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3183 lines
75 KiB
C++
3183 lines
75 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
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Copyright (C) 2020 - Christoph Oelckers
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This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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EDuke enhancements integrated: 04/13/2003 - Matt Saettler
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Note: EDuke source was in transition. Changes are in-progress in the
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source as it is released.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "global.h"
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#include "gamevar.h"
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#include "names_d.h"
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#include "dukeactor.h"
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BEGIN_DUKE_NS
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void fireweapon_ww(int snum);
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void operateweapon_ww(int snum, ESyncBits actions);
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void incur_damage_d(player_struct* p)
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{
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int damage = 0L, shield_damage = 0L;
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p->GetActor()->spr.extra -= p->extra_extra8 >> 8;
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damage = p->GetActor()->spr.extra - p->last_extra;
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if (damage < 0)
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{
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p->extra_extra8 = 0;
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if (p->shield_amount > 0)
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{
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shield_damage = damage * (20 + (rand() % 30)) / 100;
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damage -= shield_damage;
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p->shield_amount += shield_damage;
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if (p->shield_amount < 0)
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{
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damage += p->shield_amount;
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p->shield_amount = 0;
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}
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}
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p->GetActor()->spr.extra = p->last_extra + damage;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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static void shootfireball(DDukeActor *actor, int p, int sx, int sy, int sz, int sa)
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{
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int vel, zvel;
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if (actor->spr.extra >= 0)
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actor->spr.shade = -96;
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sz -= (4 << 7);
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if (actor->spr.picnum != BOSS5)
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vel = 840;
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else {
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vel = 968;
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sz += 6144;
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}
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if (p < 0)
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{
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sa += 16 - (krand() & 31);
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int scratch;
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int j = findplayer(actor, &scratch);
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zvel = (((ps[j].player_int_opos().Z - sz + (3 << 8))) * vel) / ldist(ps[j].GetActor(), actor);
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}
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else
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{
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zvel = -MulScale(ps[p].horizon.sum().asq16(), 98, 16);
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sx += bcos(sa + 348) / 448;
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sy += bsin(sa + 348) / 448;
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sz += (3 << 8);
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}
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int sizx = 18;
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int sizy = 18;
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if (p >= 0)
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{
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sizx = 7;
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sizy = 7;
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}
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auto spawned = EGS(actor->sector(), sx, sy, sz, FIREBALL, -127, sizx, sizy, sa, vel, zvel, actor, (short)4);
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if (spawned)
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{
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spawned->spr.extra += (krand() & 7);
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if (actor->spr.picnum == BOSS5 || p >= 0)
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{
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spawned->spr.xrepeat = 40;
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spawned->spr.yrepeat = 40;
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}
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spawned->spr.yvel = p;
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spawned->spr.cstat = CSTAT_SPRITE_YCENTER;
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spawned->spr.clipdist = 4;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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static void shootflamethrowerflame(DDukeActor* actor, int p, DVector3 spos, DAngle sang)
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{
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double vel, zvel = 0;
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if (actor->spr.extra >= 0)
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actor->spr.shade = -96;
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vel = 25;
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DDukeActor* spawned = nullptr;
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if (p < 0)
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{
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int x;
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int j = findplayer(actor, &x);
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sang = VecToAngle(ps[j].opos.XY() - spos.XY());
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if (actor->spr.picnum == BOSS5)
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{
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vel = 33;
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spos.Z += 24;
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}
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else if (actor->spr.picnum == BOSS3)
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spos.Z -= 32;
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double l = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length();
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if (l != 0)
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zvel = ((ps[j].opos.Z - spos.Z) * vel) / l;
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if (badguy(actor) && (actor->spr.hitag & face_player_smart) != 0)
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sang = actor->spr.angle + DAngle::fromBuild((krand() & 31) - 16);
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if (actor->sector()->lotag == 2 && (krand() % 5) == 0)
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spawned = spawn(actor, WATERBUBBLE);
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}
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else
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{
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zvel = -MulScale(ps[p].horizon.sum().asq16(), 81, 16) * zinttoworld;
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// WTF???
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DAngle myang = (DAngle90 - (DAngle180 - fabs(fabs(VecToAngle(spos.XY() - ps[p].pos.XY()) - sang) - DAngle180)));
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if (ps[p].GetActor()->spr.xvel != 0)
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vel = (int)((myang.Buildang() * 0.001953125f * ps[p].GetActor()->spr.xvel) + 400);
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if (actor->sector()->lotag == 2 && (krand() % 5) == 0)
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spawned = spawn(actor, WATERBUBBLE);
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}
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if (spawned == nullptr)
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{
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spawned = spawn(actor, FLAMETHROWERFLAME);
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if (!spawned) return;
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spawned->spr.xvel = (short)(vel * worldtoint);
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spawned->spr.zvel = (short)(zvel * zworldtoint);
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}
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spawned->spr.pos = spos + (sang + DAngle::fromBuild(112)).ToVector() * 7;
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spawned->spr.pos.Z--;
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spawned->setsector(actor->sector());
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spawned->spr.cstat = CSTAT_SPRITE_YCENTER;
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spawned->spr.angle = sang;
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spawned->spr.xrepeat = 2;
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spawned->spr.yrepeat = 2;
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spawned->spr.clipdist = 40;
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spawned->spr.yvel = p;
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spawned->SetOwner(actor);
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if (p == -1)
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{
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if (actor->spr.picnum == BOSS5)
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{
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spawned->spr.pos += sang.ToVector() * (128. / 7);
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spawned->spr.xrepeat = 10;
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spawned->spr.yrepeat = 10;
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}
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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static void shootknee(DDukeActor* actor, int p, int sx, int sy, int sz, int sa)
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{
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auto sectp = actor->sector();
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int zvel;
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HitInfo hit{};
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if (p >= 0)
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{
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zvel = -ps[p].horizon.sum().asq16() >> 11;
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sz += (6 << 8);
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sa += 15;
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}
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else
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{
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int x;
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auto pactor = ps[findplayer(actor, &x)].GetActor();
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zvel = ((pactor->int_pos().Z - sz) << 8) / (x + 1);
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sa = getangle(pactor->int_pos().X - sx, pactor->int_pos().Y - sy);
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}
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hitscan(vec3_t( sx, sy, sz ), sectp, { bcos(sa), bsin(sa), zvel << 6 }, hit, CLIPMASK1);
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if (hit.hitSector == nullptr) return;
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if ((abs(sx - hit.int_hitpos().X) + abs(sy - hit.int_hitpos().Y)) < 1024)
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{
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if (hit.hitWall || hit.actor())
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{
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auto knee = CreateActor(hit.hitSector, hit.hitpos, KNEE, -15, 0, 0, sa, 32, 0, actor, 4);
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if (knee)
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{
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knee->spr.extra += (krand() & 7);
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if (p >= 0)
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{
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auto k = spawn(knee, SMALLSMOKE);
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if (k) k->spr.pos.Z -= 8;
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S_PlayActorSound(KICK_HIT, knee);
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}
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if (p >= 0 && ps[p].steroids_amount > 0 && ps[p].steroids_amount < 400)
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knee->spr.extra += (gs.max_player_health >> 2);
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}
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if (hit.actor() && hit.actor()->spr.picnum != ACCESSSWITCH && hit.actor()->spr.picnum != ACCESSSWITCH2)
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{
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fi.checkhitsprite(hit.actor(), knee);
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if (p >= 0) fi.checkhitswitch(p, nullptr, hit.actor());
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}
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else if (hit.hitWall)
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{
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if (hit.hitWall->cstat & CSTAT_WALL_BOTTOM_SWAP)
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if (hit.hitWall->twoSided())
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if (hit.hitpos.Z >= hit.hitWall->nextSector()->floorz)
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hit.hitWall =hit.hitWall->nextWall();
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if (hit.hitWall->picnum != ACCESSSWITCH && hit.hitWall->picnum != ACCESSSWITCH2)
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{
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fi.checkhitwall(knee, hit.hitWall, hit.hitpos, KNEE);
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if (p >= 0) fi.checkhitswitch(p, hit.hitWall, nullptr);
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}
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}
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}
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else if (p >= 0 && zvel > 0 && hit.hitSector->lotag == 1)
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{
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auto splash = spawn(ps[p].GetActor(), WATERSPLASH2);
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if (splash)
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{
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splash->spr.pos.XY() = hit.hitpos.XY();
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splash->spr.angle = ps[p].angle.ang; // Total tweek
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splash->spr.xvel = 32;
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ssp(actor, CLIPMASK0);
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splash->spr.xvel = 0;
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}
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}
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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static void shootweapon(DDukeActor *actor, int p, int sx, int sy, int sz, int sa, int atwith)
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{
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auto sectp = actor->sector();
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int zvel = 0;
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HitInfo hit{};
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if (actor->spr.extra >= 0) actor->spr.shade = -96;
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if (p >= 0)
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{
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SetGameVarID(g_iAimAngleVarID, AUTO_AIM_ANGLE, actor, p);
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OnEvent(EVENT_GETAUTOAIMANGLE, p, ps[p].GetActor(), -1);
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int varval = GetGameVarID(g_iAimAngleVarID, actor, p).value();
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DDukeActor* aimed = nullptr;
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if (varval > 0)
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{
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aimed = aim(actor, varval);
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}
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if (aimed)
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{
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int dal = ((aimed->spr.xrepeat * tileHeight(aimed->spr.picnum)) << 1) + (5 << 8);
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switch (aimed->spr.picnum)
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{
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case GREENSLIME:
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case GREENSLIME + 1:
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case GREENSLIME + 2:
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case GREENSLIME + 3:
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case GREENSLIME + 4:
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case GREENSLIME + 5:
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case GREENSLIME + 6:
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case GREENSLIME + 7:
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case ROTATEGUN:
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dal -= (8 << 8);
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break;
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}
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zvel = ((aimed->int_pos().Z - sz - dal) << 8) / ldist(ps[p].GetActor(), aimed);
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sa = getangle(aimed->int_pos().X - sx, aimed->int_pos().Y - sy);
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}
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if (isWW2GI())
