mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 00:42:08 +00:00
- Duke: Rename player_struct
struct to DukePlayer
.
This commit is contained in:
parent
0ed54ed719
commit
bd9e42bb40
31 changed files with 366 additions and 366 deletions
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@ -212,7 +212,7 @@ void RANDOMSCRAP(DDukeActor* origin)
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//
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//---------------------------------------------------------------------------
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void addammo(int weapon, player_struct* player, int amount)
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void addammo(int weapon, DukePlayer* player, int amount)
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{
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player->ammo_amount[weapon] += amount;
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@ -226,7 +226,7 @@ void addammo(int weapon, player_struct* player, int amount)
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//
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//---------------------------------------------------------------------------
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void checkavailinven(player_struct* player)
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void checkavailinven(DukePlayer* player)
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{
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if (player->firstaid_amount > 0)
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@ -252,7 +252,7 @@ void checkavailinven(player_struct* player)
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//
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//---------------------------------------------------------------------------
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void checkavailweapon(player_struct* player)
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void checkavailweapon(DukePlayer* player)
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{
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int i, snum;
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int weap;
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@ -328,7 +328,7 @@ void checkavailweapon(player_struct* player)
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//
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//---------------------------------------------------------------------------
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void clearcamera(player_struct* ps)
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void clearcamera(DukePlayer* ps)
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{
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ps->newOwner = nullptr;
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ps->GetActor()->restoreloc();
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@ -49,7 +49,7 @@ BEGIN_DUKE_NS
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//
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//---------------------------------------------------------------------------
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void addweapon_d(player_struct *p, int weapon, bool wswitch)
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void addweapon_d(DukePlayer *p, int weapon, bool wswitch)
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{
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if ( p->gotweapon[weapon] == 0 )
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{
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@ -453,7 +453,7 @@ void moveminecart(void)
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void thunder(void)
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{
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player_struct* p;
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DukePlayer* p;
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int r1, r2;
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int i = 0;
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uint8_t shade;
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@ -42,7 +42,7 @@ void moveminecart();
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//
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//---------------------------------------------------------------------------
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void addweapon_r(player_struct* p, int weapon, bool wswitch)
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void addweapon_r(DukePlayer* p, int weapon, bool wswitch)
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{
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int cw = p->curr_weapon;
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if (p->OnMotorcycle || p->OnBoat)
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@ -815,7 +815,7 @@ void moveeffectors_r(void) //STATNUM 3
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//
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//---------------------------------------------------------------------------
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void fakebubbaspawn(DDukeActor *actor, player_struct* p)
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void fakebubbaspawn(DDukeActor *actor, DukePlayer* p)
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{
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fakebubba_spawn++;
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switch (fakebubba_spawn)
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@ -39,18 +39,18 @@ void activatebysector_r(sectortype* sect, DDukeActor* j);
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void checksectors_d(int snum);
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void checksectors_r(int snum);
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void addweapon_d(player_struct* p, int weapon, bool wswitch);
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void addweapon_r(player_struct* p, int weapon, bool wswitch);
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void addweapon_d(DukePlayer* p, int weapon, bool wswitch);
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void addweapon_r(DukePlayer* p, int weapon, bool wswitch);
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int ifhitbyweapon_r(DDukeActor* sn);
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int ifhitbyweapon_d(DDukeActor* sn);
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void incur_damage_d(player_struct* p);
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void incur_damage_r(player_struct* p);
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void incur_damage_d(DukePlayer* p);
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void incur_damage_r(DukePlayer* p);
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void selectweapon_d(int snum, int j);
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void selectweapon_r(int snum, int j);
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int doincrements_d(player_struct* p);
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int doincrements_r(player_struct* p);
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void checkweapons_d(player_struct* p);
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void checkweapons_r(player_struct* p);
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int doincrements_d(DukePlayer* p);
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int doincrements_r(DukePlayer* p);
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void checkweapons_d(DukePlayer* p);
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void checkweapons_r(DukePlayer* p);
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void processinput_d(int snum);
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void processinput_r(int snum);
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void displayweapon_d(int snum, double interpfrac);
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@ -19,7 +19,7 @@
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BEGIN_DUKE_NS
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extern player_struct ps[MAXPLAYERS];
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extern DukePlayer ps[MAXPLAYERS];
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struct GameInterface : public ::GameInterface
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{
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@ -78,14 +78,14 @@ struct Dispatcher
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void (*activatebysector)(sectortype* sect, DDukeActor* j);
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void (*checksectors)(int low);
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void (*addweapon)(player_struct *p, int weapon, bool wswitch);
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void (*addweapon)(DukePlayer *p, int weapon, bool wswitch);
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int (*ifhitbyweapon)(DDukeActor* sectnum);
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// player
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void (*incur_damage)(player_struct* p);
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void (*incur_damage)(DukePlayer* p);
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void (*selectweapon)(int snum, int j);
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int (*doincrements)(player_struct* p);
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void (*checkweapons)(player_struct* p);
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int (*doincrements)(DukePlayer* p);
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void (*checkweapons)(DukePlayer* p);
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void (*processinput)(int snum);
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void (*displayweapon)(int snum, double interpfrac);
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void (*displaymasks)(int snum, int p, double interpfrac);
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@ -102,18 +102,18 @@ void CallTick(DDukeActor* actor);
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bool CallOperate(DDukeActor* actor, int plnum);
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void CallAction(DDukeActor* actor);
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void checkhitsprite(DDukeActor* actor, DDukeActor* hitter);
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void CallOnHurt(DDukeActor* actor, player_struct* hitter);
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void CallOnTouch(DDukeActor* actor, player_struct* hitter);
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bool CallOnUse(DDukeActor* actor, player_struct* user);
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void CallOnMotoSmash(DDukeActor* actor, player_struct* hitter);
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void CallOnHurt(DDukeActor* actor, DukePlayer* hitter);
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void CallOnTouch(DDukeActor* actor, DukePlayer* hitter);
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bool CallOnUse(DDukeActor* actor, DukePlayer* user);
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void CallOnMotoSmash(DDukeActor* actor, DukePlayer* hitter);
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void CallOnRespawn(DDukeActor* actor, int low);
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bool CallAnimate(DDukeActor* actor, tspritetype* hitter);
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bool CallShootThis(DDukeActor* clsdef, DDukeActor* actor, int pn, const DVector3& spos, DAngle sang);
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void CallStaticSetup(DDukeActor* actor);
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void CallPlayFTASound(DDukeActor* actor, int mode = 0);
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void CallStandingOn(DDukeActor* actor, player_struct* p);
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void CallStandingOn(DDukeActor* actor, DukePlayer* p);
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void CallRunState(DDukeActor* actor);
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int CallTriggerSwitch(DDukeActor* actor, player_struct* p);
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int CallTriggerSwitch(DDukeActor* actor, DukePlayer* p);
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PClassActor* CallGetRadiusDamageType(DDukeActor* actor, int targhealth);
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@ -9,12 +9,12 @@ using DukeStatIterator = TStatIterator<DDukeActor>;
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using DukeSectIterator = TSectIterator<DDukeActor>;
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using DukeSpriteIterator = TSpriteIterator<DDukeActor>;
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inline DDukeActor* player_struct::GetActor()
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inline DDukeActor* DukePlayer::GetActor()
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{
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return actor;
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}
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inline int player_struct::GetPlayerNum()
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inline int DukePlayer::GetPlayerNum()
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{
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return GetActor()->PlayerIndex();
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}
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@ -39,7 +39,7 @@ void operaterespawns(int low);
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void moveclouds(double interpfrac);
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void movefta();
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void clearcameras(player_struct* p);
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void clearcameras(DukePlayer* p);
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void RANDOMSCRAP(DDukeActor* i);
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void detonate(DDukeActor* i, PClassActor* explosion);
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void hitradius(DDukeActor* i, int r, int hp1, int hp2, int hp3, int hp4);
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@ -88,8 +88,8 @@ void handle_se130(DDukeActor* i, int countmax);
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int dodge(DDukeActor*);
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void alterang(int ang, DDukeActor* actor, int g_p);
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void checkavailweapon(player_struct* p);
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void addammo(int weapon, player_struct* p, int amount);
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void checkavailweapon(DukePlayer* p);
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void addammo(int weapon, DukePlayer* p, int amount);
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int ssp(DDukeActor* i, unsigned int cliptype); //The set sprite function
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void insertspriteq(DDukeActor *i);
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@ -114,35 +114,35 @@ void playerAimDown(int snum, ESyncBits actions);
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DDukeActor* aim(DDukeActor* s, int aang, bool force = true, bool* b = nullptr);
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DDukeActor* aim_(DDukeActor* actor, DDukeActor* weapon, double aimangle, bool* b = nullptr);
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void shoot(DDukeActor* actor, PClass* cls);
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void checkweapons(player_struct* const p);
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void checkweapons(DukePlayer* const p);
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int findotherplayer(int p, double* d);
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void quickkill(player_struct* p);
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int setpal(player_struct* p);
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void quickkill(DukePlayer* p);
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int setpal(DukePlayer* p);
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int madenoise(int playerNum);
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int haslock(sectortype* sect, int snum);
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void purplelavacheck(player_struct* p);
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void addphealth(player_struct* p, int amount, bool bigitem);
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int playereat(player_struct* p, int amount, bool bigitem);
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void playerdrink(player_struct* p, int amount);
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int playeraddammo(player_struct* p, int weaponindex, int amount);
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int playeraddweapon(player_struct* p, int weaponindex, int amount);
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void playeraddinventory(player_struct* p, DDukeActor* item, int type, int amount);
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void purplelavacheck(DukePlayer* p);
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void addphealth(DukePlayer* p, int amount, bool bigitem);
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int playereat(DukePlayer* p, int amount, bool bigitem);
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void playerdrink(DukePlayer* p, int amount);
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int playeraddammo(DukePlayer* p, int weaponindex, int amount);
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int playeraddweapon(DukePlayer* p, int weaponindex, int amount);
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void playeraddinventory(DukePlayer* p, DDukeActor* item, int type, int amount);
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void actorsizeto(DDukeActor* actor, double x, double y);
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void spawndebris(DDukeActor* g_ac, int dnum, int count);
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int checkp(DDukeActor* self, player_struct* p, int flags);
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int playercheckinventory(player_struct* p, DDukeActor* item, int type, int amount);
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void playerstomp(player_struct* p, DDukeActor* stomped);
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void playerreset(player_struct* p, DDukeActor* g_ac);
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void wackplayer(player_struct* p);
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int checkp(DDukeActor* self, DukePlayer* p, int flags);
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int playercheckinventory(DukePlayer* p, DDukeActor* item, int type, int amount);
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void playerstomp(DukePlayer* p, DDukeActor* stomped);
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void playerreset(DukePlayer* p, DDukeActor* g_ac);
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void wackplayer(DukePlayer* p);
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void actoroperate(DDukeActor* g_ac);
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void playerkick(player_struct* p, DDukeActor* g_ac);
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void playerkick(DukePlayer* p, DDukeActor* g_ac);
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void garybanjo(DDukeActor* g_ac);
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int ifsquished(DDukeActor* i, int p);
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void fakebubbaspawn(DDukeActor* actor, player_struct* p);
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void fakebubbaspawn(DDukeActor* actor, DukePlayer* p);
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void tearitup(sectortype* sect);
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void destroyit(DDukeActor* actor);
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void mamaspawn(DDukeActor* actor);
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void forceplayerangle(player_struct* snum);
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void forceplayerangle(DukePlayer* snum);
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bool checkhitceiling(sectortype* sectp);
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@ -156,7 +156,7 @@ void allignwarpelevators(void);
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bool isablockdoor(int tileNum);
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bool activatewarpelevators(DDukeActor* s, int w);
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int check_activator_motion(int lotag);
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void operateactivators(int l, player_struct* w);
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void operateactivators(int l, DukePlayer* w);
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void operateforcefields(DDukeActor* s, int low);
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void operatemasterswitches(int lotag);
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void operatesectors(sectortype* s, DDukeActor* i);
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@ -168,11 +168,11 @@ int setanimation(sectortype* animsect, int animtype, walltype* animtarget, doubl
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int setanimation(sectortype* animsect, int animtype, sectortype* animtarget, double thegoal, double thevel);
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void dofurniture(walltype* wallNum, sectortype* sectnum, int playerNum);
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void dotorch();
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double hitawall(player_struct* pl, walltype** hitWall);
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double hitawall(DukePlayer* pl, walltype** hitWall);
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double hits(DDukeActor* snum);
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DDukeActor* LocateTheLocator(int n, sectortype* sectnum);
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void clearcamera(player_struct* ps);
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void clearcamera(DukePlayer* ps);
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void LoadActor(DDukeActor* i, int p, int x);
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bool execute(DDukeActor* s, int p, double d, int* killit_flag = nullptr);
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@ -189,14 +189,14 @@ void ceilingglass(DDukeActor* snum, sectortype* sectnum, int cnt);
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void spriteglass(DDukeActor* snum, int cnt);
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void lotsofcolourglass(DDukeActor* snum, walltype* wallNum, int cnt);
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void lotsofglass(DDukeActor* snum, walltype* wal, int cnt);
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void checkplayerhurt_d(player_struct* p, const Collision& coll);
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void checkplayerhurt_r(player_struct* p, const Collision& coll);
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void checkplayerhurt_d(DukePlayer* p, const Collision& coll);
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void checkplayerhurt_r(DukePlayer* p, const Collision& coll);
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DDukeActor* dospawnsprite(DDukeActor* actj, int pn);
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void spriteinit(DDukeActor*, TArray<DDukeActor*>& actors);
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DDukeActor* spawninit(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>* actors);
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void checkavailinven(player_struct* p);
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void checkavailinven(DukePlayer* p);
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bool initspriteforspawn(DDukeActor* spn);
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void initshell(DDukeActor* actj, DDukeActor* acti, bool isshell);
