- lots of function separators

This commit is contained in:
Christoph Oelckers 2022-09-05 18:11:43 +02:00
parent d1e29aad36
commit aba453dccf

View file

@ -4294,6 +4294,12 @@ void DoPlayerWarpToUnderwater(PLAYER* pp)
return;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerWarpToSurface(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
@ -4364,6 +4370,12 @@ void DoPlayerWarpToSurface(PLAYER* pp)
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerDivePalette(PLAYER* pp)
{
if (pp != Player + screenpeek) return;
@ -4384,6 +4396,12 @@ void DoPlayerDivePalette(PLAYER* pp)
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerBeginDive(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
@ -4431,6 +4449,12 @@ void DoPlayerBeginDive(PLAYER* pp)
DoPlayerDive(pp);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerBeginDiveNoWarp(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
@ -4477,6 +4501,12 @@ void DoPlayerBeginDiveNoWarp(PLAYER* pp)
DoPlayerDive(pp);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerStopDiveNoWarp(PLAYER* pp)
{
if (Prediction)
@ -4502,6 +4532,12 @@ void DoPlayerStopDiveNoWarp(PLAYER* pp)
DoPlayerZrange(pp);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerStopDive(PLAYER* pp)
{
DSWActor* actor = pp->actor;
@ -4529,6 +4565,12 @@ void DoPlayerStopDive(PLAYER* pp)
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerDiveMeter(PLAYER* pp)
{
short color=0,metertics,meterunit;
@ -4574,6 +4616,12 @@ void DoPlayerDiveMeter(PLAYER* pp)
DTA_CenterOffsetRel, 2, DTA_TranslationIndex, TRANSLATION(Translation_Remap, color), TAG_DONE);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerDive(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
@ -4749,6 +4797,12 @@ void DoPlayerDive(PLAYER* pp)
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoPlayerTestPlaxDeath(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
@ -4764,6 +4818,12 @@ int DoPlayerTestPlaxDeath(PLAYER* pp)
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerCurrent(PLAYER* pp)
{
int xvect, yvect;
@ -4813,6 +4873,12 @@ void DoPlayerCurrent(PLAYER* pp)
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerFireOutWater(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
@ -4829,6 +4895,12 @@ void DoPlayerFireOutWater(PLAYER* pp)
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerFireOutDeath(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
@ -4843,6 +4915,12 @@ void DoPlayerFireOutDeath(PLAYER* pp)
plActor->user.Flags2 |= SPR2_FLAMEDIE;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerBeginWade(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
@ -4875,6 +4953,12 @@ void DoPlayerBeginWade(PLAYER* pp)
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerWade(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
@ -5014,6 +5098,12 @@ void DoPlayerWade(PLAYER* pp)
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerBeginOperateVehicle(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
@ -5033,6 +5123,12 @@ void DoPlayerBeginOperateVehicle(PLAYER* pp)
NewStateGroup(pp->actor, plActor->user.ActorActionSet->Stand);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerBeginOperateTurret(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
@ -5052,6 +5148,12 @@ void DoPlayerBeginOperateTurret(PLAYER* pp)
NewStateGroup(pp->actor, plActor->user.ActorActionSet->Stand);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void FindMainSector(SECTOR_OBJECT* sop)
{
// find the main sector - only do this once for each sector object
@ -5070,6 +5172,12 @@ void FindMainSector(SECTOR_OBJECT* sop)
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerOperateMatch(PLAYER* pp, bool starting)
{
if (!pp->sop)
@ -5095,6 +5203,12 @@ void DoPlayerOperateMatch(PLAYER* pp, bool starting)
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerBeginOperate(PLAYER* pp)
{
SECTOR_OBJECT* sop;
@ -5193,6 +5307,12 @@ void DoPlayerBeginOperate(PLAYER* pp)
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerBeginRemoteOperate(PLAYER* pp, SECTOR_OBJECT* sop)
{
double cz, fz;
@ -5271,6 +5391,12 @@ void DoPlayerBeginRemoteOperate(PLAYER* pp, SECTOR_OBJECT* sop)
PlayerRemoteReset(pp, save_sect);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void PlayerToRemote(PLAYER* pp)
{
pp->remote.cursectp = pp->cursector;
@ -5318,6 +5444,12 @@ void PlayerRemoteInit(PLAYER* pp)
pp->remote.slide_vect.Zero();
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerStopOperate(PLAYER* pp)
{
pp->Flags &= ~(PF_WEAPON_DOWN);
@ -5346,6 +5478,12 @@ void DoPlayerStopOperate(PLAYER* pp)
DoPlayerBeginRun(pp);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerOperateTurret(PLAYER* pp)
{
if (pp->input.actions & SB_OPEN)
@ -5384,6 +5522,12 @@ void DoPlayerOperateTurret(PLAYER* pp)
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerOperateVehicle(PLAYER* pp)
{
if (pp->input.actions & SB_OPEN)
@ -5420,6 +5564,12 @@ void DoPlayerOperateVehicle(PLAYER* pp)
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerDeathJump(PLAYER* pp)
{
short i;
@ -5461,6 +5611,12 @@ void DoPlayerDeathJump(PLAYER* pp)
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerDeathFall(PLAYER* pp)
{
double loz;
@ -5496,6 +5652,12 @@ void DoPlayerDeathFall(PLAYER* pp)
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
#define MAX_SUICIDE 11
const char *SuicideNote[MAX_SUICIDE] =
{
@ -5579,6 +5741,12 @@ char *KilledPlayerMessage(PLAYER* pp, PLAYER* killer)
return nullptr;
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerDeathMessage(PLAYER* pp, PLAYER* killer)
{
int pnum;
@ -5612,6 +5780,12 @@ void DoPlayerDeathMessage(PLAYER* pp, PLAYER* killer)
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
enum
{
PLAYER_DEATH_HORIZ_UP_VALUE = 65,
@ -5825,6 +5999,12 @@ void DoPlayerBeginDie(PLAYER* pp)
pp->Flags &= ~(PF_HEAD_CONTROL);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerDeathHoriz(PLAYER* pp, short target, short speed)
{
if ((pp->horizon.horiz.asbuild() - target) > 1)
@ -5838,6 +6018,12 @@ void DoPlayerDeathHoriz(PLAYER* pp, short target, short speed)
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerDeathZrange(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
@ -5851,6 +6037,12 @@ void DoPlayerDeathZrange(PLAYER* pp)
pp->lo_sectp = plActor->user.lo_sectp;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerDeathHurl(PLAYER* pp)
{
if (numplayers > 1)
@ -5879,6 +6071,12 @@ void DoPlayerDeathHurl(PLAYER* pp)
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerDeathFollowKiller(PLAYER* pp)
{
// if it didn't make it to this angle because of a low ceiling or something
@ -5909,6 +6107,12 @@ void DoPlayerDeathFollowKiller(PLAYER* pp)
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerDeathCheckKeys(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
@ -5987,6 +6191,12 @@ void DoPlayerDeathCheckKeys(PLAYER* pp)
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerHeadDebris(PLAYER* pp)
{
sectortype* sectp = pp->cursector;
@ -6001,6 +6211,12 @@ void DoPlayerHeadDebris(PLAYER* pp)
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerDeathCheckKick(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
@ -6055,6 +6271,12 @@ void DoPlayerDeathCheckKick(PLAYER* pp)
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerDeathMoveHead(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
@ -6112,6 +6334,12 @@ void DoPlayerDeathMoveHead(PLAYER* pp)
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerDeathFlip(PLAYER* pp)
{
if (Prediction)
@ -6147,6 +6375,12 @@ void DoPlayerDeathFlip(PLAYER* pp)
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerDeathDrown(PLAYER* pp)
{
DSWActor* actor = pp->actor;
@ -6186,6 +6420,12 @@ void DoPlayerDeathDrown(PLAYER* pp)
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerDeathBounce(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
@ -6212,8 +6452,11 @@ void DoPlayerDeathBounce(PLAYER* pp)
SpawnShrap(pp->actor, nullptr);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerDeathCrumble(PLAYER* pp)
{
@ -6267,6 +6510,12 @@ void DoPlayerDeathCrumble(PLAYER* pp)
DoPlayerHeadDebris(pp);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerDeathExplode(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
@ -6320,6 +6569,12 @@ void DoPlayerDeathExplode(PLAYER* pp)
DoPlayerHeadDebris(pp);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerBeginRun(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
@ -6354,6 +6609,12 @@ void DoPlayerBeginRun(PLAYER* pp)
NewStateGroup(pp->actor, plActor->user.ActorActionSet->Stand);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerRun(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
@ -6493,6 +6754,12 @@ void DoPlayerRun(PLAYER* pp)
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void PlayerStateControl(DSWActor* actor)
{
if (actor == nullptr || !actor->hasU()) return;
@ -6542,6 +6809,12 @@ void PlayerStateControl(DSWActor* actor)
return;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void MoveSkipSavePos(void)
{
int i;
@ -6606,6 +6879,12 @@ void MoveSkipSavePos(void)
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void PlayerTimers(PLAYER* pp)
{
InventoryTimer(pp);
@ -6657,6 +6936,12 @@ void ChopsCheck(PLAYER* pp)
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void PlayerGlobal(PLAYER* pp)
{
// This is the place for things that effect the player no matter what hes
@ -6706,6 +6991,12 @@ void PlayerGlobal(PLAYER* pp)
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void MultiPlayLimits(void)
{
short pnum;
@ -6749,6 +7040,12 @@ void PauseMultiPlay(void)
{
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void domovethings(void)
{
short i, pnum;
@ -6871,6 +7168,12 @@ void domovethings(void)
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void InitAllPlayers(void)
{
PLAYER* pp;
@ -6929,6 +7232,12 @@ void InitAllPlayers(void)
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int SearchSpawnPosition(PLAYER* pp)
{
PLAYER* opp; // other player