//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment Copyright (C) 2017-2019 Nuke.YKT Copyright (C) 2020 - Christoph Oelckers This file is part of Duke Nukem 3D version 1.5 - Atomic Edition Duke Nukem 3D is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. Original Source: 1996 - Todd Replogle Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- #include "ns.h" #include "global.h" #include "names_r.h" #include "mapinfo.h" #include "dukeactor.h" BEGIN_DUKE_NS void dojaildoor(); void moveminecart(); //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void addweapon_r(player_struct* p, int weapon, bool wswitch) { int cw = p->curr_weapon; if (p->OnMotorcycle || p->OnBoat) { p->gotweapon[weapon] = true;; if (weapon == THROWSAW_WEAPON) { p->gotweapon[BUZZSAW_WEAPON] = true; p->ammo_amount[BUZZSAW_WEAPON] = 1; } else if (weapon == CROSSBOW_WEAPON) { p->gotweapon[CHICKEN_WEAPON] = true; p->gotweapon[DYNAMITE_WEAPON] = true; } else if (weapon == SLINGBLADE_WEAPON) { p->ammo_amount[SLINGBLADE_WEAPON] = 1; } return; } if (p->gotweapon[weapon] == 0) { p->gotweapon[weapon] = true;; if (weapon == THROWSAW_WEAPON) { p->gotweapon[BUZZSAW_WEAPON] = true; p->ammo_amount[BUZZSAW_WEAPON] = 1; } if (isRRRA()) { if (weapon == CROSSBOW_WEAPON) { p->gotweapon[CHICKEN_WEAPON] = true; } if (weapon == SLINGBLADE_WEAPON) { p->ammo_amount[SLINGBLADE_WEAPON] = 50; } } if (weapon == CROSSBOW_WEAPON) { p->gotweapon[DYNAMITE_WEAPON] = true; } if (weapon != DYNAMITE_WEAPON) cw = weapon; } else cw = weapon; if (!wswitch) return; if (weapon == DYNAMITE_WEAPON) p->last_weapon = -1; p->random_club_frame = 0; if (p->holster_weapon == 0) { p->weapon_pos = -1; p->last_weapon = p->curr_weapon; } else { p->weapon_pos = 10; p->holster_weapon = 0; p->last_weapon = -1; } p->okickback_pic = p->kickback_pic = 0; p->curr_weapon = cw; p->wantweaponfire = -1; switch (weapon) { case SLINGBLADE_WEAPON: if (!isRRRA()) break; case KNEE_WEAPON: case DYNAMITE_WEAPON: case TRIPBOMB_WEAPON: case THROWINGDYNAMITE_WEAPON: break; case SHOTGUN_WEAPON: S_PlayActorSound(SHOTGUN_COCK, p->GetActor()); break; case PISTOL_WEAPON: S_PlayActorSound(INSERT_CLIP, p->GetActor()); break; default: S_PlayActorSound(EJECT_CLIP, p->GetActor()); break; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void lotsoffeathers_r(DDukeActor *actor, int n) { lotsofstuff(actor, n, RedneckFeatherClass); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int ifhitbyweapon_r(DDukeActor *actor) { int p; auto hitowner = actor->GetHitOwner(); if (actor->hitextra >= 0) { auto adef = actor->attackerDefaults(); if (actor->spr.extra >= 0) { if (actor->isPlayer()) { if (ud.god) return -1; p = actor->PlayerIndex(); if (hitowner && hitowner->isPlayer() && ud.coop == 1 && ud.ffire == 0) return -1; actor->spr.extra -= actor->hitextra; if (hitowner) { if (actor->spr.extra <= 0 && !