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{
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int angRange = 32;
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int zRange = 256;
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SetGameVarID(g_iAngRangeVarID, 32, actor, p);
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SetGameVarID(g_iZRangeVarID, 256, actor, p);
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OnEvent(EVENT_GETSHOTRANGE, p, ps[p].GetActor(), -1);
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angRange = GetGameVarID(g_iAngRangeVarID, actor, p).value();
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zRange = GetGameVarID(g_iZRangeVarID, actor, p).value();
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sa += (angRange / 2) - (krand() & (angRange - 1));
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if (aimed == nullptr)
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{
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// no target
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zvel = -ps[p].horizon.sum().asq16() >> 11;
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}
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zvel += (zRange / 2) - (krand() & (zRange - 1));
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}
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else if (aimed == nullptr)
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{
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sa += 16 - (krand() & 31);
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zvel = -ps[p].horizon.sum().asq16() >> 11;
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zvel += 128 - (krand() & 255);
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}
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sz -= (2 << 8);
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}
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else
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{
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int x;
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int j = findplayer(actor, &x);
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sz -= (4 << 8);
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zvel = ((ps[j].player_int_pos().Z - sz) << 8) / (ldist(ps[j].GetActor(), actor));
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if (actor->spr.picnum != BOSS1)
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{
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zvel += 128 - (krand() & 255);
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sa += 32 - (krand() & 63);
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}
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else
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{
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zvel += 128 - (krand() & 255);
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sa = getangle(ps[j].player_int_pos().X - sx, ps[j].player_int_pos().Y - sy) + 64 - (krand() & 127);
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}
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}
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actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
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hitscan(vec3_t( sx, sy, sz ), sectp, { bcos(sa), bsin(sa), zvel << 6 }, hit, CLIPMASK1);
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actor->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL;
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if (hit.hitSector == nullptr) return;
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if ((krand() & 15) == 0 && hit.hitSector->lotag == 2)
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tracers(hit.int_hitpos().X, hit.int_hitpos().Y, hit.int_hitpos().Z, sx, sy, sz, 8 - (ud.multimode >> 1));
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DDukeActor* spark;
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if (p >= 0)
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{
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spark = CreateActor(hit.hitSector, hit.hitpos, SHOTSPARK1, -15, 10, 10, sa, 0, 0, actor, 4);
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if (!spark) return;
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spark->spr.extra = ScriptCode[gs.actorinfo[atwith].scriptaddress];
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spark->spr.extra += (krand() % 6);
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if (hit.hitWall == nullptr && hit.actor() == nullptr)
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{
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if (zvel < 0)
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{
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if (hit.hitSector->ceilingstat & CSTAT_SECTOR_SKY)
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{
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spark->spr.xrepeat = 0;
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spark->spr.yrepeat = 0;
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return;
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}
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else
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fi.checkhitceiling(hit.hitSector);
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}
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spawn(spark, SMALLSMOKE);
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}
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if (hit.actor())
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{
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fi.checkhitsprite(hit.actor(), spark);
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if (hit.actor()->isPlayer() && (ud.coop != 1 || ud.ffire == 1))
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{
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spark->spr.xrepeat = spark->spr.yrepeat = 0;
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auto jib = spawn(spark, JIBS6);
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if (jib)
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{
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jib->spr.pos.Z += 4;
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jib->spr.xvel = 16;
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jib->spr.xrepeat = jib->spr.yrepeat = 24;
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jib->add_int_ang(64 - (krand() & 127));
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}
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}
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else spawn(spark, SMALLSMOKE);
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if (p >= 0 && (
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hit.actor()->spr.picnum == DIPSWITCH ||
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hit.actor()->spr.picnum == DIPSWITCH + 1 ||
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hit.actor()->spr.picnum == DIPSWITCH2 ||
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hit.actor()->spr.picnum == DIPSWITCH2 + 1 ||
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hit.actor()->spr.picnum == DIPSWITCH3 ||
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hit.actor()->spr.picnum == DIPSWITCH3 + 1 ||
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hit.actor()->spr.picnum == HANDSWITCH ||
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hit.actor()->spr.picnum == HANDSWITCH + 1))
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{
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fi.checkhitswitch(p, nullptr, hit.actor());
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return;
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}
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}
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else if (hit.hitWall)
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{
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spawn(spark, SMALLSMOKE);
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if (fi.isadoorwall(hit.hitWall->picnum) == 1)
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goto SKIPBULLETHOLE;
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if (p >= 0 && (
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hit.hitWall->picnum == DIPSWITCH ||
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hit.hitWall->picnum == DIPSWITCH + 1 ||
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hit.hitWall->picnum == DIPSWITCH2 ||
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hit.hitWall->picnum == DIPSWITCH2 + 1 ||
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hit.hitWall->picnum == DIPSWITCH3 ||
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hit.hitWall->picnum == DIPSWITCH3 + 1 ||
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hit.hitWall->picnum == HANDSWITCH ||
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hit.hitWall->picnum == HANDSWITCH + 1))
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{
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fi.checkhitswitch(p, hit.hitWall, nullptr);
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return;
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}
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if (hit.hitWall->hitag != 0 || (hit.hitWall->twoSided() && hit.hitWall->nextWall()->hitag != 0))
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goto SKIPBULLETHOLE;
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if (hit.hitSector && hit.hitSector->lotag == 0)
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if (hit.hitWall->overpicnum != BIGFORCE)
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if ((hit.hitWall->twoSided() && hit.hitWall->nextSector()->lotag == 0) ||
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(!hit.hitWall->twoSided() && hit.hitSector->lotag == 0))
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if ((hit.hitWall->cstat & CSTAT_WALL_MASKED) == 0)
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{
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if (hit.hitWall->twoSided())
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{
|
|
DukeSectIterator it(hit.hitWall->nextSector());
|
|
while (auto l = it.Next())
|
|
{
|
|
if (l->spr.statnum == STAT_EFFECTOR && l->spr.lotag == SE_13_EXPLOSIVE)
|
|
goto SKIPBULLETHOLE;
|
|
}
|
|
}
|
|
|
|
DukeStatIterator it(STAT_MISC);
|
|
while (auto l = it.Next())
|
|
{
|
|
if (l->spr.picnum == BULLETHOLE)
|
|
if (dist(l, spark) < (12 + (krand() & 7)))
|
|
goto SKIPBULLETHOLE;
|
|
}
|
|
auto hole = spawn(spark, BULLETHOLE);
|
|
if (hole)
|
|
{
|
|
hole->spr.xvel = -1;
|
|
auto delta = hit.hitWall->int_delta();
|
|
hole->set_int_ang(getangle(-delta.X, -delta.Y) + 512);
|
|
ssp(hole, CLIPMASK0);
|
|
hole->spr.cstat2 |= CSTAT2_SPRITE_DECAL;
|
|
}
|
|
}
|
|
|
|
SKIPBULLETHOLE:
|
|
|
|
if (hit.hitWall->cstat & CSTAT_WALL_BOTTOM_SWAP)
|
|
if (hit.hitWall->twoSided())
|
|
if (hit.hitpos.Z >= hit.hitWall->nextSector()->floorz)
|
|
hit.hitWall = hit.hitWall->nextWall();
|
|
|
|
fi.checkhitwall(spark, hit.hitWall, hit.hitpos, SHOTSPARK1);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
spark = CreateActor(hit.hitSector, hit.hitpos, SHOTSPARK1, -15, 24, 24, sa, 0, 0, actor, 4);
|
|
if (spark)
|
|
{
|
|
spark->spr.extra = ScriptCode[gs.actorinfo[atwith].scriptaddress];
|
|
|
|
if (hit.actor())
|
|
{
|
|
fi.checkhitsprite(hit.actor(), spark);
|
|
if (!hit.actor()->isPlayer())
|
|
spawn(spark, SMALLSMOKE);
|
|
else spark->spr.xrepeat = spark->spr.yrepeat = 0;
|
|
}
|
|
else if (hit.hitWall)
|
|
fi.checkhitwall(spark, hit.hitWall, hit.hitpos, SHOTSPARK1);
|
|
}
|
|
}
|
|
|
|
if ((krand() & 255) < 4)
|
|
{
|
|
S_PlaySound3D(PISTOL_RICOCHET, spark, hit.int_hitpos());
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static void shootstuff(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, int atwith)
|
|
{
|
|
sectortype* sect = actor->sector();
|
|
int vel, zvel;
|
|
int l, scount;
|
|
|
|
if (actor->spr.extra >= 0) actor->spr.shade = -96;
|
|
|
|
scount = 1;
|
|
if (atwith == SPIT) vel = 292;
|
|
else
|
|
{
|
|
if (atwith == COOLEXPLOSION1)
|
|
{
|
|
if (actor->spr.picnum == BOSS2) vel = 644;
|
|
else vel = 348;
|
|
sz -= (4 << 7);
|
|
}
|
|
else
|
|
{
|
|
vel = 840;
|
|
sz -= (4 << 7);
|
|
}
|
|
}
|
|
|
|
if (p >= 0)
|
|
{
|
|
auto aimed = aim(actor, AUTO_AIM_ANGLE);
|
|
|
|
if (aimed)
|
|
{
|
|
int dal = ((aimed->spr.xrepeat * tileHeight(aimed->spr.picnum)) << 1) - (12 << 8);
|
|
zvel = ((aimed->int_pos().Z - sz - dal) * vel) / ldist(ps[p].GetActor(), aimed);
|
|
sa = getangle(aimed->int_pos().X - sx, aimed->int_pos().Y - sy);
|
|
}
|
|
else
|
|
zvel = -MulScale(ps[p].horizon.sum().asq16(), 98, 16);
|
|
}
|
|
else
|
|
{
|
|
int x;
|
|
int j = findplayer(actor, &x);
|
|
// sa = getangle(ps[j].oposx-sx,ps[j].oposy-sy);
|
|
sa += 16 - (krand() & 31);
|
|
zvel = (((ps[j].player_int_opos().Z - sz + (3 << 8))) * vel) / ldist(ps[j].GetActor(), actor);
|
|
}
|
|
|
|
int oldzvel = zvel;
|
|
int sizx, sizy;
|
|
|
|
if (atwith == SPIT) { sizx = 18; sizy = 18, sz -= (10 << 8); }
|
|
else
|
|
{
|
|
if (atwith == FIRELASER)
|
|
{
|
|
if (p >= 0)
|
|
{
|
|
|
|
sizx = 34;
|
|
sizy = 34;
|
|
}
|
|
else
|
|
{
|
|
sizx = 18;
|
|
sizy = 18;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sizx = 18;
|
|
sizy = 18;
|
|
}
|
|
}
|
|
|
|
if (p >= 0) sizx = 7, sizy = 7;
|
|
|
|
while (scount > 0)
|
|
{
|
|
auto spawned = EGS(sect, sx, sy, sz, atwith, -127, sizx, sizy, sa, vel, zvel, actor, 4);
|
|
if (!spawned) return;
|
|
spawned->spr.extra += (krand() & 7);
|
|
|
|
if (atwith == COOLEXPLOSION1)
|
|
{
|
|
spawned->spr.shade = 0;
|
|
if (actor->spr.picnum == BOSS2)
|
|
{
|
|
l = spawned->spr.xvel;
|
|
spawned->spr.xvel = 1024;
|
|
ssp(spawned, CLIPMASK0);
|
|
spawned->spr.xvel = l;
|
|
spawned->add_int_ang(128 - (krand() & 255));
|
|
}
|
|
}
|
|
|
|
spawned->spr.cstat = CSTAT_SPRITE_YCENTER;
|
|
spawned->spr.clipdist = 4;
|
|
|
|
sa = actor->int_ang() + 32 - (krand() & 63);
|
|
zvel = oldzvel + 512 - (krand() & 1023);
|
|
|
|
scount--;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static void shootrpg(DDukeActor *actor, int p, int sx, int sy, int sz, int sa, int atwith)
|
|
{
|
|
auto sect = actor->sector();
|
|
int vel, zvel;
|
|
int l, scount;
|
|
|
|
if (actor->spr.extra >= 0) actor->spr.shade = -96;
|
|
|
|
scount = 1;
|
|
vel = 644;
|
|
|
|
DDukeActor* aimed = nullptr;
|
|
|
|
if (p >= 0)
|
|
{
|
|
aimed = aim(actor, 48);
|
|
if (aimed)
|
|
{
|
|
int dal = ((aimed->spr.xrepeat * tileHeight(aimed->spr.picnum)) << 1) + (8 << 8);
|
|
zvel = ((aimed->int_pos().Z - sz - dal) * vel) / ldist(ps[p].GetActor(), aimed);
|
|
if (aimed->spr.picnum != RECON)
|
|
sa = getangle(aimed->int_pos().X - sx, aimed->int_pos().Y - sy);
|
|
}
|
|
else zvel = -MulScale(ps[p].horizon.sum().asq16(), 81, 16);
|
|
if (atwith == RPG)
|
|
S_PlayActorSound(RPG_SHOOT, actor);
|
|
|
|
}
|
|
else
|
|
{
|
|
int x;
|
|
int j = findplayer(actor, &x);
|
|
sa = getangle(ps[j].player_int_opos().X - sx, ps[j].player_int_opos().Y - sy);
|
|
if (actor->spr.picnum == BOSS3)
|
|
{
|
|
int zoffs = (32 << 8);
|
|
if (isWorldTour()) // Twentieth Anniversary World Tour
|
|
zoffs = (int)((actor->spr.yrepeat / 80.0f) * zoffs);
|
|
sz -= zoffs;
|
|
}
|
|
else if (actor->spr.picnum == BOSS2)
|
|
{
|
|
vel += 128;
|
|
int zoffs = 24 << 8;
|
|
if (isWorldTour()) // Twentieth Anniversary World Tour
|
|
zoffs = (int)((actor->spr.yrepeat / 80.0f) * zoffs);
|
|
sz += zoffs;
|
|
}
|
|
|
|
l = ldist(ps[j].GetActor(), actor);
|
|
zvel = ((ps[j].player_int_opos().Z - sz) * vel) / l;
|
|
|
|
if (badguy(actor) && (actor->spr.hitag & face_player_smart))
|
|
sa = actor->int_ang() + (krand() & 31) - 16;
|
|
}
|
|
if (p < 0) aimed = nullptr;
|
|
|
|
auto spawned = EGS(sect,
|
|
sx + (bcos(sa + 348) / 448),
|
|
sy + (bsin(sa + 348) / 448),
|
|
sz - (1 << 8), atwith, 0, 14, 14, sa, vel, zvel, actor, 4);
|
|
|
|
if (!spawned) return;
|
|
|
|
spawned->spr.extra += (krand() & 7);
|
|
if (atwith != FREEZEBLAST)
|
|
spawned->temp_actor = aimed;
|
|
else
|
|
{
|
|
spawned->spr.yvel = gs.numfreezebounces;
|
|
spawned->spr.xrepeat >>= 1;
|
|
spawned->spr.yrepeat >>= 1;
|
|
spawned->spr.zvel -= (2 << 4);
|
|
}
|
|
|
|
if (p == -1)
|
|
{
|
|
if (actor->spr.picnum == BOSS3)
|
|
{
|
|
int xoffs = bsin(sa, -6);
|
|
int yoffs = -bcos(sa, -6);
|
|
int aoffs = 4;
|
|
|
|
if ((krand() & 1) != 0)
|
|
{
|
|
xoffs = -xoffs;
|
|
yoffs = -yoffs;
|
|
aoffs = -8;
|
|
}
|
|
|
|
if (isWorldTour()) // Twentieth Anniversary World Tour
|
|
{
|
|
float siz = actor->spr.yrepeat / 80.0f;
|
|
xoffs = int(xoffs * siz);
|
|
yoffs = int(yoffs * siz);
|
|
aoffs = int(aoffs * siz);
|
|
}
|
|
|
|
spawned->add_int_pos({ xoffs, yoffs, 0 });
|
|
spawned->add_int_ang(aoffs);
|
|
|
|
spawned->spr.xrepeat = 42;
|
|
spawned->spr.yrepeat = 42;
|
|
}
|
|
else if (actor->spr.picnum == BOSS2)
|
|
{
|
|
int xoffs = bsin(sa) / 56;
|
|
int yoffs = -bcos(sa) / 56;
|
|
int aoffs = 8 + (krand() & 255) - 128;
|
|
|
|
if (isWorldTour()) { // Twentieth Anniversary World Tour
|
|
int siz = actor->spr.yrepeat;
|
|
xoffs = Scale(xoffs, siz, 80);
|
|
yoffs = Scale(yoffs, siz, 80);
|
|
aoffs = Scale(aoffs, siz, 80);
|
|
}
|
|
|
|
spawned->add_int_pos({ -xoffs, -yoffs, 0 });
|
|
spawned->add_int_ang(-aoffs);
|
|
|
|
spawned->spr.xrepeat = 24;
|
|
spawned->spr.yrepeat = 24;
|
|
}
|
|
else if (atwith != FREEZEBLAST)
|
|
{
|
|
spawned->spr.xrepeat = 30;
|
|
spawned->spr.yrepeat = 30;
|
|
spawned->spr.extra >>= 2;
|
|
}
|
|
}
|
|
else if ((isWW2GI() && aplWeaponWorksLike(ps[p].curr_weapon, p) == DEVISTATOR_WEAPON) || (!isWW2GI() && ps[p].curr_weapon == DEVISTATOR_WEAPON))
|
|
{
|
|
spawned->spr.extra >>= 2;
|
|
spawned->add_int_ang(16 - (krand() & 31));
|
|
spawned->spr.zvel += 256 - (krand() & 511);
|
|
|
|
if (ps[p].hbomb_hold_delay)
|
|
{
|
|
spawned->add_int_pos({ -bsin(sa) / 644, bcos(sa) / 644, 0 });
|
|
}
|
|
else
|
|
{
|
|
spawned->add_int_pos({ bsin(sa, -8), -bcos(sa, -8), 0 });
|
|
}
|
|
spawned->spr.xrepeat >>= 1;
|
|
spawned->spr.yrepeat >>= 1;
|
|
}
|
|
|
|
spawned->spr.cstat = CSTAT_SPRITE_YCENTER;
|
|
if (atwith == RPG)
|
|
spawned->spr.clipdist = 4;
|
|
else
|
|
spawned->spr.clipdist = 40;
|
|
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static void shootlaser(DDukeActor* actor, int p, int sx, int sy, int sz, int sa)
|
|
{
|
|
auto sectp = actor->sector();
|
|
int zvel;
|
|
int j;
|
|
HitInfo hit{};
|
|
|
|
if (p >= 0)
|
|
zvel = -ps[p].horizon.sum().asq16() >> 11;
|
|
else zvel = 0;
|
|
|
|
hitscan(vec3_t( sx, sy, sz - ps[p].pyoff * zworldtoint ), sectp, { bcos(sa), bsin(sa), zvel << 6 }, hit, CLIPMASK1);
|
|
|
|
j = 0;
|
|
if (hit.actor()) return;
|
|
|
|
if (hit.hitWall && hit.hitSector)
|
|
{
|
|
if (((hit.int_hitpos().X - sx) * (hit.int_hitpos().X - sx) + (hit.int_hitpos().Y - sy) * (hit.int_hitpos().Y - sy)) < (290 * 290))
|
|
{
|
|
if (hit.hitWall->twoSided())
|
|
{
|
|
if (hit.hitWall->nextSector()->lotag <= 2 && hit.hitSector->lotag <= 2)
|
|
j = 1;
|
|
}
|
|
else if (hit.hitSector->lotag <= 2)
|
|
j = 1;
|
|
}
|
|
|
|
if (j == 1)
|
|
{
|
|
auto bomb = CreateActor(hit.hitSector, hit.hitpos, TRIPBOMB, -16, 4, 5, sa, 0, 0, actor, STAT_STANDABLE);
|
|
if (!bomb) return;
|
|
if (isWW2GI())
|
|
{
|
|
int lTripBombControl = GetGameVar("TRIPBOMB_CONTROL", TRIPBOMB_TRIPWIRE, nullptr, -1).value();
|
|
if (lTripBombControl & TRIPBOMB_TIMER)
|
|
{
|
|
int lLifetime = GetGameVar("STICKYBOMB_LIFETIME", NAM_GRENADE_LIFETIME, nullptr, p).value();
|
|
int lLifetimeVar = GetGameVar("STICKYBOMB_LIFETIME_VAR", NAM_GRENADE_LIFETIME_VAR, nullptr, p).value();
|
|
// set timer. blows up when at zero....
