mirror of
https://github.com/ZDoom/Raze.git
synced 2025-05-30 17:01:03 +00:00
- lots of RESET() flags replaced.
This commit is contained in:
parent
1ae7565a2a
commit
e29d0f50cf
33 changed files with 382 additions and 382 deletions
|
@ -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();
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue