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1974 lines
46 KiB
C++
1974 lines
46 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2017-2019 Nuke.YKT
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Copyright (C) 2020 - Christoph Oelckers
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This file is part of 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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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "global.h"
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#include "names_r.h"
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#include "mapinfo.h"
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#include "dukeactor.h"
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BEGIN_DUKE_NS
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void dojaildoor();
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void moveminecart();
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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 check_fta_sounds_r(DDukeActor* actor)
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{
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if (actor->spr.extra > 0) switch (actor->spr.picnum)
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{
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case COOT: // LIZTROOP
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if (!isRRRA() && (krand() & 3) == 2)
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S_PlayActorSound(PRED_RECOG, actor);
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break;
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case BILLYCOCK:
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case BILLYRAY:
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case BRAYSNIPER: // PIGCOP
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S_PlayActorSound(PIG_RECOG, actor);
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break;
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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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void addweapon_r(player_struct* p, int weapon, bool wswitch)
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{
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int cw = p->curr_weapon;
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if (p->OnMotorcycle || p->OnBoat)
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{
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p->gotweapon[weapon] = true;;
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if (weapon == THROWSAW_WEAPON)
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{
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p->gotweapon[BUZZSAW_WEAPON] = true;
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p->ammo_amount[BUZZSAW_WEAPON] = 1;
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}
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else if (weapon == CROSSBOW_WEAPON)
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{
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p->gotweapon[CHICKEN_WEAPON] = true;
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p->gotweapon[DYNAMITE_WEAPON] = true;
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}
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else if (weapon == SLINGBLADE_WEAPON)
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{
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p->ammo_amount[SLINGBLADE_WEAPON] = 1;
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}
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return;
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}
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if (p->gotweapon[weapon] == 0)
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{
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p->gotweapon[weapon] = true;;
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if (weapon == THROWSAW_WEAPON)
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{
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p->gotweapon[BUZZSAW_WEAPON] = true;
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p->ammo_amount[BUZZSAW_WEAPON] = 1;
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}
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if (isRRRA())
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{
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if (weapon == CROSSBOW_WEAPON)
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{
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p->gotweapon[CHICKEN_WEAPON] = true;
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}
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if (weapon == SLINGBLADE_WEAPON)
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{
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p->ammo_amount[SLINGBLADE_WEAPON] = 50;
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}
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}
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if (weapon == CROSSBOW_WEAPON)
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{
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p->gotweapon[DYNAMITE_WEAPON] = true;
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}
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if (weapon != DYNAMITE_WEAPON)
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cw = weapon;
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}
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else
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cw = weapon;
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if (!wswitch) return;
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if (weapon == DYNAMITE_WEAPON)
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p->last_weapon = -1;
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p->random_club_frame = 0;
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if (p->holster_weapon == 0)
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{
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p->weapon_pos = -1;
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p->last_weapon = p->curr_weapon;
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}
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else
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{
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p->weapon_pos = 10;
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p->holster_weapon = 0;
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p->last_weapon = -1;
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}
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p->okickback_pic = p->kickback_pic = 0;
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p->curr_weapon = cw;
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p->wantweaponfire = -1;
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switch (weapon)
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{
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case SLINGBLADE_WEAPON:
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if (!isRRRA()) break;
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case KNEE_WEAPON:
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case DYNAMITE_WEAPON:
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case TRIPBOMB_WEAPON:
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case THROWINGDYNAMITE_WEAPON:
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break;
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case SHOTGUN_WEAPON:
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S_PlayActorSound(SHOTGUN_COCK, p->GetActor());
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break;
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case PISTOL_WEAPON:
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S_PlayActorSound(INSERT_CLIP, p->GetActor());
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break;
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default:
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S_PlayActorSound(EJECT_CLIP, p->GetActor());
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break;
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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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void hitradius_r(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int hp4)
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{
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double radius = r * inttoworld;
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static const uint8_t statlist[] = { STAT_DEFAULT, STAT_ACTOR, STAT_STANDABLE, STAT_PLAYER, STAT_FALLER, STAT_ZOMBIEACTOR, STAT_MISC };