|
|
bomb->spr.extra = lLifetime
|
|
+ MulScale(krand(), lLifetimeVar, 14)
|
|
- lLifetimeVar;
|
|
}
|
|
}
|
|
|
|
// this originally used the sprite index as tag to link the laser segments.
|
|
// This value is never used again to reference an actor by index. Decouple this for robustness.
|
|
ud.bomb_tag = (ud.bomb_tag + 1) & 32767;
|
|
bomb->spr.hitag = ud.bomb_tag;
|
|
S_PlayActorSound(LASERTRIP_ONWALL, bomb);
|
|
bomb->spr.xvel = -20;
|
|
ssp(bomb, CLIPMASK0);
|
|
bomb->spr.cstat = CSTAT_SPRITE_ALIGNMENT_WALL;
|
|
auto delta = hit.hitWall->delta();
|
|
bomb->spr.angle = VecToAngle(-delta.X, -delta.Y) - DAngle90;
|
|
bomb->temp_angle = bomb->spr.angle;
|
|
|
|
if (p >= 0)
|
|
ps[p].ammo_amount[TRIPBOMB_WEAPON]--;
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static void shootgrowspark(DDukeActor* actor, int p, int sx, int sy, int sz, int sa)
|
|
{
|
|
auto sect = actor->sector();
|
|
int zvel;
|
|
int k;
|
|
HitInfo hit{};
|
|
|
|
if (p >= 0)
|
|
{
|
|
auto aimed = aim(actor, AUTO_AIM_ANGLE);
|
|
if (aimed)
|
|
{
|
|
int dal = ((aimed->spr.xrepeat * tileHeight(aimed->spr.picnum)) << 1) + (5 << 8);
|
|
switch (aimed->spr.picnum)
|
|
{
|
|
case GREENSLIME:
|
|
case GREENSLIME + 1:
|
|
case GREENSLIME + 2:
|
|
case GREENSLIME + 3:
|
|
case GREENSLIME + 4:
|
|
case GREENSLIME + 5:
|
|
case GREENSLIME + 6:
|
|
case GREENSLIME + 7:
|
|
case ROTATEGUN:
|
|
dal -= (8 << 8);
|
|
break;
|
|
}
|
|
zvel = ((aimed->int_pos().Z - sz - dal) << 8) / (ldist(ps[p].GetActor(), aimed));
|
|
sa = getangle(aimed->int_pos().X - sx, aimed->int_pos().Y - sy);
|
|
}
|
|
else
|
|
{
|
|
sa += 16 - (krand() & 31);
|
|
zvel = -ps[p].horizon.sum().asq16() >> 11;
|
|
zvel += 128 - (krand() & 255);
|
|
}
|
|
|
|
sz -= (2 << 8);
|
|
}
|
|
else
|
|
{
|
|
int x;
|
|
int j = findplayer(actor, &x);
|
|
sz -= (4 << 8);
|
|
zvel = ((ps[j].player_int_pos().Z - sz) << 8) / (ldist(ps[j].GetActor(), actor));
|
|
zvel += 128 - (krand() & 255);
|
|
sa += 32 - (krand() & 63);
|
|
}
|
|
|
|
k = 0;
|
|
|
|
//RESHOOTGROW:
|
|
|
|
actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
|
|
hitscan(vec3_t( sx, sy, sz ), sect, { bcos(sa), bsin(sa), zvel << 6 }, hit, CLIPMASK1);
|
|
|
|
actor->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL;
|
|
|
|
auto spark = EGS(sect, hit.int_hitpos().X, hit.int_hitpos().Y, hit.int_hitpos().Z, GROWSPARK, -16, 28, 28, sa, 0, 0, actor, 1);
|
|
if (!spark) return;
|
|
|
|
spark->spr.pal = 2;
|
|
spark->spr.cstat |= CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_TRANSLUCENT;
|
|
spark->spr.xrepeat = spark->spr.yrepeat = 1;
|
|
|
|
if (hit.hitWall == nullptr && hit.actor() == nullptr && hit.hitSector != nullptr)
|
|
{
|
|
if (zvel < 0 && (hit.hitSector->ceilingstat & CSTAT_SECTOR_SKY) == 0)
|
|
fi.checkhitceiling(hit.hitSector);
|
|
}
|
|
else if (hit.actor() != nullptr) fi.checkhitsprite(hit.actor(), spark);
|
|
else if (hit.hitWall != nullptr)
|
|
{
|
|
if (hit.hitWall->picnum != ACCESSSWITCH && hit.hitWall->picnum != ACCESSSWITCH2)
|
|
{
|
|
fi.checkhitwall(spark, hit.hitWall, hit.hitpos, GROWSPARK);
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void shoot_d(DDukeActor* actor, int atwith)
|
|
{
|
|
int l, j;
|
|
int sx, sy, sz, sa, p, vel, zvel, x, dal;
|
|
if (actor->isPlayer())
|
|
{
|
|
p = actor->spr.yvel;
|
|
}
|
|
else
|
|
{
|
|
p = -1;
|
|
}
|
|
|
|
SetGameVarID(g_iAtWithVarID, atwith, actor, p);
|
|
SetGameVarID(g_iReturnVarID, 0, actor, p);
|
|
OnEvent(EVENT_SHOOT, p, ps[p].GetActor(), -1);
|
|
if (GetGameVarID(g_iReturnVarID, actor, p).safeValue() != 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
|
|
auto sect = actor->sector();
|
|
zvel = 0;
|
|
|
|
if (actor->isPlayer())
|
|
{
|
|
sx = ps[p].player_int_pos().X;
|
|
sy = ps[p].player_int_pos().Y;
|
|
sz = ps[p].player_int_pos().Z + ps[p].pyoff * zworldtoint + (4 << 8);
|
|
sa = ps[p].angle.ang.Buildang();
|
|
|
|
ps[p].crack_time = CRACK_TIME;
|
|
|
|
}
|
|
else
|
|
{
|
|
sa = actor->int_ang();
|
|
sx = actor->int_pos().X;
|
|
sy = actor->int_pos().Y;
|
|
sz = actor->int_pos().Z - (actor->spr.yrepeat * tileHeight(actor->spr.picnum) << 1) + (4 << 8);
|
|
if (actor->spr.picnum != ROTATEGUN)
|
|
{
|
|
sz -= (7 << 8);
|
|
if (badguy(actor) && actor->spr.picnum != COMMANDER)
|
|
{
|
|
sx -= bsin(sa + 96, -7);
|
|
sy += bcos(sa + 96, -7);
|
|
}
|
|
}
|
|
}
|
|
DVector3 spos(sx * inttoworld, sy * inttoworld, sz * zinttoworld);
|
|
DAngle sang = DAngle::fromBuild(sa);
|
|
|
|
if (isWorldTour())
|
|
{ // Twentieth Anniversary World Tour
|
|
switch (atwith)
|
|
{
|
|
case FIREBALL:
|
|
shootfireball(actor, p, sx, sy, sz, sa);
|
|
return;
|
|
|
|
case FLAMETHROWERFLAME:
|
|
shootflamethrowerflame(actor, p, spos, sang);
|
|
return;
|
|
|
|
case FIREFLY: // BOSS5 shot
|
|
{
|
|
auto k = spawn(actor, atwith);
|
|
if (k)
|
|
{
|
|
k->setsector(sect);
|
|
k->spr.pos = spos;
|
|
k->spr.angle = sang;
|
|
k->spr.xvel = 500;
|
|
k->spr.zvel = 0;
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
switch (atwith)
|
|
{
|
|
case BLOODSPLAT1:
|
|
case BLOODSPLAT2:
|
|
case BLOODSPLAT3:
|
|
case BLOODSPLAT4:
|
|
shootbloodsplat(actor, p, sx, sy, sz, sa, atwith, BIGFORCE, OOZFILTER, NEWBEAST);
|
|
break;
|
|
|
|
case KNEE:
|
|
shootknee(actor, p, sx, sy, sz, sa);
|
|
break;
|
|
|
|
case SHOTSPARK1:
|
|
case SHOTGUN:
|
|
case CHAINGUN:
|
|
shootweapon(actor, p, sx, sy, sz, sa, atwith);
|
|
return;
|
|
|
|
case FIRELASER:
|
|
case SPIT:
|
|
case COOLEXPLOSION1:
|
|
shootstuff(actor, p, sx, sy, sz, sa, atwith);
|
|
return;
|
|
|
|
case FREEZEBLAST:
|
|
sz += (3 << 8);
|
|
[[fallthrough]];
|
|
case RPG:
|
|
|
|
shootrpg(actor, p, sx, sy, sz, sa, atwith);
|
|
break;
|
|
|
|
case HANDHOLDINGLASER:
|
|
shootlaser(actor, p, sx, sy, sz, sa);
|
|
return;
|
|
|
|
case BOUNCEMINE:
|
|
case MORTER:
|
|
{
|
|
if (actor->spr.extra >= 0) actor->spr.shade = -96;
|
|
|
|
auto plActor = ps[findplayer(actor, &x)].GetActor();
|
|
x = ldist(plActor, actor);
|
|
|
|
zvel = -x >> 1;
|
|
|
|
if (zvel < -4096)
|
|
zvel = -2048;
|
|
vel = x >> 4;
|
|
|
|
EGS(sect,
|
|
sx - bsin(sa, -8),
|
|
sy + bcos(sa, -8),
|
|
sz + (6 << 8), atwith, -64, 32, 32, sa, vel, zvel, actor, 1);
|
|
break;
|
|
}
|
|
case GROWSPARK:
|
|
shootgrowspark(actor, p, sx, sy, sz, sa);
|
|
break;
|
|
|
|
case SHRINKER:
|
|
{
|
|
if (actor->spr.extra >= 0) actor->spr.shade = -96;
|
|
if (p >= 0)
|
|
{
|
|
auto aimed = isNamWW2GI() ? nullptr : aim(actor, AUTO_AIM_ANGLE);
|
|
if (aimed)
|
|
{
|
|
dal = ((aimed->spr.xrepeat * tileHeight(aimed->spr.picnum)) << 1);
|
|
zvel = ((aimed->int_pos().Z - sz - dal - (4 << 8)) * 768) / (ldist(ps[p].GetActor(), aimed));
|
|
sa = getangle(aimed->int_pos().X - sx, aimed->int_pos().Y - sy);
|
|
}
|
|
else zvel = -MulScale(ps[p].horizon.sum().asq16(), 98, 16);
|
|
}
|
|
else if (actor->spr.statnum != 3)
|
|
{
|
|
j = findplayer(actor, &x);
|
|
l = ldist(ps[j].GetActor(), actor);
|
|
zvel = ((ps[j].player_int_opos().Z - sz) * 512) / l;
|
|
}
|
|
else zvel = 0;
|
|
|
|
auto spawned = EGS(sect,
|
|
sx - bsin(sa, -12),
|
|
sy + bcos(sa, -12),
|
|
sz + (2 << 8), SHRINKSPARK, -16, 28, 28, sa, 768, zvel, actor, 4);
|
|
|
|
if (spawned)
|
|
{
|
|
spawned->spr.cstat = CSTAT_SPRITE_YCENTER;
|
|
spawned->spr.clipdist = 32;
|
|
}
|
|
|
|
|
|
return;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void selectweapon_d(int snum, int weap) // playernum, weaponnum
|
|
{
|
|
int i, j, k;
|
|
auto p = &ps[snum];
|
|
if (p->last_pissed_time <= (26 * 218) && p->show_empty_weapon == 0 && p->kickback_pic == 0 && p->quick_kick == 0 && p->GetActor()->spr.xrepeat > 32 && p->access_incs == 0 && p->knee_incs == 0)
|
|
{
|
|
if ((p->weapon_pos == 0 || (p->holster_weapon && p->weapon_pos == -9)))
|
|
{
|
|
if (weap == WeaponSel_Alt)
|
|
{
|
|
j = p->curr_weapon;
|
|
switch (p->curr_weapon)
|
|
{
|
|
case SHRINKER_WEAPON:
|
|
if (p->ammo_amount[GROW_WEAPON] > 0 && p->gotweapon[GROW_WEAPON] && isPlutoPak())
|
|
{
|
|
j = GROW_WEAPON;
|
|
p->subweapon |= (1 << GROW_WEAPON);
|
|
}
|
|
break;
|
|
case GROW_WEAPON:
|
|
if (p->ammo_amount[SHRINKER_WEAPON] > 0 && p->gotweapon[SHRINKER_WEAPON])
|
|
{
|
|
j = SHRINKER_WEAPON;
|
|
p->subweapon &= ~(1 << GROW_WEAPON);
|
|
}
|
|
break;
|
|
case FREEZE_WEAPON:
|
|
if (p->ammo_amount[FLAMETHROWER_WEAPON] > 0 && p->gotweapon[FLAMETHROWER_WEAPON] && isWorldTour())
|
|
{
|
|
j = FLAMETHROWER_WEAPON;
|
|
p->subweapon |= (1 << FLAMETHROWER_WEAPON);
|
|
}
|
|
break;
|
|
case FLAMETHROWER_WEAPON:
|
|
if (p->ammo_amount[FREEZE_WEAPON] > 0 && p->gotweapon[FREEZE_WEAPON])
|
|
{
|
|
j = FREEZE_WEAPON;
|
|
p->subweapon &= ~(1 << FLAMETHROWER_WEAPON);
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
else if (weap == WeaponSel_Next || weap == WeaponSel_Prev)
|
|
{
|
|
k = p->curr_weapon;
|
|
j = (weap == WeaponSel_Prev ? -1 : 1); // JBF: prev (-1) or next (1) weapon choice
|
|
i = 0;
|
|
|
|
while ((k >= 0 && k < 10) || (isPlutoPak() && k == GROW_WEAPON && (p->subweapon & (1 << GROW_WEAPON)) != 0)
|
|
|| (isWorldTour() && k == FLAMETHROWER_WEAPON && (p->subweapon & (1 << FLAMETHROWER_WEAPON)) != 0))
|
|
{
|
|
if (k == FLAMETHROWER_WEAPON) //Twentieth Anniversary World Tour
|
|
{
|
|
if (j == -1) k = TRIPBOMB_WEAPON;
|
|
else k = PISTOL_WEAPON;
|
|
}
|
|
else if (k == GROW_WEAPON) // JBF: this is handling next/previous with the grower selected
|
|
{
|
|
if (j == -1)
|
|
k = 5;
|
|
else k = 7;
|
|
|
|
}
|
|
else
|
|
{
|
|
k += j;
|
|
// JBF 20040116: so we don't select grower with v1.3d
|
|
if (isPlutoPak() && k == SHRINKER_WEAPON && (p->subweapon & (1 << GROW_WEAPON))) // JBF: activates grower
|
|
k = GROW_WEAPON; // if enabled
|
|
if (isWorldTour() && k == FREEZE_WEAPON && (p->subweapon & (1 << FLAMETHROWER_WEAPON)) != 0)
|
|
k = FLAMETHROWER_WEAPON;
|
|
}
|
|
|
|
if (k == -1) k = 9;
|
|
else if (k == 10) k = 0;
|
|
|
|
if (p->gotweapon[k] && p->ammo_amount[k] > 0)
|
|
{
|
|
if (isPlutoPak()) // JBF 20040116: so we don't select grower with v1.3d
|
|
{
|
|
if (k == SHRINKER_WEAPON && (p->subweapon & (1 << GROW_WEAPON)))
|
|
k = GROW_WEAPON;
|
|
if (isWorldTour() && k == FREEZE_WEAPON && (p->subweapon & (1 << FLAMETHROWER_WEAPON)) != 0)
|
|
k = FLAMETHROWER_WEAPON;
|
|
}
|
|
j = k;
|
|
break;
|
|
}
|
|
else if (isPlutoPak() && k == GROW_WEAPON && p->ammo_amount[GROW_WEAPON] == 0 && p->gotweapon[SHRINKER_WEAPON] && p->ammo_amount[SHRINKER_WEAPON] > 0) // JBF 20040116: added isPlutoPak() so we don't select grower with v1.3d
|
|
{
|
|
j = SHRINKER_WEAPON;
|
|
p->subweapon &= ~(1 << GROW_WEAPON);
|
|
break;
|
|
}
|
|
else if (isPlutoPak() && k == SHRINKER_WEAPON && p->ammo_amount[SHRINKER_WEAPON] == 0 && p->gotweapon[SHRINKER_WEAPON] && p->ammo_amount[GROW_WEAPON] > 0) // JBF 20040116: added isPlutoPak() so we don't select grower with v1.3d
|
|
{
|
|
j = GROW_WEAPON;
|
|
p->subweapon |= (1 << GROW_WEAPON);
|
|
break;
|
|
}
|
|
//Twentieth Anniversary World Tour
|
|
else if (isWorldTour() && k == FLAMETHROWER_WEAPON && p->ammo_amount[FLAMETHROWER_WEAPON] == 0 && p->gotweapon[FREEZE_WEAPON] && p->ammo_amount[FREEZE_WEAPON] > 0)
|
|
{
|
|
j = FREEZE_WEAPON;
|
|
p->subweapon &= ~(1 << FLAMETHROWER_WEAPON);
|
|
break;
|
|
}
|
|
else if (isWorldTour() && k == FREEZE_WEAPON && p->ammo_amount[FREEZE_WEAPON] == 0 && p->gotweapon[FLAMETHROWER_WEAPON] && p->ammo_amount[FLAMETHROWER_WEAPON] > 0)
|
|
{
|
|
j = FLAMETHROWER_WEAPON;
|
|
p->subweapon |= (1 << FLAMETHROWER_WEAPON);
|
|
break;
|
|
}
|
|
|
|
i++; // absolutely no weapons, so use foot
|
|
if (i == 10)
|
|
{
|
|
fi.addweapon(p, KNEE_WEAPON);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else j = weap - 1;
|
|
|
|
k = -1;
|
|
|
|
if (j == HANDBOMB_WEAPON && p->ammo_amount[HANDBOMB_WEAPON] == 0)
|
|
{
|
|
DukeStatIterator it(STAT_ACTOR);
|
|
while (auto act = it.Next())
|
|
{
|
|
if (act->spr.picnum == HEAVYHBOMB && act->GetOwner() == p->GetActor())
|
|
{
|
|
p->gotweapon[HANDBOMB_WEAPON] = true;
|
|
j = HANDREMOTE_WEAPON;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//Twentieth Anniversary World Tour
|
|
if (j == FREEZE_WEAPON && isWorldTour())
|
|
{
|
|
if (p->curr_weapon != FLAMETHROWER_WEAPON && p->curr_weapon != FREEZE_WEAPON)
|
|
{
|
|
if (p->ammo_amount[FLAMETHROWER_WEAPON] > 0)
|
|
{
|
|
if ((p->subweapon & (1 << FLAMETHROWER_WEAPON)) == (1 << FLAMETHROWER_WEAPON))
|
|
j = FLAMETHROWER_WEAPON;
|
|
else if (p->ammo_amount[FREEZE_WEAPON] == 0)
|
|
{
|
|
j = FLAMETHROWER_WEAPON;
|
|
p->subweapon |= (1 << FLAMETHROWER_WEAPON);
|
|
}
|
|
}
|
|
else if (p->ammo_amount[FREEZE_WEAPON] > 0)
|
|
p->subweapon &= ~(1 << FLAMETHROWER_WEAPON);
|
|
}
|
|
else if (p->curr_weapon == FREEZE_WEAPON)
|
|
{
|
|
p->subweapon |= (1 << FLAMETHROWER_WEAPON);
|
|
j = FLAMETHROWER_WEAPON;
|
|
}
|
|
else
|
|
p->subweapon &= ~(1 << FLAMETHROWER_WEAPON);
|
|
}
|
|
|
|
if (j == SHRINKER_WEAPON && isPlutoPak()) // JBF 20040116: so we don't select the grower with v1.3d
|
|
{
|
|
if (p->curr_weapon != GROW_WEAPON && p->curr_weapon != SHRINKER_WEAPON)
|
|
{
|
|
if (p->ammo_amount[GROW_WEAPON] > 0)
|
|
{
|
|
if ((p->subweapon & (1 << GROW_WEAPON)) == (1 << GROW_WEAPON))
|
|
j = GROW_WEAPON;
|
|
else if (p->ammo_amount[SHRINKER_WEAPON] == 0)
|
|
{
|
|
j = GROW_WEAPON;
|
|
p->subweapon |= (1 << GROW_WEAPON);
|
|
}
|
|
}
|
|
else if (p->ammo_amount[SHRINKER_WEAPON] > 0)
|
|
p->subweapon &= ~(1 << GROW_WEAPON);
|
|
}
|
|
else if (p->curr_weapon == SHRINKER_WEAPON)
|
|
{
|
|
p->subweapon |= (1 << GROW_WEAPON);
|
|
j = GROW_WEAPON;
|
|
}
|
|
else
|
|
p->subweapon &= ~(1 << GROW_WEAPON);
|
|
}
|
|
|
|
if (p->holster_weapon)
|
|
{
|
|
PlayerSetInput(snum, SB_HOLSTER);
|
|
p->oweapon_pos = p->weapon_pos = -9;
|
|
}
|
|
else if (j >= MIN_WEAPON && p->gotweapon[j] && p->curr_weapon != j) switch (j)
|
|
{
|
|
case KNEE_WEAPON:
|
|
fi.addweapon(p, KNEE_WEAPON);
|
|
break;
|
|
case PISTOL_WEAPON:
|
|
case SHOTGUN_WEAPON:
|
|
case CHAINGUN_WEAPON:
|
|
case RPG_WEAPON:
|
|
case DEVISTATOR_WEAPON:
|
|
case FREEZE_WEAPON:
|
|
case FLAMETHROWER_WEAPON:
|
|
case GROW_WEAPON:
|
|
case SHRINKER_WEAPON:
|
|
|
|
if (p->ammo_amount[j] == 0 && p->show_empty_weapon == 0)
|
|
{
|
|
p->show_empty_weapon = 32;
|
|
p->last_full_weapon = p->curr_weapon;
|
|
}
|
|
|
|
fi.addweapon(p, j);
|
|
break;
|
|
case HANDREMOTE_WEAPON:
|
|
if (k >= 0) // Found in list of [1]'s
|
|
{
|
|
p->curr_weapon = HANDREMOTE_WEAPON;
|
|
p->last_weapon = -1;
|
|
p->oweapon_pos = p->weapon_pos = 10;
|
|
}
|
|
break;
|
|
case HANDBOMB_WEAPON:
|
|
if (p->ammo_amount[HANDBOMB_WEAPON] > 0 && p->gotweapon[HANDBOMB_WEAPON])
|
|
fi.addweapon(p, HANDBOMB_WEAPON);
|
|
break;
|
|
case TRIPBOMB_WEAPON:
|
|
if (p->ammo_amount[TRIPBOMB_WEAPON] > 0 && p->gotweapon[TRIPBOMB_WEAPON])
|
|
fi.addweapon(p, TRIPBOMB_WEAPON);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int doincrements_d(player_struct* p)
|
|
{
|
|
int snum;
|
|
|
|
auto pact = p->GetActor();
|
|
snum = pact->spr.yvel;
|
|
|
|
p->player_par++;
|
|
|
|
if (p->invdisptime > 0)
|
|
p->invdisptime--;
|
|
|
|
if (p->tipincs > 0)
|
|
{
|
|
p->otipincs = p->tipincs;
|
|
p->tipincs--;
|
|
}
|
|
|
|
if (p->last_pissed_time > 0)
|
|
{
|
|
p->last_pissed_time--;
|
|
|
|
if (p->last_pissed_time == (26 * 219))
|
|
{
|
|
S_PlayActorSound(FLUSH_TOILET, pact);
|
|
if (snum == screenpeek || ud.coop == 1)
|
|
S_PlayActorSound(DUKE_PISSRELIEF, pact);
|
|
}
|
|
|
|
if (p->last_pissed_time == (26 * 218))
|
|
{
|
|
p->holster_weapon = 0;
|
|
p->oweapon_pos = p->weapon_pos = 10;
|
|
}
|
|
}
|
|
|
|
if (p->crack_time > 0)
|
|
{
|
|
p->crack_time--;
|
|
if (p->crack_time == 0)
|
|
{
|
|
p->knuckle_incs = 1;
|
|
p->crack_time = CRACK_TIME;
|
|
}
|
|
}
|
|
|
|
if (p->steroids_amount > 0 && p->steroids_amount < 400)
|
|
{
|
|
p->steroids_amount--;
|
|
if (p->steroids_amount == 0)
|
|
checkavailinven(p);
|
|
if (!(p->steroids_amount & 7))
|
|
if (snum == screenpeek || ud.coop == 1)
|
|
S_PlayActorSound(DUKE_HARTBEAT, pact);
|
|
}
|
|
|
|
if (p->heat_on && p->heat_amount > 0)
|
|
{
|
|
p->heat_amount--;
|
|
if (p->heat_amount == 0)
|
|
{
|
|
p->heat_on = 0;
|
|
checkavailinven(p);
|
|
S_PlayActorSound(NITEVISION_ONOFF, pact);
|
|
}
|
|
}
|
|
|
|
if (p->holoduke_on != nullptr)
|
|
{
|
|
p->holoduke_amount--;
|
|
if (p->holoduke_amount <= 0)
|
|
{
|
|
S_PlayActorSound(TELEPORTER, pact);
|
|
p->holoduke_on = nullptr;
|
|
checkavailinven(p);
|
|
}
|
|
}
|
|
|
|
if (p->jetpack_on && p->jetpack_amount > 0)
|
|
{
|
|
p->jetpack_amount--;
|
|
if (p->jetpack_amount <= 0)
|
|
{
|
|
p->jetpack_on = 0;
|
|
checkavailinven(p);
|
|
S_PlayActorSound(DUKE_JETPACK_OFF, pact);
|
|
S_StopSound(DUKE_JETPACK_IDLE, pact);
|
|
S_StopSound(DUKE_JETPACK_ON, pact);
|
|
}
|
|
}
|
|
|
|
if (p->quick_kick > 0 && p->GetActor()->spr.pal != 1)
|
|
{
|
|
p->last_quick_kick = p->quick_kick + 1;
|
|
p->quick_kick--;
|
|
if (p->quick_kick == 8)
|
|
fi.shoot(p->GetActor(), KNEE);
|
|
}
|
|
else if (p->last_quick_kick > 0)
|
|
p->last_quick_kick--;
|
|
|
|
if (p->access_incs && p->GetActor()->spr.pal != 1)
|
|
{
|
|
p->oaccess_incs = p->access_incs;
|
|
p->access_incs++;
|
|
if (p->GetActor()->spr.extra <= 0)
|
|
p->access_incs = 12;
|
|
if (p->access_incs == 12)
|
|
{
|
|
if (p->access_spritenum != nullptr)
|
|
{
|
|
fi.checkhitswitch(snum, nullptr, p->access_spritenum);
|
|
switch (p->access_spritenum->spr.pal)
|
|
{
|
|
case 0:p->got_access &= (0xffff - 0x1); break;
|
|
case 21:p->got_access &= (0xffff - 0x2); break;
|
|
case 23:p->got_access &= (0xffff - 0x4); break;
|
|
}
|
|
p->access_spritenum = nullptr;
|
|
}
|
|
else
|
|
{
|
|
fi.checkhitswitch(snum, p->access_wall, nullptr);
|
|
switch (p->access_wall->pal)
|
|
{
|
|
case 0:p->got_access &= (0xffff - 0x1); break;
|
|
case 21:p->got_access &= (0xffff - 0x2); break;
|
|
case 23:p->got_access &= (0xffff - 0x4); break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (p->access_incs > 20)
|
|
{
|
|
p->oaccess_incs = p->access_incs = 0;
|
|
p->oweapon_pos = p->weapon_pos = 10;
|
|
p->okickback_pic = p->kickback_pic = 0;
|
|
}
|
|
}
|
|
|
|
if (p->scuba_on == 0 && p->insector() && p->cursector->lotag == 2)
|
|
{
|
|
if (p->scuba_amount > 0)
|
|
{
|
|
p->scuba_on = 1;
|
|
p->inven_icon = 6;
|
|
FTA(76, p);
|
|
}
|
|
else
|
|
{
|
|
if (p->airleft > 0)
|
|
p->airleft--;
|
|
else
|
|
{
|
|
p->extra_extra8 += 32;
|
|
if (p->last_extra < (gs.max_player_health >> 1) && (p->last_extra & 3) == 0)
|
|
S_PlayActorSound(DUKE_LONGTERM_PAIN, pact);
|
|
}
|
|
}
|
|
}
|
|
else if (p->scuba_amount > 0 && p->scuba_on)
|
|
{
|
|
p->scuba_amount--;
|
|
if (p->scuba_amount == 0)
|
|
{
|
|
p->scuba_on = 0;
|
|
checkavailinven(p);
|
|
}
|
|
}
|
|
|
|
if (p->knuckle_incs)
|
|
{
|
|
p->knuckle_incs++;
|
|
if (p->knuckle_incs == 10 && !isWW2GI())
|
|
{
|
|
if (PlayClock > 1024)
|
|
if (snum == screenpeek || ud.coop == 1)
|
|
{
|
|
if (rand() & 1)
|
|
S_PlayActorSound(DUKE_CRACK, pact);
|
|
else S_PlayActorSound(DUKE_CRACK2, pact);
|
|
}
|
|
S_PlayActorSound(DUKE_CRACK_FIRST, pact);
|
|
}
|
|
else if (p->knuckle_incs == 22 || PlayerInput(snum, SB_FIRE))
|
|
p->knuckle_incs = 0;
|
|
|
|
return 1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void checkweapons_d(player_struct* p)
|
|
{
|
|
static const uint16_t weapon_sprites[MAX_WEAPONS] = { KNEE, FIRSTGUNSPRITE, SHOTGUNSPRITE,
|
|
CHAINGUNSPRITE, RPGSPRITE, HEAVYHBOMB, SHRINKERSPRITE, DEVISTATORSPRITE,
|
|
TRIPBOMBSPRITE, FREEZESPRITE, HEAVYHBOMB, SHRINKERSPRITE };
|
|
|
|
int cw;
|
|
|
|
if (isWW2GI())
|
|
{
|
|
int snum = p->GetActor()->spr.yvel;
|
|
cw = aplWeaponWorksLike(p->curr_weapon, snum);
|
|
}
|
|
else
|
|
cw = p->curr_weapon;
|
|
|
|
|
|
if (cw < 1 || cw >= MAX_WEAPONS) return;
|
|
|
|
if (cw)
|
|
{
|
|
if (krand() & 1)
|
|
spawn(p->GetActor(), weapon_sprites[cw]);
|
|
else switch (cw)
|
|
{
|
|
case RPG_WEAPON:
|
|
case HANDBOMB_WEAPON:
|
|
spawn(p->GetActor(), EXPLOSION2);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static void operateJetpack(int snum, ESyncBits actions, int psectlotag, int fz, int cz, int shrunk)
|
|
{
|
|
auto p = &ps[snum];
|
|
auto pact = p->GetActor();
|
|
p->on_ground = 0;
|
|
p->jumping_counter = 0;
|
|
p->hard_landing = 0;
|
|
p->falling_counter = 0;
|
|
|
|
p->pycount += 32;
|
|
p->pycount &= 2047;
|
|
p->pyoff = DAngle::fromBuild(p->pycount).Sin();
|
|
|
|
if (p->jetpack_on && S_CheckActorSoundPlaying(pact, DUKE_SCREAM))
|
|
{
|
|
S_StopSound(DUKE_SCREAM, pact);
|
|
}
|
|
|
|
if (p->jetpack_on < 11)
|
|
{
|
|
p->jetpack_on++;
|
|
p->pos.Z -= (p->jetpack_on * 0.5); //Goin up
|
|
}
|
|
else if (p->jetpack_on == 11 && !S_CheckActorSoundPlaying(pact, DUKE_JETPACK_IDLE))
|
|
S_PlayActorSound(DUKE_JETPACK_IDLE, pact);
|
|
|
|
double dist;
|
|
if (shrunk) dist = 2;
|
|
else dist = 8;
|
|
|
|
if (actions & SB_JUMP) //A (soar high)
|
|
{
|
|
// jump
|
|
SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
|
|
OnEvent(EVENT_SOARUP, snum, p->GetActor(), -1);
|
|
if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() == 0)
|
|
{
|
|
p->pos.Z -= dist;
|
|
p->crack_time = CRACK_TIME;
|
|
}
|
|
}
|
|
|
|
if (actions & SB_CROUCH) //Z (soar low)
|
|
{
|
|
// crouch
|
|
SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
|
|
OnEvent(EVENT_SOARDOWN, snum, p->GetActor(), -1);
|
|
if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() == 0)
|
|
{
|
|
p->pos.Z += dist;
|
|
p->crack_time = CRACK_TIME;
|
|
}
|
|
}
|
|
|
|
int k;
|
|
if (shrunk == 0 && (psectlotag == 0 || psectlotag == 2)) k = 32;
|
|
else k = 16;
|
|
|
|
if (psectlotag != 2 && p->scuba_on == 1)
|
|
p->scuba_on = 0;
|
|
|
|
if (p->player_int_pos().Z > (fz - (k << 8)))
|
|
p->pos.Z += (((fz - (k << 8)) - p->player_int_pos().Z) >> 1) * zinttoworld;
|
|
if (p->pos.Z < pact->ceilingz + 18)
|
|
p->pos.Z = pact->ceilingz + 18;
|
|
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static void movement(int snum, ESyncBits actions, sectortype* psect, int fz, int cz, int shrunk, int truefdist, int psectlotag)
|
|
{
|
|
int j;
|
|
auto p = &ps[snum];
|
|
auto pact = p->GetActor();
|
|
|
|
if (p->airleft != 15 * 26)
|
|
p->airleft = 15 * 26; //Aprox twenty seconds.
|
|
|
|
if (p->scuba_on == 1)
|
|
p->scuba_on = 0;
|
|
|
|
int i = 40;
|
|
if (psectlotag == ST_1_ABOVE_WATER && p->spritebridge == 0)
|
|
{
|
|
if (shrunk == 0)
|
|
{
|
|
i = 34;
|
|
p->pycount += 32;
|
|
p->pycount &= 2047;
|
|
p->pyoff = DAngle::fromBuild(p->pycount).Sin() * 2;
|
|
}
|
|
else i = 12;
|
|
|
|
if (shrunk == 0 && truefdist <= gs.int_playerheight)
|
|
{
|
|
if (p->on_ground == 1)
|
|
{
|
|
if (p->dummyplayersprite == nullptr)
|
|
p->dummyplayersprite = spawn(pact, PLAYERONWATER);
|
|
|
|
p->footprintcount = 6;
|
|
if (p->cursector->floorpicnum == FLOORSLIME)
|
|
p->footprintpal = 8;
|
|
else p->footprintpal = 0;
|
|
p->footprintshade = 0;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
footprints(snum);
|
|
}
|
|
|
|
if (p->player_int_pos().Z < (fz - (i << 8))) //falling
|
|
{
|
|
|
|
// not jumping or crouching
|
|
if ((actions & (SB_JUMP|SB_CROUCH)) == 0 && p->on_ground && (psect->floorstat & CSTAT_SECTOR_SLOPE) && p->player_int_pos().Z >= (fz - (i << 8) - (16 << 8)))
|
|
p->player_set_int_z(fz - (i << 8));
|
|
else
|
|
{
|
|
p->on_ground = 0;
|
|
p->vel.Z += (gs.gravity + 80); // (TICSPERFRAME<<6);
|
|
if (p->vel.Z >= (4096 + 2048)) p->vel.Z = (4096 + 2048);
|
|
if (p->vel.Z > 2400 && p->falling_counter < 255)
|
|
{
|
|
p->falling_counter++;
|
|
if (p->falling_counter == 38 && !S_CheckActorSoundPlaying(pact, DUKE_SCREAM))
|
|
S_PlayActorSound(DUKE_SCREAM, pact);
|
|
}
|
|
|
|
if ((p->player_int_pos().Z + p->vel.Z) >= (fz - (i << 8))) // hit the ground
|
|
{
|
|
S_StopSound(DUKE_SCREAM, pact);
|
|
if (!p->insector() || p->cursector->lotag != 1)
|
|
{
|
|
if (p->falling_counter > 62) quickkill(p);
|
|
|
|
else if (p->falling_counter > 9)
|
|
{
|
|
j = p->falling_counter;
|
|
pact->spr.extra -= j - (krand() & 3);
|
|
if (pact->spr.extra <= 0)
|
|
{
|
|
S_PlayActorSound(SQUISHED, pact);
|
|
SetPlayerPal(p, PalEntry(63, 63, 0, 0));
|
|
}
|
|
else
|
|
{
|
|
S_PlayActorSound(DUKE_LAND, pact);
|
|
S_PlayActorSound(DUKE_LAND_HURT, pact);
|
|
}
|
|
|
|
SetPlayerPal(p, PalEntry(32, 16, 0, 0));
|
|
}
|
|
else if (p->vel.Z > 2048) S_PlayActorSound(DUKE_LAND, pact);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
else
|
|
{
|
|
p->falling_counter = 0;
|
|
S_StopSound(-1, pact, CHAN_VOICE);
|
|
|
|
if (psectlotag != ST_1_ABOVE_WATER && psectlotag != ST_2_UNDERWATER && p->on_ground == 0 && p->vel.Z > (6144 >> 1))
|
|
p->hard_landing = p->vel.Z >> 10;
|
|
|
|
p->on_ground = 1;
|
|
|
|
if (i == 40)
|
|
{
|
|
//Smooth on the ground
|
|
|
|
int k = ((fz - (i << 8)) - p->player_int_pos().Z) >> 1;
|
|
if (abs(k) < 256) k = 0;
|
|
p->player_add_int_z(k);
|
|
p->vel.Z -= 768;
|
|
if (p->vel.Z < 0) p->vel.Z = 0;
|
|
}
|
|
else if (p->jumping_counter == 0)
|
|
{
|
|
p->player_add_int_z(((fz - (i << 7)) - p->player_int_pos().Z) >> 1); //Smooth on the water
|
|
if (p->on_warping_sector == 0 && p->player_int_pos().Z > fz - (16 << 8))
|
|
{
|
|
p->player_set_int_z(fz - (16 << 8));
|
|
p->vel.Z >>= 1;
|
|
}
|
|
}
|
|
|
|
p->on_warping_sector = 0;
|
|
|
|
if ((actions & SB_CROUCH) || crouch_toggle) // FIXME: The crouch_toggle check here is not network safe and needs revision when multiplayer is going.
|
|
{
|
|
playerCrouch(snum);
|
|
}
|
|
|
|
// jumping
|
|
if ((actions & SB_JUMP) == 0 && p->jumping_toggle == 1)
|
|
p->jumping_toggle = 0;
|
|
|
|
else if ((actions & SB_JUMP))
|
|
{
|
|
playerJump(snum, fz, cz);
|
|
}
|
|
|
|
if (p->jumping_counter && (actions & SB_JUMP) == 0)
|
|
p->jumping_toggle = 0;
|
|
}
|
|
|
|
if (p->jumping_counter)
|
|
{
|
|
if ((actions & SB_JUMP) == 0 && p->jumping_toggle == 1)
|
|
p->jumping_toggle = 0;
|
|
|
|
if (p->jumping_counter < (1024 + 256))
|
|
{
|
|
if (psectlotag == 1 && p->jumping_counter > 768)
|
|
{
|
|
p->jumping_counter = 0;
|
|
p->vel.Z = -512;
|
|
}
|
|
else
|
|
{
|
|
p->vel.Z -= bsin(2048 - 128 + p->jumping_counter) / 12;
|
|
p->jumping_counter += 180;
|
|
p->on_ground = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
p->jumping_counter = 0;
|
|
p->vel.Z = 0;
|
|
}
|
|
}
|
|
|
|
p->player_add_int_z(p->vel.Z);
|
|
|
|
if (p->player_int_pos().Z < (cz + (4 << 8)))
|
|
{
|
|
p->jumping_counter = 0;
|
|
if (p->vel.Z < 0)
|
|
p->vel.X = p->vel.Y = 0;
|
|
p->vel.Z = 128;
|
|
p->player_set_int_z(cz + (4 << 8));
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static void underwater(int snum, ESyncBits actions, int fz, int cz)
|
|
{
|
|
auto p = &ps[snum];
|
|
auto pact = p->GetActor();
|
|
|
|
// under water
|
|
p->jumping_counter = 0;
|
|
|
|
p->pycount += 32;
|
|
p->pycount &= 2047;
|
|
p->pyoff = DAngle::fromBuild(p->pycount).Sin();
|
|
|
|
if (!S_CheckActorSoundPlaying(pact, DUKE_UNDERWATER))
|
|
S_PlayActorSound(DUKE_UNDERWATER, pact);
|
|
|
|
if (actions & SB_JUMP)
|
|
{
|
|
// jump
|
|
if (p->vel.Z > 0) p->vel.Z = 0;
|
|
p->vel.Z -= 348;
|
|
if (p->vel.Z < -(256 * 6)) p->vel.Z = -(256 * 6);
|
|
}
|
|
else if (actions & SB_CROUCH)
|
|
{
|
|
// crouch
|
|
if (p->vel.Z < 0) p->vel.Z = 0;
|
|
p->vel.Z += 348;
|
|
if (p->vel.Z > (256 * 6)) p->vel.Z = (256 * 6);
|
|
}
|
|
else
|
|
{
|
|
// normal view
|
|
if (p->vel.Z < 0)
|
|
{
|
|
p->vel.Z += 256;
|
|
if (p->vel.Z > 0)
|
|
p->vel.Z = 0;
|
|
}
|
|
if (p->vel.Z > 0)
|
|
{
|
|
p->vel.Z -= 256;
|
|
if (p->vel.Z < 0)
|
|
p->vel.Z = 0;
|
|
}
|
|
}
|
|
|
|
if (p->vel.Z > 2048)
|
|
p->vel.Z >>= 1;
|
|
|
|
p->player_add_int_z(p->vel.Z);
|
|
|
|
if (p->player_int_pos().Z > (fz - (15 << 8)))
|
|
p->player_add_int_z(((fz - (15 << 8)) - p->player_int_pos().Z) >> 1);
|
|
|
|
if (p->player_int_pos().Z < (cz + (4 << 8)))
|
|
{
|
|
p->player_set_int_z(cz + (4 << 8));
|
|
p->vel.Z = 0;
|
|
}
|
|
|
|
if (p->scuba_on && (krand() & 255) < 8)
|
|
{
|
|
auto j = spawn(pact, WATERBUBBLE);
|
|
if (j)
|
|
{
|
|
j->add_int_pos({ bcos(p->angle.ang.Buildang() + 64 - (global_random & 128), -6), bsin(p->angle.ang.Buildang() + 64 - (global_random & 128), -6), 0 });
|
|
j->spr.xrepeat = 3;
|
|
j->spr.yrepeat = 2;
|
|
j->set_int_z(p->player_int_pos().Z + (8 << 8));
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int operateTripbomb(int snum)
|
|
{
|
|
auto p = &ps[snum];
|
|
HitInfo hit{};
|
|
|
|
hitscan(p->player_int_pos(), p->cursector, { int(p->angle.ang.Cos() * (1 << 14)), int(p->angle.ang.Sin() * (1 << 14)), -p->horizon.sum().asq16() >> 11 }, hit, CLIPMASK1);
|
|
|
|
if (hit.hitSector == nullptr || hit.actor())
|
|
return 0;
|
|
|
|
if (hit.hitWall != nullptr && hit.hitSector->lotag > 2)
|
|
return 0;
|
|
|
|
if (hit.hitWall != nullptr && hit.hitWall->overpicnum >= 0)
|
|
if (hit.hitWall->overpicnum == BIGFORCE)
|
|
return 0;
|
|
|
|
DDukeActor* act;
|
|
DukeSectIterator it(hit.hitSector);
|
|
while ((act = it.Next()))
|
|
{
|
|
if (!actorflag(act, SFLAG_BLOCK_TRIPBOMB) &&
|
|
abs(act->int_pos().Z - hit.int_hitpos().Z) < (12 << 8) && ((act->int_pos().X - hit.int_hitpos().X) * (act->int_pos().X - hit.int_hitpos().X) + (act->int_pos().Y - hit.int_hitpos().Y) * (act->int_pos().Y - hit.int_hitpos().Y)) < (290 * 290))
|
|
return 0;
|
|
}
|
|
|
|
if (act == nullptr && hit.hitWall != nullptr && (hit.hitWall->cstat & CSTAT_WALL_MASKED) == 0)
|
|
if ((hit.hitWall->twoSided() && hit.hitWall->nextSector()->lotag <= 2) || (!hit.hitWall->twoSided() && hit.hitSector->lotag <= 2))
|
|
if (((hit.int_hitpos().X - p->player_int_pos().X) * (hit.int_hitpos().X - p->player_int_pos().X) + (hit.int_hitpos().Y - p->player_int_pos().Y) * (hit.int_hitpos().Y - p->player_int_pos().Y)) < (290 * 290))
|
|
{
|
|
p->pos.Z = p->opos.Z;
|
|
p->vel.Z = 0;
|
|
return 1;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static void fireweapon(int snum)
|
|
{
|
|
auto p = &ps[snum];
|
|
auto pact = p->GetActor();
|
|
|
|
p->crack_time = CRACK_TIME;
|
|
|
|
if (p->holster_weapon == 1)
|
|
{
|
|
if (p->last_pissed_time <= (26 * 218) && p->weapon_pos == -9)
|
|
{
|
|
p->holster_weapon = 0;
|
|
p->oweapon_pos = p->weapon_pos = 10;
|
|
FTA(74, p);
|
|
}
|
|
}
|
|
else switch (p->curr_weapon)
|
|
{
|
|
case HANDBOMB_WEAPON:
|
|
p->hbomb_hold_delay = 0;
|
|
if (p->ammo_amount[HANDBOMB_WEAPON] > 0)
|
|
p->kickback_pic = 1;
|
|
break;
|
|
case HANDREMOTE_WEAPON:
|
|
p->hbomb_hold_delay = 0;
|
|
p->kickback_pic = 1;
|
|
break;
|
|
|
|
case PISTOL_WEAPON:
|
|
if (p->ammo_amount[PISTOL_WEAPON] > 0)
|
|
{
|
|
p->ammo_amount[PISTOL_WEAPON]--;
|
|
p->kickback_pic = 1;
|
|
}
|
|
break;
|
|
|
|
|
|
case CHAINGUN_WEAPON:
|
|
if (p->ammo_amount[CHAINGUN_WEAPON] > 0) // && p->random_club_frame == 0)
|
|
p->kickback_pic = 1;
|
|
break;
|
|
|
|
case SHOTGUN_WEAPON:
|
|
if (p->ammo_amount[SHOTGUN_WEAPON] > 0 && p->random_club_frame == 0)
|
|
p->kickback_pic = 1;
|
|
break;
|
|
case TRIPBOMB_WEAPON:
|
|
if (p->ammo_amount[TRIPBOMB_WEAPON] > 0)
|
|
{
|
|
if (operateTripbomb(snum))
|
|
p->kickback_pic = 1;
|
|
}
|
|
break;
|
|
|
|
case SHRINKER_WEAPON:
|
|
case GROW_WEAPON:
|
|
if (p->curr_weapon == GROW_WEAPON)
|
|
{
|
|
if (p->ammo_amount[GROW_WEAPON] > 0)
|
|
{
|
|
p->kickback_pic = 1;
|
|
S_PlayActorSound(EXPANDERSHOOT, pact);
|
|
}
|
|
}
|
|
else if (p->ammo_amount[SHRINKER_WEAPON] > 0)
|
|
{
|
|
p->kickback_pic = 1;
|
|
S_PlayActorSound(SHRINKER_FIRE, pact);
|
|
}
|
|
break;
|
|
|
|
case FREEZE_WEAPON:
|
|
if (p->ammo_amount[FREEZE_WEAPON] > 0)
|
|
{
|
|
p->kickback_pic = 1;
|
|
S_PlayActorSound(CAT_FIRE, pact);
|
|
}
|
|
break;
|
|
case DEVISTATOR_WEAPON:
|
|
if (p->ammo_amount[DEVISTATOR_WEAPON] > 0)
|
|
{
|
|
p->kickback_pic = 1;
|
|
p->hbomb_hold_delay = !p->hbomb_hold_delay;
|
|
S_PlayActorSound(CAT_FIRE, pact);
|
|
}
|
|
break;
|
|
|
|
case RPG_WEAPON:
|
|
if (p->ammo_amount[RPG_WEAPON] > 0)
|
|
{
|
|
p->kickback_pic = 1;
|
|
}
|
|
break;
|
|
|
|
case FLAMETHROWER_WEAPON: // Twentieth Anniversary World Tour
|
|
if (isWorldTour() && p->ammo_amount[FLAMETHROWER_WEAPON] > 0)
|
|
{
|
|
p->kickback_pic = 1;
|
|
if (p->cursector->lotag != 2)
|
|
S_PlayActorSound(FLAMETHROWER_INTRO, pact);
|
|
}
|
|
break;
|
|
|
|
case KNEE_WEAPON:
|
|
if (p->quick_kick == 0)
|
|
{
|
|
p->kickback_pic = 1;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static void operateweapon(int snum, ESyncBits actions)
|
|
{
|
|
auto p = &ps[snum];
|
|
auto pact = p->GetActor();
|
|
int i, k;
|
|
|
|
// already firing...
|
|
|
|
switch (p->curr_weapon)
|
|
{
|
|
case HANDBOMB_WEAPON: // grenade in NAM
|
|
if (p->kickback_pic == 6 && (actions & SB_FIRE))
|
|
{
|
|
p->rapid_fire_hold = 1;
|
|
break;
|
|
}
|
|
p->kickback_pic++;
|
|
if (p->kickback_pic == 12)
|
|
{
|
|
p->ammo_amount[HANDBOMB_WEAPON]--;
|
|
|
|
if (p->on_ground && (actions & SB_CROUCH))
|
|
{
|
|
k = 15;
|
|
i = MulScale(p->horizon.sum().asq16(), 20, 16);
|
|
}
|
|
else
|
|
{
|
|
k = 140;
|
|
i = -512 - MulScale(p->horizon.sum().asq16(), 20, 16);
|
|
}
|
|
|
|
auto spawned = EGS(p->cursector,
|
|
p->player_int_pos().X + p->angle.ang.Cos() * (1 << 8),
|
|
p->player_int_pos().Y + p->angle.ang.Sin() * (1 << 8),
|
|
p->player_int_pos().Z, HEAVYHBOMB, -16, 9, 9,
|
|
p->angle.ang.Buildang(), (k + (p->hbomb_hold_delay << 5)), i, pact, 1);
|
|
|
|
if (isNam())
|
|
{
|
|
spawned->spr.extra = MulScale(krand(), NAM_GRENADE_LIFETIME_VAR, 14);
|
|
}
|
|
|
|
if (k == 15)
|
|
{
|
|
spawned->spr.yvel = 3;
|
|
spawned->spr.pos.Z += 8;
|
|
}
|
|
|
|
k = hits(pact);
|
|
if (k < 512)
|
|
{
|
|
spawned->add_int_ang(1024);
|
|
spawned->spr.zvel /= 3;
|
|
spawned->spr.xvel /= 3;
|
|
}
|
|
|
|
p->hbomb_on = 1;
|
|
|
|
}
|
|
else if (p->kickback_pic < 12 && (actions & SB_FIRE))
|
|
p->hbomb_hold_delay++;
|
|
else if (p->kickback_pic > 19)
|
|
{
|
|
p->okickback_pic = p->kickback_pic = 0;
|
|
// don't change to remote when in NAM: grenades are timed
|
|
if (isNam()) checkavailweapon(p);
|
|
else
|
|
{
|
|
p->curr_weapon = HANDREMOTE_WEAPON;
|
|
p->last_weapon = -1;
|
|
p->oweapon_pos = p->weapon_pos = 10;
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
case HANDREMOTE_WEAPON: // knife in NAM
|
|
|
|
p->kickback_pic++;
|
|
|
|
if (p->kickback_pic == 2)
|
|
{
|
|
p->hbomb_on = 0;
|
|
}
|
|
|
|
if (p->kickback_pic == 10)
|
|
{
|
|
p->okickback_pic = p->kickback_pic = 0;
|
|
int weapon = isNam() ? TRIPBOMB_WEAPON : HANDBOMB_WEAPON;
|
|
|
|
if (p->ammo_amount[weapon] > 0)
|
|
fi.addweapon(p, weapon);
|
|
else
|
|
checkavailweapon(p);
|
|
}
|
|
break;
|
|
|
|
case PISTOL_WEAPON: // m-16 in NAM
|
|
if (p->kickback_pic == 1)
|
|
{
|
|
fi.shoot(pact, SHOTSPARK1);
|
|
S_PlayActorSound(PISTOL_FIRE, pact);
|
|
lastvisinc = PlayClock + 32;
|
|
p->visibility = 0;
|
|
}
|
|
|
|
else if (p->kickback_pic == 2)
|
|
spawn(pact, SHELL);
|
|
|
|
p->kickback_pic++;
|
|
|
|
if (p->kickback_pic >= 5)
|
|
{
|
|
if (p->ammo_amount[PISTOL_WEAPON] <= 0 || (p->ammo_amount[PISTOL_WEAPON] % (isNam() ? 20 : 12)))
|
|
{
|
|
p->okickback_pic = p->kickback_pic = 0;
|
|
checkavailweapon(p);
|
|
}
|
|
else
|
|
{
|
|
switch (p->kickback_pic)
|
|
{
|
|
case 5:
|
|
S_PlayActorSound(EJECT_CLIP, pact);
|
|
break;
|
|
//#ifdef NAM
|
|
// case WEAPON2_RELOAD_TIME - 15:
|
|
//#else
|
|
case 8:
|
|
//#endif
|
|
S_PlayActorSound(INSERT_CLIP, pact);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// 3 second re-load time
|
|
if (p->kickback_pic == (isNam() ? 50 : 27))
|
|
{
|
|
p->okickback_pic = p->kickback_pic = 0;
|
|
checkavailweapon(p);
|
|
}
|
|
break;
|
|
|
|
case SHOTGUN_WEAPON:
|
|
|
|
p->kickback_pic++;
|
|
|
|
if (p->kickback_pic == 4)
|
|
{
|
|
for(int ii = 0; ii < 7; ii++)
|
|
fi.shoot(pact, SHOTGUN);
|
|
p->ammo_amount[SHOTGUN_WEAPON]--;
|
|
|
|
S_PlayActorSound(SHOTGUN_FIRE, pact);
|
|
|
|
lastvisinc = PlayClock + 32;
|
|
p->visibility = 0;
|
|
|
|
}
|
|
|
|
switch(p->kickback_pic)
|
|
{
|
|
case 13:
|
|
checkavailweapon(p);
|
|
break;
|
|
case 15:
|
|
S_PlayActorSound(SHOTGUN_COCK, pact);
|
|
break;
|
|
case 17:
|
|
case 20:
|
|
p->kickback_pic++;
|
|
break;
|
|
case 24:
|
|
{
|
|
auto j = spawn(pact, SHOTGUNSHELL);
|
|
if (j)
|
|
{
|
|
j->add_int_ang(1024);
|
|
ssp(j, CLIPMASK0);
|
|
j->add_int_ang(1024);
|
|
}
|
|
p->kickback_pic++;
|
|
break;
|
|
}
|
|
case 31:
|
|
p->okickback_pic = p->kickback_pic = 0;
|
|
return;
|
|
}
|
|
break;
|
|
|
|
case CHAINGUN_WEAPON: // m-60 in NAM
|
|
|
|
p->kickback_pic++;
|
|
|
|
if (p->kickback_pic <= 12)
|
|
{
|
|
if (((p->kickback_pic) % 3) == 0)
|
|
{
|
|
p->ammo_amount[CHAINGUN_WEAPON]--;
|
|
|
|
if ((p->kickback_pic % 3) == 0)
|
|
{
|
|
auto j = spawn(pact, SHELL);
|
|
if (j)
|
|
{
|
|
j->set_int_ang((j->int_ang() + 1024) & 2047);
|
|
j->spr.xvel += 32;
|
|
j->spr.pos.Z += 3;
|
|
ssp(j, CLIPMASK0);
|
|
}
|
|
}
|
|
|
|
S_PlayActorSound(CHAINGUN_FIRE, pact);
|
|
fi.shoot(pact, CHAINGUN);
|
|
lastvisinc = PlayClock + 32;
|
|
p->visibility = 0;
|
|
checkavailweapon(p);
|
|
|
|
if ((actions & SB_FIRE) == 0)
|
|
{
|
|
p->okickback_pic = p->kickback_pic = 0;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else if (p->kickback_pic > 10)
|
|
{
|
|
if (actions & SB_FIRE) p->okickback_pic = p->kickback_pic = 1;
|
|
else p->okickback_pic = p->kickback_pic = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case GROW_WEAPON: // m-14 with scope (sniper rifle)
|
|
|
|
bool check;
|
|
if (isNam())
|
|
{
|
|
p->kickback_pic++;
|
|
check = (p->kickback_pic == 3);
|
|
}
|
|
else
|
|
{
|
|
check = (p->kickback_pic > 3);
|
|
}
|
|
if (check)
|
|
{
|
|
// fire now, but don't reload right away...
|
|
if (isNam())
|
|
{
|
|
p->kickback_pic++;
|
|
if (p->ammo_amount[p->curr_weapon] <= 1)
|
|
p->okickback_pic = p->kickback_pic = 0;
|
|
}
|
|
else
|
|
p->okickback_pic = p->kickback_pic = 0;
|
|
p->ammo_amount[p->curr_weapon]--;
|
|
fi.shoot(pact, GROWSPARK);
|
|
|
|
//#ifdef NAM
|
|
//#else
|
|
if (!(aplWeaponFlags(p->curr_weapon, snum) & WEAPON_FLAG_NOVISIBLE))
|
|
{
|
|
// make them visible if not set...
|
|
p->visibility = 0;
|
|
lastvisinc = PlayClock + 32;
|
|
}
|
|
checkavailweapon(p);
|
|
//#endif
|
|
}
|
|
else if (!isNam()) p->kickback_pic++;
|
|
if (isNam() && p->kickback_pic > 30)
|
|
{
|
|
// reload now...
|
|
p->okickback_pic = p->kickback_pic = 0;
|
|
if (!(aplWeaponFlags(p->curr_weapon, snum) & WEAPON_FLAG_NOVISIBLE))
|
|
{
|
|
// make them visible if not set...
|
|
p->visibility = 0;
|
|
lastvisinc = PlayClock + 32;
|
|
}
|
|
checkavailweapon(p);
|
|
}
|
|
break;
|
|
|
|
case SHRINKER_WEAPON: // m-79 in NAM (Grenade launcher)
|
|
if ((!isNam() && p->kickback_pic > 10) || (isNam() && p->kickback_pic == 10))
|
|
{
|
|
if (isNam()) p->kickback_pic++; // fire now, but wait for reload...
|
|
else p->okickback_pic = p->kickback_pic = 0;
|
|
|
|
p->ammo_amount[SHRINKER_WEAPON]--;
|
|
fi.shoot(pact, SHRINKER);
|
|
|
|
if (!isNam())
|
|
{
|
|
p->visibility = 0;
|
|
//flashColor = 176 + (252 << 8) + (120 << 16);
|
|
lastvisinc = PlayClock + 32;
|
|
checkavailweapon(p);
|
|
}
|
|
}
|
|
else if (isNam() && p->kickback_pic > 30)
|
|
{
|
|
p->okickback_pic = p->kickback_pic = 0;
|
|
p->visibility = 0;
|
|
lastvisinc = PlayClock + 32;
|
|
checkavailweapon(p);
|
|
}
|
|
else p->kickback_pic++;
|
|
break;
|
|
|
|
case DEVISTATOR_WEAPON:
|
|
if (p->kickback_pic)
|
|
{
|
|
p->kickback_pic++;
|
|
|
|
if (isNam())
|
|
{
|
|
if ((p->kickback_pic >= 2) &&
|
|
p->kickback_pic < 5 &&
|
|
(p->kickback_pic & 1))
|
|
{
|
|
p->visibility = 0;
|
|
lastvisinc = PlayClock + 32;
|
|
fi.shoot(pact, RPG);
|
|
p->ammo_amount[DEVISTATOR_WEAPON]--;
|
|
checkavailweapon(p);
|
|
}
|
|
if (p->kickback_pic > 5) p->okickback_pic = p->kickback_pic = 0;
|
|
}
|
|
else if (p->kickback_pic & 1)
|
|
{
|
|
p->visibility = 0;
|
|
lastvisinc = PlayClock + 32;
|
|
fi.shoot(pact, RPG);
|
|
p->ammo_amount[DEVISTATOR_WEAPON]--;
|
|
checkavailweapon(p);
|
|
if (p->ammo_amount[DEVISTATOR_WEAPON] <= 0) p->okickback_pic = p->kickback_pic = 0;
|
|
}
|
|
if (p->kickback_pic > 5) p->okickback_pic = p->kickback_pic = 0;
|
|
}
|
|
break;
|
|
case FREEZE_WEAPON:
|
|
// flame thrower in NAM
|
|
|
|
if (p->kickback_pic < 4)
|
|
{
|
|
p->kickback_pic++;
|
|
if (p->kickback_pic == 3)
|
|
{
|
|
p->ammo_amount[p->curr_weapon]--;
|
|
|
|
p->visibility = 0;
|
|
lastvisinc = PlayClock + 32;
|
|
fi.shoot(pact, FREEZEBLAST);
|
|
checkavailweapon(p);
|
|
}
|
|
if (pact->spr.xrepeat < 32)
|
|
{
|
|
p->okickback_pic = p->kickback_pic = 0; break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (actions & SB_FIRE)
|
|
{
|
|
p->okickback_pic = p->kickback_pic = 1;
|
|
S_PlayActorSound(CAT_FIRE, pact);
|
|
}
|
|
else p->okickback_pic = p->kickback_pic = 0;
|
|
}
|
|
break;
|
|
|
|
case FLAMETHROWER_WEAPON:
|
|
if (!isWorldTour()) // Twentieth Anniversary World Tour
|
|
break;
|
|
p->kickback_pic++;
|
|
if (p->kickback_pic == 2)
|
|
{
|
|
if (p->cursector->lotag != 2)
|
|
{
|
|
p->ammo_amount[FLAMETHROWER_WEAPON]--;
|
|
fi.shoot(pact, FIREBALL);
|
|
}
|
|
checkavailweapon(p);
|
|
}
|
|
else if (p->kickback_pic == 16)
|
|
{
|
|
if ((actions & SB_FIRE) != 0)
|
|
{
|
|
p->okickback_pic = p->kickback_pic = 1;
|
|
S_PlayActorSound(FLAMETHROWER_INTRO, pact);
|
|
}
|
|
else
|
|
p->okickback_pic = p->kickback_pic = 0;
|
|
}
|
|
break;
|
|
|
|
case TRIPBOMB_WEAPON: // Claymore in NAM
|
|
if (p->kickback_pic < 4)
|
|
{
|
|
p->pos.Z = p->opos.Z;
|
|
p->vel.Z = 0;
|
|
if (p->kickback_pic == 3)
|
|
fi.shoot(pact, HANDHOLDINGLASER);
|
|
}
|
|
if (p->kickback_pic == 16)
|
|
{
|
|
p->okickback_pic = p->kickback_pic = 0;
|
|
checkavailweapon(p);
|
|
p->oweapon_pos = p->weapon_pos = -9;
|
|
}
|
|
else p->kickback_pic++;
|
|
break;
|
|
case KNEE_WEAPON:
|
|
p->kickback_pic++;
|
|
|
|
if (p->kickback_pic == 7) fi.shoot(pact, KNEE);
|
|
else if (p->kickback_pic == 14)
|
|
{
|
|
if (actions & SB_FIRE)
|
|
p->okickback_pic = p->kickback_pic = 1 + (krand() & 3);
|
|
else p->okickback_pic = p->kickback_pic = 0;
|
|
}
|
|
|
|
if (p->wantweaponfire >= 0)
|
|
checkavailweapon(p);
|
|
break;
|
|
|
|
case RPG_WEAPON: // m-72 in NAM (LAW)
|
|
p->kickback_pic++;
|
|
if (p->kickback_pic == 4)
|
|
{
|
|
p->ammo_amount[RPG_WEAPON]--;
|
|
lastvisinc = PlayClock + 32;
|
|
p->visibility = 0;
|
|
fi.shoot(pact, RPG);
|
|
checkavailweapon(p);
|
|
}
|
|
else if (p->kickback_pic == 20)
|
|
p->okickback_pic = p->kickback_pic = 0;
|
|
break;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// this function exists because gotos suck. :P
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static void processweapon(int snum, ESyncBits actions)
|
|
{
|
|
auto p = &ps[snum];
|
|
auto pact = p->GetActor();
|
|
int shrunk = (pact->spr.yrepeat < 32);
|
|
|
|
if (isNamWW2GI() && (actions & SB_HOLSTER)) // 'Holster Weapon
|
|
{
|
|
if (isWW2GI())
|
|
{
|
|
SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
|
|
SetGameVarID(g_iWeaponVarID, p->curr_weapon, p->GetActor(), snum);
|
|
SetGameVarID(g_iWorksLikeVarID, aplWeaponWorksLike(p->curr_weapon, snum), p->GetActor(), snum);
|
|
OnEvent(EVENT_HOLSTER, snum, p->GetActor(), -1);
|
|
if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() == 0)
|
|
{
|
|
// now it uses the game definitions...
|
|
if (aplWeaponFlags(p->curr_weapon, snum) & WEAPON_FLAG_HOLSTER_CLEARS_CLIP)
|
|
{
|
|
if (p->ammo_amount[p->curr_weapon] > aplWeaponClip(p->curr_weapon, snum)
|
|
&& (p->ammo_amount[p->curr_weapon] % aplWeaponClip(p->curr_weapon, snum)) != 0)
|
|
{
|
|
// throw away the remaining clip
|
|
p->ammo_amount[p->curr_weapon] -=
|
|
p->ammo_amount[p->curr_weapon] % aplWeaponClip(p->curr_weapon, snum);
|
|
// p->kickback_pic = aplWeaponFireDelay(p->curr_weapon, snum)+1; // animate, but don't shoot...
|
|
p->kickback_pic = aplWeaponTotalTime(p->curr_weapon, snum) + 1; // animate, but don't shoot...
|
|
actions &= ~SB_FIRE; // not firing...
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else if (p->curr_weapon == PISTOL_WEAPON)
|
|
{
|
|
if (p->ammo_amount[PISTOL_WEAPON] > 20)
|
|
{
|
|
// throw away the remaining clip
|
|
p->ammo_amount[PISTOL_WEAPON] -= p->ammo_amount[PISTOL_WEAPON] % 20;
|
|
p->kickback_pic = 3; // animate, but don't shoot...
|
|
actions &= ~SB_FIRE; // not firing...
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
if (isWW2GI() && (aplWeaponFlags(p->curr_weapon, snum) & WEAPON_FLAG_GLOWS))
|
|
p->random_club_frame += 64; // Glowing
|
|
|
|
if (!isWW2GI() && (p->curr_weapon == SHRINKER_WEAPON || p->curr_weapon == GROW_WEAPON))
|
|
p->random_club_frame += 64; // Glowing
|
|
|
|
if (p->rapid_fire_hold == 1)
|
|
{
|
|
if (actions & SB_FIRE) return;
|
|
p->rapid_fire_hold = 0;
|
|
}
|
|
|
|
if (shrunk || p->tipincs || p->access_incs)
|
|
actions &= ~SB_FIRE;
|
|
else if (shrunk == 0 && (actions & SB_FIRE) && p->kickback_pic == 0 && p->fist_incs == 0 &&
|
|
p->last_weapon == -1 && (p->weapon_pos == 0 || p->holster_weapon == 1))
|
|
{
|
|
if (!isWW2GI()) fireweapon(snum);
|
|
else fireweapon_ww(snum);
|
|
}
|
|
else if (p->kickback_pic)
|
|
{
|
|
if (!isWW2GI()) operateweapon(snum, actions);
|
|
else operateweapon_ww(snum, actions);
|
|
}
|
|
}
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void processinput_d(int snum)
|
|
{
|
|
int j, k, doubvel, fz, cz, truefdist;
|
|
Collision chz, clz;
|
|
bool shrunk;
|
|
int psectlotag;
|
|
player_struct* p;
|
|
|
|
p = &ps[snum];
|
|
auto pact = p->GetActor();
|
|
|
|
p->horizon.resetadjustment();
|
|
p->angle.resetadjustment();
|
|
|
|
ESyncBits& actions = p->sync.actions;
|
|
|
|
auto sb_fvel = PlayerInputForwardVel(snum);
|
|
auto sb_svel = PlayerInputSideVel(snum);
|
|
auto sb_avel = PlayerInputAngVel(snum);
|
|
|
|
auto psectp = p->cursector;
|
|
if (psectp == nullptr)
|
|
{
|
|
if (pact->spr.extra > 0 && ud.clipping == 0)
|
|
{
|
|
quickkill(p);
|
|
S_PlayActorSound(SQUISHED, pact);
|
|
}
|
|
psectp = §or[0];
|
|
}
|
|
|
|
psectlotag = psectp->lotag;
|
|
p->spritebridge = 0;
|
|
|
|
shrunk = (pact->spr.yrepeat < 32);
|
|
getzrange(p->player_int_pos(), psectp, &cz, chz, &fz, clz, 163, CLIPMASK0);
|
|
|
|
j = getflorzofslopeptr(psectp, p->player_int_pos().X, p->player_int_pos().Y);
|
|
|
|
p->truefz = j * zinttoworld;
|
|
p->truecz = getceilzofslopeptr(psectp, p->player_int_pos().X, p->player_int_pos().Y) * zinttoworld;
|
|
|
|
truefdist = abs(p->player_int_pos().Z - j);
|
|
if (clz.type == kHitSector && psectlotag == 1 && truefdist > gs.int_playerheight + (16 << 8))
|
|
psectlotag = 0;
|
|
|
|
pact->floorz = fz * zinttoworld;
|
|
pact->ceilingz = cz * zinttoworld;
|
|
|
|
if (SyncInput())
|
|
{
|
|
p->horizon.backup();
|
|
doslopetilting(p);
|
|
}
|
|
|
|
if (chz.type == kHitSprite)
|
|
{
|
|
if (chz.actor()->spr.statnum == 1 && chz.actor()->spr.extra >= 0)
|
|
{
|
|
chz.setNone();
|
|
cz = p->truecz * zworldtoint;
|
|
}
|
|
}
|
|
|
|
if (clz.type == kHitSprite)
|
|
{
|
|
if ((clz.actor()->spr.cstat & (CSTAT_SPRITE_ALIGNMENT_FLOOR | CSTAT_SPRITE_BLOCK)) == (CSTAT_SPRITE_ALIGNMENT_FLOOR | CSTAT_SPRITE_BLOCK))
|
|
{
|
|
psectlotag = 0;
|
|
p->footprintcount = 0;
|
|
p->spritebridge = 1;
|
|
}
|
|
else if (badguy(clz.actor()) && clz.actor()->spr.xrepeat > 24 && abs(pact->int_pos().Z - clz.actor()->int_pos().Z) < (84 << 8))
|
|
{
|
|
j = getangle(clz.actor()->int_pos().X - p->player_int_pos().X, clz.actor()->int_pos().Y - p->player_int_pos().Y);
|
|
p->vel.X -= bcos(j, 4);
|
|
p->vel.Y -= bsin(j, 4);
|
|
}
|
|
}
|
|
|
|
|
|
if (pact->spr.extra > 0) fi.incur_damage(p);
|
|
else
|
|
{
|
|
pact->spr.extra = 0;
|
|
p->shield_amount = 0;
|
|
}
|
|
|
|
p->last_extra = pact->spr.extra;
|
|
|
|
if (p->loogcnt > 0)
|
|
{
|
|
p->oloogcnt = p->loogcnt;
|
|
p->loogcnt--;
|
|
}
|
|
else
|
|
{
|
|
p->oloogcnt = p->loogcnt = 0;
|
|
}
|
|
|
|
if (p->fist_incs)
|
|
{
|
|
if (endoflevel(snum)) return;
|
|
}
|
|
|
|
if (p->timebeforeexit > 1 && p->last_extra > 0)
|
|
{
|
|
if (timedexit(snum))
|
|
return;
|
|
}
|
|
|
|
if (pact->spr.extra <= 0 && !ud.god)
|
|
{
|
|
playerisdead(snum, psectlotag, fz, cz);
|
|
return;
|
|
}
|
|
|
|
if (p->GetActor()->spr.xrepeat < 40 && p->jetpack_on == 0)
|
|
{
|
|
p->ofistsign = p->fistsign;
|
|
p->fistsign += p->GetActor()->spr.xvel;
|
|
}
|
|
|
|
if (p->transporter_hold > 0)
|
|
{
|
|
p->transporter_hold--;
|
|
if (p->transporter_hold == 0 && p->on_warping_sector)
|
|
p->transporter_hold = 2;
|
|
}
|
|
if (p->transporter_hold < 0)
|
|
p->transporter_hold++;
|
|
|
|
if (p->newOwner != nullptr)
|
|
{
|
|
p->vel.X = p->vel.Y = pact->spr.xvel = 0;
|
|
|
|
fi.doincrements(p);
|
|
|
|
if (isWW2GI() && aplWeaponWorksLike(p->curr_weapon, snum) == HANDREMOTE_WEAPON) processweapon(snum, actions);
|
|
if (!isWW2GI() && p->curr_weapon == HANDREMOTE_WEAPON) processweapon(snum, actions);
|
|
return;
|
|
}
|
|
|
|
doubvel = TICSPERFRAME;
|
|
|
|
checklook(snum,actions);
|
|
int ii = 40;
|
|
auto oldpos = p->opos;
|
|
|
|
if (p->on_crane != nullptr)
|
|
goto HORIZONLY;
|
|
|
|
p->playerweaponsway(pact->spr.xvel);
|
|
|
|
pact->spr.xvel = int(clamp((p->pos.XY() - p->bobpos).Length(), 0., 32.) * worldtoint);
|
|
if (p->on_ground) p->bobcounter += p->GetActor()->spr.xvel >> 1;
|
|
|
|
p->backuppos(ud.clipping == 0 && ((p->insector() && p->cursector->floorpicnum == MIRROR) || !p->insector()));
|
|
|
|
// Shrinking code
|
|
|
|
if (psectlotag == ST_2_UNDERWATER)
|
|
{
|
|
underwater(snum, actions, fz, cz);
|
|
}
|
|
|
|
else if (p->jetpack_on)
|
|
{
|
|
operateJetpack(snum, actions, psectlotag, fz, cz, shrunk);
|
|
}
|
|
else if (psectlotag != ST_2_UNDERWATER)
|
|
{
|
|
movement(snum, actions, psectp, fz, cz, shrunk, truefdist, psectlotag);
|
|
}
|
|
|
|
p->psectlotag = psectlotag;
|
|
|
|
//Do the quick lefts and rights
|
|
|
|
if (movementBlocked(p))
|
|
{
|
|
doubvel = 0;
|
|
p->vel.X = 0;
|
|
p->vel.Y = 0;
|
|
}
|
|
else if (SyncInput())
|
|
{
|
|
//p->ang += syncangvel * constant
|
|
//ENGINE calculates angvel for you
|
|
// may still be needed later for demo recording
|
|
|
|
sb_avel = p->adjustavel(sb_avel);
|
|
p->angle.applyinput(sb_avel, &actions);
|
|
}
|
|
|
|
if (p->spritebridge == 0 && pact->insector())
|
|
{
|
|
j = pact->sector()->floorpicnum;
|
|
|
|
if (j == PURPLELAVA || pact->sector()->ceilingpicnum == PURPLELAVA)
|
|
{
|
|
if (p->boot_amount > 0)
|
|
{
|
|
p->boot_amount--;
|
|
p->inven_icon = 7;
|
|
if (p->boot_amount <= 0)
|
|
checkavailinven(p);
|
|
}
|
|
else
|
|
{
|
|
if (!S_CheckActorSoundPlaying(pact, DUKE_LONGTERM_PAIN))
|
|
S_PlayActorSound(DUKE_LONGTERM_PAIN, pact);
|
|
SetPlayerPal(p, PalEntry(32, 0, 8, 0));
|
|
pact->spr.extra--;
|
|
}
|
|
}
|
|
|
|
k = 0;
|
|
|
|
if (p->on_ground && truefdist <= gs.int_playerheight + (16 << 8))
|
|
{
|
|
int whichsound = (gs.tileinfo[j].flags & TFLAG_ELECTRIC) ? 0 : j == FLOORSLIME ? 1 : j == FLOORPLASMA ? 2 : -1;
|
|
if (j >= 0) k = makepainsounds(snum, whichsound);
|
|
}
|
|
|
|
if (k)
|
|
{
|
|
FTA(75, p);
|
|
p->boot_amount -= 2;
|
|
if (p->boot_amount <= 0)
|
|
checkavailinven(p);
|
|
}
|
|
}
|
|
|
|
if (p->vel.X || p->vel.Y || sb_fvel || sb_svel)
|
|
{
|
|
p->crack_time = CRACK_TIME;
|
|
|
|
k = bsin(p->bobcounter, -12);
|
|
|
|
if (truefdist < gs.int_playerheight + (8 << 8) && (k == 1 || k == 3))
|
|
{
|
|
if (p->spritebridge == 0 && p->walking_snd_toggle == 0 && p->on_ground)
|
|
{
|
|
switch (psectlotag)
|
|
{
|
|
case 0:
|
|
|
|
if (clz.type == kHitSprite)
|
|
j = clz.actor()->spr.picnum;
|
|
else
|
|
j = psectp->floorpicnum;
|
|
|
|
switch (j)
|
|
{
|
|
case PANNEL1:
|
|
case PANNEL2:
|
|
S_PlayActorSound(DUKE_WALKINDUCTS, pact);
|
|
p->walking_snd_toggle = 1;
|
|
break;
|
|
}
|
|
break;
|
|
case 1:
|
|
if ((krand() & 1) == 0)
|
|
S_PlayActorSound(DUKE_ONWATER, pact);
|
|
p->walking_snd_toggle = 1;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else if (p->walking_snd_toggle > 0)
|
|
p->walking_snd_toggle--;
|
|
|
|
if (p->jetpack_on == 0 && p->steroids_amount > 0 && p->steroids_amount < 400)
|
|
doubvel <<= 1;
|
|
|
|
p->vel.X += ((sb_fvel * doubvel) << 6);
|
|
p->vel.Y += ((sb_svel * doubvel) << 6);
|
|
|
|
bool check;
|
|
|
|
if (!isWW2GI()) check = ((p->curr_weapon == KNEE_WEAPON && p->kickback_pic > 10 && p->on_ground) || (p->on_ground && (actions & SB_CROUCH)));
|
|
else check = ((aplWeaponWorksLike(p->curr_weapon, snum) == KNEE_WEAPON && p->kickback_pic > 10 && p->on_ground) || (p->on_ground && (actions & SB_CROUCH)));
|
|
if (check)
|
|
{
|
|
p->vel.X = MulScale(p->vel.X, gs.playerfriction - 0x2000, 16);
|
|
p->vel.Y = MulScale(p->vel.Y, gs.playerfriction - 0x2000, 16);
|
|
}
|
|
else
|
|
{
|
|
if (psectlotag == 2)
|
|
{
|
|
p->vel.X = MulScale(p->vel.X, gs.playerfriction - 0x1400, 16);
|
|
p->vel.Y = MulScale(p->vel.Y, gs.playerfriction - 0x1400, 16);
|
|
}
|
|
else
|
|
{
|
|
p->vel.X = MulScale(p->vel.X, gs.playerfriction, 16);
|
|
p->vel.Y = MulScale(p->vel.Y, gs.playerfriction, 16);
|
|
}
|
|
}
|
|
|
|
if (abs(p->vel.X) < 2048 && abs(p->vel.Y) < 2048)
|
|
p->vel.X = p->vel.Y = 0;
|
|
|
|
if (shrunk)
|
|
{
|
|
p->vel.X =
|
|
MulScale(p->vel.X, gs.playerfriction - (gs.playerfriction >> 1) + (gs.playerfriction >> 2), 16);
|
|
p->vel.Y =
|
|
MulScale(p->vel.Y, gs.playerfriction - (gs.playerfriction >> 1) + (gs.playerfriction >> 2), 16);
|
|
}
|
|
}
|
|
|
|
HORIZONLY:
|
|
|
|
if (psectlotag == 1 || p->spritebridge == 1) ii = (4L << 8);
|
|
else ii = (20L << 8);
|
|
|
|
if (p->insector() && p->cursector->lotag == 2) k = 0;
|
|
else k = 1;
|
|
|
|
Collision clip{};
|
|
if (ud.clipping)
|
|
{
|
|
p->player_add_int_xy({ p->vel.X >> 14, p->vel.Y >> 14 });
|
|
updatesector(p->player_int_pos().X, p->player_int_pos().Y, &p->cursector);
|
|
ChangeActorSect(pact, p->cursector);
|
|
}
|
|
else
|
|
clipmove(p->pos, &p->cursector, p->vel.X, p->vel.Y, 164, (4 << 8), ii, CLIPMASK0, clip);
|
|
|
|
if (p->jetpack_on == 0 && psectlotag != 2 && psectlotag != 1 && shrunk)
|
|
p->pos.Z += 32;
|
|
|
|
if (clip.type != kHitNone)
|
|
checkplayerhurt_d(p, clip);
|
|
|
|
if (p->jetpack_on == 0)
|
|
{
|
|
if (pact->spr.xvel > 16)
|
|
{
|
|
if (psectlotag != 1 && psectlotag != 2 && p->on_ground)
|
|
{
|
|
p->pycount += 52;
|
|
p->pycount &= 2047;
|
|
p->pyoff = DAngle::fromBuild(p->pycount).Sin() * pact->spr.xvel;
|
|
|
|
const double factor = 64. / 1596; // What is 1596?
|
|
p->pyoff = abs(pact->spr.xvel * DAngle::fromBuild(p->pycount).Sin()) * factor;
|
|
}
|
|
}
|
|
else if (psectlotag != 2 && psectlotag != 1)
|
|
p->pyoff = 0;
|
|
}
|
|
|
|
// RBG***
|
|
SetActor(pact, p->pos.plusZ(gs.playerheight));
|
|
|
|
if (psectlotag < 3)
|
|
{
|
|
psectp = pact->sector();
|
|
if (ud.clipping == 0 && psectp->lotag == 31)
|
|
{
|
|
auto secact = barrier_cast<DDukeActor*>(psectp->hitagactor);
|
|
if (secact && secact->spr.xvel && secact->temp_data[0] == 0)
|
|
{
|
|
quickkill(p);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (truefdist < gs.int_playerheight && p->on_ground && psectlotag != 1 && shrunk == 0 && p->insector() && p->cursector->lotag == 1)
|
|
if (!S_CheckActorSoundPlaying(pact, DUKE_ONWATER))
|
|
S_PlayActorSound(DUKE_ONWATER, pact);
|
|
|
|
if (p->cursector != pact->sector())
|
|
ChangeActorSect(pact, p->cursector);
|
|
|
|
int retry = 0;
|
|
while (ud.clipping == 0)
|
|
{
|
|
int blocked;
|
|
blocked = (pushmove(p->pos, &p->cursector, 164, (4 << 8), (4 << 8), CLIPMASK0) < 0 && furthestangle(p->GetActor(), 8) < 512);
|
|
|
|
if (fabs(pact->floorz - pact->ceilingz) < 48 || blocked)
|
|
{
|
|
if (!(pact->sector()->lotag & 0x8000) && (isanunderoperator(pact->sector()->lotag) ||
|
|
isanearoperator(pact->sector()->lotag)))
|
|
fi.activatebysector(pact->sector(), pact);
|
|
if (blocked)
|
|
{
|
|
if (!retry++)
|
|
{
|
|
p->pos = p->opos = oldpos;
|
|
continue;
|
|
}
|
|
quickkill(p);
|
|
return;
|
|
}
|
|
}
|
|
else if (abs(fz - cz) < (32 << 8) && isanunderoperator(psectp->lotag))
|
|
fi.activatebysector(psectp, pact);
|
|
break;
|
|
}
|
|
|
|
// center_view
|
|
if (actions & SB_CENTERVIEW || p->hard_landing)
|
|
{
|
|
playerCenterView(snum);
|
|
}
|
|
else if (actions & SB_LOOK_UP)
|
|
{
|
|
playerLookUp(snum, actions);
|
|
}
|
|
else if (actions & SB_LOOK_DOWN)
|
|
{
|
|
playerLookDown(snum, actions);
|
|
}
|
|
else if (actions & SB_AIM_UP)
|
|
{
|
|
playerAimUp(snum, actions);
|
|
}
|
|
else if (actions & SB_AIM_DOWN)
|
|
{ // aim_down
|
|
playerAimDown(snum, actions);
|
|
}
|
|
|
|
if (SyncInput())
|
|
{
|
|
p->horizon.applyinput(GetPlayerHorizon(snum), &actions);
|
|
}
|
|
|
|
p->checkhardlanding();
|
|
|
|
//Shooting code/changes
|
|
|
|
if (p->show_empty_weapon > 0)
|
|
{
|
|
p->show_empty_weapon--;
|
|
if (p->show_empty_weapon == 0)
|
|
{
|
|
if (p->last_full_weapon == GROW_WEAPON)
|
|
p->subweapon |= (1 << GROW_WEAPON);
|
|
else if (p->last_full_weapon == SHRINKER_WEAPON)
|
|
p->subweapon &= ~(1 << GROW_WEAPON);
|
|
fi.addweapon(p, p->last_full_weapon);
|
|
return;
|
|
}
|
|
}
|
|
|
|
dokneeattack(snum, { FEM1, FEM2, FEM3, FEM4, FEM5, FEM6, FEM7, FEM8, FEM9, FEM10, PODFEM1, NAKED1, STATUE });
|
|
|
|
if (fi.doincrements(p)) return;
|
|
|
|
if (p->weapon_pos != 0)
|
|
{
|
|
if (p->weapon_pos == -9)
|
|
{
|
|
if (p->last_weapon >= 0)
|
|
{
|
|
p->oweapon_pos = p->weapon_pos = 10;
|
|
// if(p->curr_weapon == KNEE_WEAPON) p->kickback_pic = 1;
|
|
p->last_weapon = -1;
|
|
}
|
|
else if (p->holster_weapon == 0)
|
|
p->oweapon_pos = p->weapon_pos = 10;
|
|
}
|
|
else p->weapon_pos--;
|
|
}
|
|
|
|
// HACKS
|
|
processweapon(snum, actions);
|
|
}
|
|
|
|
END_DUKE_NS
|