- removed unused code. (MDA screen hack - huh???)

- Shadow Warrior updates from SWP.
This commit is contained in:
Christoph Oelckers 2019-11-17 18:02:17 +01:00
parent dc60c7f72e
commit 557bd201fb
37 changed files with 657 additions and 1012 deletions

View file

@ -118,8 +118,7 @@ int ChangeWeapon(PLAYERp);
ANIMATOR InitFire;
int
NullAnimator(short SpriteNum)
int NullAnimator(short SpriteNum)
{
return 0;
}
@ -129,8 +128,7 @@ void pNullAnimator(PANEL_SPRITEp psp)
return;
}
PANEL_SPRITEp
pFindMatchingSprite(PLAYERp pp, int x, int y, short pri)
PANEL_SPRITEp pFindMatchingSprite(PLAYERp pp, int x, int y, short pri)
{
PANEL_SPRITEp nsp;
PANEL_SPRITEp psp=NULL, next;
@ -150,8 +148,7 @@ pFindMatchingSprite(PLAYERp pp, int x, int y, short pri)
return NULL;
}
PANEL_SPRITEp
pFindMatchingSpriteID(PLAYERp pp, short id, int x, int y, short pri)
PANEL_SPRITEp pFindMatchingSpriteID(PLAYERp pp, short id, int x, int y, short pri)
{
PANEL_SPRITEp nsp;
PANEL_SPRITEp psp=NULL, next;
@ -171,8 +168,7 @@ pFindMatchingSpriteID(PLAYERp pp, short id, int x, int y, short pri)
return NULL;
}
SWBOOL
pKillScreenSpiteIDs(PLAYERp pp, short id)
SWBOOL pKillScreenSpiteIDs(PLAYERp pp, short id)
{
PANEL_SPRITEp nsp=NULL;
PANEL_SPRITEp psp=NULL, next;
@ -194,8 +190,7 @@ pKillScreenSpiteIDs(PLAYERp pp, short id)
// Used to sprites in the view at correct aspect ratio and x,y location.
PANEL_SPRITEp
pSpawnFullViewSprite(PLAYERp pp, short pic, short pri, int x, int y)
PANEL_SPRITEp pSpawnFullViewSprite(PLAYERp pp, short pic, short pri, int x, int y)
{
PANEL_SPRITEp nsp;
@ -219,8 +214,7 @@ pSpawnFullViewSprite(PLAYERp pp, short pic, short pri, int x, int y)
// Used to display panel info at correct aspect ratio and x,y location on the
// status panel. Sprites will kill themselves after writing to all pages.
PANEL_SPRITEp
pSpawnFullScreenSprite(PLAYERp pp, short pic, short pri, int x, int y)
PANEL_SPRITEp pSpawnFullScreenSprite(PLAYERp pp, short pic, short pri, int x, int y)
{
PANEL_SPRITEp nsp;
@ -294,8 +288,7 @@ void ArmorCalc(int damage_amt, int *armor_damage, int *player_damage)
}
void
PlayerUpdateHealth(PLAYERp pp, short value)
void PlayerUpdateHealth(PLAYERp pp, short value)
{
USERp u = User[pp->PlayerSprite];
short x,y;
@ -421,8 +414,7 @@ PlayerUpdateHealth(PLAYERp pp, short value)
}
void
PlayerUpdateAmmo(PLAYERp pp, short UpdateWeaponNum, short value)
void PlayerUpdateAmmo(PLAYERp pp, short UpdateWeaponNum, short value)
{
USERp u = User[pp->PlayerSprite];
short x,y;
@ -488,8 +480,7 @@ PlayerUpdateAmmo(PLAYERp pp, short UpdateWeaponNum, short value)
DisplayPanelNumber(pp, x, y, pp->WpnAmmo[WeaponNum]);
}
void
PlayerUpdateWeaponSummary(PLAYERp pp, short UpdateWeaponNum)
void PlayerUpdateWeaponSummary(PLAYERp pp, short UpdateWeaponNum)
{
USERp u = User[pp->PlayerSprite];
short x,y;
@ -568,8 +559,7 @@ void PlayerUpdateWeaponSummaryAll(PLAYERp pp)
}
}
void
PlayerUpdateWeapon(PLAYERp pp, short WeaponNum)
void PlayerUpdateWeapon(PLAYERp pp, short WeaponNum)