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if (actor->spr.scale.X >= 0.17675 || !(actor->spr.picnum == RPG || ((isRRRA()) && actor->spr.picnum == RPG2)))
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{
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BFSSectorSearch search(actor->sector());
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while (auto dasectp = search.GetNext())
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{
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if ((dasectp->ceilingz- actor->spr.pos.Z) < radius * 16) // what value range is this supposed to be? The check that was here did not multiply correctly
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{
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auto wal = dasectp->walls.Data();
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double d = (wal->pos - actor->spr.pos.XY()).Sum();
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if (d < radius)
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fi.checkhitceiling(dasectp);
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else
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{
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auto thirdpoint = wal->point2Wall()->point2Wall();
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d = (thirdpoint->pos - actor->spr.pos.XY()).Sum();
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if (d < radius)
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fi.checkhitceiling(dasectp);
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}
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}
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for (auto& wal : dasectp->walls)
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{
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if ((wal.pos - actor->spr.pos.XY()).Sum() < radius)
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{
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if (wal.twoSided())
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{
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search.Add(wal.nextSector());
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}
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DVector3 w1(((wal.pos + wal.point2Wall()->pos) * 0.5 + actor->spr.pos) * 0.5, actor->spr.pos.Z); // half way between the actor and the wall's center.
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sectortype* sect = wal.sectorp();
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updatesector(w1, §);
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if (sect && cansee(w1, sect, actor->spr.pos, actor->sector()))
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fi.checkhitwall(actor, &wal, DVector3(wal.pos, actor->spr.pos.Z), actor->spr.picnum);
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}
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}
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}
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}
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double q = zrand(32) - 24;
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auto Owner = actor->GetOwner();
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for (int x = 0; x < 7; x++)
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{
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DukeStatIterator it1(statlist[x]);
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while (auto act2 = it1.Next())
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{
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if (x == 0 || x >= 5 || actorflag(act2, SFLAG_HITRADIUS_FLAG1))
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{
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if (act2->spr.cstat & CSTAT_SPRITE_BLOCK_ALL)
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if ((actor->spr.pos - act2->spr.pos).Length() < radius)
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{
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if (badguy(act2) && !cansee(act2->spr.pos.plusZ(q), act2->sector(), actor->spr.pos.plusZ(q), actor->sector()))
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continue;
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fi.checkhitsprite(act2, actor);
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}
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}
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else if (act2->spr.extra >= 0 && act2 != actor && (actorflag(act2, SFLAG_HITRADIUS_FLAG2) || badguy(act2) || (act2->spr.cstat & CSTAT_SPRITE_BLOCK_ALL)))
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{
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if (actor->spr.picnum == MORTER && act2 == Owner)
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{
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continue;
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}
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if ((isRRRA()) && actor->spr.picnum == CHEERBOMB && act2 == Owner)
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{
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continue;
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}
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double dist = (actor->getPosWithOffsetZ() - act2->spr.pos).Length();
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if (dist < radius && cansee(act2->spr.pos.plusZ(-8), act2->sector(), actor->spr.pos.plusZ(-12), actor->sector()))
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{
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if ((isRRRA()) && act2->spr.picnum == MINION && act2->spr.pal == 19)
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{
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continue;
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}
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act2->hitang = (act2->spr.pos - actor->spr.pos).Angle();
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if (actor->spr.picnum == RPG && act2->spr.extra > 0)
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act2->attackertype = RPG;
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else if ((isRRRA()) && actor->spr.picnum == RPG2 && act2->spr.extra > 0)
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act2->attackertype = RPG;
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else
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act2->attackertype = RADIUSEXPLOSION;
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if (dist < radius / 3)
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{
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if (hp4 == hp3) hp4++;
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act2->hitextra = hp3 + (krand() % (hp4 - hp3));
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}
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else if (dist < 2 * radius / 3)
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{
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if (hp3 == hp2) hp3++;
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act2->hitextra = hp2 + (krand() % (hp3 - hp2));
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}
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else if (dist < radius)
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{
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if (hp2 == hp1) hp2++;
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act2->hitextra = hp1 + (krand() % (hp2 - hp1));
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}
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if (!actorflag(act2, SFLAG2_NORADIUSPUSH) && !bossguy(act2))
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{
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if (act2->vel.X < 0) act2->vel.X = 0;
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act2->vel.X += ((actor->spr.extra / 4.));
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}
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if (actorflag(act2, SFLAG_HITRADIUSCHECK))
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fi.checkhitsprite(act2, actor);
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if (act2->spr.picnum != RADIUSEXPLOSION &&
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Owner && Owner->spr.statnum < MAXSTATUS)
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{
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if (act2->isPlayer())
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{
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int p = act2->PlayerIndex();
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if (ps[p].newOwner != nullptr)
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{
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clearcamera(&ps[p]);
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}
