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https://github.com/ZDoom/Raze.git
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- SW: Replace all pp (.)\= Player\+(.+)\)
with array accesses.
This commit is contained in:
parent
5d5327c427
commit
6a72b3dd83
9 changed files with 59 additions and 59 deletions
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@ -1012,7 +1012,7 @@ int DoBunnyQuickJump(DSWActor* actor)
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int choose_snd;
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static const int fagsnds[] = {DIGI_FAGRABBIT1,DIGI_FAGRABBIT2,DIGI_FAGRABBIT3};
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if (pp == Player+myconnectindex)
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if (pp == &Player[myconnectindex])
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{
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choose_snd = StdRandomRange(2<<8)>>8;
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if (FAFcansee(ActorVectOfTop(actor),actor->sector(),pp->GetActor()->getPosWithOffsetZ(), pp->cursector) && Facing(actor, actor->user.targetActor))
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@ -1027,7 +1027,7 @@ int DoBunnyQuickJump(DSWActor* actor)
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int choose_snd;
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static const int straightsnds[] = {DIGI_RABBITHUMP1,DIGI_RABBITHUMP2, DIGI_RABBITHUMP3,DIGI_RABBITHUMP4};
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if (pp == Player+myconnectindex)
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if (pp == &Player[myconnectindex])
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{
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choose_snd = StdRandomRange(3<<8)>>8;
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if (FAFcansee(ActorVectOfTop(actor), actor->sector(), pp->GetActor()->getPosWithOffsetZ(), pp->cursector) && Facing(actor, actor->user.targetActor))
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@ -1215,7 +1215,7 @@ void RestorePortalState()
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void drawscreen(SWPlayer* pp, double interpfrac, bool sceneonly)
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{
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// prediction player if prediction is on, else regular player
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SWPlayer* camerapp = (PredictionOn && CommEnabled && pp == Player+myconnectindex) ? ppp : pp;
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SWPlayer* camerapp = (PredictionOn && CommEnabled && pp == &Player[myconnectindex]) ? ppp : pp;
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PreDraw();
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PreUpdatePanel(interpfrac);
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@ -1305,7 +1305,7 @@ void drawscreen(SWPlayer* pp, double interpfrac, bool sceneonly)
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MarkSectorSeen(pp->cursector);
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if ((automapMode != am_off) && pp == Player+myconnectindex)
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if ((automapMode != am_off) && pp == &Player[myconnectindex])
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{
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SWSpriteIterator it;
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while (auto actor = it.Next())
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@ -182,7 +182,7 @@ void UseInventoryMedkit(SWPlayer* pp)
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//percent
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PlayerUpdateInventory(pp, pp->InventoryNum);
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if (pp == Player+myconnectindex)
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if (pp == &Player[myconnectindex])
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{
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if (amt >= 30)
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PlayerSound(DIGI_GETMEDKIT, v3df_follow|v3df_dontpan,pp);
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@ -315,7 +315,7 @@ void UseInventoryCloak(SWPlayer* pp)
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plActor->spr.shade = 100;
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PlaySound(DIGI_GASPOP, pp, v3df_none);
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if (pp == Player+myconnectindex)
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if (pp == &Player[myconnectindex])
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PlayerSound(DIGI_IAMSHADOW, v3df_follow|v3df_dontpan,pp);
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}
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@ -221,7 +221,7 @@ void DoPlayerChooseYell(SWPlayer* pp)
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choose_snd = StdRandomRange(MAX_YELLSOUNDS);
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if (pp == Player+myconnectindex)
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if (pp == &Player[myconnectindex])
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PlayerSound(PlayerYellVocs[choose_snd], v3df_follow|v3df_dontpan,pp);
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}
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@ -1084,7 +1084,7 @@ void InitWeaponSword(SWPlayer* pp)
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PlaySound(DIGI_SWORD_UP, pp, v3df_follow|v3df_dontpan);
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if (pp == Player+myconnectindex && PlayClock > 0)
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if (pp == &Player[myconnectindex] && PlayClock > 0)
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{
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rnd_num = StdRandomRange(1024);
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if (rnd_num > 900)
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@ -1539,7 +1539,7 @@ void InitWeaponStar(SWPlayer* pp)
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pSetState(psp, psp->PresentState);
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PlaySound(DIGI_PULL, pp, v3df_follow|v3df_dontpan);
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if (StdRandomRange(1000) > 900 && pp == Player+myconnectindex)
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if (StdRandomRange(1000) > 900 && pp == &Player[myconnectindex])
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{
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if (!sw_darts)
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PlayerSound(DIGI_ILIKESHURIKEN, v3df_follow|v3df_dontpan,pp);
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@ -4761,7 +4761,7 @@ void pMicroRest(PANEL_SPRITE* psp)
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pp->InitingNuke = false;
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pp->NukeInitialized = true;
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if (pp == Player+myconnectindex)
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if (pp == &Player[myconnectindex])
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{
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choose_voc = StdRandomRange(1024);
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if (choose_voc > 600)
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@ -4302,7 +4302,7 @@ void DoPlayerDiveMeter(SWPlayer* pp)
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if (NoMeters) return;
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// Don't draw bar from other players
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if (pp != Player+myconnectindex) return;
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if (pp != &Player[myconnectindex]) return;
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if (!(pp->Flags & (PF_DIVING|PF_DIVING_IN_LAVA))) return;
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@ -1088,7 +1088,7 @@ void DoSoundSpotMatch(short match, short sound_num, short sound_type)
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if (pp)
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{
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if (pp == Player+myconnectindex)
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if (pp == &Player[myconnectindex])
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PlayerSound(snd2play, v3df_dontpan|v3df_follow,pp);
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}
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}
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@ -1536,7 +1536,7 @@ int OperateSprite(DSWActor* actor, short player_is_operating)
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actor->user.FlagOwner = 1;
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actor->user.WaitTics = SEC(4);
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if (pp != Player+myconnectindex) return true;
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if (pp != &Player[myconnectindex]) return true;
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choose_snd = StdRandomRange(1000);
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if (actor->spr.lotag == CARGIRL_R0)
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@ -2104,7 +2104,7 @@ bool NearThings(SWPlayer* pp)
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// Check player's current sector for triggered sound
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if (pp->cursector->hitag == PLAYER_SOUNDEVENT_TAG)
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{
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if (pp == Player+myconnectindex)
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if (pp == &Player[myconnectindex])
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PlayerSound(pp->cursector->lotag, v3df_follow|v3df_dontpan,pp);
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return false;
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}
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@ -2121,7 +2121,7 @@ bool NearThings(SWPlayer* pp)
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// Go through list of cases
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if (actor->spr.hitag == PLAYER_SOUNDEVENT_TAG)
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{
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if (pp == Player+myconnectindex)
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if (pp == &Player[myconnectindex])
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PlayerSound(actor->spr.lotag, v3df_follow|v3df_dontpan,pp);
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}
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return false; // Return false so he doesn't grunt
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@ -2132,7 +2132,7 @@ bool NearThings(SWPlayer* pp)
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// Check player's current sector for triggered sound
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if (near.hitWall->hitag == PLAYER_SOUNDEVENT_TAG)
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{
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if (pp == Player+myconnectindex)
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if (pp == &Player[myconnectindex])
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PlayerSound(near.hitWall->lotag, v3df_follow|v3df_dontpan,pp);
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return false; // We are playing a sound so don't return true
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}
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@ -2160,7 +2160,7 @@ bool NearThings(SWPlayer* pp)
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if (hit.hitWall != nullptr)
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{
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// Near a plain old vanilla wall. Can't do anything but grunt.