(adef->flags2 & SFLAG2_FREEZEDAMAGE)) { actor->spr.extra = 0; ps[p].wackedbyactor = hitowner; if (hitowner->isPlayer() && p != hitowner->PlayerIndex()) { ps[p].frag_ps = hitowner->PlayerIndex(); } actor->SetHitOwner(ps[p].GetActor()); } } if (adef->flags2 & SFLAG2_DOUBLEDMGTHRUST) { ps[p].vel.XY() += actor->hitang.ToVector() * actor->hitextra * 0.25; } else { ps[p].vel.XY() += actor->hitang.ToVector() * actor->hitextra * 0.125; } } else { if (actor->hitextra == 0) if (actor->spr.scale.X < 0.375) return -1; actor->spr.extra -= actor->hitextra; auto Owner = actor->GetOwner(); if (!(actor->flags2 & SFLAG2_IGNOREHITOWNER) && Owner && Owner->spr.statnum < MAXSTATUS) actor->SetOwner(hitowner); } actor->hitextra = -1; // makeshift damage type reporting. Needs improvement and generalization later. int res = 0; if (adef->flags2 & SFLAG2_FREEZEDAMAGE) res |= 1; if (adef->flags2 & SFLAG2_EXPLOSIVE) res |= 2; return res; } } actor->hitextra = -1; return -1; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void movetransports_r(void) { uint8_t warpdir = 0; int k, p, sectlotag; int onfloorz; //Transporters DukeStatIterator iti(STAT_TRANSPORT); while (auto act = iti.Next()) { auto sectp = act->sector(); sectlotag = sectp->lotag; auto Owner = act->GetOwner(); if (Owner == act || Owner == nullptr) { continue; } onfloorz = act->temp_data[4]; if (act->counter > 0) act->counter--; DukeSectIterator itj(act->sector()); while (auto act2 = itj.Next()) { switch (act2->spr.statnum) { case STAT_PLAYER: // Player if (act2->GetOwner()) { p = act2->PlayerIndex(); ps[p].on_warping_sector = 1; if (ps[p].transporter_hold == 0 && ps[p].jumping_counter == 0) { if (ps[p].on_ground && sectlotag == ST_0_NO_EFFECT && onfloorz && ps[p].jetpack_on == 0) { spawn(act, DukeTransporterBeamClass); S_PlayActorSound(TELEPORTER, act); for (k = connecthead; k >= 0; k = connectpoint2[k]) if (ps[k].cursector == Owner->sector()) { ps[k].frag_ps = p; ps[k].GetActor()->spr.extra = 0; } ps[p].GetActor()->PrevAngles.Yaw = ps[p].GetActor()->spr.Angles.Yaw = Owner->spr.Angles.Yaw; if (Owner->GetOwner() != Owner) { act->counter = 13; Owner->counter = 13; ps[p].transporter_hold = 13; } ps[p].GetActor()->spr.pos = Owner->spr.pos.plusZ(4); ps[p].GetActor()->backuppos(); ps[p].setbobpos(); ChangeActorSect(act2, Owner->sector()); ps[p].setCursector(act2->sector()); auto beam = spawn(Owner, DukeTransporterBeamClass); if (beam) S_PlayActorSound(TELEPORTER, beam); break; } } else break; if (onfloorz == 0 && fabs(act->spr.pos.Z - ps[p].GetActor()->getOffsetZ()) < 24) if ((ps[p].jetpack_on == 0) || (ps[p].jetpack_on && PlayerInput(p, SB_JUMP)) || (ps[p].jetpack_on && PlayerInput(p, SB_CROUCH))) { ps[p].GetActor()->spr.pos.XY() += Owner->spr.pos.XY() - act->spr.pos.XY(); ps[p].GetActor()->backupvec2(); if (ps[p].jetpack_on && (PlayerInput(p, SB_JUMP) || ps[p].jetpack_on < 11)) ps[p].GetActor()->spr.pos.Z = Owner->spr.pos.Z - 24 + gs.playerheight; else ps[p].GetActor()->spr.pos.Z = Owner->spr.pos.Z + 24 + gs.playerheight; ps[p].GetActor()->backupz(); ChangeActorSect(act2, Owner->sector()); ps[p].setCursector(Owner->sector()); break; } k = 0; if (ud.mapflags & MFLAG_ALLSECTORTYPES) { if (onfloorz && sectlotag == ST_160_FLOOR_TELEPORT && ps[p].GetActor()->getOffsetZ() > sectp->floorz - 48) { k = 2; ps[p].GetActor()->spr.pos.Z = Owner->sector()->ceilingz + 7 + gs.playerheight; ps[p].GetActor()->backupz(); } if (onfloorz && sectlotag == ST_161_CEILING_TELEPORT && ps[p].GetActor()->getOffsetZ() < sectp->ceilingz + 6) { k = 2; if (ps[p].GetActor()->spr.extra <= 0) break; ps[p].GetActor()->spr.pos.Z = Owner->sector()->floorz - 49 + gs.playerheight; ps[p].GetActor()->backupz(); } } if ((onfloorz && sectlotag == ST_1_ABOVE_WATER && ps[p].GetActor()->getOffsetZ() > sectp->floorz - 6) || (onfloorz && sectlotag == ST_1_ABOVE_WATER && ps[p].OnMotorcycle)) { if (ps[p].OnBoat) break; k = 1; if (screenpeek == p) { FX_StopAllSounds(); } S_PlayActorSound(DUKE_UNDERWATER, ps[p].GetActor()); ps[p].GetActor()->spr.pos.Z = Owner->sector()->ceilingz + 7 + gs.playerheight; ps[p].GetActor()->backupz(); if (ps[p].OnMotorcycle) ps[p].moto_underwater = 1; } if (onfloorz && sectlotag == ST_2_UNDERWATER && ps[p].GetActor()->getOffsetZ() < sectp->ceilingz + 6) { k = 1; if (ps[p].GetActor()->spr.extra <= 0) break; if (screenpeek == p) { FX_StopAllSounds(); } S_PlayActorSound(DUKE_GASP, ps[p].GetActor()); ps[p].GetActor()->spr.pos.Z = Owner->sector()->floorz - 7 + gs.playerheight; ps[p].GetActor()->backupz(); } if (k == 1) { ps[p].GetActor()->spr.pos.XY() += Owner->spr.pos.XY() - act->spr.pos.XY(); ps[p].GetActor()->backupvec2(); if (Owner->GetOwner() != Owner) ps[p].transporter_hold = -2; ps[p].setCursector(Owner->sector()); ChangeActorSect(act2, Owner->sector()); if ((krand() & 255) < 32) spawn(ps[p].GetActor(), DukeWaterSplashClass); } else if (k == 2) { ps[p].GetActor()->spr.pos.XY() += Owner->spr.pos.XY() - act->spr.pos.XY(); ps[p].GetActor()->backupvec2(); if (Owner->GetOwner() != Owner) ps[p].transporter_hold = -2; ps[p].setCursector(Owner->sector()); ChangeActorSect(act2, Owner->sector()); } } break; case STAT_ACTOR: case STAT_PROJECTILE: case STAT_MISC: case STAT_DUMMYPLAYER: if ((act2->flags2 & SFLAG2_DONTDIVE)) continue; checkdive(act, act2); break; } } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void rrra_specialstats() { Collision coll; DukeStatIterator it(STAT_BOBBING); while (auto act = it.Next()) { if (act->spr.hitag > 1) act->spr.hitag = 0; if (act->spr.hitag == 0) { act->spr.extra++; if (act->spr.extra >= 20) act->spr.hitag = 1; } else if (act->spr.hitag == 1) { act->spr.extra--; if (act->spr.extra <= -20) act->spr.hitag = 0; } movesprite_ex(act, DVector3(0, 0, act->spr.extra / 256.), CLIPMASK0, coll); } if (ps[screenpeek].MamaEnd > 0) { ps[screenpeek].MamaEnd--; if (ps[screenpeek].MamaEnd == 0) { CompleteLevel(nullptr); } } if (enemysizecheat > 0) { DukeSpriteIterator itr; while (auto act = itr.Next()) { if (badguy(act)) { if (enemysizecheat == 3) { act->spr.scale *= 2; act->setClipDistFromTile(); } else if (enemysizecheat == 2) { act->spr.scale *= 0.5; auto tex = TexMan.GetGameTexture(act->spr.spritetexture()); act->setClipDistFromTile(); } break; } } enemysizecheat = 0; } tickstat(STAT_RABBITSPAWN); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void moveactors_r(void) { dojaildoor(); moveminecart(); if (isRRRA()) { rrra_specialstats(); } tickstat(STAT_LUMBERMILL); if (ud.chickenplant) tickstat(STAT_CHICKENPLANT); tickstat(STAT_BOWLING); tickstat(STAT_TELEPORT); tickstat(STAT_ACTOR, true); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void handle_se06_r(DDukeActor *actor) { auto sc = actor->sector(); int sh = actor->spr.hitag; int k = sc->extra; if (actor->temp_data[4] > 0) { actor->temp_data[4]--; if (actor->temp_data[4] >= (k - (k >> 3))) actor->vel.X -= (k >> 5) / 16.; if (actor->temp_data[4] > ((k >> 1) - 1) && actor->temp_data[4] < (k - (k >> 3))) actor->vel.X = 0; if (actor->temp_data[4] < (k >> 1)) actor->vel.X += (k >> 5) / 16.; if (actor->temp_data[4] < ((k >> 1) - (k >> 3))) { actor->temp_data[4] = 0; actor->vel.X = k / 16.; if ((!isRRRA() || lastlevel) && hulkspawn) { hulkspawn--; auto ns = spawn(actor, RedneckHulkClass); if (ns) { ns->spr.pos.Z = ns->sector()->ceilingz; ns->spr.pal = 33; } if (!hulkspawn) { ns = CreateActor(actor->sector(), DVector3(actor->spr.pos.XY(), actor->sector()->ceilingz + 466.5), RTILE_UFOLIGHT, -8, DVector2(0.25, 0.25), nullAngle, 0., 0., actor, 5); if (ns) { ns->spr.cstat = CSTAT_SPRITE_TRANS_FLIP | CSTAT_SPRITE_TRANSLUCENT; ns->spr.pal = 7; ns->spr.scale = DVector2(1.25, 3.984375); } ns = spawn(actor, 296); if (ns) { ns->spr.cstat = 0; ns->spr.cstat |= CSTAT_SPRITE_INVISIBLE; ns->spr.pos.Z = actor->sector()->floorz - 24; } actor->Destroy(); return; } } } } else { actor->vel.X = k / 16.; DukeSectIterator it(actor->sector()); while (auto a2 = it.Next()) { if (a2->spr.picnum == RTILE_UFOBEAM && ufospawn && ++ufocnt == 64) { ufocnt = 0; ufospawn--; PClassActor* pn; if (!isRRRA()) { switch (krand() & 3) { default: case 0: pn = RedneckUfo1Class; break; case 1: pn = RedneckUfo2Class; break; case 2: pn = RedneckUfo3Class; break; case 3: pn = RedneckUfo4Class; break; } } else pn = RedneckUfoRRRAClass; auto ns = spawn(actor, pn); if (ns) ns->spr.pos.Z = ns->sector()->ceilingz; } } } DukeStatIterator it(STAT_EFFECTOR); while (auto act2 = it.Next()) { if ((act2->spr.lotag == SE_14_SUBWAY_CAR) && (sh == act2->spr.hitag) && (act2->counter == actor->counter)) { act2->vel.X = actor->vel.X; //if( actor->temp_data[4] == 1 ) { if (act2->temp_pos.X == 0) act2->temp_pos.X = (act2->spr.pos - actor->spr.pos).LengthSquared(); int x = Sgn((act2->spr.pos - actor->spr.pos).LengthSquared() - act2->temp_pos.X); if (act2->spr.extra) x = -x; actor->vel.X += x / 16.; } act2->temp_data[4] = actor->temp_data[4]; } } handle_se14(actor, false, RedneckDynamiteArrowClass); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void moveeffectors_r(void) //STATNUM 3 { clearfriction(); DukeStatIterator it(STAT_EFFECTOR); while (auto act = it.Next()) { auto sc = act->sector(); int st = act->spr.lotag; switch (st) { case SE_0_ROTATING_SECTOR: handle_se00(act); break; case SE_1_PIVOT: //Nothing for now used as the pivot handle_se01(act); break; case SE_6_SUBWAY: handle_se06_r(act); break; case SE_14_SUBWAY_CAR: handle_se14(act, false, RedneckDynamiteArrowClass); break; case SE_30_TWO_WAY_TRAIN: handle_se30(act); break; case SE_2_EARTHQUAKE: handle_se02(act); break; //Flashing sector lights after reactor RTILE_EXPLOSION2 case SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT: handle_se03(act); break; case SE_4_RANDOM_LIGHTS: handle_se04(act); break; //BOSS case SE_5_BOSS: handle_se05(act); break; case SE_8_UP_OPEN_DOOR_LIGHTS: case SE_9_DOWN_OPEN_DOOR_LIGHTS: handle_se08(act, true); break; case SE_10_DOOR_AUTO_CLOSE: handle_se10(act, nullptr); break; case SE_11_SWINGING_DOOR: handle_se11(act); break; case SE_12_LIGHT_SWITCH: handle_se12(act); break; case SE_47_LIGHT_SWITCH: if (isRRRA()) handle_se12(act, 1); break; case SE_48_LIGHT_SWITCH: if (isRRRA()) handle_se12(act, 2); break; case SE_13_EXPLOSIVE: handle_se13(act); break; case SE_15_SLIDING_DOOR: handle_se15(act); break; case SE_16_REACTOR: handle_se16(act); break; case SE_17_WARP_ELEVATOR: handle_se17(act); break; case SE_18_INCREMENTAL_SECTOR_RISE_FALL: handle_se18(act, true); break; case SE_19_EXPLOSION_LOWERS_CEILING: handle_se19(act); break; case SE_20_STRETCH_BRIDGE: handle_se20(act); break; case SE_21_DROP_FLOOR: handle_se21(act); break; case SE_22_TEETH_DOOR: handle_se22(act); break; case SE_156_CONVEYOR_NOSCROLL: if (!isRRRA()) break; [[fallthrough]]; case SE_24_CONVEYOR: case SE_34: { handle_se24(act, st != SE_156_CONVEYOR_NOSCROLL, 0.5); break; } case SE_35: handle_se35(act); break; case SE_25_PISTON: //PISTONS if (act->temp_data[4] == 0) break; handle_se25(act, isRRRA() ? 371 : -1, isRRRA() ? 167 : -1); break; case SE_26: handle_se26(act); break; case SE_27_DEMO_CAM: handle_se27(act); break; case SE_29_WAVES: handle_se29(act); break; case SE_31_FLOOR_RISE_FALL: // True Drop Floor handle_se31(act, false); break; case SE_32_CEILING_RISE_FALL: // True Drop Ceiling handle_se32(act); break; case SE_33_QUAKE_DEBRIS: if (ud.earthquaketime > 0 && (krand() & 7) == 0) RANDOMSCRAP(act); break; case SE_36_PROJ_SHOOTER: handle_se36(act); break; case SE_128_GLASS_BREAKING: handle_se128(act); break; case SE_130: handle_se130(act, 80); break; case SE_131: handle_se130(act, 40); break; } } //Sloped sin-wave floors! it.Reset(STAT_EFFECTOR); while (auto act = it.Next()) { if (act->spr.lotag != SE_29_WAVES) continue; auto sc = act->sector(); if (sc->walls.Size() != 4) continue; auto wal = &sc->walls[2]; if (wal->nextSector()) alignflorslope(act->sector(), DVector3(wal->pos, wal->nextSector()->floorz)); } } //--------------------------------------------------------------------------- // // game specific part of makeitfall. // //--------------------------------------------------------------------------- double adjustfall(DDukeActor *actor, double c) { if ((actor->spr.picnum == RTILE_BIKERB || actor->spr.picnum == RTILE_CHEERB) && c == gs.gravity) c = gs.gravity * 0.25; else if (actor->spr.picnum == RTILE_BIKERBV2 && c == gs.gravity) c = gs.gravity * 0.125; return c; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void fakebubbaspawn(DDukeActor *actor, player_struct* p) { fakebubba_spawn++; switch (fakebubba_spawn) { default: break; case 1: spawn(actor, RedneckPigClass); break; case 2: spawn(actor, RedneckMinionClass); break; case 3: spawn(actor, RedneckCheerleaderClass); break; case 4: spawn(actor, RedneckVixenClass); operateactivators(666, p); break; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void