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}
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act2->SetHitOwner(actor->GetOwner());
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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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//
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//---------------------------------------------------------------------------
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int movesprite_ex_r(DDukeActor* actor, const DVector3& change, unsigned int cliptype, Collision &result)
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{
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int bg = badguy(actor);
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if (actor->spr.statnum == 5 || (bg && actor->spr.scale.X < 0.0625))
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{
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actor->spr.pos += change;
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if (bg)
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SetActor(actor, actor->spr.pos);
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return result.setNone();
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}
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auto dasectp = actor->sector();
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auto ppos = actor->spr.pos;
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ppos.Z -= (tileHeight(actor->spr.picnum) * actor->spr.scale.Y) * 0.5;
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if (bg)
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{
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if (actor->spr.scale.X > 0.9375 )
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clipmove(ppos, &dasectp, change * 0.5, 64., 4., 4., cliptype, result);
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else
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{
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clipmove(ppos, &dasectp, change * 0.5, 12., 4., 4., cliptype, result);
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}
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if (dasectp == nullptr || (dasectp != nullptr && actor->actorstayput != nullptr && actor->actorstayput != dasectp))
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{
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if (dasectp && dasectp->lotag == ST_1_ABOVE_WATER)
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actor->spr.Angles.Yaw = randomAngle();
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else if ((actor->temp_data[0] & 3) == 1)
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actor->spr.Angles.Yaw = randomAngle();
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SetActor(actor, actor->spr.pos);
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if (dasectp == nullptr) dasectp = §or[0];
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return result.setSector(dasectp);
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}
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if ((result.type == kHitWall || result.type == kHitSprite) && (actor->cgg == 0)) actor->spr.Angles.Yaw += DAngle45 + DAngle90;
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}
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else
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{
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if (actor->spr.statnum == STAT_PROJECTILE)
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clipmove(ppos, &dasectp, change * 0.5, 0.5, 4., 4., cliptype, result);
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else
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clipmove(ppos, &dasectp, change * 0.5, actor->clipdist, 4., 4., cliptype, result);
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}
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actor->spr.pos.XY() = ppos.XY();
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if (dasectp)
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if ((dasectp != actor->sector()))
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ChangeActorSect(actor, dasectp);
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double daz = actor->spr.pos.Z + change.Z * 0.5;
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if (daz > actor->ceilingz && daz <= actor->floorz)
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actor->spr.pos.Z = daz;
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else if (result.type == kHitNone)
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return result.setSector(dasectp);
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return result.type;
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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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void lotsoffeathers_r(DDukeActor *actor, int n)
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{
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lotsofstuff(actor, n, FEATHER);
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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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int ifhitbyweapon_r(DDukeActor *actor)
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{
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int p;
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auto hitowner = actor->GetHitOwner();
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if (actor->hitextra >= 0)
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{
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if (actor->spr.extra >= 0)
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{
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if (actor->isPlayer())
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{
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if (ud.god) return -1;
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p = actor->PlayerIndex();
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if (hitowner &&
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hitowner->isPlayer() &&
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ud.coop == 1 &&
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ud.ffire == 0)
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return -1;
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actor->spr.extra -= actor->hitextra;
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if (hitowner)
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{
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if (actor->spr.extra <= 0 && actor->attackertype != FREEZEBLAST)
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{
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actor->spr.extra = 0;
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ps[p].wackedbyactor = hitowner;
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if (hitowner->isPlayer() && p != hitowner->PlayerIndex())
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{
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ps[p].frag_ps = hitowner->PlayerIndex();
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}
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actor->SetHitOwner(ps[p].GetActor());
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}
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}
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if (attackerflag(actor, SFLAG2_DOUBLEDMGTHRUST))
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{
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ps[p].vel.XY() += actor->hitang.ToVector() * actor->hitextra * 0.25;
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}
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else
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{
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ps[p].vel.XY() += actor->hitang.ToVector() * actor->hitextra * 0.125;
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}
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}
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else
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{
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if (actor->hitextra == 0)
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if (actor->spr.scale.X < 0.375)
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return -1;
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actor->spr.extra -= actor->hitextra;
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auto Owner = actor->GetOwner();
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if (!actorflag(actor, SFLAG2_IGNOREHITOWNER) && Owner && Owner->spr.statnum < MAXSTATUS)
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actor->SetOwner(hitowner);
