- lots of RESET() flags replaced.

This commit is contained in:
Christoph Oelckers 2021-12-27 18:58:15 +01:00
parent 1ae7565a2a
commit e29d0f50cf
33 changed files with 382 additions and 382 deletions

View file

@ -1249,7 +1249,7 @@ void DoPlayerResetMovement(PLAYERp pp)
pp->slide_xvect = 0;
pp->slide_yvect = 0;
pp->drive_avel = 0;
RESET(pp->Flags, PF_PLAYER_MOVED);
pp->Flags &= ~(PF_PLAYER_MOVED);
}
void DoPlayerTeleportPause(PLAYERp pp)
@ -1261,8 +1261,8 @@ void DoPlayerTeleportPause(PLAYERp pp)
if ((actor->user.WaitTics-=synctics) <= 0)
{
//RESET(actor->spr.cstat, CSTAT_SPRITE_TRANSLUCENT);
RESET(pp->Flags2, PF2_TELEPORTED);
//actor->spr.cstat &= ~(CSTAT_SPRITE_TRANSLUCENT);
pp->Flags2 &= ~(PF2_TELEPORTED);
DoPlayerResetMovement(pp);
DoPlayerBeginRun(pp);
return;
@ -1648,7 +1648,7 @@ void DoPlayerRecoil(PLAYERp pp)
if (bsin(pp->recoil_ndx) < 0)
{
RESET(pp->Flags, PF_RECOIL);
pp->Flags &= ~(PF_RECOIL);
pp->recoil_ohorizoff = pp->recoil_horizoff = 0;
return;
}
@ -1836,7 +1836,7 @@ void DoPlayerZrange(PLAYERp pp)
// This function returns the highest and lowest z's
// for an entire box, NOT just a point. -Useful for clipping
auto bakcstat = actor->spr.cstat;
RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK);
actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK);
vec3_t pos = pp->pos;
pos.Z += Z(8);
FAFgetzrange(pos, pp->cursector, &pp->hiz, &ceilhit, &pp->loz, &florhit, ((int)actor->spr.clipdist<<2) - GETZRANGE_CLIP_ADJ, CLIPMASK_PLAYER);
@ -2006,7 +2006,7 @@ void DoPlayerMove(PLAYERp pp)
pp->lastcursector = pp->cursector;
if (PLAYER_MOVING(pp) == 0)
RESET(pp->Flags, PF_PLAYER_MOVED);
pp->Flags &= ~(PF_PLAYER_MOVED);
else
pp->Flags |= (PF_PLAYER_MOVED);
@ -2082,7 +2082,7 @@ void DoPlayerMove(PLAYERp pp)
}
auto save_cstat = actor->spr.cstat;
RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK);
actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK);
Collision coll;
updatesector(pp->pos.X, pp->pos.Y, &pp->cursector);
clipmove(pp->pos, &pp->cursector, pp->xvect, pp->yvect, ((int)actor->spr.clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER, coll);
@ -2533,7 +2533,7 @@ void DoPlayerMoveVehicle(PLAYERp pp)
setForcedSyncInput();
if (PLAYER_MOVING(pp) == 0)
RESET(pp->Flags, PF_PLAYER_MOVED);
pp->Flags &= ~(PF_PLAYER_MOVED);
else
pp->Flags |= (PF_PLAYER_MOVED);
@ -2605,7 +2605,7 @@ void DoPlayerMoveVehicle(PLAYERp pp)
int ret;
auto save_cstat = plActor->spr.cstat;
RESET(plActor->spr.cstat, CSTAT_SPRITE_BLOCK);
plActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK);
DoPlayerTurnVehicleRect(pp, x, y, ox, oy);
ret = RectClipMove(pp, x, y);