{
USERp u = User[pp->PlayerSprite];
@ -586,8 +576,7 @@ PlayerUpdateWeapon(PLAYERp pp, short WeaponNum)
PlayerUpdateWeaponSummaryAll(pp);
}
void
PlayerUpdateKills(PLAYERp pp, short value)
void PlayerUpdateKills(PLAYERp pp, short value)
{
USERp u = User[pp->PlayerSprite];
@ -635,8 +624,7 @@ PlayerUpdateKills(PLAYERp pp, short value)
DisplayFragNumbers(pp);
}
void
PlayerUpdateArmor(PLAYERp pp, short value)
void PlayerUpdateArmor(PLAYERp pp, short value)
{
USERp u = User[pp->PlayerSprite];
short x,y;
@ -671,8 +659,7 @@ PlayerUpdateArmor(PLAYERp pp, short value)
}
void
PlayerUpdateKeys(PLAYERp pp)
void PlayerUpdateKeys(PLAYERp pp)
{
#define PANEL_KEYS_BOX_X 276
#define PANEL_KEYS_XOFF 0
@ -754,8 +741,7 @@ PlayerUpdateKeys(PLAYERp pp)
}
}
void
PlayerUpdateTimeLimit(PLAYERp pp)
void PlayerUpdateTimeLimit(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
short x,y;
@ -781,8 +767,7 @@ PlayerUpdateTimeLimit(PLAYERp pp)
DisplaySummaryString(pp, PANEL_KEYS_BOX_X+1, PANEL_BOX_Y+6, 0, 0, ds);
}
void
PlayerUpdatePanelInfo(PLAYERp pp)
void PlayerUpdatePanelInfo(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
int i;
@ -790,6 +775,9 @@ PlayerUpdatePanelInfo(PLAYERp pp)
if (Prediction)
return;
if (UsingMenus)
return;
PlayerUpdateHealth(pp, 0);
PlayerUpdateInventory(pp, pp->InventoryNum);
PlayerUpdateAmmo(pp, u->WeaponNum, 0);
@ -800,8 +788,7 @@ PlayerUpdatePanelInfo(PLAYERp pp)
PlayerUpdateTimeLimit(pp);
}
int
WeaponOperate(PLAYERp pp)
int WeaponOperate(PLAYERp pp)
{
short weapon;
int DoPlayerSpriteReset(short SpriteNum);
@ -896,6 +883,7 @@ WeaponOperate(PLAYERp pp)
if (TEST(pp->Flags, PF_TWO_UZI))
{
pp->WpnUziType++;
PlaySound(DIGI_UZI_UP, &pp->posx, &pp->posy, &pp->posz, v3df_follow);
if (pp->WpnUziType > 1)
pp->WpnUziType = 0;
}
@ -908,6 +896,7 @@ WeaponOperate(PLAYERp pp)
if (u->WeaponNum == WPN_MICRO)
{
pp->WpnRocketType++;
PlaySound(DIGI_ROCKET_UP, &pp->posx, &pp->posy, &pp->posz, v3df_follow);
if (pp->WpnRocketType > 2)
pp->WpnRocketType = 0;
if (pp->WpnRocketType == 2 && pp->WpnRocketNuke == 0)
@ -1017,11 +1006,19 @@ WeaponOperate(PLAYERp pp)
SWBOOL
WeaponOK(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
USERp u;
short min_ammo, WeaponNum, FindWeaponNum;
static char wpn_order[] = {2,3,4,5,6,7,8,9,1,0};
unsigned wpn_ndx=0;
if ((unsigned)pp->PlayerSprite >= MAXSPRITES)
return(FALSE);
u = User[pp->PlayerSprite];
if (u == NULL)
return(FALSE);
// sword
if (DamageData[u->WeaponNum].max_ammo == -1)
return TRUE;
@ -1262,8 +1259,7 @@ void SpecialUziRetractFunc(PANEL_SPRITEp psp)
}
}
void
RetractCurWpn(PLAYERp pp)
void RetractCurWpn(PLAYERp pp)
{
// Retract old weapon
if (pp->CurWpn)
@ -6277,9 +6273,11 @@ pChopsWait(PANEL_SPRITEp psp)
}
}
void
ChopsSetRetract(PLAYERp pp)
{
void ChopsSetRetract(PLAYERp pp)
{
if (pp == NULL || pp->Chops == NULL)
return;
pSetState(pp->Chops, pp->Chops->RetractState);
}
@ -7450,6 +7448,7 @@ pDisplaySprites(PLAYERp pp)
break;
case STAR_REST:
case 2510:
if (!useDarts)
picnum = 2138;
else