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}
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actor->hitextra = -1;
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return actor->attackertype;
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}
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}
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actor->hitextra = -1;
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return -1;
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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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void movefallers_r(void)
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{
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DukeStatIterator it(STAT_FALLER);
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while (auto act = it.Next())
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{
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auto sectp = act->sector();
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if (act->temp_data[0] == 0)
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{
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act->spr.pos.Z -= 16;
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DAngle saved_angle = act->spr.Angles.Yaw;
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int x = act->spr.extra;
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int j = fi.ifhitbyweapon(act);
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if (j >= 0)
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{
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if (gs.actorinfo[j].flags2 & SFLAG2_EXPLOSIVE)
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{
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if (act->spr.extra <= 0)
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{
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act->temp_data[0] = 1;
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DukeStatIterator itr(STAT_FALLER);
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while (auto ac2 = itr.Next())
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{
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if (ac2->spr.hitag == act->spr.hitag)
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{
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ac2->temp_data[0] = 1;
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ac2->spr.cstat &= ~CSTAT_SPRITE_ONE_SIDE;
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if (ac2->spr.picnum == CEILINGSTEAM || ac2->spr.picnum == STEAM)
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ac2->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
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}
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}
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}
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}
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else
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{
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act->hitextra = 0;
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act->spr.extra = x;
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}
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}
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act->spr.Angles.Yaw = saved_angle;
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act->spr.pos.Z += 16;
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}
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else if (act->temp_data[0] == 1)
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{
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if (act->spr.lotag > 0)
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{
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act->spr.lotag -= 3;
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act->vel.X = 4 + krandf(8);
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act->vel.Z = -4 + krandf(4);
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}
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else
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{
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if (act->vel.X > 0)
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{
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act->vel.X -= 1/8.;
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ssp(act, CLIPMASK0);
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}
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double grav;
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if (floorspace(act->sector())) grav = 0;
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|
else
|
|
{
|
|
if (ceilingspace(act->sector()))
|
|
grav = gs.gravity / 6;
|
|
else
|
|
grav = gs.gravity;
|
|
}
|
|
|
|
if (act->spr.pos.Z < sectp->floorz - 1)
|
|
{
|
|
act->vel.Z += grav;
|
|
if (act->vel.Z > 24)
|
|
act->vel.Z = 24;
|
|
act->spr.pos.Z += act->vel.Z;
|
|
}
|
|
if ((sectp->floorz - act->spr.pos.Z) < 16)
|
|
{
|
|
int j = 1 + (krand() & 7);
|
|
for (int x = 0; x < j; x++) RANDOMSCRAP(act);
|
|
act->Destroy();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void movetransports_r(void)
|
|
{
|
|
uint8_t warpdir = 0, warpspriteto;
|
|
int k, p, sectlotag;
|
|
int onfloorz;
|
|
double ll, ll2 = 0;
|
|
Collision coll;
|
|
|
|
//Transporters
|
|
|
|
DukeStatIterator iti(STAT_TRANSPORT);
|
|
while (auto act = iti.Next())
|
|
{
|
|
auto sectp = act->sector();
|
|
sectlotag = sectp->lotag;
|
|
|
|
auto Owner = act->GetOwner();
|
|
if (Owner == act || Owner == nullptr)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
onfloorz = act->temp_data[4];
|
|
|
|
if (act->temp_data[0] > 0) act->temp_data[0]--;
|
|
|
|
DukeSectIterator itj(act->sector());
|
|
while (auto act2 = itj.Next())
|
|
{
|
|
switch (act2->spr.statnum)
|
|
{
|
|
case STAT_PLAYER: // Player
|
|
|
|
if (act2->GetOwner())
|
|
{
|
|
p = act2->PlayerIndex();
|
|
|
|
ps[p].on_warping_sector = 1;
|
|
|
|
if (ps[p].transporter_hold == 0 && ps[p].jumping_counter == 0)
|
|
{
|
|
if (ps[p].on_ground && sectlotag == 0 && onfloorz && ps[p].jetpack_on == 0)
|
|
{
|
|
spawn(act, TRANSPORTERBEAM);
|
|
S_PlayActorSound(TELEPORTER, act);
|
|
|
|
for (k = connecthead; k >= 0; k = connectpoint2[k])
|
|
if (ps[k].cursector == Owner->sector())
|
|
{
|
|
ps[k].frag_ps = p;
|
|
ps[k].GetActor()->spr.extra = 0;
|
|
}
|
|
|
|
ps[p].Angles.setYaw(Owner->spr.Angles.Yaw, true);
|
|
|
|
if (Owner->GetOwner() != Owner)
|
|
{
|
|
act->temp_data[0] = 13;
|
|
Owner->temp_data[0] = 13;
|
|
ps[p].transporter_hold = 13;
|
|
}
|
|
|
|
ps[p].GetActor()->spr.pos = Owner->spr.pos.plusZ(4);
|
|
ps[p].GetActor()->backuppos();
|
|
ps[p].setbobpos();
|
|
|
|
ChangeActorSect(act2, Owner->sector());
|
|
ps[p].setCursector(act2->sector());
|
|
|
|
auto beam = spawn(Owner, TRANSPORTERBEAM);
|
|
if (beam) S_PlayActorSound(TELEPORTER, beam);
|
|
|
|
break;
|
|
}
|
|
}
|
|
else break;
|
|
|
|
if (onfloorz == 0 && fabs(act->spr.pos.Z - ps[p].GetActor()->getOffsetZ()) < 24)
|
|
if ((ps[p].jetpack_on == 0) || (ps[p].jetpack_on && PlayerInput(p, SB_JUMP)) ||
|
|
(ps[p].jetpack_on && PlayerInput(p, SB_CROUCH)))
|
|
{
|
|
ps[p].GetActor()->spr.pos.XY() += Owner->spr.pos.XY() - act->spr.pos.XY();
|
|
ps[p].GetActor()->backupvec2();
|
|
|
|
if (ps[p].jetpack_on && (PlayerInput(p, SB_JUMP) || ps[p].jetpack_on < 11))
|
|
ps[p].GetActor()->spr.pos.Z = Owner->spr.pos.Z - 24 + gs.playerheight;
|
|
else ps[p].GetActor()->spr.pos.Z = Owner->spr.pos.Z + 24 + gs.playerheight;
|
|
ps[p].GetActor()->backupz();
|
|
|
|
ChangeActorSect(act2, Owner->sector());
|
|
ps[p].setCursector(Owner->sector());
|
|
|
|
break;
|
|
}
|
|
|
|
k = 0;
|
|
|
|
if (isRRRA())
|
|
{
|
|
if (onfloorz && sectlotag == ST_160_FLOOR_TELEPORT && ps[p].GetActor()->getOffsetZ() > sectp->floorz - 48)
|
|
{
|
|
k = 2;
|
|
ps[p].GetActor()->spr.pos.Z = Owner->sector()->ceilingz + 7 + gs.playerheight;
|
|
ps[p].GetActor()->backupz();
|
|
}
|
|
|
|
if (onfloorz && sectlotag == ST_161_CEILING_TELEPORT && ps[p].GetActor()->getOffsetZ() < sectp->ceilingz + 6)
|
|
{
|
|
k = 2;
|
|
if (ps[p].GetActor()->spr.extra <= 0) break;
|
|
ps[p].GetActor()->spr.pos.Z = Owner->sector()->floorz - 49 + gs.playerheight;
|
|
ps[p].GetActor()->backupz();
|
|
}
|
|
}
|
|
|
|
if ((onfloorz && sectlotag == ST_1_ABOVE_WATER && ps[p].GetActor()->getOffsetZ() > sectp->floorz - 6) ||
|
|
(onfloorz && sectlotag == ST_1_ABOVE_WATER && ps[p].OnMotorcycle))
|
|
{
|
|
if (ps[p].OnBoat) break;
|
|
k = 1;
|
|
if (screenpeek == p)
|
|
{
|
|
FX_StopAllSounds();
|
|
}
|
|
S_PlayActorSound(DUKE_UNDERWATER, ps[p].GetActor());
|
|
ps[p].GetActor()->spr.pos.Z = Owner->sector()->ceilingz + 7 + gs.playerheight;
|
|
ps[p].GetActor()->backupz();
|
|
if (ps[p].OnMotorcycle)
|
|
ps[p].moto_underwater = 1;
|
|
}
|
|
|
|
if (onfloorz && sectlotag == ST_2_UNDERWATER && ps[p].GetActor()->getOffsetZ() < sectp->ceilingz + 6)