@ -2660,7 +2660,7 @@ void DoPlayerMoveVehicle(PLAYERp pp)
}
auto save_cstat = plActor->spr.cstat;
RESET(plActor->spr.cstat, CSTAT_SPRITE_BLOCK);
plActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK);
if (pp->sop->clipdist)
{
vec3_t clippos = { pp->pos.X, pp->pos.Y, z };
@ -2732,7 +2732,7 @@ void DoPlayerMoveTurret(PLAYERp pp)
}
if (PLAYER_MOVING(pp) == 0)
RESET(pp->Flags, PF_PLAYER_MOVED);
pp->Flags &= ~(PF_PLAYER_MOVED);
else
pp->Flags |= (PF_PLAYER_MOVED);
@ -2751,9 +2751,9 @@ void DoPlayerBeginJump(PLAYERp pp)
DSWActor* plActor = pp->actor;
pp->Flags |= (PF_JUMPING);
RESET(pp->Flags, PF_FALLING);
RESET(pp->Flags, PF_CRAWLING);
RESET(pp->Flags, PF_LOCK_CRAWL);
pp->Flags &= ~(PF_FALLING);
pp->Flags &= ~(PF_CRAWLING);
pp->Flags &= ~(PF_LOCK_CRAWL);
pp->floor_dist = PLAYER_JUMP_FLOOR_DIST;
pp->ceiling_dist = PLAYER_JUMP_CEILING_DIST;
@ -2781,7 +2781,7 @@ void DoPlayerBeginForceJump(PLAYERp pp)
DSWActor* plActor = pp->actor;
pp->Flags |= (PF_JUMPING);
RESET(pp->Flags, PF_FALLING|PF_CRAWLING|PF_CLIMBING|PF_LOCK_CRAWL);
pp->Flags &= ~(PF_FALLING|PF_CRAWLING|PF_CLIMBING|PF_LOCK_CRAWL);
pp->JumpDuration = MAX_JUMP_DURATION;
pp->DoPlayerAction = DoPlayerForceJump;
@ -2926,9 +2926,9 @@ void DoPlayerBeginFall(PLAYERp pp)
DSWActor* plActor = pp->actor;
pp->Flags |= (PF_FALLING);
RESET(pp->Flags, PF_JUMPING);
RESET(pp->Flags, PF_CRAWLING);
RESET(pp->Flags, PF_LOCK_CRAWL);
pp->Flags &= ~(PF_JUMPING);
pp->Flags &= ~(PF_CRAWLING);
pp->Flags &= ~(PF_LOCK_CRAWL);
pp->floor_dist = PLAYER_FALL_FLOOR_DIST;
pp->ceiling_dist = PLAYER_FALL_CEILING_DIST;
@ -3114,9 +3114,9 @@ void DoPlayerBeginClimb(PLAYERp pp)
{
DSWActor* actor = pp->actor;
RESET(pp->Flags, PF_JUMPING|PF_FALLING);
RESET(pp->Flags, PF_CRAWLING);
RESET(pp->Flags, PF_LOCK_CRAWL);
pp->Flags &= ~(PF_JUMPING|PF_FALLING);
pp->Flags &= ~(PF_CRAWLING);
pp->Flags &= ~(PF_LOCK_CRAWL);
pp->DoPlayerAction = DoPlayerClimb;
@ -3159,8 +3159,8 @@ void DoPlayerClimb(PLAYERp pp)
// Jump off of the ladder
if (pp->input.actions & SB_JUMP)
{
RESET(pp->Flags, PF_CLIMBING|PF_WEAPON_DOWN);
RESET(plActor->spr.cstat, CSTAT_SPRITE_YCENTER);
pp->Flags &= ~(PF_CLIMBING|PF_WEAPON_DOWN);
plActor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER);
DoPlayerBeginJump(pp);
return;
}
@ -3259,8 +3259,8 @@ void DoPlayerClimb(PLAYERp pp)
if (pp->pos.Z < pp->LadderSector->floorz - Z(6))
{
pp->jump_speed = PLAYER_CLIMB_JUMP_AMT;
RESET(pp->Flags, PF_CLIMBING|PF_WEAPON_DOWN);
RESET(plActor->spr.cstat, CSTAT_SPRITE_YCENTER);
pp->Flags &= ~(PF_CLIMBING|PF_WEAPON_DOWN);
plActor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER);
DoPlayerBeginForceJump(pp);
}
}
