Now build pldnet.c
This commit is contained in:
parent
1aed07b16a
commit
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7 changed files with 215 additions and 1222 deletions
887
src/net.c
887
src/net.c
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@ -1,887 +0,0 @@
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <SDL.h>
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#include <GL/gl.h>
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#include <GL/glext.h>
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#include "fixer.h"
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#include "3dc.h"
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#include "platform.h"
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#include "inline.h"
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#include "gamedef.h"
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#include "module.h"
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#include "stratdef.h"
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#include "projfont.h"
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#include "kshape.h"
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#include "prototyp.h"
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#include "d3d_hud.h"
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#include "bh_types.h"
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#include "equipmnt.h"
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#include "bh_marin.h"
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#include "bh_alien.h"
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#include "pldghost.h"
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#define UseLocalAssert Yes
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#include "ourasert.h"
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DISPLAYBLOCK PlayersMirrorImage;
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STRATEGYBLOCK PlayersMirrorImageSB;
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NETGHOSTDATABLOCK PlayersMirrorGhost;
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DYNAMICSBLOCK PlayersMirrorDynBlock;
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extern int LastHand;
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/* support function for addnetmsg_playerstate() */
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static int MyPlayerHasAMuzzleFlash(STRATEGYBLOCK *sbPtr)
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{
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PLAYER_WEAPON_DATA *weaponPtr;
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TEMPLATE_WEAPON_DATA *twPtr;
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PLAYER_STATUS *playerStatusPtr = (PLAYER_STATUS *)(Player->ObStrategyBlock->SBdataptr);
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LOCALASSERT(playerStatusPtr);
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weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]);
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twPtr = &TemplateWeapon[weaponPtr->WeaponIDNumber];
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/* first check if we are displaying a muzle flash ourselves */
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if(twPtr->MuzzleFlashShapeName == NULL) return 0;
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if(twPtr->PrimaryIsMeleeWeapon) return 0;
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if (weaponPtr->WeaponIDNumber==WEAPON_TWO_PISTOLS) {
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if (weaponPtr->CurrentState == WEAPONSTATE_FIRING_PRIMARY) {
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if (LastHand) {
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return 2;
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} else {
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return 1;
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}
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} else if (weaponPtr->CurrentState == WEAPONSTATE_FIRING_SECONDARY) {
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if (LastHand) {
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return 2;
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} else {
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return 1;
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}
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return 0;
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}
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}
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if (weaponPtr->WeaponIDNumber==WEAPON_MARINE_PISTOL) {
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if ((weaponPtr->CurrentState==WEAPONSTATE_FIRING_PRIMARY)
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||(weaponPtr->CurrentState==WEAPONSTATE_FIRING_SECONDARY)) {
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//ReleasePrintDebuggingText("Pistol Muzzle Flash 1\n");
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return 1;
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} else {
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//ReleasePrintDebuggingText("Pistol Muzzle Flash 0\n");
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return 0;
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}
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}
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if (weaponPtr->CurrentState != WEAPONSTATE_FIRING_PRIMARY) {
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return 0;
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}
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/* even if we are displaying our own muzzle flash, we don't neccessarily want it to
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be visible to other players (because it looks stupid) */
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if((weaponPtr->WeaponIDNumber==WEAPON_PULSERIFLE)||
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(weaponPtr->WeaponIDNumber==WEAPON_MARINE_PISTOL)||
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(weaponPtr->WeaponIDNumber==WEAPON_AUTOSHOTGUN)||
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(weaponPtr->WeaponIDNumber==WEAPON_SMARTGUN)||
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(weaponPtr->WeaponIDNumber==WEAPON_MINIGUN)||
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(weaponPtr->WeaponIDNumber==WEAPON_FRISBEE_LAUNCHER)||
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(weaponPtr->WeaponIDNumber==WEAPON_PRED_PISTOL)||
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(weaponPtr->WeaponIDNumber==WEAPON_PRED_RIFLE))
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{
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/* if we get this far, we want to display a muzzle flash */
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return 1;
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}
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return 0;
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}
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/* Patrick 11/7/97 ----------------------------------------------
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Functions for determining our sequence for player update messages
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-----------------------------------------------------------------*/
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static MARINE_SEQUENCE GetMyMarineSequence(void)
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{
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int playerIsMoving = 0;
