auto pPlayerActor = pPlayer->GetActor();
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const auto pPlayerSect = pPlayerActor->sector();
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const auto pPlayerSect = pPlayerActor->sector();
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@ -1914,7 +1914,7 @@ static void doPlayerRunlistSignals(Player* const pPlayer, sectortype* const pSta
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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static bool doPlayerDeathRestart(Player* const pPlayer)
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static bool doPlayerDeathRestart(ExhumedPlayer* const pPlayer)
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{
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{
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if (!(pPlayer->input.actions & SB_OPEN) || pPlayer->GetActor()->nAction < 16)
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if (!(pPlayer->input.actions & SB_OPEN) || pPlayer->GetActor()->nAction < 16)
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return true;
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return true;
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@ -1960,7 +1960,7 @@ static bool doPlayerDeathRestart(Player* const pPlayer)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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static void doPlayerActionSequence(Player* const pPlayer)
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static void doPlayerActionSequence(ExhumedPlayer* const pPlayer)
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{
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{
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const auto pPlayerActor = pPlayer->GetActor();
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const auto pPlayerActor = pPlayer->GetActor();
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@ -2015,7 +2015,7 @@ static void doPlayerActionSequence(Player* const pPlayer)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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static void doPlayerDeathPitch(Player* const pPlayer)
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static void doPlayerDeathPitch(ExhumedPlayer* const pPlayer)
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{
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{
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const auto pPlayerActor = pPlayer->GetActor();
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const auto pPlayerActor = pPlayer->GetActor();
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pPlayer->nThrust.Zero();
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pPlayer->nThrust.Zero();
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@ -2104,7 +2104,7 @@ void AIPlayer::Tick(RunListEvent* ev)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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FSerializer& Serialize(FSerializer& arc, const char* keyname, Player& w, Player* def)
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FSerializer& Serialize(FSerializer& arc, const char* keyname, ExhumedPlayer& w, ExhumedPlayer* def)
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{
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{
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if (arc.BeginObject(keyname))
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if (arc.BeginObject(keyname))
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{
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{
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@ -2195,29 +2195,29 @@ void SerializePlayer(FSerializer& arc)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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DEFINE_FIELD_X(ExhumedPlayer, Player, nHealth);
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DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, nHealth);
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DEFINE_FIELD_X(ExhumedPlayer, Player, nLives);
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DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, nLives);
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DEFINE_FIELD_X(ExhumedPlayer, Player, nDouble);
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DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, nDouble);
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DEFINE_FIELD_X(ExhumedPlayer, Player, nInvisible);
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DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, nInvisible);
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DEFINE_FIELD_X(ExhumedPlayer, Player, nTorch);
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DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, nTorch);
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DEFINE_FIELD_X(ExhumedPlayer, Player, actor);
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DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, actor);
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DEFINE_FIELD_X(ExhumedPlayer, Player, bIsMummified);
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DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, bIsMummified);
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DEFINE_FIELD_X(ExhumedPlayer, Player, invincibility);
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DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, invincibility);
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DEFINE_FIELD_X(ExhumedPlayer, Player, nAir);
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DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, nAir);
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DEFINE_FIELD_X(ExhumedPlayer, Player, nMaskAmount);
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DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, nMaskAmount);
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DEFINE_FIELD_X(ExhumedPlayer, Player, keys);
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DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, keys);
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DEFINE_FIELD_X(ExhumedPlayer, Player, nMagic);
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DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, nMagic);
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DEFINE_FIELD_X(ExhumedPlayer, Player, nItem);
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DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, nItem);
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DEFINE_FIELD_X(ExhumedPlayer, Player, items);
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DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, items);
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DEFINE_FIELD_X(ExhumedPlayer, Player, nAmmo); // TODO - kMaxWeapons?
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DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, nAmmo); // TODO - kMaxWeapons?