@ -3286,8 +3286,8 @@ void DoPlayerClimb(PLAYERp pp)
// if moving backwards start running
if (climbvel < 0)
{
RESET(pp->Flags, PF_CLIMBING|PF_WEAPON_DOWN);
RESET(plActor->spr.cstat, CSTAT_SPRITE_YCENTER);
pp->Flags &= ~(PF_CLIMBING|PF_WEAPON_DOWN);
plActor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER);
DoPlayerBeginRun(pp);
return;
}
@ -3405,7 +3405,7 @@ void DoPlayerBeginCrawl(PLAYERp pp)
{
DSWActor* plActor = pp->actor;
RESET(pp->Flags, PF_FALLING | PF_JUMPING);
pp->Flags &= ~(PF_FALLING | PF_JUMPING);
pp->Flags |= (PF_CRAWLING);
pp->friction = PLAYER_CRAWL_FRICTION;
@ -3467,7 +3467,7 @@ void DoPlayerCrawl(PLAYERp pp)
{
if (labs(pp->loz - pp->hiz) >= PLAYER_STANDING_ROOM)
{
RESET(pp->Flags, PF_CRAWLING);
pp->Flags &= ~(PF_CRAWLING);
DoPlayerBeginRun(pp);
return;
}
@ -3483,7 +3483,7 @@ void DoPlayerCrawl(PLAYERp pp)
if (pp->WadeDepth > PLAYER_CRAWL_WADE_DEPTH)
{
RESET(pp->Flags, PF_CRAWLING);
pp->Flags &= ~(PF_CRAWLING);
DoPlayerBeginRun(pp);
return;
}
@ -3497,7 +3497,7 @@ void DoPlayerCrawl(PLAYERp pp)
if (PlayerFallTest(pp, PLAYER_CRAWL_HEIGHT))
{
pp->jump_speed = Z(1);
RESET(pp->Flags, PF_CRAWLING);
pp->Flags &= ~(PF_CRAWLING);
DoPlayerBeginFall(pp);
// call PlayerFall now seems to iron out a hitch before falling
DoPlayerFall(pp);
@ -3515,7 +3515,7 @@ void DoPlayerCrawl(PLAYERp pp)
void DoPlayerBeginFly(PLAYERp pp)
{
RESET(pp->Flags, PF_FALLING | PF_JUMPING | PF_CRAWLING);
pp->Flags &= ~(PF_FALLING | PF_JUMPING | PF_CRAWLING);
pp->Flags |= (PF_FLYING);
pp->friction = PLAYER_FLY_FRICTION;
@ -3619,7 +3619,7 @@ void DoPlayerFly(PLAYERp pp)
if (PlayerFlyKey())
{
RESET(pp->Flags, PF_FLYING);
pp->Flags &= ~(PF_FLYING);
pp->bob_amt = 0;
pp->bob_ndx = 0;
DoPlayerBeginFall(pp);
@ -4177,9 +4177,9 @@ void DoPlayerBeginDive(PLAYERp pp)
DoPlayerWarpToUnderwater(pp);
OperateTripTrigger(pp);
RESET(pp->Flags, PF_JUMPING | PF_FALLING);
RESET(pp->Flags, PF_CRAWLING);
RESET(pp->Flags, PF_LOCK_CRAWL);
pp->Flags &= ~(PF_JUMPING | PF_FALLING);
pp->Flags &= ~(PF_CRAWLING);
pp->Flags &= ~(PF_LOCK_CRAWL);
pp->friction = PLAYER_DIVE_FRICTION;
pp->ceiling_dist = PLAYER_DIVE_CEILING_DIST;
@ -4230,7 +4230,7 @@ void DoPlayerBeginDiveNoWarp(PLAYERp pp)
DoPlayerDivePalette(pp);
DoPlayerNightVisionPalette(pp);
RESET(pp->Flags, PF_JUMPING | PF_FALLING);
pp->Flags &= ~(PF_JUMPING | PF_FALLING);
pp->friction = PLAYER_DIVE_FRICTION;
pp->ceiling_dist = PLAYER_DIVE_CEILING_DIST;
@ -4258,7 +4258,7 @@ void DoPlayerStopDiveNoWarp(PLAYERp pp)
pp->bob_amt = 0;
RESET(pp->Flags, PF_DIVING|PF_DIVING_IN_LAVA);
pp->Flags &= ~(PF_DIVING|PF_DIVING_IN_LAVA);
DoPlayerDivePalette(pp);
DoPlayerNightVisionPalette(pp);
RESET(pp->actor->spr.cstat, CSTAT_SPRITE_YCENTER);
@ -4286,11 +4286,11 @@ void DoPlayerStopDive(PLAYERp pp)
pp->bob_amt = 0;
DoPlayerWarpToSurface(pp);
DoPlayerBeginWade(pp);
RESET(pp->Flags, PF_DIVING|PF_DIVING_IN_LAVA);
pp->Flags &= ~(PF_DIVING|PF_DIVING_IN_LAVA);
DoPlayerDivePalette(pp);
DoPlayerNightVisionPalette(pp);
RESET(actor->spr.cstat, CSTAT_SPRITE_YCENTER);
actor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER);
if (pp == Player + screenpeek)
{
COVER_SetReverb(0);
@ -4622,8 +4622,8 @@ void DoPlayerBeginWade(PLAYERp pp)
if (DoPlayerTestPlaxDeath(pp))
return;
RESET(pp->Flags, PF_JUMPING | PF_FALLING);
RESET(pp->Flags, PF_CRAWLING);
pp->Flags &= ~(PF_JUMPING | PF_FALLING);
pp->Flags &= ~(PF_CRAWLING);
pp->friction = PLAYER_WADE_FRICTION;
pp->floor_dist = PLAYER_WADE_FLOOR_DIST;
@ -4896,7 +4896,7 @@ void DoPlayerBeginOperate(PLAYERp pp)
UseInventoryRepairKit(pp);
sop->max_damage = sop->sp_child->user.MaxHealth;
VehicleSetSmoke(sop, nullptr);
RESET(sop->flags, SOBJ_BROKEN);
sop->flags &= ~(SOBJ_BROKEN);
}
else
{
@ -4915,7 +4915,7 @@ void DoPlayerBeginOperate(PLAYERp pp)
getzsofslopeptr(pp->cursector, pp->pos.X, pp->pos.Y, &cz, &fz);
pp->pos.Z = fz - PLAYER_HEIGHT;
RESET(pp->Flags, PF_CRAWLING|PF_JUMPING|PF_FALLING|PF_LOCK_CRAWL);
pp->Flags &= ~(PF_CRAWLING|PF_JUMPING|PF_FALLING|PF_LOCK_CRAWL);
DoPlayerOperateMatch(pp, true);
@ -4982,7 +4982,7 @@ void DoPlayerBeginRemoteOperate(PLAYERp pp, SECTOR_OBJECTp sop)
UseInventoryRepairKit(pp);
sop->max_damage = sop->sp_child->user.MaxHealth;
VehicleSetSmoke(sop, nullptr);
RESET(sop->flags, SOBJ_BROKEN);
sop->flags &= ~(SOBJ_BROKEN);
}
else
{
@ -5000,7 +5000,7 @@ void DoPlayerBeginRemoteOperate(PLAYERp pp, SECTOR_OBJECTp sop)
getzsofslopeptr(pp->cursector, pp->pos.X, pp->pos.Y, &cz, &fz);
pp->pos.Z = fz - PLAYER_HEIGHT;
RESET(pp->Flags, PF_CRAWLING|PF_JUMPING|PF_FALLING|PF_LOCK_CRAWL);
pp->Flags &= ~(PF_CRAWLING|PF_JUMPING|PF_FALLING|PF_LOCK_CRAWL);
DoPlayerOperateMatch(pp, true);
@ -5106,7 +5106,7 @@ void PlayerRemoteInit(PLAYERp pp)
void DoPlayerStopOperate(PLAYERp pp)
{
RESET(pp->Flags, PF_WEAPON_DOWN);
pp->Flags &= ~(PF_WEAPON_DOWN);
DoPlayerResetMovement(pp);
DoTankTreads(pp);
DoPlayerOperateMatch(pp, false);
@ -5219,7 +5219,7 @@ void DoPlayerDeathJump(PLAYERp pp)
// have started falling
if ((pp->jump_speed += PLAYER_DEATH_GRAV) > 0)
{
RESET(pp->Flags, PF_JUMPING);
pp->Flags &= ~(PF_JUMPING);
pp->Flags |= (PF_FALLING);
DoPlayerDeathFall(pp);
return;
@ -5239,7 +5239,7 @@ void DoPlayerDeathJump(PLAYERp pp)
pp->jump_speed = -pp->jump_speed;
// start falling
RESET(pp->Flags, PF_JUMPING);
pp->Flags &= ~(PF_JUMPING);
pp->Flags |= (PF_FALLING);
DoPlayerDeathFall(pp);
return;
@ -5279,7 +5279,7 @@ void DoPlayerDeathFall(PLAYERp pp)
PlaySound(DIGI_BODYFALL2, pp, v3df_dontpan);
pp->pos.Z = loz - PLAYER_DEATH_HEIGHT;
RESET(pp->Flags, PF_FALLING);
pp->Flags &= ~(PF_FALLING);
}
}
}
@ -5447,7 +5447,7 @@ void DoPlayerBeginDie(PLAYERp pp)
if (TEST(pp->Flags, PF_DIVING))
pp->DeathType = PLAYER_DEATH_DROWN;
RESET(pp->Flags, PF_JUMPING|PF_FALLING|PF_DIVING|PF_FLYING|PF_CLIMBING|PF_CRAWLING|PF_LOCK_CRAWL);
pp->Flags &= ~(PF_JUMPING|PF_FALLING|PF_DIVING|PF_FLYING|PF_CLIMBING|PF_CRAWLING|PF_LOCK_CRAWL);
pp->tilt_dest = 0;
@ -5521,7 +5521,7 @@ void DoPlayerBeginDie(PLAYERp pp)
pp->sop_remote = nullptr;
pp->sop_riding = nullptr;
pp->sop = nullptr;
RESET(pp->Flags, PF_TWO_UZI);
pp->Flags &= ~(PF_TWO_UZI);
NewStateGroup(pp->actor, plActor->user.ActorActionSet->Run);
pWeaponForceRest(pp);
@ -5551,7 +5551,7 @@ void DoPlayerBeginDie(PLAYERp pp)
//pp->ceiling_dist = Z(0);
//pp->floor_dist = Z(0);
RESET(plActor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
plActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
plActor->user.ceiling_dist = Z(10);
plActor->user.floor_dist = Z(0);
DoFindGround(pp->actor);
@ -5611,8 +5611,8 @@ void DoPlayerBeginDie(PLAYERp pp)
}
pp->Flags |= (PF_DEAD);
RESET(plActor->user.Flags,SPR_BOUNCE);
RESET(pp->Flags, PF_HEAD_CONTROL);
plActor->user.Flags &= ~(SPR_BOUNCE);
pp->Flags &= ~(PF_HEAD_CONTROL);
}
void DoPlayerDeathHoriz(PLAYERp pp, short target, short speed)
@ -5747,7 +5747,7 @@ void DoPlayerDeathCheckKeys(PLAYERp pp)
plActor->spr.picnum = plActor->user.State->Pic;
plActor->spr.picnum = plActor->user.State->Pic;
plActor->spr.xrepeat = plActor->spr.yrepeat = PLAYER_NINJA_XREPEAT;
RESET(plActor->spr.cstat, CSTAT_SPRITE_YCENTER);
plActor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER);
plActor->spr.pos.X = pp->pos.X;
plActor->spr.pos.Y = pp->pos.Y;
plActor->spr.pos.Z = pp->pos.Z+PLAYER_HEIGHT;
@ -5763,9 +5763,9 @@ void DoPlayerDeathCheckKeys(PLAYERp pp)
pp->sop_riding = nullptr;
pp->sop = nullptr;
RESET(pp->Flags, PF_WEAPON_DOWN|PF_WEAPON_RETRACT);
RESET(pp->Flags, PF_DEAD);
RESET(plActor->spr.cstat, CSTAT_SPRITE_YCENTER);
pp->Flags &= ~(PF_WEAPON_DOWN|PF_WEAPON_RETRACT);
pp->Flags &= ~(PF_DEAD);
plActor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER);
plActor->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
pp->input.actions |= SB_CENTERVIEW;
plActor->spr.xrepeat = PLAYER_NINJA_XREPEAT;
@ -5844,7 +5844,7 @@ void DoPlayerDeathCheckKick(PLAYERp pp)
plActor->user.slide_ang = NORM_ANGLE(plActor->user.slide_ang + (RANDOM_P2(128<<5)>>5) - 64);