|
|
{
|
|
k = 1;
|
|
if (ps[p].GetActor()->spr.extra <= 0) break;
|
|
if (screenpeek == p)
|
|
{
|
|
FX_StopAllSounds();
|
|
}
|
|
S_PlayActorSound(DUKE_GASP, ps[p].GetActor());
|
|
|
|
ps[p].GetActor()->spr.pos.Z = Owner->sector()->floorz - 7 + gs.playerheight;
|
|
ps[p].GetActor()->backupz();
|
|
}
|
|
|
|
if (k == 1)
|
|
{
|
|
ps[p].GetActor()->spr.pos.XY() += Owner->spr.pos.XY() - act->spr.pos.XY();
|
|
ps[p].GetActor()->backupvec2();
|
|
|
|
if (Owner->GetOwner() != Owner)
|
|
ps[p].transporter_hold = -2;
|
|
ps[p].setCursector(Owner->sector());
|
|
|
|
ChangeActorSect(act2, Owner->sector());
|
|
|
|
if ((krand() & 255) < 32)
|
|
spawn(ps[p].GetActor(), WATERSPLASH2);
|
|
}
|
|
else if (isRRRA() && k == 2)
|
|
{
|
|
ps[p].GetActor()->spr.pos.XY() += Owner->spr.pos.XY() - act->spr.pos.XY();
|
|
ps[p].GetActor()->backupvec2();
|
|
|
|
if (Owner->GetOwner() != Owner)
|
|
ps[p].transporter_hold = -2;
|
|
ps[p].setCursector(Owner->sector());
|
|
|
|
ChangeActorSect(act2, Owner->sector());
|
|
}
|
|
}
|
|
break;
|
|
|
|
case STAT_ACTOR:
|
|
case STAT_PROJECTILE:
|
|
case STAT_MISC:
|
|
case STAT_DUMMYPLAYER:
|
|
if (actorflag(act, SFLAG2_DONTDIVE)) continue;
|
|
|
|
ll = abs(act2->vel.Z);
|
|
if (isRRRA())
|
|
{
|
|
if (act2->vel.Z >= 0)
|
|
warpdir = 2;
|
|
else
|
|
warpdir = 1;
|
|
}
|
|
|
|
{
|
|
warpspriteto = 0;
|
|
if (ll && sectlotag == ST_2_UNDERWATER && act2->spr.pos.Z < (sectp->ceilingz + ll))
|
|
warpspriteto = 1;
|
|
|
|
if (ll && sectlotag == ST_1_ABOVE_WATER && act2->spr.pos.Z > (sectp->floorz - ll))
|
|
warpspriteto = 1;
|
|
|
|
if (isRRRA())
|
|
{
|
|
if (ll && sectlotag == ST_161_CEILING_TELEPORT && act2->spr.pos.Z < (sectp->ceilingz + ll) && warpdir == 1)
|
|
{
|
|
warpspriteto = 1;
|
|
ll2 = ll - abs(act2->spr.pos.Z - sectp->ceilingz);
|
|
}
|
|
else if (sectlotag == ST_161_CEILING_TELEPORT && act2->spr.pos.Z < (sectp->ceilingz + 3.90625) && warpdir == 1)
|
|
{
|
|
warpspriteto = 1;
|
|
ll2 = zmaptoworld;
|
|
}
|
|
if (ll && sectlotag == ST_160_FLOOR_TELEPORT && act2->spr.pos.Z > (sectp->floorz - ll) && warpdir == 2)
|
|
{
|
|
warpspriteto = 1;
|
|
ll2 = ll - abs(sectp->floorz - act2->spr.pos.Z);
|
|
}
|
|
else if (sectlotag == ST_160_FLOOR_TELEPORT && act2->spr.pos.Z > (sectp->floorz - 3.90625) && warpdir == 2)
|
|
{
|
|
warpspriteto = 1;
|
|
ll2 = zmaptoworld;
|
|
}
|
|
}
|
|
|
|
if (sectlotag == 0 && (onfloorz || abs(act2->spr.pos.Z - act->spr.pos.Z) < 16))
|
|
{
|
|
if (Owner->GetOwner() != Owner && onfloorz && act->temp_data[0] > 0 && act2->spr.statnum != 5)
|
|
{
|
|
act->temp_data[0]++;
|
|
continue;
|
|
}
|
|
warpspriteto = 1;
|
|
}
|
|
|
|
if (warpspriteto)
|
|
{
|
|
if (actorflag(act2, SFLAG_NOTELEPORT)) continue;
|
|
switch (act2->spr.picnum)
|
|
{
|
|
case PLAYERONWATER:
|
|
if (sectlotag == ST_2_UNDERWATER)
|
|
{
|
|
act2->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE;
|
|
break;
|
|
}
|
|
[[fallthrough]];
|
|
default:
|
|
if (act2->spr.statnum == 5 && !(sectlotag == ST_1_ABOVE_WATER || sectlotag == ST_2_UNDERWATER || (isRRRA() && (sectlotag == ST_160_FLOOR_TELEPORT || sectlotag == ST_161_CEILING_TELEPORT))))
|
|
break;
|
|
[[fallthrough]];
|
|
|
|
case WATERBUBBLE:
|
|
if (rnd(192) && act2->spr.picnum == WATERBUBBLE)
|
|
break;
|
|
|
|
if (sectlotag > 0)
|
|
{
|
|
auto spawned = spawn(act2, WATERSPLASH2);
|
|
if (spawned && sectlotag == 1 && act2->spr.statnum == 4)
|
|
{
|
|
spawned->vel.X = act2->vel.X * 0.5;
|
|
spawned->spr.Angles.Yaw = act2->spr.Angles.Yaw;
|
|
ssp(spawned, CLIPMASK0);
|
|
}
|
|
}
|
|
|
|
switch (sectlotag)
|
|
{
|
|
case ST_0_NO_EFFECT:
|
|
if (onfloorz)
|
|
{
|
|
if (checkcursectnums(act->sector()) == -1 && checkcursectnums(Owner->sector()) == -1)
|
|
{
|
|
act2->spr.pos += (Owner->spr.pos - act->spr.pos.XY()).plusZ(-Owner->sector()->floorz);
|
|
act2->spr.Angles.Yaw = Owner->spr.Angles.Yaw;
|
|
|
|
act2->backupang();
|
|
|
|
auto beam = spawn(act, TRANSPORTERBEAM);
|
|
if (beam) S_PlayActorSound(TELEPORTER, beam);
|
|
|
|
beam = spawn(Owner, TRANSPORTERBEAM);
|
|
if (beam) S_PlayActorSound(TELEPORTER, beam);
|
|
|
|
if (Owner->GetOwner() != Owner)
|
|
{
|
|
act->temp_data[0] = 13;
|
|
Owner->temp_data[0] = 13;
|
|
}
|
|
|
|
ChangeActorSect(act2, Owner->sector());
|
|
}
|
|
}
|
|
else
|
|
{
|
|
act2->spr.pos.XY() += Owner->spr.pos.XY() - act->spr.pos.XY();
|
|
act2->spr.pos.Z = Owner->spr.pos.Z + 16;
|
|
act2->backupz();
|
|
|
|
ChangeActorSect(act2, Owner->sector());
|
|
}
|
|
break;
|
|
case ST_1_ABOVE_WATER:
|
|
act2->spr.pos.XY() += Owner->spr.pos.XY() - act->spr.pos.XY();
|
|
act2->spr.pos.Z = Owner->sector()->ceilingz + ll;
|
|
act2->backupz();
|
|
|
|
ChangeActorSect(act2, Owner->sector());
|
|
|
|
break;
|
|
case ST_2_UNDERWATER:
|
|
act2->spr.pos.XY() += Owner->spr.pos.XY() - act->spr.pos.XY();
|
|
act2->spr.pos.Z = Owner->sector()->ceilingz - ll;
|
|
act2->backupz();
|
|
|
|
ChangeActorSect(act2, Owner->sector());
|
|
|
|
break;
|
|
|
|
case 160:
|
|
if (!isRRRA()) break;
|
|
act2->spr.pos.XY() += Owner->spr.pos.XY() - act->spr.pos.XY();
|
|
act2->spr.pos.Z = Owner->sector()->ceilingz + ll2;
|
|
act2->backupz();
|
|
|
|
ChangeActorSect(act2, Owner->sector());
|
|
|
|
movesprite_ex(act2, DVector3(act2->spr.Angles.Yaw.ToVector() * act2->vel.X, 0), CLIPMASK1, coll);
|
|
|
|
break;
|
|
case 161:
|
|
if (!isRRRA()) break;
|
|
act2->spr.pos += Owner->spr.pos.XY() - act->spr.pos.XY();
|
|
act2->spr.pos.Z = Owner->sector()->floorz - ll;
|
|
act2->backupz();
|
|
|
|
ChangeActorSect(act2, Owner->sector());
|
|
|
|
movesprite_ex(act2, DVector3(act2->spr.Angles.Yaw.ToVector() * act2->vel.X, 0), CLIPMASK1, coll);
|
|
|
|
break;
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static void rrra_specialstats()
|
|
{
|
|
Collision coll;
|
|
DukeStatIterator it(STAT_BOBBING);
|
|
while (auto act = it.Next())
|
|
{
|
|
if (act->spr.hitag > 1)
|
|
act->spr.hitag = 0;
|
|
if (act->spr.hitag == 0)
|
|
{
|
|
act->spr.extra++;
|
|
if (act->spr.extra >= 20)
|
|
act->spr.hitag = 1;
|
|
}
|
|
else if (act->spr.hitag == 1)
|
|
{
|
|
act->spr.extra--;
|
|
if (act->spr.extra <= -20)
|
|
act->spr.hitag = 0;
|
|
}
|
|
movesprite_ex(act, DVector3(0, 0, act->spr.extra / 256.), CLIPMASK0, coll);
|
|
}
|
|
|
|
if (ps[screenpeek].MamaEnd > 0)
|
|
{
|
|
ps[screenpeek].MamaEnd--;
|
|
if (ps[screenpeek].MamaEnd == 0)
|
|
{
|
|
CompleteLevel(nullptr);
|
|
}
|
|
}
|
|
|
|
if (enemysizecheat > 0)
|
|
{
|
|
DukeSpriteIterator itr;
|
|
while (auto act = itr.Next())
|
|
{
|
|
switch (act->spr.picnum)
|
|
{
|
|
//case 4049:
|
|
//case 4050:
|
|
case BILLYCOCK:
|
|
case BILLYRAY:
|
|
case BILLYRAYSTAYPUT:
|
|
case BRAYSNIPER:
|
|
case DOGRUN:
|
|
case LTH:
|
|
case HULKJUMP:
|
|
case HULK:
|
|
case HULKSTAYPUT:
|
|
case HEN:
|
|
case DRONE:
|
|
case PIG:
|
|
case MINION:
|
|
case MINIONSTAYPUT:
|
|
case UFO1_RRRA:
|
|
case UFO2:
|
|
case UFO3:
|
|
case UFO4:
|
|
case UFO5:
|
|
case COOT:
|
|
case COOTSTAYPUT:
|
|
case VIXEN:
|
|
case BIKERB:
|
|
case BIKERBV2:
|
|
case BIKER:
|
|
case MAKEOUT:
|
|
case CHEERB:
|
|
case CHEER:
|
|
case CHEERSTAYPUT:
|
|
case COOTPLAY:
|
|
case BILLYPLAY:
|
|
case MINIONBOAT:
|
|
case HULKBOAT:
|
|
case CHEERBOAT:
|
|
case RABBIT:
|
|
case MAMA:
|
|
if (enemysizecheat == 3)
|
|
{
|
|
act->spr.scale *= 2;
|
|
act->setClipDistFromTile();
|
|
}
|
|
else if (enemysizecheat == 2)
|
|
{
|
|
act->spr.scale *= 0.5;
|
|
act->clipdist = act->spr.scale.X, tileHeight(act->spr.picnum) * 0.125;
|
|
}
|
|
break;
|
|
}
|
|
|
|
}
|
|
enemysizecheat = 0;
|
|
}
|
|
|
|
tickstat(STAT_RABBITSPAWN);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// this one's a hack. Can only be replaced with something better when
|
|
// the switch code has been redone.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void resetswitch(int tag)
|
|
{
|
|
DukeStatIterator it2(STAT_DEFAULT);
|
|
while (auto act2 = it2.Next())
|
|
{
|
|
if (act2->spr.picnum == DIPSWITCH3ON)
|
|
if (act2->spr.hitag == tag)
|
|
act2->spr.picnum = DIPSWITCH3;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void moveactors_r(void)
|
|
{
|
|
double xx;
|
|
int p;
|
|
Collision coll;
|
|
|
|
dojaildoor();
|
|
moveminecart();
|
|
|
|
if (isRRRA())
|
|
{
|
|
rrra_specialstats();
|
|
}
|
|
tickstat(STAT_LUMBERMILL);
|
|
if (ud.chickenplant) tickstat(STAT_CHICKENPLANT);
|
|
tickstat(STAT_BOWLING);
|
|
tickstat(STAT_TELEPORT);
|
|
|
|
DukeStatIterator it(STAT_ACTOR);
|
|
while (auto act = it.Next())
|
|
{
|
|
if( act->spr.scale.X == 0 || !act->insector() || actorflag(act, SFLAG2_DIENOW))
|
|
{
|
|
act->Destroy();
|
|
continue;
|
|
}
|
|
if (monsterCheatCheck(act) && badguy(act))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
auto sectp = act->sector();
|
|
|
|
if (act->GetClass() != RUNTIME_CLASS(DDukeActor))
|
|
{
|
|
CallTick(act);
|
|
continue;
|
|
}
|
|
else switch(act->spr.picnum)
|
|
{
|
|
case POWDERKEG:
|
|
if (!isRRRA() || (sectp->lotag != ST_1_ABOVE_WATER && sectp->lotag != ST_160_FLOOR_TELEPORT))
|
|
if (act->vel.X != 0)
|
|
{
|
|
movesprite_ex(act, DVector3(act->spr.Angles.Yaw.ToVector()* act->vel.X, act->vel.Z), CLIPMASK0, coll);
|
|
act->vel.X -= 1. / 16.;
|
|
}
|
|
break;
|
|
}
|
|
|
|
|
|
|
|
p = findplayer(act, &xx);
|
|
|
|
execute(act,p,xx);
|
|
}
|
|
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void handle_se06_r(DDukeActor *actor)
|
|
{
|
|
auto sc = actor->sector();
|
|
int sh = actor->spr.hitag;
|
|
|
|
int k = sc->extra;
|
|
|
|
if (actor->temp_data[4] > 0)
|
|
{
|
|
actor->temp_data[4]--;
|
|
if (actor->temp_data[4] >= (k - (k >> 3)))
|
|
actor->vel.X -= (k >> 5) / 16.;
|
|
if (actor->temp_data[4] > ((k >> 1) - 1) && actor->temp_data[4] < (k - (k >> 3)))
|
|
actor->vel.X = 0;
|
|
if (actor->temp_data[4] < (k >> 1))
|
|
actor->vel.X += (k >> 5) / 16.;
|
|
if (actor->temp_data[4] < ((k >> 1) - (k >> 3)))
|
|
{
|
|
actor->temp_data[4] = 0;
|
|
actor->vel.X = k / 16.;
|
|
if ((!isRRRA() || lastlevel) && hulkspawn)
|
|
{
|
|
hulkspawn--;
|
|
auto ns = spawn(actor, HULK);
|
|
if (ns)
|
|
{
|
|
ns->spr.pos.Z = ns->sector()->ceilingz;
|
|
ns->spr.pal = 33;
|
|
}
|
|
if (!hulkspawn)
|
|
{
|
|
ns = CreateActor(actor->sector(), DVector3(actor->spr.pos.XY(), actor->sector()->ceilingz + 466.5), UFOLIGHT, -8, DVector2(0.25, 0.25), nullAngle, 0., 0., actor, 5);
|
|
if (ns)
|
|
{
|
|
ns->spr.cstat = CSTAT_SPRITE_TRANS_FLIP | CSTAT_SPRITE_TRANSLUCENT;
|
|
ns->spr.pal = 7;
|
|
ns->spr.scale = DVector2(1.25, 3.984375);
|
|
}
|
|
ns = spawn(actor, 296);
|
|
if (ns)
|
|
{
|
|
ns->spr.cstat = 0;
|
|
ns->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
|
|
ns->spr.pos.Z = actor->sector()->floorz - 24;
|
|
}
|
|
actor->Destroy();
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
actor->vel.X = k / 16.;
|
|
DukeSectIterator it(actor->sector());
|
|
while (auto a2 = it.Next())
|
|
{
|
|
if (a2->spr.picnum == UFOBEAM && ufospawn && ++ufocnt == 64)
|
|
{
|
|
ufocnt = 0;
|
|
ufospawn--;
|
|
const char* pn;
|
|
if (!isRRRA())
|
|
{
|
|
switch (krand() & 3)
|
|
{
|
|
default:
|
|
case 0:
|
|
pn = "RedneckUfo1";
|
|
break;
|
|
case 1:
|
|
pn = "RedneckUfo2";
|
|
break;
|
|
case 2:
|
|
pn = "RedneckUfo3";
|
|
break;
|
|
case 3:
|
|
pn = "RedneckUfo4";
|
|
break;
|
|
}
|
|
}
|
|
else pn = "RedneckUfoRRRA";
|
|
auto ns = spawn(actor, PClass::FindActor(pn));
|
|
if (ns) ns->spr.pos.Z = ns->sector()->ceilingz;
|
|
}
|
|
}
|
|
}
|
|
|
|
DukeStatIterator it(STAT_EFFECTOR);
|
|
while (auto act2 = it.Next())
|
|
{
|
|
if ((act2->spr.lotag == SE_14_SUBWAY_CAR) && (sh == act2->spr.hitag) && (act2->temp_data[0] == actor->temp_data[0]))
|
|
{
|
|
act2->vel.X = actor->vel.X;
|
|
//if( actor->temp_data[4] == 1 )
|
|
{
|
|
if (act2->temp_pos.X == 0)
|
|
act2->temp_pos.X = (act2->spr.pos - actor->spr.pos).LengthSquared();
|
|
int x = Sgn((act2->spr.pos - actor->spr.pos).LengthSquared() - act2->temp_pos.X);
|
|
if (act2->spr.extra) x = -x;
|
|
actor->vel.X += x / 16.;
|
|
}
|
|
act2->temp_data[4] = actor->temp_data[4];
|
|
}
|
|
}
|
|
handle_se14(actor, false, RPG, JIBS6);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void moveeffectors_r(void) //STATNUM 3
|
|
{
|
|
clearfriction();
|
|
|
|
DukeStatIterator it(STAT_EFFECTOR);
|
|
while (auto act = it.Next())
|
|
{
|
|
auto sc = act->sector();
|
|
int st = act->spr.lotag;
|
|
|
|
switch (st)
|
|
{
|
|
case SE_0_ROTATING_SECTOR:
|
|
handle_se00(act);
|
|
break;
|
|
|
|
case SE_1_PIVOT: //Nothing for now used as the pivot
|
|
handle_se01(act);
|
|
break;
|
|
|
|
case SE_6_SUBWAY:
|
|
handle_se06_r(act);
|
|
break;
|
|
|
|
case SE_14_SUBWAY_CAR:
|
|
handle_se14(act, false, RPG, JIBS6);
|
|
break;
|
|
|
|
case SE_30_TWO_WAY_TRAIN:
|
|
handle_se30(act, JIBS6);
|
|
break;
|
|
|
|
|
|
case SE_2_EARTHQUAKE:
|
|
handle_se02(act);
|
|
break;
|
|
|
|
//Flashing sector lights after reactor EXPLOSION2
|
|
case SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT:
|
|
handle_se03(act);
|
|
break;
|
|
|
|
case SE_4_RANDOM_LIGHTS:
|
|
handle_se04(act);
|
|
break;
|
|
|
|
//BOSS
|
|
case SE_5_BOSS:
|
|
handle_se05(act);
|
|
break;
|
|
|
|
case SE_8_UP_OPEN_DOOR_LIGHTS:
|
|
case SE_9_DOWN_OPEN_DOOR_LIGHTS:
|
|
handle_se08(act, true);
|
|
break;
|
|
|
|
case SE_10_DOOR_AUTO_CLOSE:
|
|
handle_se10(act, nullptr);
|
|
break;
|
|
|
|
case SE_11_SWINGING_DOOR:
|
|
handle_se11(act);
|
|
break;
|
|
|
|
case SE_12_LIGHT_SWITCH:
|
|
handle_se12(act);
|
|
break;
|
|
|
|
case SE_47_LIGHT_SWITCH:
|
|
if (isRRRA()) handle_se12(act, 1);
|
|
break;
|
|
|
|
case SE_48_LIGHT_SWITCH:
|
|
if (isRRRA()) handle_se12(act, 2);
|
|
break;
|
|
|
|
|
|
case SE_13_EXPLOSIVE:
|
|
handle_se13(act);
|
|
break;
|
|
|
|
case SE_15_SLIDING_DOOR:
|
|
handle_se15(act);
|
|
break;
|
|
|
|
case SE_16_REACTOR:
|
|
handle_se16(act);
|
|
break;
|
|
|
|
case SE_17_WARP_ELEVATOR:
|
|
handle_se17(act);
|
|
break;
|
|
|
|
case SE_18_INCREMENTAL_SECTOR_RISE_FALL:
|
|
handle_se18(act, true);
|
|
break;
|
|
|
|
case SE_19_EXPLOSION_LOWERS_CEILING:
|
|
handle_se19(act, BIGFORCE);
|
|
break;
|
|
|
|
case SE_20_STRETCH_BRIDGE:
|
|
handle_se20(act);
|
|
break;
|
|
|
|
case SE_21_DROP_FLOOR:
|
|
handle_se21(act);
|
|
break;
|
|
|
|
case SE_22_TEETH_DOOR:
|
|
handle_se22(act);
|
|
break;
|
|
|
|
case SE_156_CONVEYOR_NOSCROLL:
|
|
if (!isRRRA()) break;
|
|
[[fallthrough]];
|
|
case SE_24_CONVEYOR:
|
|
case SE_34:
|
|
{
|
|
handle_se24(act, st != SE_156_CONVEYOR_NOSCROLL, 0.5);
|
|
break;
|
|
}
|
|
|
|
case SE_35:
|
|
handle_se35(act, SMALLSMOKE, EXPLOSION2);
|
|
break;
|
|
|
|
case SE_25_PISTON: //PISTONS
|
|
if (act->temp_data[4] == 0) break;
|
|
handle_se25(act, isRRRA() ? 371 : -1, isRRRA() ? 167 : -1);
|
|
break;
|
|
|
|
case SE_26:
|
|
handle_se26(act);
|
|
break;
|
|
|
|
case SE_27_DEMO_CAM:
|
|
handle_se27(act);
|
|
break;
|
|
|
|
case SE_29_WAVES:
|
|
handle_se29(act);
|
|
break;
|
|
|
|
case SE_31_FLOOR_RISE_FALL: // True Drop Floor
|
|
handle_se31(act, false);
|
|
break;
|
|
|
|
case SE_32_CEILING_RISE_FALL: // True Drop Ceiling
|
|
handle_se32(act);
|
|
break;
|
|
|
|
case SE_33_QUAKE_DEBRIS:
|
|
if (ud.earthquaketime > 0 && (krand() & 7) == 0)
|
|
RANDOMSCRAP(act);
|
|
break;
|
|
case SE_36_PROJ_SHOOTER:
|
|
|
|
if (act->temp_data[0])
|
|
{
|
|
if (act->temp_data[0] == 1)
|
|
fi.shoot(act, sc->extra, nullptr);
|
|
else if (act->temp_data[0] == 26 * 5)
|
|
act->temp_data[0] = 0;
|
|
act->temp_data[0]++;
|
|
}
|
|
break;
|
|
|
|
case SE_128_GLASS_BREAKING:
|
|
handle_se128(act);
|
|
break;
|
|
|
|
case SE_130:
|
|
handle_se130(act, 80, EXPLOSION2);
|
|
break;
|
|
case SE_131:
|
|
handle_se130(act, 40, EXPLOSION2);
|
|
break;
|
|
}
|
|
}
|
|
|
|
//Sloped sin-wave floors!
|
|
it.Reset(STAT_EFFECTOR);
|
|
while (auto act = it.Next())
|
|
{
|
|
if (act->spr.lotag != SE_29_WAVES) continue;
|
|
auto sc = act->sector();
|
|
if (sc->walls.Size() != 4) continue;
|
|
auto wal = &sc->walls[2];
|
|
if (wal->nextSector()) alignflorslope(act->sector(), DVector3(wal->pos, wal->nextSector()->floorz));
|
|
}
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// game specific part of makeitfall.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
double adjustfall(DDukeActor *actor, double c)
|
|
{
|
|
if ((actor->spr.picnum == BIKERB || actor->spr.picnum == CHEERB) && c == gs.gravity)
|
|
c = gs.gravity * 0.25;
|
|
else if (actor->spr.picnum == BIKERBV2 && c == gs.gravity)
|
|
c = gs.gravity * 0.125;
|
|
return c;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void move_r(DDukeActor *actor, int pnum, int xvel)
|
|
{
|
|
DAngle goalang, angdif;
|
|
double daxvel;
|
|
|
|
int a = actor->spr.hitag;
|
|
|
|
if (a == -1) a = 0;
|
|
|
|
actor->temp_data[0]++;
|
|
|
|
if (a & face_player)
|
|
{
|
|
if (ps[pnum].newOwner != nullptr)
|
|
goalang = (ps[pnum].GetActor()->opos.XY() - actor->spr.pos.XY()).Angle();
|
|
else goalang = (ps[pnum].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Angle();
|
|
angdif = deltaangle(actor->spr.Angles.Yaw, goalang) * 0.25;
|
|
if (angdif > -DAngle22_5 / 16 && angdif < nullAngle) angdif = nullAngle;
|
|
actor->spr.Angles.Yaw += angdif;
|
|
}
|
|
|
|
if (a & spin)
|
|
actor->spr.Angles.Yaw += DAngle45 * BobVal(actor->temp_data[0] << 3);
|
|
|
|
if (a & face_player_slow)
|
|
{
|
|
if (ps[pnum].newOwner != nullptr)
|
|
goalang = (ps[pnum].GetActor()->opos.XY() - actor->spr.pos.XY()).Angle();
|
|
else goalang = (ps[pnum].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Angle();
|
|
angdif = DAngle22_5 * 0.25 * Sgn(deltaangle(actor->spr.Angles.Yaw, goalang).Degrees()); // this looks very wrong...
|
|
actor->spr.Angles.Yaw += angdif;
|
|
}
|
|
|
|
if (isRRRA())
|
|
{
|
|
if (a & antifaceplayerslow)
|
|
{
|
|
if (ps[pnum].newOwner != nullptr)
|
|
goalang = ((ps[pnum].GetActor()->opos.XY() - actor->spr.pos.XY()).Angle() + DAngle180);
|
|
else goalang = ((ps[pnum].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Angle() + DAngle180);
|
|
angdif = DAngle22_5 * 0.25 * Sgn(deltaangle(actor->spr.Angles.Yaw, goalang).Degrees()); // this looks very wrong...
|
|
actor->spr.Angles.Yaw += angdif;
|
|
}
|
|
|
|
if ((a & jumptoplayer) == jumptoplayer)
|
|
{
|
|
if (actor->spr.picnum == CHEER)
|
|
{
|
|
if (actor->temp_data[0] < 16)
|
|
actor->vel.Z -= BobVal(512 + (actor->temp_data[0] << 4)) * 1.6;
|
|
}
|
|
else
|
|
{
|
|
if (actor->temp_data[0] < 16)
|
|
actor->vel.Z -= BobVal(512 + (actor->temp_data[0] << 4)) * 2;
|
|
}
|
|
}
|
|
if (a & justjump1)
|
|
{
|
|
if (actor->spr.picnum == RABBIT)
|
|
{
|
|
if (actor->temp_data[0] < 8)
|
|
actor->vel.Z -= BobVal(512 + (actor->temp_data[0] << 4)) * 2.133;
|
|
}
|
|
else if (actor->spr.picnum == MAMA)
|
|
{
|
|
if (actor->temp_data[0] < 8)
|
|
actor->vel.Z -= BobVal(512 + (actor->temp_data[0] << 4)) * 1.83;
|
|
}
|
|
}
|
|
if (a & justjump2)
|
|
{
|
|
if (actor->spr.picnum == RABBIT)
|
|
{
|
|
if (actor->temp_data[0] < 8)
|
|
actor->vel.Z -= BobVal(512 + (actor->temp_data[0] << 4)) * 2.667;
|
|
}
|
|
else if (actor->spr.picnum == MAMA)
|
|
{
|
|
if (actor->temp_data[0] < 8)
|
|
actor->vel.Z -= BobVal(512 + (actor->temp_data[0] << 4)) * 2.286;
|
|
}
|
|
}
|
|
if (a & windang)
|
|
{
|
|
if (actor->temp_data[0] < 8)
|
|
actor->vel.Z -= BobVal(512 + (actor->temp_data[0] << 4) * 2.667);
|
|
}
|
|
}
|
|
else if ((a & jumptoplayer) == jumptoplayer)
|
|
{
|
|
if (actor->temp_data[0] < 16)
|
|
actor->vel.Z -= BobVal(512 + (actor->temp_data[0] << 4)) * 2;
|
|
}
|
|
|
|
|
|
if (a & face_player_smart)
|
|
{
|
|
DVector2 newpos = ps[pnum].GetActor()->spr.pos.XY() + (ps[pnum].vel.XY() * (4. / 3.));
|
|
goalang = (newpos - actor->spr.pos.XY()).Angle();
|
|
angdif = deltaangle(actor->spr.Angles.Yaw, goalang) * 0.25;
|
|
if (angdif > -DAngle22_5 / 16 && angdif < nullAngle) angdif = nullAngle;
|
|
actor->spr.Angles.Yaw += angdif;
|
|
}
|
|
|
|
if (actor->temp_data[1] == 0 || a == 0)
|
|
{
|
|
if ((badguy(actor) && actor->spr.extra <= 0) || (actor->opos.X != actor->spr.pos.X) || (actor->opos.Y != actor->spr.pos.Y))
|
|
{
|
|
if (!actor->isPlayer()) actor->backupvec2();
|
|
SetActor(actor, actor->spr.pos);
|
|
}
|
|
if (badguy(actor) && actor->spr.extra <= 0)
|
|
{
|
|
if (actor->sector()->ceilingstat & CSTAT_SECTOR_SKY)
|
|
{
|
|
if (actor->sector()->shadedsector == 1)
|
|
{
|
|
actor->spr.shade += (16 - actor->spr.shade) >> 1;
|
|
}
|
|
else
|
|
{
|
|
actor->spr.shade += (actor->sector()->ceilingshade - actor->spr.shade) >> 1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
actor->spr.shade += (actor->sector()->floorshade - actor->spr.shade) >> 1;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
auto moveptr = &ScriptCode[actor->temp_data[1]];
|
|
|
|
if (a & geth) actor->vel.X += (moveptr[0] / 16. - actor->vel.X) * 0.5;
|
|
if (a & getv) actor->vel.Z += (moveptr[1] / 16. - actor->vel.Z) * 0.5;
|
|
|
|
if (a & dodgebullet)
|
|
dodge(actor);
|
|
|
|
if (!actor->isPlayer())
|
|
alterang(a, actor, pnum);
|
|
|
|
if (abs(actor->vel.X) < 6 / 16.) actor->vel.X = 0;
|
|
|
|
a = badguy(actor);
|
|
|
|
if (actor->vel.X != 0 || actor->vel.Z != 0)
|
|
{
|
|
if (a)
|
|
{
|
|
if (actor->spr.picnum == DRONE && actor->spr.extra > 0)
|
|
{
|
|
if (actor->vel.Z > 0)
|
|
{
|
|
double dist = isRRRA() ? 28 : 30;
|
|
double f = getflorzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y);
|
|
actor->floorz = f;
|
|
if (actor->spr.pos.Z > f - dist)
|
|
actor->spr.pos.Z = f - dist;
|
|
}
|
|
else
|
|
{
|
|
double c = getceilzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y);
|
|
actor->ceilingz = c;
|
|
if (actor->spr.pos.Z < c + 50)
|
|
{
|
|
actor->spr.pos.Z = c + 50;
|
|
actor->vel.Z = 0;
|
|
}
|
|
}
|
|
}
|
|
if (actor->vel.Z > 0 && actor->floorz < actor->spr.pos.Z)
|
|
actor->spr.pos.Z = actor->floorz;
|
|
if (actor->vel.Z < 0)
|
|
{
|
|
double c = getceilzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y);
|
|
if (actor->spr.pos.Z < c + 66)
|
|
{
|
|
actor->spr.pos.Z = c + 66;
|
|
actor->vel.Z *= 0.5;
|
|
}
|
|
}
|
|
}
|
|
|
|
daxvel = actor->vel.X;
|
|
angdif = actor->spr.Angles.Yaw;
|
|
|
|
if (a)
|
|
{
|
|
if (xvel < 960 && actor->spr.scale.X > 0.25 )
|
|
{
|
|
|
|
daxvel = -(1024 - xvel) * maptoworld;
|
|
angdif = (ps[pnum].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Angle();
|
|
|
|
if (xvel < 512)
|
|
{
|
|
ps[pnum].vel.X = 0;
|
|
ps[pnum].vel.Y = 0;
|
|
}
|
|
else
|
|
{
|
|
ps[pnum].vel.XY() *= gs.playerfriction - 0.125;
|
|
}
|
|
}
|
|
else if (!actorflag(actor, SFLAG2_FLOATING))
|
|
{
|
|
if (!*(moveptr + 1))
|
|
{
|
|
if (actor->opos.Z != actor->spr.pos.Z || (ud.multimode < 2 && ud.player_skill < 2))
|
|
{
|
|
if ((actor->temp_data[0] & 1) || ps[pnum].actorsqu == actor) return;
|
|
else daxvel *= 2;
|
|
}
|
|
else
|
|
{
|
|
if ((actor->temp_data[0] & 3) || ps[pnum].actorsqu == actor) return;
|
|
else daxvel *= 4;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (isRRRA())
|
|
{
|
|
if (actor->sector()->lotag != 1)
|
|
{
|
|
switch (actor->spr.picnum)
|
|
{
|
|
case MINIONBOAT:
|
|
case HULKBOAT:
|
|
case CHEERBOAT:
|
|
daxvel *= 0.5;
|
|
break;
|
|
}
|
|
}
|
|
else if (actor->sector()->lotag == 1)
|
|
{
|
|
switch (actor->spr.picnum)
|
|
{
|
|
case BIKERB:
|
|
case BIKERBV2:
|
|
case CHEERB:
|
|
daxvel *= 0.5;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
Collision coll;
|
|
actor->movflag = movesprite_ex(actor, DVector3(angdif.ToVector() * daxvel, actor->vel.Z), CLIPMASK0, coll);
|
|
}
|
|
|
|
if (a)
|
|
{
|
|
if (actor->sector()->ceilingstat & CSTAT_SECTOR_SKY)
|
|
{
|
|
if (actor->sector()->shadedsector == 1)
|
|
{
|
|
actor->spr.shade += (16 - actor->spr.shade) >> 1;
|
|
}
|
|
else
|
|
{
|
|
actor->spr.shade += (actor->sector()->ceilingshade - actor->spr.shade) >> 1;
|
|
}
|
|
}
|
|
else actor->spr.shade += (actor->sector()->floorshade - actor->spr.shade) >> 1;
|
|
|
|
if (actor->sector()->floorpicnum == MIRROR)
|
|
actor->Destroy();
|
|
}
|
|
}
|
|
|
|
void fakebubbaspawn(DDukeActor *actor, int g_p)
|
|
{
|
|
fakebubba_spawn++;
|
|
switch (fakebubba_spawn)
|
|
{
|
|
default:
|
|
break;
|
|
case 1:
|
|