destroyit(DDukeActor *actor) { int lotag = 0, hitag = 0; DDukeActor* spr = nullptr; DukeSectIterator it1(actor->sector()); while (auto a2 = it1.Next()) { if (a2->spr.picnum == RTILE_DESTROYTAGS) { lotag = a2->spr.lotag; spr = a2; if (a2->spr.hitag) hitag = a2->spr.hitag; } } DukeStatIterator it(STAT_DESTRUCT); while (auto a2 = it.Next()) { auto it_sect = a2->sector(); if (hitag && hitag == a2->spr.hitag) { DukeSectIterator its(it_sect); while (auto a3 = its.Next()) { if (a3->spr.picnum == RTILE_DESTRUCTO) { a3->attackertype = DukeShotSparkClass; a3->hitextra = 1; } } } if (spr && spr->sector() != it_sect) if (lotag == a2->spr.lotag) { auto sect = spr->sector(); auto destsect = spr->sector(); auto srcsect = it_sect; auto destwal = destsect->walls.Data(); auto srcwal = srcsect->walls.Data(); for (unsigned i = 0; i < destsect->walls.Size(); i++, srcwal++, destwal++) { destwal->setwalltexture(srcwal->walltexture); destwal->setovertexture(srcwal->overtexture); destwal->shade = srcwal->shade; destwal->xrepeat = srcwal->xrepeat; destwal->yrepeat = srcwal->yrepeat; destwal->xpan_ = srcwal->xpan_; destwal->ypan_ = srcwal->ypan_; if (isRRRA() && destwal->twoSided()) { destwal->cstat = 0; destwal->nextWall()->cstat = 0; } } destsect->setfloorz(srcsect->floorz); destsect->setceilingz(srcsect->ceilingz); destsect->ceilingstat = srcsect->ceilingstat; destsect->floorstat = srcsect->floorstat; destsect->setceilingtexture(srcsect->ceilingtexture); destsect->ceilingheinum = srcsect->ceilingheinum; destsect->ceilingshade = srcsect->ceilingshade; destsect->ceilingpal = srcsect->ceilingpal; destsect->ceilingxpan_ = srcsect->ceilingxpan_; destsect->ceilingypan_ = srcsect->ceilingypan_; destsect->setfloortexture(srcsect->floortexture); destsect->floorheinum = srcsect->floorheinum; destsect->floorshade = srcsect->floorshade; destsect->floorpal = srcsect->floorpal; destsect->floorxpan_ = srcsect->floorxpan_; destsect->floorypan_ = srcsect->floorypan_; destsect->visibility = srcsect->visibility; destsect->keyinfo = srcsect->keyinfo; destsect->lotag = srcsect->lotag; destsect->hitag = srcsect->hitag; destsect->extra = srcsect->extra; destsect->dirty = EDirty::AllDirty; } } it1.Reset(actor->sector()); while (auto a2 = it1.Next()) { switch (a2->spr.picnum) { case RTILE_DESTRUCTO: case RTILE_DESTROYTAGS: case RTILE_TORNADO: case RTILE_APLAYER: case RTILE_COOT: break; default: a2->Destroy(); break; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void mamaspawn(DDukeActor *actor) { if (mamaspawn_count) { mamaspawn_count--; spawn(actor, RedneckRabbitClass); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void think_r(void) { thinktime.Reset(); thinktime.Clock(); movefta(); //ST 2 tickstat(STAT_PROJECTILE); moveplayers(); //ST 10 movefallers(); //ST 12 tickstat(STAT_MISC, true); actortime.Reset(); actortime.Clock(); moveactors_r(); //ST 1 actortime.Unclock(); moveeffectors_r(); //ST 3 tickstat(STAT_STANDABLE); doanimations(); tickstat(STAT_FX); //ST 11 if (numplayers < 2 && thunderon) thunder(); thinktime.Unclock(); } END_DUKE_NS