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void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors);
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@ -204,18 +204,18 @@ int startrts(int lumpNum, int localPlayer);
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void pickrandomspot(int pn);
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void premapcontroller(DDukeActor* ac);
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void resetinventory(player_struct* pn);
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void resetinventory(DukePlayer* pn);
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void resetplayerstats(int pn);
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void resetweapons(player_struct* pn);
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void resetweapons(DukePlayer* pn);
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void resetprestat(int snum, int g);
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void prelevel_common(int g);
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void cacheit();
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void FTA(int q, player_struct* p);
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void OnMotorcycle(player_struct *pl);
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void OffMotorcycle(player_struct *pl);
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void OnBoat(player_struct *pl);
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void OffBoat(player_struct *pl);
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void FTA(int q, DukePlayer* p);
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void OnMotorcycle(DukePlayer *pl);
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void OffMotorcycle(DukePlayer *pl);
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void OnBoat(DukePlayer *pl);
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void OffBoat(DukePlayer *pl);
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void cameratext(DDukeActor* i);
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void dobonus(int bonusonly, const CompletionFunc& completion);
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@ -236,7 +236,7 @@ void enterlevel(MapRecord* mi, int gm);
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void donewgame(MapRecord* map, int sk);
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int playercolor2lookup(int color);
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void PlayerColorChanged(void);
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bool movementBlocked(player_struct *p);
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bool movementBlocked(DukePlayer *p);
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void underwater(int snum, ESyncBits actions, double floorz, double ceilingz);
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void loadcons();
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void DrawStatusBar();
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@ -634,7 +634,7 @@ void checkhitsprite(DDukeActor* actor, DDukeActor* hitter)
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}
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}
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void CallOnHurt(DDukeActor* actor, player_struct* hitter)
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void CallOnHurt(DDukeActor* actor, DukePlayer* hitter)
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{
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IFVIRTUALPTR(actor, DDukeActor, onHurt)
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{
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@ -643,7 +643,7 @@ void CallOnHurt(DDukeActor* actor, player_struct* hitter)
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}
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}
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void CallOnTouch(DDukeActor* actor, player_struct* hitter)
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void CallOnTouch(DDukeActor* actor, DukePlayer* hitter)
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{
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IFVIRTUALPTR(actor, DDukeActor, onTouch)
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{
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@ -653,7 +653,7 @@ void CallOnTouch(DDukeActor* actor, player_struct* hitter)
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}
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bool CallOnUse(DDukeActor* actor, player_struct* user)
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bool CallOnUse(DDukeActor* actor, DukePlayer* user)
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{
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int nval = false;
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IFVIRTUALPTR(actor, DDukeActor, onUse)
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@ -665,7 +665,7 @@ bool CallOnUse(DDukeActor* actor, player_struct* user)
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return nval;
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}
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void CallOnMotoSmash(DDukeActor* actor, player_struct* hitter)
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void CallOnMotoSmash(DDukeActor* actor, DukePlayer* hitter)
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{
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IFVIRTUALPTR(actor, DDukeActor, onMotoSmash)
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{
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@ -726,7 +726,7 @@ void CallPlayFTASound(DDukeActor* actor, int mode)
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}
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}
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void CallStandingOn(DDukeActor* actor, player_struct* p)
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void CallStandingOn(DDukeActor* actor, DukePlayer* p)
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{
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IFVIRTUALPTR(actor, DDukeActor, StandingOn)
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{
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@ -735,7 +735,7 @@ void CallStandingOn(DDukeActor* actor, player_struct* p)
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}
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}
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int CallTriggerSwitch(DDukeActor* actor, player_struct* p)
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int CallTriggerSwitch(DDukeActor* actor, DukePlayer* p)
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{
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int nval = false;
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IFVIRTUALPTR(actor, DDukeActor, TriggerSwitch)
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@ -96,7 +96,7 @@ void GameInterface::ExitFromMenu()
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//
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//---------------------------------------------------------------------------
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void FTA(int q, player_struct* p)
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void FTA(int q, DukePlayer* p)
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{
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if (q < 0 || gamestate != GS_LEVEL)
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return;
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@ -211,7 +211,7 @@ void V_AddBlend (float r, float g, float b, float a, float v_blend[4])
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void drawoverlays(double interpfrac)
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{
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player_struct* pp;
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DukePlayer* pp;
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DVector2 cposxy;
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DAngle cang;
|
||||
|
||||
|
|
|
@ -1295,7 +1295,7 @@ void DoActor(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor,
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
int CheckWeapRec(player_struct* p, DDukeActor* g_ac, int testonly)
|
||||
int CheckWeapRec(DukePlayer* p, DDukeActor* g_ac, int testonly)
|
||||
{
|
||||
int j;
|
||||
for (j = 0; j < p->weapreccnt; j++)
|
||||
|
@ -1413,7 +1413,7 @@ static int ifcanshoottarget(DDukeActor *actor, int g_p, int g_x)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
int ifcansee(DDukeActor* actor, player_struct* p)
|
||||
int ifcansee(DDukeActor* actor, DukePlayer* p)
|
||||
{
|
||||
int j;
|
||||
DDukeActor* tosee;
|
||||
|
|
|
@ -46,7 +46,7 @@ DukeGameInfo gs;
|
|||
int screenpeek;
|
||||
|
||||
// serialized
|
||||
player_struct ps[MAXPLAYERS];
|
||||
DukePlayer ps[MAXPLAYERS];
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
//
|
||||
|
|
|
@ -70,7 +70,7 @@ extern int screenpeek;
|
|||
// Variables that must be saved
|
||||
extern int rtsplaying;
|
||||
|
||||
extern player_struct ps[MAXPLAYERS];
|
||||
extern DukePlayer ps[MAXPLAYERS];
|
||||
extern int spriteqamount;
|
||||
extern int lastvisinc;
|
||||
extern animwalltype animwall[MAXANIMWALLS];
|
||||
|
|
|
@ -61,7 +61,7 @@ inline static void hud_drawpal(double x, double y, const char* tilenum, int shad
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
static void displayloogie(player_struct* p, double const interpfrac)
|
||||
static void displayloogie(DukePlayer* p, double const interpfrac)
|
||||
{
|
||||
if (p->loogcnt == 0) return;
|
||||
|
||||
|
@ -84,7 +84,7 @@ static void displayloogie(player_struct* p, double const interpfrac)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
static bool animatefist(int gs, player_struct* p, double xoffset, double yoffset, int fistpal, double const interpfrac)
|
||||
static bool animatefist(int gs, DukePlayer* p, double xoffset, double yoffset, int fistpal, double const interpfrac)
|
||||
{
|
||||
const double fisti = min(interpolatedvalue<double>(p->ofist_incs, p->fist_incs, interpfrac), 32.);
|
||||
if (fisti <= 0) return false;
|
||||
|
@ -103,7 +103,7 @@ static bool animatefist(int gs, player_struct* p, double xoffset, double yoffset
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
static bool animateknee(int gs, player_struct* p, double xoffset, double yoffset, int pal, double const interpfrac, DAngle angle)
|
||||
static bool animateknee(int gs, DukePlayer* p, double xoffset, double yoffset, int pal, double const interpfrac, DAngle angle)
|
||||
{
|
||||
if (p->knee_incs > 11 || p->knee_incs == 0 || p->GetActor()->spr.extra <= 0) return false;
|
||||
|
||||
|
@ -121,7 +121,7 @@ static bool animateknee(int gs, player_struct* p, double xoffset, double yoffset
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
static bool animateknuckles(int gs, player_struct* p, double xoffset, double yoffset, int pal, DAngle angle)
|
||||
static bool animateknuckles(int gs, DukePlayer* p, double xoffset, double yoffset, int pal, DAngle angle)
|
||||
{
|
||||
if (isWW2GI() || p->over_shoulder_on != 0 || p->knuckle_incs == 0 || p->GetActor()->spr.extra <= 0) return false;
|
||||
static const char* const frames[] = { "CRACKKNUCKLES0", "CRACKKNUCKLES1", "CRACKKNUCKLES2", "CRACKKNUCKLES3" };
|
||||
|
@ -158,7 +158,7 @@ void displaymasks_d(int snum, int p, double interpfrac)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
static bool animatetip(int gs, player_struct* p, double xoffset, double yoffset, int pal, double const interpfrac, DAngle angle)
|
||||
static bool animatetip(int gs, DukePlayer* p, double xoffset, double yoffset, int pal, double const interpfrac, DAngle angle)
|
||||
{
|
||||
if (p->tipincs == 0) return false;
|
||||
|
||||
|
@ -177,7 +177,7 @@ static bool animatetip(int gs, player_struct* p, double xoffset, double yoffset,
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
static bool animateaccess(int gs, player_struct* p, double xoffset, double yoffset, double const interpfrac, DAngle angle)
|
||||
static bool animateaccess(int gs, DukePlayer* p, double xoffset, double yoffset, double const interpfrac, DAngle angle)
|
||||
{
|
||||
if (p->access_incs == 0 || p->GetActor()->spr.extra <= 0) return false;
|
||||
