diff --git a/src/m_cheat.c b/src/m_cheat.c index 1a37c12fd..30c961605 100644 --- a/src/m_cheat.c +++ b/src/m_cheat.c @@ -95,19 +95,11 @@ static UINT8 cheatf_warp(void) } } -<<<<<<< HEAD if (success) { G_SaveGameData(true); //G_SetGameModified(false); S_StartSound(0, sfx_kc42); } -======= - // Temporarily unlock stuff. - G_SetGameModified(false); - unlockables[31].unlocked = true; // credits - unlockables[30].unlocked = true; // sound test - unlockables[28].unlocked = true; // level select ->>>>>>> srb2/next // Refresh secrets menu existing. M_ClearMenus(true); @@ -156,17 +148,12 @@ static UINT8 cheatf_devmode(void) static cheatseq_t cheat_warp = { 0, cheatf_warp, -<<<<<<< HEAD //{ SCRAMBLE('r'), SCRAMBLE('e'), SCRAMBLE('d'), SCRAMBLE('x'), SCRAMBLE('v'), SCRAMBLE('i'), 0xff } { SCRAMBLE('b'), SCRAMBLE('a'), SCRAMBLE('n'), SCRAMBLE('a'), SCRAMBLE('n'), SCRAMBLE('a'), 0xff } -======= - { SCRAMBLE('c'), SCRAMBLE('a'), SCRAMBLE('s'), SCRAMBLE('h'), SCRAMBLE('r'), SCRAMBLE('i'), SCRAMBLE('d'), SCRAMBLE('a'), 0xff } ->>>>>>> srb2/next }; static cheatseq_t cheat_warp_joy = { 0, cheatf_warp, -<<<<<<< HEAD /*{ SCRAMBLE(KEY_LEFTARROW), SCRAMBLE(KEY_LEFTARROW), SCRAMBLE(KEY_UPARROW), SCRAMBLE(KEY_RIGHTARROW), SCRAMBLE(KEY_RIGHTARROW), SCRAMBLE(KEY_UPARROW), SCRAMBLE(KEY_LEFTARROW), SCRAMBLE(KEY_UPARROW), @@ -174,11 +161,6 @@ static cheatseq_t cheat_warp_joy = { { SCRAMBLE(KEY_LEFTARROW), SCRAMBLE(KEY_UPARROW), SCRAMBLE(KEY_RIGHTARROW), SCRAMBLE(KEY_RIGHTARROW), SCRAMBLE(KEY_UPARROW), SCRAMBLE(KEY_LEFTARROW), SCRAMBLE(KEY_DOWNARROW), SCRAMBLE(KEY_RIGHTARROW), -======= - { SCRAMBLE(KEY_RIGHTARROW), SCRAMBLE(KEY_RIGHTARROW), SCRAMBLE(KEY_DOWNARROW), - SCRAMBLE(KEY_LEFTARROW), SCRAMBLE(KEY_LEFTARROW), SCRAMBLE(KEY_DOWNARROW), - SCRAMBLE(KEY_RIGHTARROW), SCRAMBLE(KEY_DOWNARROW), ->>>>>>> srb2/next SCRAMBLE(KEY_ENTER), 0xff } }; @@ -1186,11 +1168,7 @@ void OP_NightsObjectplace(player_t *player) if (player->pflags & PF_ATTACKDOWN) { // Are ANY objectplace buttons pressed? If no, remove flag. -<<<<<<< HEAD if (!(cmd->buttons & (BT_ATTACK|BT_ACCELERATE|BT_BRAKE|BT_FORWARD|BT_BACKWARD))) -======= - if (!(cmd->buttons & (BT_ATTACK|BT_TOSSFLAG|BT_USE|BT_WEAPONNEXT|BT_WEAPONPREV))) ->>>>>>> srb2/next player->pflags &= ~PF_ATTACKDOWN; // Do nothing. @@ -1274,29 +1252,8 @@ void OP_NightsObjectplace(player_t *player) P_SpawnMapThing(mt); }*/ -<<<<<<< HEAD // This places a ring! if (cmd->buttons & BT_BACKWARD) -======= - // This places a sphere! - if (cmd->buttons & BT_WEAPONNEXT) ->>>>>>> srb2/next - { - player->pflags |= PF_ATTACKDOWN; - if (!OP_HeightOkay(player, false)) - return; - - mt = OP_CreateNewMapThing(player, (UINT16)mobjinfo[MT_BLUESPHERE].doomednum, false); - P_SpawnMapThing(mt); - } - -<<<<<<< HEAD - // This places a wing item! - if (cmd->buttons & BT_FORWARD) -======= - // This places a ring! - if (cmd->buttons & BT_WEAPONPREV) ->>>>>>> srb2/next { player->pflags |= PF_ATTACKDOWN; if (!OP_HeightOkay(player, false)) @@ -1306,6 +1263,17 @@ void OP_NightsObjectplace(player_t *player) P_SpawnMapThing(mt); } + // This places a wing item + if (cmd->buttons & BT_FORWARD) + { + player->pflags |= PF_ATTACKDOWN; + if (!OP_HeightOkay(player, false)) + return; + + mt = OP_CreateNewMapThing(player, (UINT16)mobjinfo[MT_NIGHTSWING].doomednum, false); + P_SpawnMapThing(mt); + } + // This places a custom object as defined in the console cv_mapthingnum. if (cmd->buttons & BT_BRAKE) { @@ -1389,13 +1357,8 @@ void OP_ObjectplaceMovement(player_t *player) player->mo->eflags &= ~MFE_VERTICALFLIP; // make sure viewz follows player if in 1st person mode -<<<<<<< HEAD //player->deltaviewheight = 0; player->viewheight = FixedMul(32 << FRACBITS, player->mo->scale); -======= - player->deltaviewheight = 0; - player->viewheight = FixedMul(41*player->height/48, player->mo->scale); ->>>>>>> srb2/next if (player->mo->eflags & MFE_VERTICALFLIP) player->viewz = player->mo->z + player->mo->height - player->viewheight; else @@ -1420,35 +1383,23 @@ void OP_ObjectplaceMovement(player_t *player) op_displayflags |= (UINT16)cv_opflags.value; } + if (player->pflags & PF_ATTACKDOWN) { // Are ANY objectplace buttons pressed? If no, remove flag. -<<<<<<< HEAD if (!(cmd->buttons & (BT_ATTACK|BT_DRIFT))) -======= - if (!(cmd->buttons & (BT_ATTACK|BT_TOSSFLAG|BT_WEAPONNEXT|BT_WEAPONPREV))) ->>>>>>> srb2/next player->pflags &= ~PF_ATTACKDOWN; // Do nothing. return; } -<<<<<<< HEAD /*if (cmd->buttons & BT_FORWARD) -======= - if (cmd->buttons & BT_WEAPONPREV) ->>>>>>> srb2/next { OP_CycleThings(-1); player->pflags |= PF_ATTACKDOWN; } -<<<<<<< HEAD else*/ if (cmd->buttons & BT_DRIFT) -======= - - if (cmd->buttons & BT_WEAPONNEXT) ->>>>>>> srb2/next { OP_CycleThings(1); player->pflags |= PF_ATTACKDOWN; @@ -1530,17 +1481,10 @@ void Command_ObjectPlace_f(void) HU_DoCEcho(va(M_GetText( "\\\\\\\\\\\\\\\\\\\\\\\\\x82" " Objectplace Controls: \x80\\\\" -<<<<<<< HEAD " Drift: Cycle mapthings\\" "Accelerate: Float up \\" " Brake: Float down \\" " Item: Place object \\"))); -======= - "Weapon Next/Prev: Cycle mapthings\\" - " Jump: Float up \\" - " Spin: Float down \\" - " Fire Ring: Place object \\"))); ->>>>>>> srb2/next } // Save all the player's data.