Merge p_mobj.c/h

This commit is contained in:
Sally Coolatta 2020-08-08 15:22:29 -04:00
parent e502ff9a0a
commit 7accb3f8d2
3 changed files with 3480 additions and 4901 deletions

View file

@ -5069,52 +5069,24 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_THOK",
// SRB2kart Frames
"S_KART_STILL1",
"S_KART_STILL2",
"S_KART_STILL1_L",
"S_KART_STILL2_L",
"S_KART_STILL1_R",
"S_KART_STILL2_R",
"S_KART_SLOW1",
"S_KART_SLOW2",
"S_KART_SLOW1_L",
"S_KART_SLOW2_L",
"S_KART_SLOW1_R",
"S_KART_SLOW2_R",
"S_KART_FAST1",
"S_KART_FAST2",
"S_KART_FAST1_L",
"S_KART_FAST2_L",
"S_KART_FAST1_R",
"S_KART_FAST2_R",
"S_KART_DRIFT1_L",
"S_KART_DRIFT2_L",
"S_KART_DRIFT1_L_OUT",
"S_KART_DRIFT2_L_OUT",
"S_KART_DRIFT1_L_IN",
"S_KART_DRIFT2_L_IN",
"S_KART_DRIFT3_L_IN",
"S_KART_DRIFT4_L_IN",
"S_KART_DRIFT1_R",
"S_KART_DRIFT2_R",
"S_KART_DRIFT1_R_OUT",
"S_KART_DRIFT2_R_OUT",
"S_KART_DRIFT1_R_IN",
"S_KART_DRIFT2_R_IN",
"S_KART_DRIFT3_R_IN",
"S_KART_DRIFT4_R_IN",
"S_KART_SPIN",
"S_KART_PAIN",
"S_KART_STILL",
"S_KART_STILL_L",
"S_KART_STILL_R",
"S_KART_SLOW",
"S_KART_SLOW_L",
"S_KART_SLOW_R",
"S_KART_FAST",
"S_KART_FAST_L",
"S_KART_FAST_R",
"S_KART_DRIFT_L",
"S_KART_DRIFT_L_OUT",
"S_KART_DRIFT_L_IN",
"S_KART_DRIFT_R",
"S_KART_DRIFT_R_OUT",
"S_KART_DRIFT_R_IN",
"S_KART_SPINOUT",
"S_KART_SQUISH",
"S_KART_SIGN",
// technically the player goes here but it's an infinite tic state
"S_OBJPLACE_DUMMY",

File diff suppressed because it is too large Load diff

View file

@ -235,31 +235,24 @@ typedef enum
MFE_VERTICALFLIP = 1<<5,
// Goo water
MFE_GOOWATER = 1<<6,
<<<<<<< HEAD
// SRB2Kart: The mobj just hit & bounced off a wall, this is cleared on next frame
MFE_JUSTBOUNCEDWALL = 1<<7,
=======
// The mobj is touching a lava block
MFE_TOUCHLAVA = 1<<7,
// Mobj was already pushed this tic
MFE_PUSHED = 1<<8,
>>>>>>> srb2/next
// Mobj was already sprung this tic
MFE_SPRUNG = 1<<9,
// Platform movement
<<<<<<< HEAD
MFE_APPLYPMOMZ = 1<<9,
// SRB2Kart: Splitscreen sprite display; very wasteful but I couldn't think of another way to do it...
MFE_DRAWONLYFORP1 = 1<<10,
MFE_DRAWONLYFORP2 = 1<<11,
MFE_DRAWONLYFORP3 = 1<<12,
MFE_DRAWONLYFORP4 = 1<<13,
=======
MFE_APPLYPMOMZ = 1<<10,
// Compute and trigger on mobj angle relative to tracer
// See Linedef Exec 457 (Track mobj angle to point)
MFE_TRACERANGLE = 1<<11,
>>>>>>> srb2/next
// SRB2Kart: The mobj just hit & bounced off a wall, this is cleared on next frame
MFE_JUSTBOUNCEDWALL = 1<<12,
// SRB2Kart: Splitscreen sprite display; very wasteful but I couldn't think of another way to do it...
MFE_DRAWONLYFORP1 = 1<<13,
MFE_DRAWONLYFORP2 = 1<<14,
MFE_DRAWONLYFORP3 = 1<<15,
MFE_DRAWONLYFORP4 = 1<<15, // WELP, just merge drawflags later so this isn't a problem :V
// free: to and including 1<<15
} mobjeflag_t;
@ -385,10 +378,8 @@ typedef struct mobj_s
INT32 cvmem;
struct pslope_s *standingslope; // The slope that the object is standing on (shouldn't need synced in savegames, right?)
<<<<<<< HEAD
#ifdef HWRENDER
struct pslope_s *modeltilt; // Slope used for model tilting. Also is not synched, this is totally visual.
#endif
#endif
boolean colorized; // Whether the mobj uses the rainbow colormap
@ -397,11 +388,6 @@ typedef struct mobj_s
boolean whiteshadow; // Use white shadow, set to true by default for fullbright objects
fixed_t sprxoff, spryoff, sprzoff; // Sprite offsets in real space, does NOT affect position or collision
=======
boolean colorized; // Whether the mobj uses the rainbow colormap
fixed_t shadowscale; // If this object casts a shadow, and the size relative to radius
>>>>>>> srb2/next
// WARNING: New fields must be added separately to savegame and Lua.
} mobj_t;