|
||||
|
@ -201,7 +201,7 @@ static bool animateaccess(int gs, player_struct* p, double xoffset, double yoffs
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void animateshrunken(player_struct* p, double xoffset, double yoffset, int8_t shade, int o, double interpfrac)
|
||||
void animateshrunken(DukePlayer* p, double xoffset, double yoffset, int8_t shade, int o, double interpfrac)
|
||||
{
|
||||
const double fistsign = BobVal(interpolatedvalue<double>(p->ofistsign, p->fistsign, interpfrac)) * 16;
|
||||
int pal = ps[screenpeek].cursector->floorpal;
|
||||
|
@ -220,7 +220,7 @@ void animateshrunken(player_struct* p, double xoffset, double yoffset, int8_t sh
|
|||
void displayweapon_d(int snum, double interpfrac)
|
||||
{
|
||||
int pal, pal2;
|
||||
player_struct* p = &ps[snum];
|
||||
DukePlayer* p = &ps[snum];
|
||||
|
||||
if (p->newOwner != nullptr || ud.cameraactor != nullptr || p->over_shoulder_on > 0 || (p->GetActor()->spr.pal != 1 && p->GetActor()->spr.extra <= 0))
|
||||
return;
|
||||
|
|
|
@ -208,7 +208,7 @@ void DrawBoat(int const kb, const DVector2& offsets, DAngle angle, int shade, in
|
|||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
void animateshrunken(player_struct* p, double xoffset, double yoffset, int8_t shade, int o, double interpfrac);
|
||||
void animateshrunken(DukePlayer* p, double xoffset, double yoffset, int8_t shade, int o, double interpfrac);
|
||||
|
||||
void displayweapon_r(int snum, double interpfrac)
|
||||
{
|
||||
|
|
|
@ -160,7 +160,7 @@ inline void clearfriction()
|
|||
}
|
||||
}
|
||||
|
||||
inline void SetPlayerPal(player_struct* p, PalEntry pe)
|
||||
inline void SetPlayerPal(DukePlayer* p, PalEntry pe)
|
||||
{
|
||||
p->pals = pe;
|
||||
}
|
||||
|
@ -170,7 +170,7 @@ inline bool playrunning()
|
|||
return (paused == 0 || (paused == 1 && (ud.recstat == 2 || ud.multimode > 1)));
|
||||
}
|
||||
|
||||
inline void doslopetilting(player_struct* p)
|
||||
inline void doslopetilting(DukePlayer* p)
|
||||
{
|
||||
p->Angles.doViewPitch(p->aim_mode == 0 && p->on_ground && p->cursector->lotag != ST_2_UNDERWATER);
|
||||
}
|
||||
|
@ -338,7 +338,7 @@ inline void subkill(DDukeActor* actor)
|
|||
}
|
||||
}
|
||||
|
||||
inline void dokill(player_struct* p, DDukeActor* g_ac, int amount)
|
||||
inline void dokill(DukePlayer* p, DDukeActor* g_ac, int amount)
|
||||
{
|
||||
if (g_ac->spriteextra < 1 || g_ac->spriteextra == 128 || !isRR())
|
||||
{
|
||||
|
|
|
@ -54,7 +54,7 @@ void hud_input(int plnum)
|
|||
{
|
||||
int i, k;
|
||||
uint8_t dainv;
|
||||
player_struct* p;
|
||||
DukePlayer* p;
|
||||
|
||||
p = &ps[plnum];
|
||||
auto pact = p->GetActor();
|
||||
|
|
|
@ -32,7 +32,7 @@ BEGIN_DUKE_NS
|
|||
|
||||
int madenoise(int snum)
|
||||
{
|
||||
player_struct *p;
|
||||
DukePlayer *p;
|
||||
p = &ps[snum];
|
||||
p->donoise = 1;
|
||||
p->noise = p->GetActor()->spr.pos.XY();
|
||||
|
|
|
@ -78,7 +78,7 @@ void PlayerColorChanged(void)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
int setpal(player_struct* p)
|
||||
int setpal(DukePlayer* p)
|
||||
{
|
||||
int palette;
|
||||
if (p->DrugMode) palette = DRUGPAL;
|
||||
|
@ -96,7 +96,7 @@ int setpal(player_struct* p)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void quickkill(player_struct* p)
|
||||
void quickkill(DukePlayer* p)
|
||||
{
|
||||
SetPlayerPal(p, PalEntry(48, 48, 48, 48));
|
||||
|
||||
|
@ -113,7 +113,7 @@ void quickkill(player_struct* p)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void forceplayerangle(player_struct* p)
|
||||
void forceplayerangle(DukePlayer* p)
|
||||
{
|
||||
const auto ang = (DAngle22_5 - randomAngle(45)) / 2.;
|
||||
|
||||
|
@ -174,7 +174,7 @@ double hitasprite(DDukeActor* actor, DDukeActor** hitsp)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
double hitawall(player_struct* p, walltype** hitw)
|
||||
double hitawall(DukePlayer* p, walltype** hitw)
|
||||
{
|
||||
HitInfo hit{};
|
||||
|
||||
|
@ -708,7 +708,7 @@ void playerJump(int snum, double floorz, double ceilingz)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void player_struct::apply_seasick()
|
||||
void DukePlayer::apply_seasick()
|
||||
{
|
||||
if (isRRRA() && SeaSick && (dead_flag == 0))
|
||||
{
|
||||
|
@ -736,7 +736,7 @@ void player_struct::apply_seasick()
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void player_struct::backuppos(bool noclipping)
|
||||
void DukePlayer::backuppos(bool noclipping)
|
||||
{
|
||||
if (!noclipping)
|
||||
{
|
||||
|
@ -758,7 +758,7 @@ void player_struct::backuppos(bool noclipping)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void player_struct::backupweapon()
|
||||
void DukePlayer::backupweapon()
|
||||
{
|
||||
oweapon_sway = weapon_sway;
|
||||
oweapon_pos = weapon_pos;
|
||||
|
@ -779,7 +779,7 @@ void player_struct::backupweapon()
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void player_struct::checkhardlanding()
|
||||
void DukePlayer::checkhardlanding()
|
||||
{
|
||||
if (hard_landing > 0)
|
||||
{
|
||||
|
@ -788,7 +788,7 @@ void player_struct::checkhardlanding()
|
|||
}
|
||||
}
|
||||
|
||||
void player_struct::playerweaponsway(double xvel)
|
||||
void DukePlayer::playerweaponsway(double xvel)
|
||||
{
|
||||
if (cl_weaponsway)
|
||||
{
|
||||
|
@ -966,7 +966,7 @@ void shoot(DDukeActor* actor, PClass* cls)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
bool movementBlocked(player_struct *p)
|
||||
bool movementBlocked(DukePlayer *p)
|
||||
{
|
||||
auto blockingweapon = [=]()
|
||||
{
|
||||
|
@ -1026,7 +1026,7 @@ int haslock(sectortype* sectp, int snum)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void purplelavacheck(player_struct* p)
|
||||
void purplelavacheck(DukePlayer* p)
|
||||
{
|
||||
auto pact = p->GetActor();
|
||||
if (p->spritebridge == 0 && pact->insector())
|
||||
|
@ -1060,7 +1060,7 @@ void purplelavacheck(player_struct* p)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void addphealth(player_struct* p, int amount, bool bigitem)
|
||||
void addphealth(DukePlayer* p, int amount, bool bigitem)
|
||||
{
|
||||
if (p->newOwner != nullptr)
|
||||
{
|
||||
|
@ -1124,7 +1124,7 @@ void addphealth(player_struct* p, int amount, bool bigitem)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
int playereat(player_struct* p, int amount, bool bigitem)
|
||||
int playereat(DukePlayer* p, int amount, bool bigitem)
|
||||
{
|
||||
p->eat += amount;
|
||||
if (p->eat > 100)
|
||||
|
@ -1181,7 +1181,7 @@ int playereat(player_struct* p, int amount, bool bigitem)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void playerdrink(player_struct* p, int amount)
|
||||
void playerdrink(DukePlayer* p, int amount)
|
||||
{
|
||||
p->drink_amt += amount;
|
||||
int curhealth = p->GetActor()->spr.extra;
|
||||
|
@ -1221,7 +1221,7 @@ void playerdrink(player_struct* p, int amount)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
int playeraddammo(player_struct* p, int weaponindex, int amount)
|
||||
int playeraddammo(DukePlayer* p, int weaponindex, int amount)
|
||||
{
|
||||
if (p->ammo_amount[weaponindex] >= gs.max_ammo_amount[weaponindex])
|
||||
{
|
||||
|
@ -1234,7 +1234,7 @@ int playeraddammo(player_struct* p, int weaponindex, int amount)
|
|||
return true;
|
||||
}
|
||||
|
||||
int playeraddweapon(player_struct* p, int weaponindex, int amount)
|
||||
int playeraddweapon(DukePlayer* p, int weaponindex, int amount)
|
||||
{
|
||||
if (p->gotweapon[weaponindex] == 0) fi.addweapon(p, weaponindex, !!(WeaponSwitch(p- ps) & 1));
|
||||
else if (p->ammo_amount[weaponindex] >= gs.max_ammo_amount[weaponindex])
|
||||
|
@ -1255,7 +1255,7 @@ int playeraddweapon(player_struct* p, int weaponindex, int amount)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void playeraddinventory(player_struct* p, DDukeActor* item, int type, int amount)
|
||||
void playeraddinventory(DukePlayer* p, DDukeActor* item, int type, int amount)
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
|
@ -1322,7 +1322,7 @@ void playeraddinventory(player_struct* p, DDukeActor* item, int type, int amount
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
int checkp(DDukeActor* self, player_struct* p, int flags)
|
||||
int checkp(DDukeActor* self, DukePlayer* p, int flags)
|
||||
{
|
||||
bool j = 0;
|
||||
|
||||
|
@ -1381,7 +1381,7 @@ int checkp(DDukeActor* self, player_struct* p, int flags)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
int playercheckinventory(player_struct* p, DDukeActor* item, int type, int amount)
|
||||
int playercheckinventory(DukePlayer* p, DDukeActor* item, int type, int amount)
|
||||
{
|
||||
bool j = 0;
|
||||
switch (type)
|
||||
|
@ -1457,7 +1457,7 @@ int playercheckinventory(player_struct* p, DDukeActor* item, int type, int amoun
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void playerstomp(player_struct* p, DDukeActor* stomped)
|
||||
void playerstomp(DukePlayer* p, DDukeActor* stomped)
|
||||
{
|
||||
if (p->knee_incs == 0 && p->GetActor()->spr.scale.X >= (isRR() ? 0.140625 : 0.625))
|
||||
if (cansee(stomped->spr.pos.plusZ(-4), stomped->sector(), p->GetActor()->getPosWithOffsetZ().plusZ(16), p->GetActor()->sector()))
|
||||
|
@ -1475,7 +1475,7 @@ void playerstomp(player_struct* p, DDukeActor* stomped)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void playerreset(player_struct* p, DDukeActor* g_ac)
|
||||
void playerreset(DukePlayer* p, DDukeActor* g_ac)
|
||||
{
|
||||
if (ud.multimode < 2)
|
||||
{
|
||||
|
@ -1540,7 +1540,7 @@ void playerreset(player_struct* p, DDukeActor* g_ac)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void wackplayer(player_struct* p)
|
||||
void wackplayer(DukePlayer* p)
|
||||
{
|
||||
if (!isRR())
|
||||
forceplayerangle(p);
|
||||
|
@ -1559,7 +1559,7 @@ void wackplayer(player_struct* p)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void playerkick(player_struct* p, DDukeActor* g_ac)
|
||||
void playerkick(DukePlayer* p, DDukeActor* g_ac)
|
||||
{
|
||||
if (ud.multimode > 1 && g_ac->isPlayer())
|
||||
{
|
||||
|
|
|
@ -49,7 +49,7 @@ void operateweapon_ww(int snum, ESyncBits actions);
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void incur_damage_d(player_struct* p)
|
||||
void incur_damage_d(DukePlayer* p)
|
||||
{
|
||||
int damage = 0L, shield_damage = 0L;
|
||||
|
||||
|
@ -337,7 +337,7 @@ void selectweapon_d(int snum, int weap) // playernum, weaponnum
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
int doincrements_d(player_struct* p)
|
||||
int doincrements_d(DukePlayer* p)
|
||||
{
|
||||
int snum;
|
||||
|
||||
|
@ -536,7 +536,7 @@ int doincrements_d(player_struct* p)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void checkweapons_d(player_struct* p)
|
||||
void checkweapons_d(DukePlayer* p)
|
||||
{
|
||||
static PClassActor* const * const weapon_sprites[MAX_WEAPONS] = { &DukeMeleeAttackClass, &DukeFirstgunSpriteClass, &DukeShotgunSpriteClass,
|
||||
&DukeChaingunSpriteClass, &DukeRPGSpriteClass, &DukePipeBombClass, &DukeShrinkerSpriteClass, &DukeDevastatorSpriteClass,
|
||||
|
@ -1536,7 +1536,7 @@ void processinput_d(int snum)
|
|||
Collision chz, clz;
|
||||
bool shrunk;
|
||||
int psectlotag;
|
||||
player_struct* p;
|
||||
DukePlayer* p;
|
||||
|
||||
p = &ps[snum];
|
||||
auto pact = p->GetActor();
|
||||
|
|
|
@ -43,7 +43,7 @@ BEGIN_DUKE_NS
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void incur_damage_r(player_struct* p)
|
||||
void incur_damage_r(DukePlayer* p)
|
||||
{
|
||||
int damage = 0, shield_damage = 0;
|
||||
int gut = 0;
|
||||
|
@ -343,7 +343,7 @@ void selectweapon_r(int snum, int weap)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
int doincrements_r(player_struct* p)
|
||||
int doincrements_r(DukePlayer* p)
|
||||
{
|
||||
int snum;
|
||||
auto pact = p->GetActor();
|
||||
|
@ -600,7 +600,7 @@ int doincrements_r(player_struct* p)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void checkweapons_r(player_struct* p)
|
||||
void checkweapons_r(DukePlayer* p)
|
||||
{
|
||||
static PClassActor* const* const weapon_sprites[MAX_WEAPONS] = { &DukeMeleeAttackClass, &RedneckRevolverClass, &RedneckShotgunClass,
|
||||
&RedneckRiflegunClass, &RedneckDynamiteClass, &RedneckCrossbowClass, &RedneckRipsawClass, &RedneckBlasterClass,
|
||||
|
@ -709,7 +709,7 @@ enum : unsigned
|
|||
VEH_FWDBRAKING = VEH_FORWARD|VEH_BRAKING,
|
||||
};
|
||||
|
||||
static unsigned outVehicleFlags(player_struct* p, ESyncBits& actions)
|
||||
static unsigned outVehicleFlags(DukePlayer* p, ESyncBits& actions)
|
||||
{
|
||||
unsigned flags = 0;
|
||||
flags += VEH_FORWARD * (p->input.fvel > 0);
|
||||
|
@ -727,7 +727,7 @@ static unsigned outVehicleFlags(player_struct* p, ESyncBits& actions)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
static void doVehicleTilting(player_struct* const p, const bool canTilt)
|
||||
static void doVehicleTilting(DukePlayer* const p, const bool canTilt)
|
||||
{
|
||||
auto adj = DAngle::fromDeg(p->input.avel * (545943. / 3200000.) * canTilt);
|
||||
if (p->OnMotorcycle) adj *= 5 * Sgn(p->MotoSpeed);
|
||||
|
@ -744,7 +744,7 @@ static void doVehicleTilting(player_struct* const p, const bool canTilt)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
static void doVehicleBumping(player_struct* p, DDukeActor* pact, unsigned flags, bool bumptest, int bumpscale)
|
||||
static void doVehicleBumping(DukePlayer* p, DDukeActor* pact, unsigned flags, bool bumptest, int bumpscale)
|
||||
{
|
||||
if (p->MotoSpeed != 0 && p->on_ground == 1)
|
||||
{
|
||||
|
@ -805,7 +805,7 @@ static void doVehicleBumping(player_struct* p, DDukeActor* pact, unsigned flags,
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
static void doVehicleDrunk(player_struct* const p)
|
||||
static void doVehicleDrunk(DukePlayer* const p)
|
||||
{
|
||||
if (p->drink_amt > 88 && p->moto_drink == 0)
|
||||
{
|
||||
|
@ -831,7 +831,7 @@ static void doVehicleDrunk(player_struct* const p)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
static void doVehicleSounds(player_struct* p, DDukeActor* pact, unsigned flags, unsigned sound1, unsigned sound2, unsigned sound3, unsigned sound4)
|
||||
static void doVehicleSounds(DukePlayer* p, DDukeActor* pact, unsigned flags, unsigned sound1, unsigned sound2, unsigned sound3, unsigned sound4)
|
||||
{
|
||||
if ((p->OnBoat && (flags & VEH_FWDBRAKING) == VEH_FORWARD) || flags & VEH_FORWARD)
|
||||
{
|
||||
|
@ -883,7 +883,7 @@ static void doVehicleSounds(player_struct* p, DDukeActor* pact, unsigned flags,
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
static void doVehicleThrottling(player_struct* p, DDukeActor* pact, unsigned& flags, int fwdSpeed, int revSpeed, int brakeSpeed, int vBmpFwd, int vBmpBrake)
|
||||
static void doVehicleThrottling(DukePlayer* p, DDukeActor* pact, unsigned& flags, int fwdSpeed, int revSpeed, int brakeSpeed, int vBmpFwd, int vBmpBrake)
|
||||
{
|
||||
if (p->on_ground == 1)
|
||||
{
|
||||
|
@ -2946,7 +2946,7 @@ HORIZONLY:
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void OnMotorcycle(player_struct *p)
|
||||
void OnMotorcycle(DukePlayer *p)
|
||||
{
|
||||
if (!p->OnMotorcycle && p->cursector->lotag != ST_2_UNDERWATER)
|
||||
{
|
||||
|
@ -2969,7 +2969,7 @@ void OnMotorcycle(player_struct *p)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void OffMotorcycle(player_struct *p)
|
||||
void OffMotorcycle(DukePlayer *p)
|
||||
{
|
||||
auto pact = p->GetActor();
|
||||
if (p->OnMotorcycle)
|
||||
|
@ -3013,7 +3013,7 @@ void OffMotorcycle(player_struct *p)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void OnBoat(player_struct *p)
|
||||
void OnBoat(DukePlayer *p)
|
||||
{
|
||||
if (!p->OnBoat)
|
||||
{
|
||||
|
@ -3034,7 +3034,7 @@ void OnBoat(player_struct *p)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void OffBoat(player_struct *p)
|
||||
void OffBoat(DukePlayer *p)
|
||||
{
|
||||
if (p->OnBoat)
|
||||
{
|
||||
|
|
|
@ -48,7 +48,7 @@ int operateTripbomb(int snum);
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void DoFire(player_struct* p, int snum)
|
||||
void DoFire(DukePlayer* p, int snum)
|
||||
{
|
||||
int i;
|
||||
|
||||
|
@ -105,7 +105,7 @@ void DoFire(player_struct* p, int snum)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void DoSpawn(player_struct *p, int snum)
|
||||
void DoSpawn(DukePlayer *p, int snum)
|
||||
{
|
||||
if(!aplWeaponSpawn(p->curr_weapon, snum))
|
||||
return;
|
||||
|
|
|
@ -60,7 +60,7 @@ void premapcontroller(DDukeActor* ac)
|
|||
|
||||
void pickrandomspot(int snum)
|
||||
{
|
||||
player_struct* p;
|
||||
DukePlayer* p;
|
||||
int i;
|
||||
|
||||
p = &ps[snum];
|
||||
|
@ -85,7 +85,7 @@ void pickrandomspot(int snum)
|
|||
|
||||
void resetplayerstats(int snum)
|
||||
{
|
||||
player_struct* p;
|
||||
DukePlayer* p;
|
||||
|
||||
p = &ps[snum];
|
||||
|
||||
|
@ -259,7 +259,7 @@ void resetplayerstats(int snum)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void resetweapons(player_struct* p)
|
||||
void resetweapons(DukePlayer* p)
|
||||
{
|
||||
for (int weapon = PISTOL_WEAPON; weapon < MAX_WEAPONS; weapon++)
|
||||
{
|
||||
|
@ -302,7 +302,7 @@ void resetweapons(player_struct* p)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void resetinventory(player_struct* p)
|
||||
void resetinventory(DukePlayer* p)
|
||||
{
|
||||
p->inven_icon = 0;
|
||||
p->boot_amount = 0;
|
||||
|
@ -374,7 +374,7 @@ void resetinventory(player_struct* p)
|
|||
|
||||
void resetprestat(int snum,int g)
|
||||
{
|
||||
player_struct* p;
|
||||
DukePlayer* p;
|
||||
|
||||
p = &ps[snum];
|
||||
|
||||
|
@ -1058,7 +1058,7 @@ void cacheit(void)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
static int LoadTheMap(MapRecord *mi, player_struct*p, int gamemode)
|
||||
static int LoadTheMap(MapRecord *mi, DukePlayer*p, int gamemode)
|
||||
{
|
||||
int16_t lbang;
|
||||
if (isShareware() && (mi->flags & MI_USERMAP))
|
||||
|
|
|
@ -42,7 +42,7 @@ BEGIN_DUKE_NS
|
|||
|
||||
void prelevel_r(int g, TArray<DDukeActor*>& actors)
|
||||
{
|
||||
player_struct* p;
|
||||
DukePlayer* p;
|
||||
int j;
|
||||
int lotaglist;
|
||||
TArray<short> lotags;
|
||||
|
|
|
@ -129,7 +129,7 @@ bool GameInterface::GetGeoEffect(GeoEffect* eff, sectortype* viewsector)
|
|||
//---------------------------------------------------------------------------
|
||||
int DrugTimer;
|
||||
|
||||
static int getdrugmode(player_struct *p, int oyrepeat)
|
||||
static int getdrugmode(DukePlayer *p, int oyrepeat)
|
||||
{
|
||||
int now = I_GetBuildTime() >> 1; // this function works on a 60 fps setup.
|
||||
if (playrunning() && p->DrugMode > 0)
|
||||
|
@ -218,7 +218,7 @@ void displayrooms(int snum, double interpfrac, bool sceneonly)
|
|||
DVector3 cpos;
|
||||
DRotator cangles;
|
||||
|
||||
player_struct* p = &ps[snum];
|
||||
DukePlayer* p = &ps[snum];
|
||||
|
||||
// update render angles.
|
||||
p->Angles.updateCameraAngles(interpfrac);
|
||||
|
|
|
@ -103,7 +103,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, player_orig& w, pl
|
|||
return arc;
|
||||
}
|
||||
|
||||
FSerializer& Serialize(FSerializer& arc, const char* keyname, player_struct& w, player_struct* def)
|
||||
FSerializer& Serialize(FSerializer& arc, const char* keyname, DukePlayer& w, DukePlayer* def)
|
||||
{
|
||||
if (arc.BeginObject(keyname))
|
||||
{
|
||||
|
|
|
@ -1126,7 +1126,7 @@ void operatesectors(sectortype* sptr, DDukeActor *actor)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void operateactivators(int low, player_struct* plr)
|
||||
void operateactivators(int low, DukePlayer* plr)
|
||||
{
|
||||
int i, j, k;
|
||||
Cycler * p;
|
||||
|
|
|
@ -117,7 +117,7 @@ void activatebysector_d(sectortype* sect, DDukeActor* activator)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void checkplayerhurt_d(player_struct* p, const Collision& coll)
|
||||
void checkplayerhurt_d(DukePlayer* p, const Collision& coll)
|
||||
{
|
||||
if (coll.type == kHitSprite)
|
||||
{
|
||||
|
@ -158,7 +158,7 @@ void checkplayerhurt_d(player_struct* p, const Collision& coll)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void clearcameras(player_struct* p)
|
||||
void clearcameras(DukePlayer* p)
|
||||
{
|
||||
p->GetActor()->restorepos();
|
||||
p->newOwner = nullptr;
|
||||
|
@ -181,7 +181,7 @@ void clearcameras(player_struct* p)
|
|||
void checksectors_d(int snum)
|
||||
{
|
||||
int i = -1;
|
||||
player_struct* p;
|
||||
DukePlayer* p;
|
||||
walltype* hitscanwall;
|
||||
HitInfo near;
|
||||
|
||||
|
|
|
@ -127,7 +127,7 @@ void activatebysector_r(sectortype* sect, DDukeActor* activator)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void checkplayerhurt_r(player_struct* p, const Collision &coll)
|
||||
void checkplayerhurt_r(DukePlayer* p, const Collision &coll)
|
||||
{
|
||||
if (coll.type == kHitSprite)
|
||||
{
|
||||
|
@ -160,7 +160,7 @@ void checkplayerhurt_r(player_struct* p, const Collision &coll)
|
|||
|
||||
void checksectors_r(int snum)
|
||||
{
|
||||
player_struct* p;
|
||||
DukePlayer* p;
|
||||
walltype* hitscanwall;
|
||||
HitInfo near;
|
||||
|
||||
|
|
|
@ -224,7 +224,7 @@ struct player_orig
|
|||
sectortype* os;
|
||||
};
|
||||
|
||||
struct player_struct
|
||||
struct DukePlayer
|
||||
{
|
||||
DVector3 vel;
|
||||
DVector2 bobpos;
|
||||
|
|
|
@ -13,7 +13,7 @@ void resetswitch(int tag);
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
player_struct* duke_getviewplayer()
|
||||
DukePlayer* duke_getviewplayer()
|
||||
{
|
||||
return &ps[screenpeek];
|
||||
}
|
||||
|
@ -24,7 +24,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(_Duke, getviewplayer, duke_getviewplayer)
|
|||
ACTION_RETURN_POINTER(duke_getviewplayer());
|
||||
}
|
||||
|
||||
player_struct* duke_getlocalplayer()
|
||||
DukePlayer* duke_getlocalplayer()
|
||||
{
|
||||
return &ps[myconnectindex];
|
||||
}
|
||||
|
@ -97,7 +97,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(_Duke, CheckSoundPlaying, duke_CheckSoundPlaying)
|
|||
ACTION_RETURN_INT(duke_CheckSoundPlaying(snd));
|
||||
}
|
||||
|
||||
player_struct* duke_checkcursectnums(sectortype* sector)
|
||||
DukePlayer* duke_checkcursectnums(sectortype* sector)
|
||||
{
|
||||
if (!sector) return nullptr;
|
||||
int pp = checkcursectnums(sector);
|
||||
|
@ -176,7 +176,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(_Duke, StopCommentary, StopCommentary)
|
|||
return 0;
|
||||
}
|
||||
|
||||
int getPlayerIndex(player_struct* p)
|
||||
int getPlayerIndex(DukePlayer* p)
|
||||
{
|
||||
if (!p) return -1;
|
||||
return int(p - ps);
|
||||
|
@ -185,7 +185,7 @@ int getPlayerIndex(player_struct* p)
|
|||
DEFINE_ACTION_FUNCTION_NATIVE(_Duke, getPlayerIndex, getPlayerIndex)
|
||||
{
|
||||
PARAM_PROLOGUE;
|
||||
PARAM_POINTER(p, player_struct);
|
||||
PARAM_POINTER(p, DukePlayer);
|
||||
ACTION_RETURN_INT(getPlayerIndex(p));
|
||||
}
|
||||
|
||||
|
@ -335,7 +335,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(DDukeActor, getglobalz, getglobalz)
|
|||
return 0;
|
||||
}
|
||||
|
||||
player_struct* DukeActor_findplayer(DDukeActor* self, double* dist)
|
||||
DukePlayer* DukeActor_findplayer(DDukeActor* self, double* dist)
|
||||
{
|
||||
double a;
|
||||
return &ps[findplayer(self, dist? dist : &a)];
|
||||
|
@ -351,7 +351,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(DDukeActor, findplayer, DukeActor_findplayer)
|
|||
return min(numret, 2);
|
||||
}
|
||||
|
||||
player_struct* DukeActor_getplayer(DDukeActor* self)
|
||||
DukePlayer* DukeActor_getplayer(DDukeActor* self)
|
||||
{
|
||||
return self->isPlayer() ? &ps[self->PlayerIndex()] : nullptr;
|
||||
}
|
||||
|
@ -693,7 +693,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(DDukeActor, restoreloc, DukeActor_restoreloc)
|
|||
DEFINE_ACTION_FUNCTION_NATIVE(DDukeActor, fakebubbaspawn, fakebubbaspawn)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(DDukeActor);
|
||||
PARAM_POINTER(p, player_struct);
|
||||
PARAM_POINTER(p, DukePlayer);
|
||||
fakebubbaspawn(self, p);
|
||||
return 0;
|
||||
}
|
||||
|
@ -770,7 +770,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(DDukeActor, SetAI, Duke_SetAI)
|
|||
DEFINE_ACTION_FUNCTION_NATIVE(DDukeActor, checkp, checkp)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(DDukeActor);
|
||||
PARAM_POINTER(p, player_struct);
|
||||
PARAM_POINTER(p, DukePlayer);
|
||||
PARAM_INT(n);
|
||||
ACTION_RETURN_INT(checkp(self, p, n));
|
||||
}
|
||||
|
@ -778,7 +778,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(DDukeActor, checkp, checkp)
|
|||
DEFINE_ACTION_FUNCTION_NATIVE(DDukeActor, cansee, ifcansee)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(DDukeActor);
|
||||
PARAM_POINTER(p, player_struct);
|
||||
PARAM_POINTER(p, DukePlayer);
|
||||
PARAM_INT(n);
|
||||
ACTION_RETURN_INT(ifcansee(self, p));
|
||||
}
|
||||
|
@ -793,7 +793,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(DDukeActor, actoroperate, actoroperate)
|
|||
DEFINE_ACTION_FUNCTION_NATIVE(DDukeActor, ifsquished, ifsquished)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(DDukeActor);