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int playerIsFiring = 0;
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int playerIsCrouching = 0;
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int playerIsAlive = 0;
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int playerIsJumping = 0;
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int usingCloseAttackWeapon;
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extern int StaffAttack;
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/* sort out what state we're in */
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if(PlayerStatusPtr->IsAlive) playerIsAlive = 1;
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else playerIsAlive = 0;
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if (PlayerStatusPtr->Mvt_InputRequests.Flags.Rqst_Backward) {
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playerIsMoving=-1;
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} else if((PlayerStatusPtr->Mvt_InputRequests.Flags.Rqst_Forward)||
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(PlayerStatusPtr->Mvt_InputRequests.Flags.Rqst_SideStepLeft)||
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(PlayerStatusPtr->Mvt_InputRequests.Flags.Rqst_SideStepRight)) {
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playerIsMoving = 1;
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} else {
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playerIsMoving = 0;
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}
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if ( (Player->ObStrategyBlock->DynPtr->Position.vx==Player->ObStrategyBlock->DynPtr->PrevPosition.vx)
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&& (Player->ObStrategyBlock->DynPtr->Position.vy==Player->ObStrategyBlock->DynPtr->PrevPosition.vy)
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&& (Player->ObStrategyBlock->DynPtr->Position.vz==Player->ObStrategyBlock->DynPtr->PrevPosition.vz) ) {
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/* Actually not moving - overruled! */
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playerIsMoving=0;
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}
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if(PlayerStatusPtr->ShapeState!=PMph_Standing)
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{
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playerIsCrouching = 1;
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}
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else
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{
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playerIsCrouching = 0;
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}
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if((PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_FIRING_PRIMARY)||
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(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_RECOIL_PRIMARY)) {
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playerIsFiring = 1;
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} else {
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if(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].WeaponIDNumber==WEAPON_MARINE_PISTOL) {
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if((PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_FIRING_SECONDARY)||
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(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_RECOIL_SECONDARY)) {
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playerIsFiring = 1;
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} else {
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playerIsFiring = 0;
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}
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} else {
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playerIsFiring = 0;
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}
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}
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if(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].WeaponIDNumber==WEAPON_CUDGEL)
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usingCloseAttackWeapon = 1;
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else usingCloseAttackWeapon = 0;
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/* Fix cudgel. */
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if (usingCloseAttackWeapon) {
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if((PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_FIRING_SECONDARY)||
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(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_RECOIL_SECONDARY)) {
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playerIsFiring = 1;
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}
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}
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/* KJL 14:27:14 10/29/97 - deal with jumping & falling */
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{
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DYNAMICSBLOCK *dynPtr = Player->ObStrategyBlock->DynPtr;
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if (!dynPtr->IsInContactWithFloor && (dynPtr->TimeNotInContactWithFloor==0))
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playerIsJumping=1;
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}
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/* and deduce the sequence */
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if(playerIsAlive==0)
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{
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if(playerIsCrouching) {
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return MSQ_CrouchDie;
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} else {
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return MSQ_StandDieFront;
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}
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}
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if(playerIsJumping) {
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return MSQ_Jump;
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}
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/* Put this in here... no running cudgel attacks yet. */
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if(playerIsFiring&&usingCloseAttackWeapon) {
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/* Deal with cudgel case! */
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if (StaffAttack>=0) {
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return(MSQ_BaseOfCudgelAttacks+StaffAttack);
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}
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}
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if(playerIsCrouching)
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{
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if(playerIsMoving>0) {
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return MSQ_Crawl;
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} else if (playerIsMoving<0) {
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return MSQ_Crawl_Backwards;
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} else {
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return MSQ_Crouch;
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}
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}
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if(playerIsMoving>0)
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{
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if(playerIsFiring) {
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if((PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].WeaponIDNumber==WEAPON_TWO_PISTOLS)
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&&(LastHand)) {
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return MSQ_RunningFireSecondary;
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} else {
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return MSQ_RunningFire;
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}
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} else {
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return MSQ_Walk;
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}
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} else if (playerIsMoving<0) {
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if(playerIsFiring) {
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if((PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].WeaponIDNumber==WEAPON_TWO_PISTOLS)
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&&(LastHand)) {
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return MSQ_RunningFireSecondary_Backwards;
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} else {
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return MSQ_RunningFire_Backwards;
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}
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} else {
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return MSQ_Walk_Backwards;
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}
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}
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if(playerIsFiring) {
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if((PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].WeaponIDNumber==WEAPON_TWO_PISTOLS)
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&&(LastHand)) {
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return MSQ_StandingFireSecondary;
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} else {
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return MSQ_StandingFire;
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}
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} else {
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if (PlayerStatusPtr->tauntTimer!=0) {
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return MSQ_Taunt;
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} else {
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return MSQ_Stand;
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}
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}
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}
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static ALIEN_SEQUENCE GetMyAlienSequence(void)
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{
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extern STRATEGYBLOCK *Biting;
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extern int Bit;
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int playerIsMoving = 0;
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int playerIsFiring = 0;
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int playerIsCrouching = 0;
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int playerIsAlive = 0;
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int playerIsJumping = 0;
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/* sort out what state we're in */
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if(PlayerStatusPtr->IsAlive) playerIsAlive = 1;
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else playerIsAlive = 0;
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if (PlayerStatusPtr->Mvt_InputRequests.Flags.Rqst_Backward) {
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playerIsMoving =-1;
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} else if ((PlayerStatusPtr->Mvt_InputRequests.Flags.Rqst_Forward)||
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(PlayerStatusPtr->Mvt_InputRequests.Flags.Rqst_SideStepLeft)||
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(PlayerStatusPtr->Mvt_InputRequests.Flags.Rqst_SideStepRight)) {
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playerIsMoving = 1;
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} else {
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playerIsMoving = 0;
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}
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if ( (Player->ObStrategyBlock->DynPtr->Position.vx==Player->ObStrategyBlock->DynPtr->PrevPosition.vx)
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&& (Player->ObStrategyBlock->DynPtr->Position.vy==Player->ObStrategyBlock->DynPtr->PrevPosition.vy)
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&& (Player->ObStrategyBlock->DynPtr->Position.vz==Player->ObStrategyBlock->DynPtr->PrevPosition.vz) ) {
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/* Actually not moving - overruled! */
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playerIsMoving=0;
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}
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if(PlayerStatusPtr->ShapeState!=PMph_Standing) playerIsCrouching = 1;
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else playerIsCrouching = 0;
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/* ChrisF 20/4/98: playerIsFiring now specifies alien weapon behaviour. */
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//if((PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_FIRING_PRIMARY)||
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// (PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_RECOIL_PRIMARY))
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// playerIsFiring = 1;
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//else playerIsFiring = 0;
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//
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//if(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].WeaponIDNumber!=WEAPON_ALIEN_SPIT) {
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// usingCloseAttackWeapon = 1;
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//} else {
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// usingCloseAttackWeapon = 0;
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//}
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switch(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState) {
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case (WEAPONSTATE_FIRING_PRIMARY):
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if(Biting) {
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playerIsFiring=4; //Eat.
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} else {
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playerIsFiring=1; //Claw.
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}
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break;
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case (WEAPONSTATE_FIRING_SECONDARY):
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playerIsFiring=2; //Tail Poise.
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break;
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case (WEAPONSTATE_RECOIL_SECONDARY):
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playerIsFiring=3; //Tail Strike.
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break;
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default:
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playerIsFiring=0; //Nothing.
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break;
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}
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/* KJL 14:27:14 10/29/97 - deal with jumping & falling */
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{
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DYNAMICSBLOCK *dynPtr = Player->ObStrategyBlock->DynPtr;
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if (!dynPtr->IsInContactWithFloor && (dynPtr->TimeNotInContactWithFloor==0))
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playerIsJumping=1;
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}
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/* and deduce the sequence */
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if(playerIsAlive==0)
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{
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return ASQ_Stand; /* kind of irrelevant really */
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}
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if(playerIsJumping) /* TODO: consider jump & crouch */
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{
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switch(playerIsFiring) {
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case 1:
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return ASQ_Pounce;
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break;
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case 2:
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return ASQ_JumpingTailPoise;
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break;
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case 3:
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return ASQ_JumpingTailStrike;
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break;
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case 4:
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/* What the hell? */
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return ASQ_Eat;
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break;
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default:
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return ASQ_Jump;
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break;
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}
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}
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if(playerIsCrouching)
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{
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if(playerIsMoving>0)
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{
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switch(playerIsFiring) {
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case 1:
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return ASQ_CrawlingAttack_Claw;
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break;
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case 2:
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return ASQ_CrawlingTailPoise;
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break;
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case 3:
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return ASQ_CrawlingTailStrike;
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break;
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case 4:
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/* What the hell? */
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return ASQ_CrouchEat;
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break;
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default:
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if(Player->ObStrategyBlock->DynPtr->OrientMat.mat22>50000)
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return ASQ_Scamper;
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else
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return ASQ_Crawl;
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break;
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}
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} else if(playerIsMoving<0) {
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switch(playerIsFiring) {
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case 1:
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return ASQ_CrawlingAttack_Claw_Backwards;
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break;
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case 2:
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return ASQ_CrawlingTailPoise_Backwards;
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break;
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case 3:
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return ASQ_CrawlingTailStrike_Backwards;
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break;
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case 4:
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/* What the hell? */
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return ASQ_CrouchEat;
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break;
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default:
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if(Player->ObStrategyBlock->DynPtr->OrientMat.mat22>50000)
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return ASQ_Scamper_Backwards;
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else
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return ASQ_Crawl_Backwards;
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break;
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}
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}
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switch(playerIsFiring) {
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case 1:
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return ASQ_CrouchedAttack_Claw;
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break;
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case 2:
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return ASQ_CrouchedTailPoise;
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break;
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case 3:
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return ASQ_CrouchedTailStrike;
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break;
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case 4:
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return ASQ_Eat;
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break;
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default:
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return ASQ_Crouch;
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break;
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}
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}
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if(playerIsMoving>0)
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{
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switch(playerIsFiring) {
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case 1:
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return ASQ_RunningAttack_Claw;
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break;
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case 2:
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return ASQ_RunningTailPoise;
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break;
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case 3:
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return ASQ_RunningTailStrike;
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break;
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case 4:
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/* What the hell? */
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return ASQ_Eat;
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break;
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default:
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return ASQ_Run;
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break;
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}
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} else if(playerIsMoving<0) {
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switch(playerIsFiring) {
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case 1:
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return ASQ_RunningAttack_Claw_Backwards;
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break;
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case 2:
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return ASQ_RunningTailPoise_Backwards;
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break;
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case 3:
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return ASQ_RunningTailStrike_Backwards;
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break;
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case 4:
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/* What the hell? */
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return ASQ_Eat;
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break;
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default:
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return ASQ_Run_Backwards;
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break;
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}
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}
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switch(playerIsFiring) {
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case 1:
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return ASQ_StandingAttack_Claw;
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break;
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case 2:
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return ASQ_StandingTailPoise;
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break;
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case 3:
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return ASQ_StandingTailStrike;
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break;
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case 4:
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return ASQ_Eat;
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break;
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default:
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if (PlayerStatusPtr->tauntTimer!=0) {
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/* Second lowest priority ever. */
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return ASQ_Taunt;
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} else {
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return ASQ_Stand;
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}
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break;
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}
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}
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|
||||
static PREDATOR_SEQUENCE GetMyPredatorSequence(void)
|
||||
{
|
||||
int playerIsMoving = 0;
|
||||
int playerIsFiring = 0;
|
||||
int playerIsCrouching = 0;
|
||||
int playerIsAlive = 0;
|
||||
int playerIsJumping = 0;
|
||||
int usingCloseAttackWeapon;
|
||||
extern int StaffAttack;
|
||||
|
||||
/* sort out what state we're in */
|
||||
if(PlayerStatusPtr->IsAlive) playerIsAlive = 1;
|
||||
else playerIsAlive = 0;
|
||||
|
||||
if (PlayerStatusPtr->Mvt_InputRequests.Flags.Rqst_Backward) {
|
||||
playerIsMoving=-1;
|
||||
} else if((PlayerStatusPtr->Mvt_InputRequests.Flags.Rqst_Forward)||
|
||||
(PlayerStatusPtr->Mvt_InputRequests.Flags.Rqst_SideStepLeft)||
|
||||
(PlayerStatusPtr->Mvt_InputRequests.Flags.Rqst_SideStepRight)) {
|
||||
playerIsMoving = 1;
|
||||
} else {
|
||||
playerIsMoving = 0;
|
||||
}
|
||||
|
||||
if ( (Player->ObStrategyBlock->DynPtr->Position.vx==Player->ObStrategyBlock->DynPtr->PrevPosition.vx)
|
||||
&& (Player->ObStrategyBlock->DynPtr->Position.vy==Player->ObStrategyBlock->DynPtr->PrevPosition.vy)
|
||||
&& (Player->ObStrategyBlock->DynPtr->Position.vz==Player->ObStrategyBlock->DynPtr->PrevPosition.vz) ) {
|
||||
/* Actually not moving - overruled! */
|
||||
playerIsMoving=0;
|
||||
}
|
||||
|
||||
if(PlayerStatusPtr->ShapeState!=PMph_Standing) playerIsCrouching = 1;
|
||||
else playerIsCrouching = 0;
|
||||
|
||||
playerIsFiring = 0;
|
||||
|
||||
if(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].WeaponIDNumber==WEAPON_PRED_SHOULDERCANNON)
|
||||
{
|
||||
//the shoulder cannon is fired during recoil (I think)
|
||||
if(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_RECOIL_PRIMARY)
|
||||
{
|
||||
playerIsFiring = 1;
|
||||
}
|
||||
}
|
||||
else if(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].WeaponIDNumber==WEAPON_PRED_WRISTBLADE)
|
||||
{
|
||||
if((PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_FIRING_PRIMARY)||
|
||||
(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_RECOIL_PRIMARY) ||
|
||||
(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_RECOIL_SECONDARY))
|
||||
{
|
||||
if(StaffAttack!=-1)
|
||||
{
|
||||
playerIsFiring = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if((PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_FIRING_PRIMARY)||
|
||||
(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_RECOIL_PRIMARY))
|
||||
{
|
||||
playerIsFiring = 1;
|
||||
}
|
||||
}
|
||||
|
||||
if(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].WeaponIDNumber==WEAPON_PRED_WRISTBLADE)
|
||||
usingCloseAttackWeapon = 3;
|
||||
else if(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].WeaponIDNumber==WEAPON_PRED_DISC)
|
||||
usingCloseAttackWeapon = 1;
|
||||
else if(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].WeaponIDNumber==WEAPON_PRED_STAFF)
|
||||
usingCloseAttackWeapon = 2;
|
||||
else usingCloseAttackWeapon = 0;
|
||||
|
||||
/* KJL 14:27:14 10/29/97 - deal with jumping & falling */
|
||||
{
|
||||
DYNAMICSBLOCK *dynPtr = Player->ObStrategyBlock->DynPtr;
|
||||
if (!dynPtr->IsInContactWithFloor && (dynPtr->TimeNotInContactWithFloor==0))
|
||||
playerIsJumping=1;
|
||||
}
|
||||
|
||||
/* and deduce the sequence */
|
||||
if(playerIsAlive==0)
|
||||
{
|
||||
if(playerIsCrouching) {
|
||||
return PredSQ_CrouchDie;
|
||||
} else {
|
||||
return PredSQ_StandDie;
|
||||
}
|
||||
}
|
||||
|
||||
if(playerIsJumping) {
|
||||
return(PredSQ_Jump);
|
||||
}
|
||||
|
||||
if(playerIsCrouching)
|
||||
{
|
||||
if(playerIsMoving>0)
|
||||
{
|
||||
if(playerIsFiring&&usingCloseAttackWeapon) {
|
||||
/* Deal with staff case! */
|
||||
if (usingCloseAttackWeapon==2) {
|
||||
if (StaffAttack>=0) {
|
||||
return(PredSQ_BaseOfStaffAttacks+StaffAttack);
|
||||
}
|
||||
} else if (usingCloseAttackWeapon==3) {
|
||||
if (StaffAttack>=0) {
|
||||
return(PredSQ_BaseOfWristbladeAttacks+StaffAttack);
|
||||
}
|
||||
}
|
||||
return PredSQ_CrawlingSwipe;
|
||||
} else {
|
||||
return PredSQ_Crawl;
|
||||
}
|
||||
} else if (playerIsMoving<0) {
|
||||
if(playerIsFiring&&usingCloseAttackWeapon) {
|
||||
/* Deal with staff case! */
|
||||
if (usingCloseAttackWeapon==2) {
|
||||
if (StaffAttack>=0) {
|
||||
return(PredSQ_BaseOfStaffAttacks+StaffAttack);
|
||||
}
|
||||
} else if (usingCloseAttackWeapon==3) {
|
||||
if (StaffAttack>=0) {
|
||||
return(PredSQ_BaseOfWristbladeAttacks+StaffAttack);
|
||||
}
|
||||
}
|
||||
return PredSQ_CrawlingSwipe_Backwards;
|
||||
} else {
|
||||
return PredSQ_Crawl_Backwards;
|
||||
}
|
||||
}
|
||||
if(playerIsFiring&&usingCloseAttackWeapon) {
|
||||
/* Deal with staff case! */
|
||||
if (usingCloseAttackWeapon==2) {
|
||||
if (StaffAttack>=0) {
|
||||
return(PredSQ_BaseOfStaffAttacks+StaffAttack);
|
||||
}
|
||||
} else if (usingCloseAttackWeapon==3) {
|
||||
if (StaffAttack>=0) {
|
||||
return(PredSQ_BaseOfWristbladeAttacks+StaffAttack);
|
||||
}
|
||||
}
|
||||
return PredSQ_CrouchedSwipe;
|
||||
} else {
|
||||
return PredSQ_Crouch;
|
||||
}
|
||||
}
|
||||
|
||||
if(playerIsMoving>0)
|
||||
{
|
||||
if(playerIsFiring&&usingCloseAttackWeapon) {
|
||||
/* Deal with staff case! */
|
||||
if (usingCloseAttackWeapon==2) {
|
||||
if (StaffAttack>=0) {
|
||||
return(PredSQ_BaseOfStaffAttacks+StaffAttack);
|
||||
}
|
||||
} else if (usingCloseAttackWeapon==3) {
|
||||
if (StaffAttack>=0) {
|
||||
return(PredSQ_BaseOfWristbladeAttacks+StaffAttack);
|
||||
}
|
||||
}
|
||||
return PredSQ_RunningSwipe;
|
||||
} else {
|
||||
return PredSQ_Run;
|
||||
}
|
||||
} else if (playerIsMoving<0) {
|
||||
if(playerIsFiring&&usingCloseAttackWeapon) {
|
||||
/* Deal with staff case! */
|
||||
if (usingCloseAttackWeapon==2) {
|
||||
if (StaffAttack>=0) {
|
||||
return(PredSQ_BaseOfStaffAttacks+StaffAttack);
|
||||
}
|
||||
} else if (usingCloseAttackWeapon==3) {
|
||||
if (StaffAttack>=0) {
|
||||
return(PredSQ_BaseOfWristbladeAttacks+StaffAttack);
|
||||
}
|
||||
}
|
||||
return PredSQ_RunningSwipe_Backwards;
|
||||
} else {
|
||||
return PredSQ_Run_Backwards;
|
||||
}
|
||||
}
|
||||
|
||||
if(playerIsFiring&&usingCloseAttackWeapon) {
|
||||
/* Deal with staff case! */
|
||||
if (usingCloseAttackWeapon==2) {
|
||||
if (StaffAttack>=0) {
|
||||
return(PredSQ_BaseOfStaffAttacks+StaffAttack);
|
||||
}
|
||||
} else if (usingCloseAttackWeapon==3) {
|
||||
if (StaffAttack>=0) {
|
||||
return(PredSQ_BaseOfWristbladeAttacks+StaffAttack);
|
||||
}
|
||||
}
|
||||
return PredSQ_StandingSwipe;
|
||||
} else {
|
||||
if (PlayerStatusPtr->tauntTimer!=0) {
|
||||
return PredSQ_Taunt;
|
||||
} else {
|
||||
return PredSQ_Stand;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
BOOL Current_Level_Requires_Mirror_Image()
|
||||
{
|
||||
extern char LevelName[];
|
||||
if ( (!stricmp(LevelName,"e3demo")) || (!stricmp(LevelName,"e3demosp")) || (!stricmp(LevelName,"derelict")) )
|
||||
{
|
||||
return TRUE;
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
|
||||
void CreatePlayersImageInMirror(void)
|
||||
{
|
||||
AVP_BEHAVIOUR_TYPE type;
|
||||
STRATEGYBLOCK *sbPtr = &PlayersMirrorImageSB;
|
||||
NETGHOSTDATABLOCK *ghostData = &PlayersMirrorGhost;
|
||||
PlayersMirrorImage.ObStrategyBlock = sbPtr;
|
||||
|
||||
sbPtr->SBdptr = &PlayersMirrorImage;
|
||||
|
||||
sbPtr->SBdataptr = (void *)ghostData;
|
||||
sbPtr->DynPtr = &PlayersMirrorDynBlock;
|
||||
|
||||
switch(AvP.PlayerType)
|
||||
{
|
||||
case(I_Marine):
|
||||
{
|
||||
type = I_BehaviourMarinePlayer;
|
||||
break;
|
||||
}
|
||||
case(I_Predator):
|
||||
{
|
||||
type = I_BehaviourPredatorPlayer;
|
||||
break;
|
||||
}
|
||||
case(I_Alien):
|
||||
{
|
||||
type = I_BehaviourAlienPlayer;
|
||||
break;
|
||||
}
|
||||
}
|
||||
ghostData->type = type;
|
||||
ghostData->IOType=IOT_Non;
|
||||
ghostData->subtype=0;
|