plActor->user.slide_vel = itActor->spr.xvel<<1;
RESET(plActor->user.Flags,SPR_BOUNCE);
plActor->user.Flags &= ~(SPR_BOUNCE);
pp->jump_speed = -500;
NewStateGroup(pp->actor, sg_PlayerHeadFly);
pp->Flags |= (PF_JUMPING);
@ -5860,7 +5860,7 @@ void DoPlayerDeathCheckKick(PLAYERp pp)
{
plActor->user.slide_ang = RANDOM_P2(2048);
plActor->user.slide_vel = 1000;
RESET(plActor->user.Flags,SPR_BOUNCE);
plActor->user.Flags &= ~(SPR_BOUNCE);
pp->jump_speed = -100;
NewStateGroup(pp->actor, sg_PlayerHeadFly);
pp->Flags |= (PF_JUMPING);
@ -5997,7 +5997,7 @@ void DoPlayerDeathDrown(PLAYERp pp)
if (pp->pos.Z > pp->loz - PLAYER_DEATH_HEIGHT)
{
pp->pos.Z = pp->loz - PLAYER_DEATH_HEIGHT;
RESET(pp->Flags, PF_FALLING);
pp->Flags &= ~(PF_FALLING);
}
}
}
@ -6016,7 +6016,7 @@ void DoPlayerDeathBounce(PLAYERp pp)
if (pp->lo_sectp && TEST(pp->lo_sectp->extra, SECTFX_SINK))
{
RESET(plActor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
plActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
NewStateGroup(pp->actor, sg_PlayerHead);
plActor->user.slide_vel = 0;
plActor->user.Flags |= (SPR_BOUNCE);
@ -6067,7 +6067,7 @@ void DoPlayerDeathCrumble(PLAYERp pp)
return;
}
RESET(plActor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
plActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
NewStateGroup(pp->actor, sg_PlayerHead);
}
else
@ -6119,7 +6119,7 @@ void DoPlayerDeathExplode(PLAYERp pp)
return;
}
RESET(plActor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
plActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
NewStateGroup(pp->actor, sg_PlayerHead);
}
else
@ -6152,7 +6152,7 @@ void DoPlayerBeginRun(PLAYERp pp)
return;
}
RESET(pp->Flags, PF_CRAWLING|PF_JUMPING|PF_FALLING|PF_LOCK_CRAWL|PF_CLIMBING);
pp->Flags &= ~(PF_CRAWLING|PF_JUMPING|PF_FALLING|PF_LOCK_CRAWL|PF_CLIMBING);
if (pp->WadeDepth)
{
@ -6446,7 +6446,7 @@ void ChopsCheck(PLAYERp pp)
if (pp->Chops)
{
if (!pp->sop_control) // specail case
RESET(pp->Flags, PF_WEAPON_DOWN);
pp->Flags &= ~(PF_WEAPON_DOWN);
ChopsSetRetract(pp);
}
ChopTics = 0;
@ -6472,7 +6472,7 @@ void ChopsCheck(PLAYERp pp)
{
ChopTics = 0;
// bring weapon back up
RESET(pp->Flags, PF_WEAPON_DOWN);
pp->Flags &= ~(PF_WEAPON_DOWN);
ChopsSetRetract(pp);
}
}
@ -6657,7 +6657,7 @@ void domovethings(void)
ChopsCheck(pp);
// Reset flags used while tying input to framerate
RESET(pp->Flags2, PF2_INPUT_CAN_AIM|PF2_INPUT_CAN_TURN_GENERAL|PF2_INPUT_CAN_TURN_VEHICLE|PF2_INPUT_CAN_TURN_TURRET);
pp->Flags2 &= ~(PF2_INPUT_CAN_AIM|PF2_INPUT_CAN_TURN_GENERAL|PF2_INPUT_CAN_TURN_VEHICLE|PF2_INPUT_CAN_TURN_TURRET);
pp->horizon.resetadjustment();
pp->angle.resetadjustment();