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- Exhumed: Move nQuake[]
array into Player
struct.
This commit is contained in:
parent
05fd2911a4
commit
bd30e31b8d
7 changed files with 16 additions and 25 deletions
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@ -827,7 +827,7 @@ loc_flag:
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case kWeaponM60:
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case kWeaponM60:
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{
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{
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if (nWeapon == kWeaponM60) { // hack(?) to do fallthrough from kWeapon3 into kWeaponPistol without doing the nQuake[] change
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if (nWeapon == kWeaponM60) { // hack(?) to do fallthrough from kWeapon3 into kWeaponPistol without doing the nQuake[] change
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nQuake[nPlayer] = 0.5;
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PlayerList[nPlayer].nQuake = 0.5;
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}
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}
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// fall through
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// fall through
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[[fallthrough]];
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[[fallthrough]];
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@ -864,7 +864,7 @@ loc_flag:
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case kWeaponStaff:
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case kWeaponStaff:
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{
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{
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BuildSnake(nPlayer, nHeight);
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BuildSnake(nPlayer, nHeight);
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nQuake[nPlayer] = 2.;
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PlayerList[nPlayer].nQuake = 2.;
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PlayerList[nPlayer].nThrust -= pPlayerActor->spr.Angles.Yaw.ToVector() * 2;
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PlayerList[nPlayer].nThrust -= pPlayerActor->spr.Angles.Yaw.ToVector() * 2;
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break;
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break;
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@ -955,9 +955,9 @@ void SetQuake(DExhumedActor* pActor, int nVal)
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nVal = clamp(int(nVal / nSqrt), 0, 15);
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nVal = clamp(int(nVal / nSqrt), 0, 15);
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}
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}
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if (nVal > nQuake[i])
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if (nVal > PlayerList[i].nQuake)
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{
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{
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nQuake[i] = nVal;
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PlayerList[i].nQuake = nVal;
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}
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}
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}
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}
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}
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}
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@ -1556,7 +1556,7 @@ void DoFinale()
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PlayFX2(StaticSound[kSound78] | 0x2000, pFinaleSpr);
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PlayFX2(StaticSound[kSound78] | 0x2000, pFinaleSpr);
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for (int i = 0; i < nTotalPlayers; i++) {
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for (int i = 0; i < nTotalPlayers; i++) {
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nQuake[i] = 5.;
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PlayerList[i].nQuake = 5.;
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}
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}
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}
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}
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}
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}
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@ -435,7 +435,7 @@ void RestartPlayer(int nPlayer)
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PlayerList[nPlayer].nCurrentItem = -1;
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PlayerList[nPlayer].nCurrentItem = -1;
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plr->nDeathType = 0;
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plr->nDeathType = 0;
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nQuake[nPlayer] = 0;
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plr->nQuake = 0;
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}
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}
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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@ -956,14 +956,14 @@ void AIPlayer::Tick(RunListEvent* ev)
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}
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}
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}
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}
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if (nQuake[nPlayer] != 0)
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if (PlayerList[nPlayer].nQuake != 0)
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{
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{
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nQuake[nPlayer] = -nQuake[nPlayer];
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PlayerList[nPlayer].nQuake = -PlayerList[nPlayer].nQuake;
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if (nQuake[nPlayer] > 0)
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if (PlayerList[nPlayer].nQuake > 0)
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{
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{
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nQuake[nPlayer] -= 2.;
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PlayerList[nPlayer].nQuake -= 2.;
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if (nQuake[nPlayer] < 0)
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if (PlayerList[nPlayer].nQuake < 0)
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nQuake[nPlayer] = 0;
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PlayerList[nPlayer].nQuake = 0;
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}
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}
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}
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}
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@ -1154,7 +1154,7 @@ sectdone:
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auto pViewSect = pPlayerActor->sector();
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auto pViewSect = pPlayerActor->sector();
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double EyeZ = pPlayerActor->getOffsetZ() + nQuake[nPlayer];
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double EyeZ = pPlayerActor->getOffsetZ() + PlayerList[nPlayer].nQuake;
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while (1)
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while (1)
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{
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{
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@ -99,6 +99,7 @@ struct Player
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int16_t nTauntTimer;
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int16_t nTauntTimer;
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uint16_t nPlayerWeapons; // each set bit represents a weapon the player has
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uint16_t nPlayerWeapons; // each set bit represents a weapon the player has
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int16_t dVertPan;
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int16_t dVertPan;
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double nQuake;
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PlayerSave sPlayerSave;
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PlayerSave sPlayerSave;
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int ototalvel;
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int ototalvel;
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int totalvel;
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int totalvel;
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@ -35,19 +35,12 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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BEGIN_PS_NS
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BEGIN_PS_NS
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bool bSubTitles = true;
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bool bSubTitles = true;
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DVector3 nCamerapos;
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DVector3 nCamerapos;
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bool bTouchFloor;
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bool bTouchFloor;
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double nQuake[kMaxPlayers] = { 0 };
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int nChunkTotal = 0;
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int nChunkTotal = 0;
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int nViewTop;
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int nViewTop;
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bool bCamera = false;
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bool bCamera = false;
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// We cannot drag these through the entire event system... :(
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// We cannot drag these through the entire event system... :(
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tspriteArray* mytspriteArray;
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tspriteArray* mytspriteArray;
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@ -141,8 +134,8 @@ void DrawView(double interpfrac, bool sceneonly)
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}
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}
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else
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else
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{
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{
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nCamerapos.Z = min(nCamerapos.Z + nQuake[nLocalPlayer], pPlayerActor->sector()->floorz);
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nCamerapos.Z = min(nCamerapos.Z + pPlayer->nQuake, pPlayerActor->sector()->floorz);
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nCameraangles.Yaw += DAngle::fromDeg(fmod(nQuake[nLocalPlayer], 16.) * (45. / 128.));
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nCameraangles.Yaw += DAngle::fromDeg(fmod(pPlayer->nQuake, 16.) * (45. / 128.));
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if (bCamera)
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if (bCamera)
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{
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{
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@ -345,7 +338,6 @@ void SerializeView(FSerializer& arc)
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("touchfloor", bTouchFloor)
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("touchfloor", bTouchFloor)
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("chunktotal", nChunkTotal)
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("chunktotal", nChunkTotal)
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("camera", bCamera)
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("camera", bCamera)
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.Array("quake", nQuake, countof(nQuake))
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.EndObject();
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.EndObject();
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}
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}
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}
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}
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@ -28,11 +28,9 @@ void DrawStatusBar();
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void DrawView(double interpfrac, bool sceneonly = false);
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void DrawView(double interpfrac, bool sceneonly = false);
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void ResetView();
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void ResetView();
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extern double nQuake[];
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extern DVector3 nCamerapos;
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extern DVector3 nCamerapos;
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extern bool bTouchFloor;
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extern bool bTouchFloor;
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extern int nChunkTotal;
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extern int nChunkTotal;
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extern int gFov;
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extern tspriteArray* mytspriteArray;
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extern tspriteArray* mytspriteArray;
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