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- palette stuff, input functions corrected.
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parent
4fbd476b17
commit
7f96d182b7
9 changed files with 21 additions and 49 deletions
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@ -382,12 +382,12 @@ inline int PlayerInputBits(int pl, int bits)
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return (g_player[pl].input->bits & bits);
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}
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inline bool PlayerInputSideVel(int pl)
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inline int PlayerInputSideVel(int pl)
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{
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return g_player[pl].input->svel;
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}
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inline bool PlayerInputForwardVel(int pl)
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inline int PlayerInputForwardVel(int pl)
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{
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return g_player[pl].input->fvel;
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}
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@ -40,18 +40,21 @@ BEGIN_DUKE_NS
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//---------------------------------------------------------------------------
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//
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// setpal
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// why is this such a mess?
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//
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//---------------------------------------------------------------------------
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void setpal_(struct player_struct* p) // cannot be activated yet.
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void setpal(struct player_struct* p)
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{
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int palette;;
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int palette;
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restorepalette = 1;
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if (p->DrugMode) palette = DRUGPAL;
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else if (p->heat_on || (sector[p->cursectnum].ceilingpicnum >= TILE_FLOORSLIME && sector[p->cursectnum].ceilingpicnum <= TILE_FLOORSLIME+2)) palette = SLIMEPAL;
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else if (sector[p->cursectnum].lotag == 2) palette = WATERPAL;
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else if (p->heat_on) palette = SLIMEPAL;
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else if (p->cursectnum < 0) palette = BASEPAL; // don't crash if out of range.
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else if (sector[p->cursectnum].ceilingpicnum >= TILE_FLOORSLIME && sector[p->cursectnum].ceilingpicnum <= TILE_FLOORSLIME + 2) palette = SLIMEPAL, ++restorepalette;
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else if (sector[p->cursectnum].lotag == ST_2_UNDERWATER) palette = WATERPAL, ++restorepalette;
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else palette = BASEPAL;
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videoSetPalette(palette, 0);
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p->palette = palette;
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}
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//---------------------------------------------------------------------------
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@ -413,12 +413,7 @@ void P_UpdatePosWhenViewingCam(DukePlayer_t *pPlayer);
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void P_ProcessInput(int playerNum);
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void P_DHProcessInput(int playerNum);
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void quickkill(DukePlayer_t* pPlayer);
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void P_UpdateScreenPal(DukePlayer_t *pPlayer);
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inline void setpal(DukePlayer_t* pPlayer)
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{
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P_UpdateScreenPal(pPlayer);
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}
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void setpal(DukePlayer_t* pPlayer);
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void P_EndLevel(void);
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void P_CheckWeaponI(int playerNum);
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int P_GetOverheadPal(const DukePlayer_t *pPlayer);
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@ -1541,6 +1541,7 @@ void checksectors_d(int snum)
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if (p->newowner >= 0)
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{
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Printf("%d, %d\n", PlayerInputSideVel(snum), PlayerInputForwardVel(snum));
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if (abs(PlayerInputSideVel(snum)) > 768 || abs(PlayerInputForwardVel(snum)) > 768)
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{
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i = -1;
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@ -76,7 +76,6 @@ RECHECK:
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ud.recstat = 0;
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//fadepal(0,0,0, 0,252,28);
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P_SetGamePalette(g_player[myconnectindex].ps, BASEPAL, 0); // JBF 20040308
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drawbackground();
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//M_DisplayMenus();
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videoNextPage();
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@ -748,7 +748,7 @@ void G_DrawRooms(int32_t playerNum, int32_t smoothRatio)
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{
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pPlayer->drug_aspect = aspect;
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}
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P_UpdateScreenPal(pPlayer);
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setpal(pPlayer);
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}
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else if (pPlayer->drug_stat[0] == 3)
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{
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@ -766,7 +766,7 @@ void G_DrawRooms(int32_t playerNum, int32_t smoothRatio)
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{
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pPlayer->drug_aspect = aspect;
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}
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P_UpdateScreenPal(pPlayer);
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setpal(pPlayer);
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}
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else if (pPlayer->drug_stat[0] == 2)
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{
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@ -779,7 +779,7 @@ void G_DrawRooms(int32_t playerNum, int32_t smoothRatio)
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pPlayer->drug_stat[2]++;
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aspect = pPlayer->drug_stat[2] * 500 + viewingRange * 3;
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pPlayer->drug_aspect = aspect;
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P_UpdateScreenPal(pPlayer);
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setpal(pPlayer);
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}
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}
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else
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@ -796,7 +796,7 @@ void G_DrawRooms(int32_t playerNum, int32_t smoothRatio)
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pPlayer->drug_stat[2]--;
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aspect = pPlayer->drug_stat[2] * 500 + viewingRange * 3;
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pPlayer->drug_aspect = aspect;
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P_UpdateScreenPal(pPlayer);
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setpal(pPlayer);
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}
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}
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@ -811,7 +811,7 @@ void G_DrawRooms(int32_t playerNum, int32_t smoothRatio)
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renderSetAspect(mulscale16(viewingRange, viewingrange), yxaspect);
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}
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P_UpdateScreenPal(pPlayer);
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setpal(pPlayer);
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}
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if (pPlayer->newowner < 0)
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@ -1621,7 +1621,7 @@ static int G_EndOfLevel(void)
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{
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STAT_Update(ud.eog || (currentLevel->flags & MI_FORCEEOG));
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P_SetGamePalette(g_player[myconnectindex].ps, BASEPAL, 0);
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P_UpdateScreenPal(g_player[myconnectindex].ps);
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setpal(g_player[myconnectindex].ps);
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if (g_player[myconnectindex].ps->gm&MODE_EOL)
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{
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@ -45,32 +45,6 @@ void P_AddKills(DukePlayer_t * const pPlayer, uint16_t kills)
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pPlayer->actors_killed += kills;
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}
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void P_UpdateScreenPal(DukePlayer_t * const pPlayer)
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{
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int inWater = 0;
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int const playerSectnum = pPlayer->cursectnum;
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if (pPlayer->DrugMode)
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pPlayer->palette = DRUGPAL;
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else if (pPlayer->heat_on)
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pPlayer->palette = SLIMEPAL;
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else if (playerSectnum < 0)
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pPlayer->palette = BASEPAL;
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else if (sector[playerSectnum].ceilingpicnum >= TILE_FLOORSLIME && sector[playerSectnum].ceilingpicnum <= TILE_FLOORSLIME + 2)
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{
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pPlayer->palette = SLIMEPAL;
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inWater = 1;
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}
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else
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{
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pPlayer->palette = (sector[pPlayer->cursectnum].lotag == ST_2_UNDERWATER) ? WATERPAL : BASEPAL;
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inWater = 1;
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}
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restorepalette = 1+inWater;
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}
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int P_GetOverheadPal(DukePlayer_t const * pPlayer)
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{
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return sprite[pPlayer->i].pal;
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@ -510,7 +510,7 @@ int G_EnterLevel(int gameMode)
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//g_player[myconnectindex].ps->palette = palette;
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P_SetGamePalette(g_player[myconnectindex].ps, BASEPAL, 0); // JBF 20040308
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P_UpdateScreenPal(g_player[myconnectindex].ps);
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setpal(g_player[myconnectindex].ps);
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renderFlushPerms();
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everyothertime = 0;
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@ -1417,7 +1417,7 @@ static void postloadplayer(int32_t savegamep)
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}
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//3
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P_UpdateScreenPal(g_player[myconnectindex].ps);
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setpal(g_player[myconnectindex].ps);
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restorepalette = -1;
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//4
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