||||
ghostData->myGunFlash = NULL;
|
||||
ghostData->SoundHandle = SOUND_NOACTIVEINDEX;
|
||||
ghostData->currentAnimSequence = 0;
|
||||
ghostData->CloakingEffectiveness = 0;
|
||||
ghostData->IgnitionHandshaking = 0;
|
||||
ghostData->soundStartFlag = 0;
|
||||
|
||||
if(AvP.Network == I_No_Network)
|
||||
{
|
||||
ghostData->playerId=0;
|
||||
}
|
||||
else
|
||||
{
|
||||
// ghostData->playerId=AVPDPNetID;
|
||||
fprintf(stderr, "CreatePlayersImageInMirror: ghostData->playerId=AVPDPNetID\n");
|
||||
}
|
||||
|
||||
/* set the shape */
|
||||
|
||||
switch(type)
|
||||
{
|
||||
case I_BehaviourMarinePlayer:
|
||||
{
|
||||
CreateMarineHModel(ghostData,WEAPON_PULSERIFLE);
|
||||
break;
|
||||
}
|
||||
case I_BehaviourAlienPlayer:
|
||||
{
|
||||
CreateAlienHModel(ghostData);
|
||||
break;
|
||||
}
|
||||
case I_BehaviourPredatorPlayer:
|
||||
{
|
||||
CreatePredatorHModel(ghostData,WEAPON_PRED_WRISTBLADE);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
sbPtr->SBdptr->HModelControlBlock=&ghostData->HModelController;
|
||||
ProveHModel(sbPtr->SBdptr->HModelControlBlock,sbPtr->SBdptr);
|
||||
}
|
||||
|
||||
void DeallocatePlayersMirrorImage()
|
||||
{
|
||||
#if MIRRORING_ON
|
||||
if(Current_Level_Requires_Mirror_Image())
|
||||
{
|
||||
Dispel_HModel(&PlayersMirrorGhost.HModelController);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void RenderPlayersImageInMirror(void)
|
||||
{
|
||||
STRATEGYBLOCK *sbPtr = &PlayersMirrorImageSB;
|
||||
NETGHOSTDATABLOCK *ghostData = &PlayersMirrorGhost;
|
||||
|
||||
int sequence;
|
||||
int weapon;
|
||||
int firingPrimary;
|
||||
int firingSecondary;
|
||||
|
||||
switch(AvP.PlayerType)
|
||||
{
|
||||
case I_Marine:
|
||||
{
|
||||
sequence = (unsigned char)GetMyMarineSequence();
|
||||
//check for change of charcter type
|
||||
if(ghostData->type!=I_BehaviourMarinePlayer)
|
||||
{
|
||||
ghostData->type=I_BehaviourMarinePlayer;
|
||||
//settings currentweapon to -1 will forec the hmodel to be updated
|
||||
ghostData->CurrentWeapon=-1;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
case I_Predator:
|
||||
{
|
||||
sequence = (unsigned char)GetMyPredatorSequence();
|
||||
//check for change of charcter type
|
||||
if(ghostData->type!=I_BehaviourPredatorPlayer)
|
||||
{
|
||||
ghostData->type=I_BehaviourPredatorPlayer;
|
||||
//settings currentweapon to -1 will forec the hmodel to be updated
|
||||
ghostData->CurrentWeapon=-1;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case I_Alien:
|
||||
{
|
||||
sequence = (unsigned char)GetMyAlienSequence();
|
||||
//check for change of charcter type
|
||||
if(ghostData->type!=I_BehaviourAlienPlayer)
|
||||
{
|
||||
ghostData->type=I_BehaviourAlienPlayer;
|
||||
//setting currentweapon to -1 will force the hmodel to be updated
|
||||
ghostData->CurrentWeapon=-1;
|
||||
}
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
LOCALASSERT(1==0);
|
||||
break;
|
||||
}
|
||||
}
|
||||
/* my current weapon id, and whether I am firing it... */
|
||||
{
|
||||
PLAYER_WEAPON_DATA *weaponPtr;
|
||||
PLAYER_STATUS *playerStatusPtr = (PLAYER_STATUS *)(Player->ObStrategyBlock->SBdataptr);
|
||||
LOCALASSERT(playerStatusPtr);
|
||||
weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]);
|
||||
weapon = (signed char)(weaponPtr->WeaponIDNumber);
|
||||
|
||||
if((weaponPtr->CurrentState==WEAPONSTATE_FIRING_PRIMARY)&&(playerStatusPtr->IsAlive))
|
||||
firingPrimary = 1;
|
||||
else firingPrimary = 0;
|
||||
if((weaponPtr->CurrentState==WEAPONSTATE_FIRING_SECONDARY)&&(playerStatusPtr->IsAlive))
|
||||
firingSecondary = 1;
|
||||
else firingSecondary = 0;
|
||||
}
|
||||
|
||||
// if(!(((!(messagePtr->IAmAlive)))&&(netGameData.playerData[playerIndex].characterType==NGCT_Alien)))
|
||||
{
|
||||
{
|
||||
PLAYER_STATUS *playerStatusPtr= (PLAYER_STATUS *) (Player->ObStrategyBlock->SBdataptr);
|
||||
HandleWeaponElevation(sbPtr,playerStatusPtr->ViewPanX,weapon);
|
||||
|
||||
UpdateGhost(sbPtr,&(Player->ObStrategyBlock->DynPtr->Position),&(Player->ObStrategyBlock->DynPtr->OrientEuler),sequence,AreTwoPistolsInTertiaryFire());
|
||||
|
||||
|
||||
MaintainGhostCloakingStatus(sbPtr,(int)playerStatusPtr->cloakOn);
|
||||
}
|
||||
}
|
||||
{
|
||||
extern VIEWDESCRIPTORBLOCK *Global_VDB_Ptr;
|
||||
DISPLAYBLOCK *dPtr = &PlayersMirrorImage;
|
||||
dPtr->ObWorld = PlayersMirrorDynBlock.Position;
|
||||
dPtr->ObMat = PlayersMirrorDynBlock.OrientMat;
|
||||
ReflectObject(dPtr);
|
||||
|
||||
PlayersMirrorImage.ObStrategyBlock = 0;
|
||||
|
||||
AddShape(dPtr,Global_VDB_Ptr);
|
||||
PlayersMirrorImage.ObStrategyBlock = &PlayersMirrorImageSB;
|
||||
|
||||
}
|
||||
HandleGhostGunFlashEffect(sbPtr,MyPlayerHasAMuzzleFlash(sbPtr));
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue