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authorJames Haley2010-09-13 03:27:49 +0000
committerJames Haley2010-09-13 03:27:49 +0000
commit7298899199a5bb750c66c4b52227e9e979f8d260 (patch)
tree497ac394220584a4ee38cd7be38b31bf40cdd02e /src/strife/p_user.c
parent2016bb4f4b3c00b6d037727d0a5f4e7e6847fc0b (diff)
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Started finale slideshow stuff, added/tweaked quest flags, and did some
elimination of tabs in altered functions. Also refactored a few strings to use DEH_String. Subversion-branch: /branches/strife-branch Subversion-revision: 2082
Diffstat (limited to 'src/strife/p_user.c')
-rw-r--r--src/strife/p_user.c214
1 files changed, 107 insertions, 107 deletions
diff --git a/src/strife/p_user.c b/src/strife/p_user.c
index fa0e3f28..ca82f7f0 100644
--- a/src/strife/p_user.c
+++ b/src/strife/p_user.c
@@ -312,43 +312,43 @@ void P_PlayerThink (player_t* player)
{
ticcmd_t* cmd;
weapontype_t newweapon;
-
+
// fixme: do this in the cheat code
// villsa [STRIFE] TODO - verify if unused
if (player->cheats & CF_NOCLIP)
- player->mo->flags |= MF_NOCLIP;
+ player->mo->flags |= MF_NOCLIP;
else
- player->mo->flags &= ~MF_NOCLIP;
-
+ player->mo->flags &= ~MF_NOCLIP;
+
// chain saw run forward
cmd = &player->cmd;
if (player->mo->flags & MF_JUSTATTACKED)
{
- cmd->angleturn = 0;
- cmd->forwardmove = 0xc800/512;
- cmd->sidemove = 0;
- player->mo->flags &= ~MF_JUSTATTACKED;
+ cmd->angleturn = 0;
+ cmd->forwardmove = 0xc800/512;
+ cmd->sidemove = 0;
+ player->mo->flags &= ~MF_JUSTATTACKED;
}
-
-
+
+
if (player->playerstate == PST_DEAD)
{
- P_DeathThink (player);
- return;
+ P_DeathThink (player);
+ return;
}
-
+
// Move around.
// Reactiontime is used to prevent movement
// for a bit after a teleport.
if (player->mo->reactiontime)
- player->mo->reactiontime--;
+ player->mo->reactiontime--;
else
- P_MovePlayer (player);
-
+ P_MovePlayer (player);
+
P_CalcHeight (player);
if (player->mo->subsector->sector->special)
- P_PlayerInSpecialSector (player);
+ P_PlayerInSpecialSector (player);
// villsa [STRIFE] handle inventory input
if(!player->inventorydown)
@@ -364,19 +364,19 @@ void P_PlayerThink (player_t* player)
// villsa [STRIFE] TODO - add workparm variable
/*if(workparm)
{
- int cheat = player->cheats ^ 1;
- player->cheats ^= CF_NOCLIP;
-
- if(cheat & CF_NOCLIP)
- {
- player->message = "No Clipping Mode ON";
- player->mo->flags |= MF_NOCLIP;
- }
- else
- {
- player->mo->flags &= ~MF_NOCLIP;
- player->message = "No Clipping Mode OFF";
- }
+ int cheat = player->cheats ^ 1;
+ player->cheats ^= CF_NOCLIP;
+
+ if(cheat & CF_NOCLIP)
+ {
+ player->message = "No Clipping Mode ON";
+ player->mo->flags |= MF_NOCLIP;
+ }
+ else
+ {
+ player->mo->flags &= ~MF_NOCLIP;
+ player->message = "No Clipping Mode OFF";
+ }
}*/
}
@@ -385,75 +385,75 @@ void P_PlayerThink (player_t* player)
}
else
player->inventorydown = false;
-
+
// Check for weapon change.
// A special event has no other buttons.
if (cmd->buttons & BT_SPECIAL)
- cmd->buttons = 0;
-
+ cmd->buttons = 0;
+
if (cmd->buttons & BT_CHANGE)
{
- // The actual changing of the weapon is done
- // when the weapon psprite can do it
- // (read: not in the middle of an attack).
- newweapon = (cmd->buttons&BT_WEAPONMASK)>>BT_WEAPONSHIFT;
+ // The actual changing of the weapon is done
+ // when the weapon psprite can do it
+ // (read: not in the middle of an attack).
+ newweapon = (cmd->buttons&BT_WEAPONMASK)>>BT_WEAPONSHIFT;
// villsa [STRIFE] TODO - placeholder
if (player->weaponowned[newweapon]
- && newweapon != player->readyweapon)
- {
+ && newweapon != player->readyweapon)
+ {
player->pendingweapon = newweapon;
- }
-
+ }
+
// villsa [STRIFE] TODO - MUST FIX!!!
- /*if (newweapon == wp_fist
- && player->weaponowned[wp_chainsaw]
- && !(player->readyweapon == wp_chainsaw
- && player->powers[pw_strength]))
- {
- newweapon = wp_chainsaw;
- }
-
- if ( (gamemode == commercial)
- && newweapon == wp_shotgun
- && player->weaponowned[wp_supershotgun]
- && player->readyweapon != wp_supershotgun)
- {
- newweapon = wp_supershotgun;
- }
-
+ /*if (newweapon == wp_fist
+ && player->weaponowned[wp_chainsaw]
+ && !(player->readyweapon == wp_chainsaw
+ && player->powers[pw_strength]))
+ {
+ newweapon = wp_chainsaw;
+ }
- if (player->weaponowned[newweapon]
- && newweapon != player->readyweapon)
- {
- // Do not go to plasma or BFG in shareware,
- // even if cheated.
- if ((newweapon != wp_plasma
- && newweapon != wp_bfg)
- || (gamemode != shareware) )
- {
- player->pendingweapon = newweapon;
- }
- }*/
+ if ( (gamemode == commercial)
+ && newweapon == wp_shotgun
+ && player->weaponowned[wp_supershotgun]
+ && player->readyweapon != wp_supershotgun)
+ {
+ newweapon = wp_supershotgun;
+ }
+
+
+ if (player->weaponowned[newweapon]
+ && newweapon != player->readyweapon)
+ {
+ // Do not go to plasma or BFG in shareware,
+ // even if cheated.
+ if ((newweapon != wp_plasma
+ && newweapon != wp_bfg)
+ || (gamemode != shareware) )
+ {
+ player->pendingweapon = newweapon;
+ }
+ }*/
}
-
+
// check for use
if (cmd->buttons & BT_USE)
{
- if (!player->usedown)
- {
+ if (!player->usedown)
+ {
P_DialogStart(player); // villsa [STRIFE]
- P_UseLines (player);
- player->usedown = true;
- }
+ P_UseLines (player);
+ player->usedown = true;
+ }
}
else
- player->usedown = false;
-
+ player->usedown = false;
+
// cycle psprites
P_MovePsprites (player);
-
+
// Counters, time dependend power ups.
// haleyjd 08/30/10: [STRIFE]
@@ -470,28 +470,28 @@ void P_PlayerThink (player_t* player)
// Strength counts up to diminish fade.
if (player->powers[pw_strength])
- player->powers[pw_strength]++;
-
+ player->powers[pw_strength]++;
+
// villsa [STRIFE] unused
/*if (player->powers[pw_invulnerability])
- player->powers[pw_invulnerability]--;*/
+ player->powers[pw_invulnerability]--;*/
if (player->powers[pw_invisibility])
- if (! --player->powers[pw_invisibility] )
- player->mo->flags &= ~MF_SHADOW;
-
+ if (! --player->powers[pw_invisibility] )
+ player->mo->flags &= ~MF_SHADOW;
+
// villsa [STRIFE] unused
/*if (player->powers[pw_infrared])
- player->powers[pw_infrared]--;*/
-
+ player->powers[pw_infrared]--;*/
+
if (player->powers[pw_ironfeet])
- player->powers[pw_ironfeet]--;
-
+ player->powers[pw_ironfeet]--;
+
if (player->damagecount)
- player->damagecount--;
-
+ player->damagecount--;
+
if (player->bonuscount)
- player->bonuscount--;
+ player->bonuscount--;
// villsa [STRIFE] checks for extralight
if(player->extralight >= 0)
@@ -501,33 +501,33 @@ void P_PlayerThink (player_t* player)
else
player->fixedcolormap = 0;
}
- else
+ else // Sigil shock:
player->fixedcolormap = INVERSECOLORMAP;
-
+
// villsa [STRIFE] unused
// Handling colormaps.
/*if (player->powers[pw_invulnerability])
{
- if (player->powers[pw_invulnerability] > 4*32
- || (player->powers[pw_invulnerability]&8) )
- player->fixedcolormap = INVERSECOLORMAP;
- else
- player->fixedcolormap = 0;
+ if (player->powers[pw_invulnerability] > 4*32
+ || (player->powers[pw_invulnerability]&8) )
+ player->fixedcolormap = INVERSECOLORMAP;
+ else
+ player->fixedcolormap = 0;
}
else if (player->powers[pw_infrared])
{
- if (player->powers[pw_infrared] > 4*32
- || (player->powers[pw_infrared]&8) )
- {
- // almost full bright
- player->fixedcolormap = 1;
- }
- else
- player->fixedcolormap = 0;
+ if (player->powers[pw_infrared] > 4*32
+ || (player->powers[pw_infrared]&8) )
+ {
+ // almost full bright
+ player->fixedcolormap = 1;
+ }
+ else
+ player->fixedcolormap = 0;
}
else
- player->fixedcolormap = 0;*/
+ player->fixedcolormap = 0;*/
}