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if (!(hit.hitWall->extra & WALLFX_DONT_STICK) && pp == Player+myconnectindex)
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if (!(hit.hitWall->extra & WALLFX_DONT_STICK) && pp == &Player[myconnectindex])
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{
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if (StdRandomRange(1000) > 970)
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PlayerSound(DIGI_HITTINGWALLS, v3df_follow|v3df_dontpan,pp);
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@ -4891,7 +4891,7 @@ void ChoosePlayerGetSound(SWPlayer* pp)
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{
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int choose_snd=0;
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if (pp != Player+myconnectindex) return;
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if (pp != &Player[myconnectindex]) return;
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choose_snd = StdRandomRange((MAX_GETSOUNDS-1)<<8)>>8;
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@ -5067,7 +5067,7 @@ KeyMain:
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pp->HasKey[key_num] = true;
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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if (pp == &Player[myconnectindex])
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PlaySound(DIGI_KEY, actor, v3df_dontpan);
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// don't kill keys in coop
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@ -5096,7 +5096,7 @@ KeyMain:
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break;
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}
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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if (pp == &Player[myconnectindex])
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PlaySound(DIGI_BIGITEM, actor, v3df_dontpan);
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// override for respawn mode
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@ -5131,7 +5131,7 @@ KeyMain:
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if (putbackmax) pp->MaxHealth = 200;
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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if (pp == &Player[myconnectindex])
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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// override for respawn mode
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@ -5153,7 +5153,7 @@ KeyMain:
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PlayerUpdateHealth(pp, InventoryDecls[InvDecl_Booster].amount); // This is for health
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// over 100%
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// Say something witty
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if (pp == Player+myconnectindex)
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if (pp == &Player[myconnectindex])
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{
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int cookie = StdRandomRange(MAX_FORTUNES);
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// print to the console, and the user quote display.
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@ -5168,7 +5168,7 @@ KeyMain:
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}
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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if (pp == &Player[myconnectindex])
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PlaySound(DIGI_BIGITEM, actor, v3df_dontpan);
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// override for respawn mode
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@ -5194,7 +5194,7 @@ KeyMain:
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pp->InventoryAmount[INVENTORY_MEDKIT] = 1;
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PlayerUpdateInventory(pp, INVENTORY_MEDKIT);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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if (pp == &Player[myconnectindex])
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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// override for respawn mode
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@ -5217,7 +5217,7 @@ KeyMain:
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pp->InventoryAmount[INVENTORY_CHEMBOMB]++;
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PlayerUpdateInventory(pp, INVENTORY_CHEMBOMB);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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if (pp == &Player[myconnectindex])
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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KillGet(actor);
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}
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@ -5232,7 +5232,7 @@ KeyMain:
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pp->InventoryAmount[INVENTORY_FLASHBOMB]++;
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PlayerUpdateInventory(pp, INVENTORY_FLASHBOMB);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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if (pp == &Player[myconnectindex])
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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KillGet(actor);
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}
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@ -5249,7 +5249,7 @@ KeyMain:
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pp->InventoryAmount[INVENTORY_CALTROPS] = InventoryDecls[InvDecl_Caltrops].amount;
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PlayerUpdateInventory(pp, INVENTORY_CALTROPS);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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if (pp == &Player[myconnectindex])
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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KillGet(actor);
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}
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@ -5263,7 +5263,7 @@ KeyMain:
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pp->InventoryAmount[INVENTORY_NIGHT_VISION] = 1;
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PlayerUpdateInventory(pp, INVENTORY_NIGHT_VISION);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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if (pp == &Player[myconnectindex])
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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KillGet(actor);
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}
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@ -5276,7 +5276,7 @@ KeyMain:
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pp->InventoryAmount[INVENTORY_REPAIR_KIT] = 1;
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PlayerUpdateInventory(pp, INVENTORY_REPAIR_KIT);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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if (pp == &Player[myconnectindex])
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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// don't kill repair kit in coop
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@ -5307,7 +5307,7 @@ KeyMain:
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pp->InventoryAmount[INVENTORY_CLOAK] = 1;
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PlayerUpdateInventory(pp, INVENTORY_CLOAK);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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if (pp == &Player[myconnectindex])
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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KillGet(actor);
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}
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@ -5328,7 +5328,7 @@ KeyMain:
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PutStringInfo(Player+pnum, sw_darts? GStrings("TXTS_DARTS") : quoteMgr.GetQuote(QUOTE_WPNSHURIKEN));
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PlayerUpdateAmmo(pp, WPN_STAR, DamageData[WPN_STAR].weapon_pickup);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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if (pp == &Player[myconnectindex])
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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KillGetWeapon(actor);
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if (pp->WpnFlags & (BIT(WPN_STAR)))
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@ -5355,7 +5355,7 @@ KeyMain:
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PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_WPNSTICKY));
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PlayerUpdateAmmo(pp, WPN_MINE, DamageData[WPN_MINE].weapon_pickup);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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if (pp == &Player[myconnectindex])
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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ChoosePlayerGetSound(pp);
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KillGetWeapon(actor);
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@ -5385,7 +5385,7 @@ KeyMain:
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// pp->WpnAmmo[WPN_UZI] += 50;
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PlayerUpdateAmmo(pp, WPN_UZI, DamageData[WPN_UZI].weapon_pickup);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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if (pp == &Player[myconnectindex])
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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KillGetWeapon(actor);
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@ -5397,7 +5397,7 @@ KeyMain:
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{
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pp->Flags |= (PF_TWO_UZI);
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pp->WpnUziType = 0; // Let it come up
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if (pp == Player+myconnectindex)
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if (pp == &Player[myconnectindex])
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PlayerSound(DIGI_DOUBLEUZI, v3df_dontpan|v3df_follow, pp);
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}
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else
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@ -5422,7 +5422,7 @@ KeyMain:
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PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_AMMOUZI));
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PlayerUpdateAmmo(pp, WPN_UZI, DamageData[WPN_UZI].ammo_pickup);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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if (pp == &Player[myconnectindex])
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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KillGetAmmo(actor);
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break;
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@ -5441,7 +5441,7 @@ KeyMain:
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// pp->WpnAmmo[WPN_MICRO] += 5;
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PlayerUpdateAmmo(pp, WPN_MICRO, DamageData[WPN_MICRO].weapon_pickup);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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if (pp == &Player[myconnectindex])
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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ChoosePlayerGetSound(pp);
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KillGetWeapon(actor);
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@ -5463,7 +5463,7 @@ KeyMain:
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PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_AMMOLAUNCH));
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PlayerUpdateAmmo(pp, WPN_MICRO, DamageData[WPN_MICRO].ammo_pickup);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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if (pp == &Player[myconnectindex])
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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KillGetAmmo(actor);
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break;
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@ -5475,9 +5475,9 @@ KeyMain:
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PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_WPNNUKE));
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pp->WpnRocketNuke =uint8_t(DamageData[DMG_NUCLEAR_EXP].weapon_pickup);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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if (pp == &Player[myconnectindex])
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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if (StdRandomRange(1000) > 800 && pp == Player+myconnectindex)
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if (StdRandomRange(1000) > 800 && pp == &Player[myconnectindex])
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PlayerSound(DIGI_ILIKENUKES, v3df_dontpan|v3df_doppler|v3df_follow,pp);
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if (pp->CurWpn == pp->Wpn[WPN_MICRO])
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{
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@ -5508,10 +5508,10 @@ KeyMain:
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// pp->WpnAmmo[WPN_GRENADE] += 6;
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PlayerUpdateAmmo(pp, WPN_GRENADE, DamageData[WPN_GRENADE].weapon_pickup);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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if (pp == &Player[myconnectindex])
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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//ChoosePlayerGetSound(pp);
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if (StdRandomRange(1000) > 800 && pp == Player+myconnectindex)
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if (StdRandomRange(1000) > 800 && pp == &Player[myconnectindex])
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PlayerSound(DIGI_LIKEBIGWEAPONS, v3df_dontpan|v3df_doppler|v3df_follow,pp);
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KillGetWeapon(actor);
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if (pp->WpnFlags & (BIT(WPN_GRENADE)))
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||||
|
@ -5532,7 +5532,7 @@ KeyMain:
|
|||
PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_AMMOGRENADE));
|
||||
PlayerUpdateAmmo(pp, WPN_GRENADE, DamageData[WPN_GRENADE].ammo_pickup);
|
||||
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
|
||||
if (pp == Player+myconnectindex)
|
||||
if (pp == &Player[myconnectindex])
|
||||
PlaySound(DIGI_ITEM, actor, v3df_dontpan);
|
||||
KillGetAmmo(actor);
|
||||
break;
|
||||
|
@ -5577,9 +5577,9 @@ KeyMain:
|
|||
PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_WPNRAILGUN));
|
||||
PlayerUpdateAmmo(pp, WPN_RAIL, DamageData[WPN_RAIL].weapon_pickup);
|
||||
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
|
||||
if (pp == Player+myconnectindex)
|
||||
if (pp == &Player[myconnectindex])
|
||||
PlaySound(DIGI_ITEM, actor, v3df_dontpan);
|
||||
if (pp == Player+myconnectindex)
|
||||
if (pp == &Player[myconnectindex])
|
||||
{
|
||||
if (StdRandomRange(1000) > 700)
|
||||
PlayerSound(DIGI_LIKEBIGWEAPONS, v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
||||
|
@ -5608,7 +5608,7 @@ KeyMain:
|
|||
PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_AMMORAILGUN));
|
||||
PlayerUpdateAmmo(pp, WPN_RAIL, DamageData[WPN_RAIL].ammo_pickup);
|
||||
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
|
||||
if (pp == Player+myconnectindex)
|
||||
if (pp == &Player[myconnectindex])
|
||||
PlaySound(DIGI_ITEM, actor, v3df_dontpan);
|
||||
KillGetAmmo(actor);
|
||||
break;
|
||||
|
@ -5626,7 +5626,7 @@ KeyMain:
|
|||
// pp->WpnAmmo[WPN_SHOTGUN] += 10;
|
||||
PlayerUpdateAmmo(pp, WPN_SHOTGUN, DamageData[WPN_SHOTGUN].weapon_pickup);
|
||||
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
|
||||
if (pp == Player+myconnectindex)
|
||||
if (pp == &Player[myconnectindex])
|
||||
PlaySound(DIGI_ITEM, actor, v3df_dontpan);
|
||||
ChoosePlayerGetSound(pp);
|
||||
KillGetWeapon(actor);
|
||||
|
@ -5648,7 +5648,7 @@ KeyMain:
|
|||
PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_AMMORIOT));
|
||||
PlayerUpdateAmmo(pp, WPN_SHOTGUN, DamageData[WPN_SHOTGUN].ammo_pickup);
|
||||
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash on item pickup
|
||||
if (pp == Player+myconnectindex)
|
||||
if (pp == &Player[myconnectindex])
|
||||
PlaySound(DIGI_ITEM, actor, v3df_dontpan);
|
||||
KillGetAmmo(actor);
|
||||
break;
|
||||
|
@ -5692,10 +5692,10 @@ KeyMain:
|
|||
PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_WPNHEAD));
|
||||
PlayerUpdateAmmo(pp, WPN_HOTHEAD, DamageData[WPN_HOTHEAD].weapon_pickup);
|
||||
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
|
||||
if (pp == Player+myconnectindex)
|
||||
if (pp == &Player[myconnectindex])
|
||||
PlaySound(DIGI_ITEM, actor, v3df_dontpan);
|
||||
//ChoosePlayerGetSound(pp);
|
||||
if (StdRandomRange(1000) > 800 && pp == Player+myconnectindex)
|
||||
if (StdRandomRange(1000) > 800 && pp == &Player[myconnectindex])
|
||||
PlayerSound(DIGI_LIKEBIGWEAPONS, v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
||||
KillGetWeapon(actor);
|
||||
if (pp->WpnFlags & (BIT(WPN_HOTHEAD)))
|
||||
|
@ -5718,7 +5718,7 @@ KeyMain:
|
|||
PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_AMMOHEAD));
|
||||
PlayerUpdateAmmo(pp, WPN_HOTHEAD, DamageData[WPN_HOTHEAD].ammo_pickup);
|
||||
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
|
||||
if (pp == Player+myconnectindex)
|
||||
if (pp == &Player[myconnectindex])
|
||||
PlaySound(DIGI_ITEM, actor, v3df_dontpan);
|
||||
KillGetAmmo(actor);
|
||||
break;
|
||||
|
@ -5737,10 +5737,10 @@ KeyMain:
|
|||
PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_WPNRIPPER));
|
||||
PlayerUpdateAmmo(pp, WPN_HEART, DamageData[WPN_HEART].weapon_pickup);
|
||||
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
|
||||
if (pp == Player+myconnectindex)
|
||||
if (pp == &Player[myconnectindex])
|
||||
PlaySound(DIGI_ITEM, actor, v3df_dontpan);
|
||||
//ChoosePlayerGetSound(pp);
|
||||
if (StdRandomRange(1000) > 800 && pp == Player+myconnectindex)
|
||||
if (StdRandomRange(1000) > 800 && pp == &Player[myconnectindex])
|
||||
PlayerSound(DIGI_LIKEBIGWEAPONS, v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
||||
KillGetWeapon(actor);
|
||||
if (pp->WpnFlags & (BIT(WPN_HEART)))
|
||||
|
@ -5765,7 +5765,7 @@ KeyMain:
|
|||
PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_AMMORIPPER));
|
||||
PlayerUpdateAmmo(pp, WPN_HEART, DamageData[WPN_HEART].ammo_pickup);
|
||||
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
|
||||
if (pp == Player+myconnectindex)
|
||||
if (pp == &Player[myconnectindex])
|
||||
PlaySound(DIGI_ITEM, actor, v3df_dontpan);
|
||||
KillGetAmmo(actor);
|
||||
break;
|
||||
|
@ -5777,7 +5777,7 @@ KeyMain:
|
|||
PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_AMMONUKE));
|
||||
pp->WpnRocketHeat = uint8_t(DamageData[DMG_NUCLEAR_EXP].ammo_pickup);
|
||||
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
|
||||
if (pp == Player+myconnectindex)
|
||||
if (pp == &Player[myconnectindex])
|
||||
PlaySound(DIGI_ITEM, actor, v3df_dontpan);
|
||||
KillGet(actor);
|
||||
|
||||
|
|
|
@ -706,7 +706,7 @@ void BossHealthMeter(void)
|
|||
if (!(currentLevel->gameflags & (LEVEL_SW_BOSSMETER_SERPENT | LEVEL_SW_BOSSMETER_SUMO | LEVEL_SW_BOSSMETER_ZILLA))) return;
|
||||
|
||||
// Don't draw bar for other players
|
||||
if (pp != Player+myconnectindex)
|
||||
if (pp != &Player[myconnectindex])
|
||||
return;
|
||||
|
||||
// all enemys
|
||||
|
|
|
@ -4655,7 +4655,7 @@ int ActorChooseDeath(DSWActor* actor, DSWActor* weapActor)
|
|||
{
|
||||
SWPlayer* pp = weapActor->user.PlayerP;
|
||||
|
||||
if (weapActor->user.WeaponNum == WPN_FIST && StdRandomRange(1000)>500 && pp == Player+myconnectindex)
|
||||
if (weapActor->user.WeaponNum == WPN_FIST && StdRandomRange(1000)>500 && pp == &Player[myconnectindex])
|
||||
{
|
||||
int choosesnd = StdRandomRange(6);
|
||||
|
||||
|
@ -4674,7 +4674,7 @@ int ActorChooseDeath(DSWActor* actor, DSWActor* weapActor)
|
|||
//PlayerSound(TauntAIVocs[choosesnd],&pp->posx,
|
||||
// &pp->posy,&pp->posy,v3df_dontpan|v3df_follow,pp);
|
||||
}
|
||||
else if (weapActor->user.WeaponNum == WPN_SWORD && StdRandomRange(1000)>500 && pp == Player+myconnectindex)
|
||||
else if (weapActor->user.WeaponNum == WPN_SWORD && StdRandomRange(1000)>500 && pp == &Player[myconnectindex])
|
||||
{
|
||||
short choose_snd;
|
||||
|
||||
|
@ -4762,7 +4762,7 @@ int ActorChooseDeath(DSWActor* actor, DSWActor* weapActor)
|
|||
{
|
||||
choosesnd=StdRandomRange(MAX_TAUNTAI<<8)>>8;
|
||||
|
||||
if (pp == Player+myconnectindex)
|
||||
if (pp == &Player[myconnectindex])
|
||||
PlayerSound(TauntAIVocs[choosesnd],v3df_dontpan|v3df_follow,pp);
|
||||
}
|
||||
}
|
||||
|
@ -5456,7 +5456,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
|
|||
{
|
||||
int choosesnd=0;
|
||||
// Random chance of taunting the AI's here
|
||||
if (StdRandomRange(1024) > 512 && pp == Player+myconnectindex)
|
||||
if (StdRandomRange(1024) > 512 && pp == &Player[myconnectindex])
|
||||
{
|
||||
choosesnd=RandomRange(MAX_TAUNTAI);
|
||||
PlayerSound(TauntAIVocs[choosesnd],v3df_dontpan|v3df_follow,pp);
|
||||
|
|
Loading…
Reference in a new issue