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DEFINE_FIELD_X(ExhumedPlayer, Player, nPlayerWeapons);
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DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, nPlayerWeapons);
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DEFINE_FIELD_X(ExhumedPlayer, Player, nCurrentWeapon);
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DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, nCurrentWeapon);
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DEFINE_FIELD_X(ExhumedPlayer, Player, nWeapFrame);
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DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, nWeapFrame);
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DEFINE_FIELD_X(ExhumedPlayer, Player, bIsFiring);
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DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, bIsFiring);
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DEFINE_FIELD_X(ExhumedPlayer, Player, nNextWeapon);
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DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, nNextWeapon);
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DEFINE_FIELD_X(ExhumedPlayer, Player, nState);
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DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, nState);
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DEFINE_FIELD_X(ExhumedPlayer, Player, nLastWeapon);
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DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, nLastWeapon);
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DEFINE_FIELD_X(ExhumedPlayer, Player, nRun);
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DEFINE_FIELD_X(ExhumedPlayer, ExhumedPlayer, nRun);
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DEFINE_ACTION_FUNCTION(_Exhumed, GetViewPlayer)
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DEFINE_ACTION_FUNCTION(_Exhumed, GetViewPlayer)
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{
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{
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@ -2236,14 +2236,14 @@ DEFINE_ACTION_FUNCTION(_Exhumed, GetPlayerClip)
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DEFINE_ACTION_FUNCTION(_ExhumedPlayer, IsUnderwater)
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DEFINE_ACTION_FUNCTION(_ExhumedPlayer, IsUnderwater)
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{
|
{
|
||||||
PARAM_SELF_STRUCT_PROLOGUE(Player);
|
PARAM_SELF_STRUCT_PROLOGUE(ExhumedPlayer);
|
||||||
auto nLocalPlayer = self - PlayerList;
|
auto nLocalPlayer = self - PlayerList;
|
||||||
ACTION_RETURN_BOOL(PlayerList[nLocalPlayer].pPlayerViewSect->Flag & kSectUnderwater);
|
ACTION_RETURN_BOOL(PlayerList[nLocalPlayer].pPlayerViewSect->Flag & kSectUnderwater);
|
||||||
}
|
}
|
||||||
|
|
||||||
DEFINE_ACTION_FUNCTION(_ExhumedPlayer, GetAngle)
|
DEFINE_ACTION_FUNCTION(_ExhumedPlayer, GetAngle)
|
||||||
{
|
{
|
||||||
PARAM_SELF_STRUCT_PROLOGUE(Player);
|
PARAM_SELF_STRUCT_PROLOGUE(ExhumedPlayer);
|
||||||
ACTION_RETURN_INT(self->GetActor()->spr.Angles.Yaw.Buildang());
|
ACTION_RETURN_INT(self->GetActor()->spr.Angles.Yaw.Buildang());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -47,7 +47,7 @@ struct PlayerSave
|
||||||
DAngle nAngle;
|
DAngle nAngle;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct Player
|
struct ExhumedPlayer
|
||||||
{
|
{
|
||||||
DExhumedActor* actor;
|
DExhumedActor* actor;
|
||||||
int16_t nHealth;
|
int16_t nHealth;
|
||||||
|
@ -120,7 +120,7 @@ struct Player
|
||||||
|
|
||||||
extern int PlayerCount;
|
extern int PlayerCount;
|
||||||
|
|
||||||
extern Player PlayerList[kMaxPlayers];
|
extern ExhumedPlayer PlayerList[kMaxPlayers];
|
||||||
|
|
||||||
extern TObjPtr<DExhumedActor*> nNetStartSprite[kMaxPlayers];
|
extern TObjPtr<DExhumedActor*> nNetStartSprite[kMaxPlayers];
|
||||||
extern int nNetStartSprites;
|
extern int nNetStartSprites;
|
||||||
|
@ -130,9 +130,9 @@ int GetPlayerFromActor(DExhumedActor* actor);
|
||||||
void SetPlayerMummified(int nPlayer, int bIsMummified);
|
void SetPlayerMummified(int nPlayer, int bIsMummified);
|
||||||
int AddAmmo(int nPlayer, int nWeapon, int nAmmoAmount);
|
int AddAmmo(int nPlayer, int nWeapon, int nAmmoAmount);
|
||||||
void ShootStaff(int nPlayer);
|
void ShootStaff(int nPlayer);
|
||||||
void updatePlayerTarget(Player* const pPlayer);
|
void updatePlayerTarget(ExhumedPlayer* const pPlayer);
|
||||||
|
|
||||||
inline void doPlayerVertPanning(Player* const pPlayer, const double nDestVertPan)
|
inline void doPlayerVertPanning(ExhumedPlayer* const pPlayer, const double nDestVertPan)
|
||||||
{
|
{
|
||||||
const auto nVertPan = (nDestVertPan - pPlayer->Angles.ViewAngles.Pitch.Tan() * 128) * 0.25;
|
const auto nVertPan = (nDestVertPan - pPlayer->Angles.ViewAngles.Pitch.Tan() * 128) * 0.25;
|
||||||
pPlayer->Angles.ViewAngles.Pitch += maphoriz(abs(nVertPan) >= 4 ? Sgn(nVertPan) * 4. : nVertPan * 2.);
|
pPlayer->Angles.ViewAngles.Pitch += maphoriz(abs(nVertPan) >= 4 ? Sgn(nVertPan) * 4. : nVertPan * 2.);
|
||||||
|
|
Loading…
Reference in a new issue