|
||||
PARAM_POINTER(p, player_struct);
|
||||
PARAM_POINTER(p, DukePlayer);
|
||||
ACTION_RETURN_INT(ifcansee(self, p));
|
||||
}
|
||||
|
||||
|
@ -810,7 +810,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(DDukeActor, ChangeType, Duke_ChangeType)
|
|||
return 0;
|
||||
}
|
||||
|
||||
void Duke_fall(DDukeActor* self, player_struct* p)
|
||||
void Duke_fall(DDukeActor* self, DukePlayer* p)
|
||||
{
|
||||
fall(self, p->GetPlayerNum());
|
||||
}
|
||||
|
@ -818,7 +818,7 @@ void Duke_fall(DDukeActor* self, player_struct* p)
|
|||
DEFINE_ACTION_FUNCTION_NATIVE(DDukeActor, fall, Duke_fall)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(DDukeActor);
|
||||
PARAM_POINTER(p, player_struct);
|
||||
PARAM_POINTER(p, DukePlayer);
|
||||
Duke_fall(self, p);
|
||||
return 0;
|
||||
}
|
||||
|
@ -838,14 +838,14 @@ DEFINE_ACTION_FUNCTION_NATIVE(DDukeActor, dodge, dodge)
|
|||
ACTION_RETURN_INT(dodge(self));
|
||||
}
|
||||
|
||||
int Duke_ifcanshoottarget(DDukeActor* self, player_struct* p, double dist)
|
||||
int Duke_ifcanshoottarget(DDukeActor* self, DukePlayer* p, double dist)
|
||||
{
|
||||
return ifcanshoottarget(self, p->GetPlayerNum(), int(dist * worldtoint));
|
||||
}
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(DDukeActor, ifcanshoottarget, Duke_ifcanshoottarget)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(DDukeActor);
|
||||
PARAM_POINTER(p, player_struct);
|
||||
PARAM_POINTER(p, DukePlayer);
|
||||
PARAM_FLOAT(x);
|
||||
ACTION_RETURN_INT(Duke_ifcanshoottarget(self, p, x));
|
||||
}
|
||||
|
@ -952,208 +952,208 @@ DEFINE_ACTION_FUNCTION(DDukeActor, killit)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, gotweapon)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, pals)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, weapon_sway)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, oweapon_sway)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, weapon_pos)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, kickback_pic)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, random_club_frame)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, oweapon_pos)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, okickback_pic)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, orandom_club_frame)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, hard_landing)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, ohard_landing)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, psectlotag)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, gotweapon)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, pals)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, weapon_sway)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, oweapon_sway)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, weapon_pos)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, kickback_pic)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, random_club_frame)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, oweapon_pos)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, okickback_pic)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, orandom_club_frame)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, hard_landing)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, ohard_landing)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, psectlotag)
|
||||
//DEFINE_FIELD_X(DukePlayer, player_struct, exitx)
|
||||
//DEFINE_FIELD_X(DukePlayer, player_struct, exity)
|
||||
DEFINE_FIELD_UNSIZED(DukePlayer, player_struct, loogie)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, numloogs)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, loogcnt)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, invdisptime)
|
||||
DEFINE_FIELD_UNSIZED(DukePlayer, DukePlayer, loogie)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, numloogs)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, loogcnt)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, invdisptime)
|
||||
//DEFINE_FIELD_X(DukePlayer, player_struct, bobposx)
|
||||
//DEFINE_FIELD_X(DukePlayer, player_struct, bobposy)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, pyoff)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, opyoff)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, vel)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, last_pissed_time)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, truefz)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, truecz)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, player_par)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, visibility)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, bobcounter)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, randomflamex)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, crack_time)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, aim_mode)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, ftt)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, cursector)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, last_extra)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, subweapon)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, ammo_amount)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, frag)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, fraggedself)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, curr_weapon)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, last_weapon)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, tipincs)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, wantweaponfire)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, holoduke_amount)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, hurt_delay)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, hbomb_hold_delay)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, jumping_counter)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, airleft)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, knee_incs)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, access_incs)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, ftq)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, access_wall)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, got_access)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, weapon_ang)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, firstaid_amount)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, actor)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, one_parallax_sectnum)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, over_shoulder_on)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, fist_incs)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, cheat_phase)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, extra_extra8)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, quick_kick)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, last_quick_kick)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, heat_amount)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, timebeforeexit)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, customexitsound)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, interface_toggle_flag)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, dead_flag)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, show_empty_weapon)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, scuba_amount)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, jetpack_amount)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, steroids_amount)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, shield_amount)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, pycount)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, frag_ps)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, transporter_hold)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, last_full_weapon)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, footprintshade)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, boot_amount)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, on_warping_sector)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, footprintcount)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, hbomb_on)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, jumping_toggle)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, rapid_fire_hold)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, on_ground)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, inven_icon)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, buttonpalette)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, jetpack_on)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, spritebridge)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, lastrandomspot)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, scuba_on)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, footprintpal)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, heat_on)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, holster_weapon)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, falling_counter)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, refresh_inventory)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, toggle_key_flag)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, knuckle_incs)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, walking_snd_toggle)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, palookup)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, quick_kick_msg)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, stairs)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, detonate_count)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, pyoff)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, opyoff)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, vel)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, last_pissed_time)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, truefz)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, truecz)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, player_par)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, visibility)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, bobcounter)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, randomflamex)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, crack_time)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, aim_mode)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, ftt)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, cursector)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, last_extra)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, subweapon)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, ammo_amount)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, frag)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, fraggedself)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, curr_weapon)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, last_weapon)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, tipincs)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, wantweaponfire)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, holoduke_amount)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, hurt_delay)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, hbomb_hold_delay)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, jumping_counter)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, airleft)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, knee_incs)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, access_incs)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, ftq)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, access_wall)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, got_access)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, weapon_ang)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, firstaid_amount)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, actor)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, one_parallax_sectnum)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, over_shoulder_on)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, fist_incs)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, cheat_phase)