spawn(actor, PIG);
|
|
break;
|
|
case 2:
|
|
spawn(actor, MINION);
|
|
break;
|
|
case 3:
|
|
spawn(actor, CHEER);
|
|
break;
|
|
case 4:
|
|
spawn(actor, VIXEN);
|
|
operateactivators(666, &ps[g_p]);
|
|
break;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// special checks in fall that only apply to RR.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static int fallspecial(DDukeActor *actor, int playernum)
|
|
{
|
|
int sphit = 0;
|
|
if (isRRRA())
|
|
{
|
|
if (actor->sector()->lotag == 801)
|
|
{
|
|
if (actor->spr.picnum == ROCK)
|
|
{
|
|
spawn(actor, ROCK2);
|
|
spawn(actor, ROCK2);
|
|
addspritetodelete();
|
|
}
|
|
return 0;
|
|
}
|
|
else if (actor->sector()->lotag == 802)
|
|
{
|
|
if (!actor->isPlayer() && badguy(actor) && actor->spr.pos.Z == actor->floorz - FOURSLEIGHT_F)
|
|
{
|
|
spawnguts(actor, PClass::FindActor("DukeJibs6"), 5);
|
|
S_PlayActorSound(SQUISHED, actor);
|
|
addspritetodelete();
|
|
}
|
|
return 0;
|
|
}
|
|
else if (actor->sector()->lotag == 803)
|
|
{
|
|
if (actor->spr.picnum == ROCK2)
|
|
addspritetodelete();
|
|
return 0;
|
|
}
|
|
}
|
|
if (actor->sector()->lotag == 800)
|
|
{
|
|
if (actor->spr.picnum == AMMO)
|
|
{
|
|
addspritetodelete();
|
|
return 0;
|
|
}
|
|
if (!actor->isPlayer() && (badguy(actor) || actor->spr.picnum == HEN || actor->spr.picnum == COW || actor->spr.picnum == PIG || actor->spr.picnum == DOGRUN || actor->spr.picnum == RABBIT) && (!isRRRA() || actor->spriteextra < 128))
|
|
{
|
|
actor->spr.pos.Z = actor->floorz - FOURSLEIGHT_F;
|
|
actor->vel.Z = 8000 / 256.;
|
|
actor->spr.extra = 0;
|
|
actor->spriteextra++;
|
|
sphit = 1;
|
|
}
|
|
else if (!actor->isPlayer())
|
|
{
|
|
if (!actor->spriteextra)
|
|
addspritetodelete();
|
|
return 0;
|
|
}
|
|
actor->attackertype = SHOTSPARK1;
|
|
actor->hitextra = 1;
|
|
}
|
|
else if (isRRRA() && (actor->sector()->floorpicnum == RRTILE7820 || actor->sector()->floorpicnum == RRTILE7768))
|
|
{
|
|
if (actor->spr.picnum != MINION && actor->spr.pal != 19)
|
|
{
|
|
if ((krand() & 3) == 1)
|
|
{
|
|
actor->attackertype = SHOTSPARK1;
|
|
actor->hitextra = 5;
|
|
}
|
|
}
|
|
}
|
|
return sphit;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void fall_r(DDukeActor* ac, int g_p)
|
|
{
|
|
fall_common(ac, g_p, JIBS6, DRONE, BLOODPOOL, SHOTSPARK1, 69, 158, fallspecial);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void destroyit(DDukeActor *actor)
|
|
{
|
|
int lotag = 0, hitag = 0;
|
|
DDukeActor* spr = nullptr;
|
|
|
|
DukeSectIterator it1(actor->sector());
|
|
while (auto a2 = it1.Next())
|
|
{
|
|
if (a2->spr.picnum == RRTILE63)
|
|
{
|
|
lotag = a2->spr.lotag;
|
|
spr = a2;
|
|
if (a2->spr.hitag)
|
|
hitag = a2->spr.hitag;
|
|
}
|
|
}
|
|
DukeStatIterator it(STAT_DESTRUCT);
|
|
while (auto a2 = it.Next())
|
|
{
|
|
auto it_sect = a2->sector();
|
|
if (hitag && hitag == a2->spr.hitag)
|
|
{
|
|
DukeSectIterator its(it_sect);
|
|
while (auto a3 = its.Next())
|
|
{
|
|
if (a3->spr.picnum == DESTRUCTO)
|
|
{
|
|
a3->attackertype = SHOTSPARK1;
|
|
a3->hitextra = 1;
|
|
}
|
|
}
|
|
}
|
|
if (spr && spr->sector() != it_sect)
|
|
if (lotag == a2->spr.lotag)
|
|
{
|
|
auto sect = spr->sector();
|
|
|
|
auto destsect = spr->sector();
|
|
auto srcsect = it_sect;
|
|
|
|
auto destwal = destsect->walls.Data();
|
|
auto srcwal = srcsect->walls.Data();
|
|
for (unsigned i = 0; i < destsect->walls.Size(); i++, srcwal++, destwal++)
|
|
{
|
|
destwal->picnum = srcwal->picnum;
|
|
destwal->overpicnum = srcwal->overpicnum;
|
|
destwal->shade = srcwal->shade;
|
|
destwal->xrepeat = srcwal->xrepeat;
|
|
destwal->yrepeat = srcwal->yrepeat;
|
|
destwal->xpan_ = srcwal->xpan_;
|
|
destwal->ypan_ = srcwal->ypan_;
|
|
if (isRRRA() && destwal->twoSided())
|
|
{
|
|
destwal->cstat = 0;
|
|
destwal->nextWall()->cstat = 0;
|
|
}
|
|
}
|
|
destsect->setfloorz(srcsect->floorz);
|
|
destsect->setceilingz(srcsect->ceilingz);
|
|
destsect->ceilingstat = srcsect->ceilingstat;
|
|
destsect->floorstat = srcsect->floorstat;
|
|
destsect->ceilingpicnum = srcsect->ceilingpicnum;
|
|
destsect->ceilingheinum = srcsect->ceilingheinum;
|
|
destsect->ceilingshade = srcsect->ceilingshade;
|
|
destsect->ceilingpal = srcsect->ceilingpal;
|
|
destsect->ceilingxpan_ = srcsect->ceilingxpan_;
|
|
destsect->ceilingypan_ = srcsect->ceilingypan_;
|
|
destsect->floorpicnum = srcsect->floorpicnum;
|
|
destsect->floorheinum = srcsect->floorheinum;
|
|
destsect->floorshade = srcsect->floorshade;
|
|
destsect->floorpal = srcsect->floorpal;
|
|
destsect->floorxpan_ = srcsect->floorxpan_;
|
|
destsect->floorypan_ = srcsect->floorypan_;
|
|
destsect->visibility = srcsect->visibility;
|
|
destsect->keyinfo = srcsect->keyinfo;
|
|
destsect->lotag = srcsect->lotag;
|
|
destsect->hitag = srcsect->hitag;
|
|
destsect->extra = srcsect->extra;
|
|
destsect->dirty = EDirty::AllDirty;
|
|
}
|
|
}
|
|
it1.Reset(actor->sector());
|
|
while (auto a2 = it1.Next())
|
|
{
|
|
switch (a2->spr.picnum)
|
|
{
|
|
case DESTRUCTO:
|
|
case RRTILE63:
|
|
case TORNADO:
|
|
case APLAYER:
|
|
case COOT:
|
|
break;
|
|
default:
|
|
a2->Destroy();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void mamaspawn(DDukeActor *actor)
|
|
{
|
|
if (mamaspawn_count)
|
|
{
|
|
mamaspawn_count--;
|
|
spawn(actor, RABBIT);
|
|
}
|
|
}
|
|
|
|
bool spawnweapondebris_r(int picnum)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void thunder(void);
|
|
|
|
void think_r(void)
|
|
{
|
|
thinktime.Reset();
|
|
thinktime.Clock();
|
|
|
|
movefta(); //ST 2
|
|
tickstat(STAT_PROJECTILE);
|
|
moveplayers(); //ST 10
|
|
movefallers_r(); //ST 12
|
|
tickstat(STAT_MISC, true);
|
|
|
|
actortime.Reset();
|
|
actortime.Clock();
|
|
moveactors_r(); //ST 1
|
|
actortime.Unclock();
|
|
|
|
moveeffectors_r(); //ST 3
|
|
tickstat(STAT_STANDABLE);
|
|
doanimations();
|
|
tickstat(STAT_FX); //ST 11
|
|
|
|
if (numplayers < 2 && thunderon)
|
|
thunder();
|
|
|
|
thinktime.Unclock();
|
|
}
|
|
|
|
|
|
END_DUKE_NS
|