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- Set up initial implementation of CorePlayer
struct and make game-side player structs inherit from it.
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5 changed files with 18 additions and 20 deletions
10
source/core/coreplayer.h
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10
source/core/coreplayer.h
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@ -0,0 +1,10 @@
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#pragma once
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#include "packet.h"
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#include "gameinput.h"
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struct CorePlayer
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{
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InputPacket input;
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PlayerAngles Angles;
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};
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@ -29,7 +29,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "dude.h"
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#include "levels.h"
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#include "qav.h"
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#include "gameinput.h"
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#include "coreplayer.h"
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BEGIN_BLD_NS
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@ -78,12 +78,10 @@ struct POSTURE
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extern POSTURE gPostureDefaults[kModeMax][kPostureMax];
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struct BloodPlayer
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struct BloodPlayer final : public CorePlayer
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{
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DBloodActor* actor;
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DUDEINFO* pDudeInfo;
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InputPacket input;
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PlayerAngles Angles;
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uint8_t newWeapon;
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int weaponQav;
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int qavCallback;
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@ -3,7 +3,7 @@
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#include "names.h"
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#include "packet.h"
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#include "d_net.h"
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#include "gameinput.h"
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#include "coreplayer.h"
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#include "texturemanager.h"
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BEGIN_DUKE_NS
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@ -224,16 +224,13 @@ struct player_orig
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sectortype* os;
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};
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struct DukePlayer
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struct DukePlayer final : public CorePlayer
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{
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DVector3 vel;
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DVector2 bobpos;
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DVector2 fric;
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DVector2 Exit;
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// player's horizon and angle structs.
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PlayerAngles Angles;
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uint16_t frags[MAXPLAYERS];
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bool gotweapon[MAX_WEAPONS];
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@ -348,9 +345,6 @@ struct DukePlayer
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TArray<GameVarValue> uservars;
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// input stuff.
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InputPacket input;
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DDukeActor* actor;
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int GetPlayerNum();
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@ -19,7 +19,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#pragma once
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#include "gamecontrol.h"
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#include "gameinput.h"
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#include "coreplayer.h"
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BEGIN_PS_NS
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@ -47,7 +47,7 @@ struct PlayerSave
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DAngle nAngle;
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};
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struct ExhumedPlayer
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struct ExhumedPlayer final : public CorePlayer
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{
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DExhumedActor* actor;
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int16_t nHealth;
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@ -73,8 +73,6 @@ struct ExhumedPlayer
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int16_t nLastWeapon;
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int16_t nRun;
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InputPacket input;
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PlayerAngles Angles;
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sectortype* pPlayerPushSect;
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sectortype* pPlayerViewSect;
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@ -45,7 +45,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "gamecontrol.h"
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#include "gamestruct.h"
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#include "packet.h"
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#include "gameinput.h"
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#include "coreplayer.h"
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#include "serialize_obj.h"
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#include "texturemanager.h"
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#include "states.h"
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@ -1676,7 +1676,7 @@ END_SW_NS
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BEGIN_SW_NS
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struct SWPlayer
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struct SWPlayer final : public CorePlayer
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{
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DSWActor* actor; // this may not be a TObjPtr!
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TObjPtr<DSWActor*> lowActor, highActor;
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@ -1725,7 +1725,6 @@ struct SWPlayer
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bool insector() const { return cursector != nullptr; }
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// variables that do not fit into sprite structure
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PlayerAngles Angles;
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double recoil_amt;
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int16_t recoil_speed;
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int16_t recoil_ndx;
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@ -1747,7 +1746,6 @@ struct SWPlayer
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double bob_z, obob_z;
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//Multiplayer variables
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InputPacket input;
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InputPacket lastinput;
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// must start out as 0
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