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, extra_extra8)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, quick_kick)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, last_quick_kick)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, heat_amount)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, timebeforeexit)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, customexitsound)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, interface_toggle_flag)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, dead_flag)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, show_empty_weapon)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, scuba_amount)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, jetpack_amount)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, steroids_amount)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, shield_amount)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, pycount)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, frag_ps)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, transporter_hold)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, last_full_weapon)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, footprintshade)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, boot_amount)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, on_warping_sector)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, footprintcount)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, hbomb_on)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, jumping_toggle)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, rapid_fire_hold)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, on_ground)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, inven_icon)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, buttonpalette)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, jetpack_on)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, spritebridge)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, lastrandomspot)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, scuba_on)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, footprintpal)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, heat_on)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, holster_weapon)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, falling_counter)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, refresh_inventory)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, toggle_key_flag)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, knuckle_incs)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, walking_snd_toggle)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, palookup)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, quick_kick_msg)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, stairs)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, detonate_count)
|
||||
//DEFINE_FIELD_X(DukePlayer, player_struct, noise.X)
|
||||
//DEFINE_FIELD_X(DukePlayer, player_struct, noise.Y)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, noise_radius)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, drink_timer)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, eat_timer)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, SlotWin)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, recoil)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, detonate_time)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, yehaa_timer)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, drink_amt)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, eat)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, drunkang)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, eatang)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, shotgun_state)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, donoise)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, keys)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, drug_aspect)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, drug_timer)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, SeaSick)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, MamaEnd)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, moto_drink)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, TiltStatus)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, oTiltStatus)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, VBumpNow)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, VBumpTarget)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, TurbCount)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, drug_stat)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, DrugMode)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, lotag800kill)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, sea_sick_stat)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, hurt_delay2)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, nocheat)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, OnMotorcycle)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, OnBoat)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, moto_underwater)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, NotOnWater)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, MotoOnGround)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, moto_do_bump)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, moto_bump_fast)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, moto_on_oil)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, moto_on_mud)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, MotoSpeed)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, holoduke_on)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, actorsqu)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, wackedbyactor)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, on_crane)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, somethingonplayer)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, access_spritenum)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, dummyplayersprite)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, newOwner)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, fric)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, noise_radius)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, drink_timer)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, eat_timer)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, SlotWin)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, recoil)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, detonate_time)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, yehaa_timer)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, drink_amt)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, eat)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, drunkang)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, eatang)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, shotgun_state)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, donoise)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, keys)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, drug_aspect)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, drug_timer)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, SeaSick)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, MamaEnd)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, moto_drink)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, TiltStatus)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, oTiltStatus)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, VBumpNow)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, VBumpTarget)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, TurbCount)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, drug_stat)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, DrugMode)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, lotag800kill)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, sea_sick_stat)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, hurt_delay2)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, nocheat)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, OnMotorcycle)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, OnBoat)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, moto_underwater)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, NotOnWater)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, MotoOnGround)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, moto_do_bump)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, moto_bump_fast)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, moto_on_oil)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, moto_on_mud)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, MotoSpeed)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, holoduke_on)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, actorsqu)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, wackedbyactor)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, on_crane)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, somethingonplayer)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, access_spritenum)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, dummyplayersprite)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, newOwner)
|
||||
DEFINE_FIELD_X(DukePlayer, DukePlayer, fric)
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_DukePlayer, IsFrozen)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
||||
PARAM_SELF_STRUCT_PROLOGUE(DukePlayer);
|
||||
ACTION_RETURN_BOOL(self->GetActor()->spr.pal == 1 && self->last_extra < 2);
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_DukePlayer, GetGameVar)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
||||
PARAM_SELF_STRUCT_PROLOGUE(DukePlayer);
|
||||
PARAM_STRING(name);
|
||||
PARAM_INT(def);
|
||||
ACTION_RETURN_INT(GetGameVar(name, def, self->GetActor(), self->GetPlayerNum()).safeValue());
|
||||
}
|
||||
|
||||
void dukeplayer_backuppos(player_struct* self)
|
||||
void dukeplayer_backuppos(DukePlayer* self)
|
||||
{
|
||||
self->backuppos();
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, backuppos, dukeplayer_backuppos)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
||||
PARAM_SELF_STRUCT_PROLOGUE(DukePlayer);
|
||||
dukeplayer_backuppos(self);
|
||||
return 0;
|
||||
}
|
||||
|
||||
void dukeplayer_backupxyz(player_struct* self)
|
||||
void dukeplayer_backupxyz(DukePlayer* self)
|
||||
{
|
||||
self->GetActor()->backuppos();
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, backupxyz, dukeplayer_backupxyz)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
||||
PARAM_SELF_STRUCT_PROLOGUE(DukePlayer);
|
||||
dukeplayer_backupxyz(self);
|
||||
return 0;
|
||||
}
|
||||
|
||||
void dukeplayer_setpos(player_struct* self, double x, double y, double z)
|
||||
void dukeplayer_setpos(DukePlayer* self, double x, double y, double z)
|
||||
{
|
||||
self->GetActor()->spr.pos = { x, y, z + self->GetActor()->viewzoffset };
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, setpos, dukeplayer_setpos)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
||||
PARAM_SELF_STRUCT_PROLOGUE(DukePlayer);
|
||||
PARAM_FLOAT(x);
|
||||
PARAM_FLOAT(y);
|
||||
PARAM_FLOAT(z);
|
||||
|
@ -1161,14 +1161,14 @@ DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, setpos, dukeplayer_setpos)
|
|||
return 0;
|
||||
}
|
||||
|
||||
void dukeplayer_addpos(player_struct* self, double x, double y, double z)
|
||||
void dukeplayer_addpos(DukePlayer* self, double x, double y, double z)
|
||||
{
|
||||
self->GetActor()->spr.pos += { x, y, z };
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, addpos, dukeplayer_addpos)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
||||
PARAM_SELF_STRUCT_PROLOGUE(DukePlayer);
|
||||
PARAM_FLOAT(x);
|
||||
PARAM_FLOAT(y);
|
||||
PARAM_FLOAT(z);
|
||||
|
@ -1176,31 +1176,31 @@ DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, addpos, dukeplayer_addpos)
|
|||
return 0;
|
||||
}
|
||||
|
||||
void dukeplayer_centerview(player_struct* self)
|
||||
void dukeplayer_centerview(DukePlayer* self)
|
||||
{
|
||||
self->input.actions |= SB_CENTERVIEW;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, centerview, dukeplayer_centerview)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
||||
PARAM_SELF_STRUCT_PROLOGUE(DukePlayer);
|
||||
self->input.actions |= SB_CENTERVIEW;
|
||||
return 0;
|
||||
}
|
||||
|
||||
inline int DukePlayer_PlayerInput(player_struct* pl, int bit)
|
||||
inline int DukePlayer_PlayerInput(DukePlayer* pl, int bit)
|
||||
{
|
||||
return (!!((pl->input.actions) & ESyncBits::FromInt(bit)));
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, playerinput, DukePlayer_PlayerInput)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
||||
PARAM_SELF_STRUCT_PROLOGUE(DukePlayer);
|
||||
PARAM_INT(bit);
|
||||
ACTION_RETURN_INT(DukePlayer_PlayerInput(self, bit));
|
||||
}
|
||||
|
||||
void dukeplayer_settargetangle(player_struct* self, double a, int backup)
|
||||
void dukeplayer_settargetangle(DukePlayer* self, double a, int backup)
|
||||
{
|
||||
self->GetActor()->spr.Angles.Yaw = DAngle::fromDeg(a);
|
||||
if (backup) self->GetActor()->PrevAngles.Yaw = self->GetActor()->spr.Angles.Yaw;
|
||||
|
@ -1208,32 +1208,32 @@ void dukeplayer_settargetangle(player_struct* self, double a, int backup)
|
|||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, settargetangle, dukeplayer_settargetangle)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
||||
PARAM_SELF_STRUCT_PROLOGUE(DukePlayer);
|
||||
PARAM_FLOAT(a);
|
||||
PARAM_BOOL(bak);
|
||||
dukeplayer_settargetangle(self, a, bak);
|
||||
return 0;
|
||||
}
|
||||
|
||||
double dukeplayer_angle(player_struct* self)
|
||||
double dukeplayer_angle(DukePlayer* self)
|
||||
{
|
||||
return self->GetActor()->spr.Angles.Yaw.Degrees();
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, angle, dukeplayer_angle)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
||||
PARAM_SELF_STRUCT_PROLOGUE(DukePlayer);
|
||||
ACTION_RETURN_FLOAT(dukeplayer_angle(self));
|
||||
}
|
||||
|
||||
void dukeplayer_addpitch(player_struct* self, double a)
|
||||
void dukeplayer_addpitch(DukePlayer* self, double a)
|
||||
{
|
||||
self->GetActor()->spr.Angles.Pitch += DAngle::fromDeg(a);
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, addpitch, dukeplayer_addpitch)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
||||
PARAM_SELF_STRUCT_PROLOGUE(DukePlayer);
|
||||
PARAM_FLOAT(a);
|
||||
dukeplayer_addpitch(self, a);
|
||||
return 0;
|
||||
|
@ -1241,27 +1241,27 @@ DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, addpitch, dukeplayer_addpitch)
|
|||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, clearcameras, clearcameras)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
||||
PARAM_SELF_STRUCT_PROLOGUE(DukePlayer);
|
||||
clearcameras(self);
|
||||
return 0;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, quickkill, quickkill)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
||||
PARAM_SELF_STRUCT_PROLOGUE(DukePlayer);
|
||||
quickkill(self);
|
||||
return 0;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, CheckWeapRec, CheckWeapRec)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
||||
PARAM_SELF_STRUCT_PROLOGUE(DukePlayer);
|
||||
PARAM_POINTER(ac, DDukeActor);
|
||||
PARAM_BOOL(test);
|
||||
ACTION_RETURN_INT(CheckWeapRec(self, ac, test));
|
||||
}
|
||||
|
||||
void DukePlayer_addammo(player_struct* p, int ammo, int amount)
|
||||
void DukePlayer_addammo(DukePlayer* p, int ammo, int amount)
|
||||
{
|
||||
if ((unsigned)ammo >= MAX_WEAPONS) ThrowAbortException(X_ARRAY_OUT_OF_BOUNDS, "Ammo number out of range");
|
||||
addammo(ammo, p, amount);
|
||||
|
@ -1269,14 +1269,14 @@ void DukePlayer_addammo(player_struct* p, int ammo, int amount)
|
|||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, addammo, DukePlayer_addammo)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
||||
PARAM_SELF_STRUCT_PROLOGUE(DukePlayer);
|
||||
PARAM_INT(type);
|
||||
PARAM_INT(amount);
|
||||
DukePlayer_addammo(self, type, amount);
|
||||
return 0;
|
||||
}
|
||||
|
||||
void DukePlayer_addweapon(player_struct* p, int wpn, int switchit)
|
||||
void DukePlayer_addweapon(DukePlayer* p, int wpn, int switchit)
|
||||
{
|
||||
if ((unsigned)wpn >= MAX_WEAPONS) ThrowAbortException(X_ARRAY_OUT_OF_BOUNDS, "Weapon number out of range");
|
||||
fi.addweapon(p, wpn, switchit);
|
||||
|
@ -1284,7 +1284,7 @@ void DukePlayer_addweapon(player_struct* p, int wpn, int switchit)
|
|||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, addweapon, DukePlayer_addweapon)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
||||
PARAM_SELF_STRUCT_PROLOGUE(DukePlayer);
|
||||
PARAM_INT(type);
|
||||
PARAM_INT(switchit);
|
||||
DukePlayer_addweapon(self, type, switchit);
|
||||
|
@ -1294,57 +1294,57 @@ DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, addweapon, DukePlayer_addweapon)
|
|||
|
||||
DEFINE_ACTION_FUNCTION(_DukePlayer, hitablockingwall)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
||||
PARAM_SELF_STRUCT_PROLOGUE(DukePlayer);
|
||||
walltype* pwal;
|
||||
hitawall(self, &pwal);
|
||||
ACTION_RETURN_BOOL(pwal && pwal->overtexture.isValid());
|
||||
}
|
||||
|
||||
inline double DukePlayer_GetPitchwithView(player_struct* pl)
|
||||
inline double DukePlayer_GetPitchwithView(DukePlayer* pl)
|
||||
{
|
||||
return pl->Angles.getPitchWithView().Degrees();
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, GetPitchwithView, DukePlayer_GetPitchwithView)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
||||
PARAM_SELF_STRUCT_PROLOGUE(DukePlayer);
|
||||
ACTION_RETURN_FLOAT(DukePlayer_GetPitchwithView(self));
|
||||
}
|
||||
|
||||
inline void DukePlayer_setbobpos(player_struct* pl)
|
||||
inline void DukePlayer_setbobpos(DukePlayer* pl)
|
||||
{
|
||||
return pl->setbobpos();
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, setbobpos, DukePlayer_setbobpos)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
||||
PARAM_SELF_STRUCT_PROLOGUE(DukePlayer);
|
||||
self->setbobpos();
|
||||
return 0;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, StartMotorcycle, OnMotorcycle)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
||||
PARAM_SELF_STRUCT_PROLOGUE(DukePlayer);
|
||||
OnMotorcycle(self);
|
||||
return 0;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, StartBoat, OnBoat)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
||||
PARAM_SELF_STRUCT_PROLOGUE(DukePlayer);
|
||||
OnBoat(self);
|
||||
return 0;
|
||||
}
|
||||
|
||||
void pl_checkhitswitch(player_struct* p, walltype* wal, DDukeActor* act)
|
||||
void pl_checkhitswitch(DukePlayer* p, walltype* wal, DDukeActor* act)
|
||||
{
|
||||
checkhitswitch(p->GetPlayerNum(), wal, act);
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, checkhitswitch, pl_checkhitswitch)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
||||
PARAM_SELF_STRUCT_PROLOGUE(DukePlayer);
|
||||
PARAM_POINTER(wal, walltype);
|
||||
PARAM_POINTER(act, DDukeActor);
|
||||
pl_checkhitswitch(self, wal, act);
|
||||
|
@ -1353,7 +1353,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, checkhitswitch, pl_checkhitswitch)
|
|||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, playerkick, playerkick)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
||||
PARAM_SELF_STRUCT_PROLOGUE(DukePlayer);
|
||||
PARAM_POINTER(act, DDukeActor);
|
||||
playerkick(self, act);
|
||||
return 0;
|
||||
|
@ -1361,7 +1361,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, playerkick, playerkick)
|
|||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, playerstomp, playerstomp)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
||||
PARAM_SELF_STRUCT_PROLOGUE(DukePlayer);
|
||||
PARAM_POINTER(act, DDukeActor);
|
||||
playerstomp(self, act);
|
||||
return 0;
|
||||
|
@ -1369,7 +1369,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, playerstomp, playerstomp)
|
|||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, playerreset, playerreset)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
||||
PARAM_SELF_STRUCT_PROLOGUE(DukePlayer);
|
||||
PARAM_POINTER(act, DDukeActor);
|
||||
playerreset(self, act);
|
||||
return 0;
|
||||
|
@ -1377,7 +1377,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, playerreset, playerreset)
|
|||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, addphealth, addphealth)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
||||
PARAM_SELF_STRUCT_PROLOGUE(DukePlayer);
|
||||
PARAM_INT(amt);
|
||||
PARAM_INT(big);
|
||||
addphealth(self, amt, big);
|
||||
|
@ -1386,30 +1386,30 @@ DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, addphealth, addphealth)
|
|||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, wackplayer, wackplayer)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
||||
PARAM_SELF_STRUCT_PROLOGUE(DukePlayer);
|
||||
wackplayer(self);
|
||||
return 0;
|
||||
}
|
||||
|
||||
static void duke_checkweapons(player_struct* p)
|
||||
static void duke_checkweapons(DukePlayer* p)
|
||||
{
|
||||
fi.checkweapons(p);
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, checkweapons, duke_checkweapons)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
||||
PARAM_SELF_STRUCT_PROLOGUE(DukePlayer);
|
||||
duke_checkweapons(self);
|
||||
return 0;
|
||||
}
|
||||
|
||||
static void msg(player_struct* p, int num)
|
||||
static void msg(DukePlayer* p, int num)
|
||||
{
|
||||
FTA(num, p);
|
||||
}
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, FTA, msg)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
||||
PARAM_SELF_STRUCT_PROLOGUE(DukePlayer);
|
||||
PARAM_INT(num);
|
||||
FTA(num, self);
|
||||
return 0;
|
||||
|
@ -1417,7 +1417,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, FTA, msg)
|
|||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, playercheckinventory, playercheckinventory)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
||||
PARAM_SELF_STRUCT_PROLOGUE(DukePlayer);
|
||||
PARAM_POINTER(act, DDukeActor);
|
||||
PARAM_INT(num);
|
||||
PARAM_INT(amt);
|
||||
|
@ -1426,7 +1426,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, playercheckinventory, playercheckinve
|
|||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, playeraddinventory, playeraddinventory)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
||||
PARAM_SELF_STRUCT_PROLOGUE(DukePlayer);
|
||||
PARAM_POINTER(act, DDukeActor);
|
||||
PARAM_INT(num);
|
||||
PARAM_INT(amt);
|
||||
|
@ -1436,7 +1436,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, playeraddinventory, playeraddinventor
|
|||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, playeraddweapon, playeraddweapon)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
||||
PARAM_SELF_STRUCT_PROLOGUE(DukePlayer);
|
||||
PARAM_INT(num);
|
||||
PARAM_INT(amt);
|
||||
ACTION_RETURN_BOOL(playeraddweapon(self, num, amt));
|
||||
|
@ -1444,7 +1444,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, playeraddweapon, playeraddweapon)
|
|||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, playeraddammo, playeraddammo)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
||||
PARAM_SELF_STRUCT_PROLOGUE(DukePlayer);
|
||||
PARAM_INT(num);
|
||||
PARAM_INT(amt);
|
||||
ACTION_RETURN_BOOL(playeraddammo(self, num, amt));
|
||||
|
@ -1452,14 +1452,14 @@ DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, playeraddammo, playeraddammo)
|
|||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, forceplayerangle, forceplayerangle)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
||||
PARAM_SELF_STRUCT_PROLOGUE(DukePlayer);
|
||||
forceplayerangle(self);
|
||||
return 0;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, playereat, playereat)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
||||
PARAM_SELF_STRUCT_PROLOGUE(DukePlayer);
|
||||
PARAM_INT(amt);
|
||||
PARAM_BOOL(big);
|
||||
ACTION_RETURN_BOOL(playereat(self, amt, big));
|
||||
|
@ -1467,7 +1467,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, playereat, playereat)
|
|||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, playerdrink, playerdrink)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
||||
PARAM_SELF_STRUCT_PROLOGUE(DukePlayer);
|
||||
PARAM_INT(amt);
|
||||
playerdrink(self, amt);
|
||||
return 0;
|
||||
|
@ -1589,7 +1589,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(_DukeLevel, operateactivators, operateactivators)
|
|||
{
|
||||
PARAM_PROLOGUE;
|
||||
PARAM_INT(lotag);
|
||||
PARAM_POINTER(p, player_struct);
|
||||
PARAM_POINTER(p, DukePlayer);
|
||||
operateactivators(lotag, p);
|
||||
return 0;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue