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Merge p_mobj.c/h
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3 changed files with 3480 additions and 4901 deletions
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@ -5069,52 +5069,24 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
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"S_THOK",
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// SRB2kart Frames
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"S_KART_STILL1",
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"S_KART_STILL2",
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"S_KART_STILL1_L",
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"S_KART_STILL2_L",
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"S_KART_STILL1_R",
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"S_KART_STILL2_R",
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"S_KART_SLOW1",
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"S_KART_SLOW2",
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"S_KART_SLOW1_L",
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"S_KART_SLOW2_L",
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"S_KART_SLOW1_R",
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"S_KART_SLOW2_R",
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"S_KART_FAST1",
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"S_KART_FAST2",
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"S_KART_FAST1_L",
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"S_KART_FAST2_L",
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"S_KART_FAST1_R",
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"S_KART_FAST2_R",
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"S_KART_DRIFT1_L",
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"S_KART_DRIFT2_L",
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"S_KART_DRIFT1_L_OUT",
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"S_KART_DRIFT2_L_OUT",
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"S_KART_DRIFT1_L_IN",
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"S_KART_DRIFT2_L_IN",
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"S_KART_DRIFT3_L_IN",
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"S_KART_DRIFT4_L_IN",
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"S_KART_DRIFT1_R",
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"S_KART_DRIFT2_R",
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"S_KART_DRIFT1_R_OUT",
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"S_KART_DRIFT2_R_OUT",
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"S_KART_DRIFT1_R_IN",
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"S_KART_DRIFT2_R_IN",
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"S_KART_DRIFT3_R_IN",
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"S_KART_DRIFT4_R_IN",
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"S_KART_SPIN",
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"S_KART_PAIN",
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"S_KART_STILL",
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"S_KART_STILL_L",
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"S_KART_STILL_R",
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"S_KART_SLOW",
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"S_KART_SLOW_L",
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"S_KART_SLOW_R",
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"S_KART_FAST",
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"S_KART_FAST_L",
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"S_KART_FAST_R",
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"S_KART_DRIFT_L",
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"S_KART_DRIFT_L_OUT",
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"S_KART_DRIFT_L_IN",
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"S_KART_DRIFT_R",
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"S_KART_DRIFT_R_OUT",
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"S_KART_DRIFT_R_IN",
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"S_KART_SPINOUT",
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"S_KART_SQUISH",
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"S_KART_SIGN",
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// technically the player goes here but it's an infinite tic state
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"S_OBJPLACE_DUMMY",
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8291
src/p_mobj.c
8291
src/p_mobj.c
File diff suppressed because it is too large
Load diff
28
src/p_mobj.h
28
src/p_mobj.h
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@ -235,31 +235,24 @@ typedef enum
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MFE_VERTICALFLIP = 1<<5,
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// Goo water
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MFE_GOOWATER = 1<<6,
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<<<<<<< HEAD
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// SRB2Kart: The mobj just hit & bounced off a wall, this is cleared on next frame
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MFE_JUSTBOUNCEDWALL = 1<<7,
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=======
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// The mobj is touching a lava block
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MFE_TOUCHLAVA = 1<<7,
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// Mobj was already pushed this tic
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MFE_PUSHED = 1<<8,
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>>>>>>> srb2/next
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// Mobj was already sprung this tic
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MFE_SPRUNG = 1<<9,
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// Platform movement
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<<<<<<< HEAD
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MFE_APPLYPMOMZ = 1<<9,
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// SRB2Kart: Splitscreen sprite display; very wasteful but I couldn't think of another way to do it...
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MFE_DRAWONLYFORP1 = 1<<10,
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MFE_DRAWONLYFORP2 = 1<<11,
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MFE_DRAWONLYFORP3 = 1<<12,
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MFE_DRAWONLYFORP4 = 1<<13,
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=======
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MFE_APPLYPMOMZ = 1<<10,
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// Compute and trigger on mobj angle relative to tracer
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// See Linedef Exec 457 (Track mobj angle to point)
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MFE_TRACERANGLE = 1<<11,
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>>>>>>> srb2/next
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// SRB2Kart: The mobj just hit & bounced off a wall, this is cleared on next frame
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MFE_JUSTBOUNCEDWALL = 1<<12,
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// SRB2Kart: Splitscreen sprite display; very wasteful but I couldn't think of another way to do it...
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MFE_DRAWONLYFORP1 = 1<<13,
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MFE_DRAWONLYFORP2 = 1<<14,
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MFE_DRAWONLYFORP3 = 1<<15,
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MFE_DRAWONLYFORP4 = 1<<15, // WELP, just merge drawflags later so this isn't a problem :V
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// free: to and including 1<<15
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} mobjeflag_t;
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@ -385,10 +378,8 @@ typedef struct mobj_s
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INT32 cvmem;
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struct pslope_s *standingslope; // The slope that the object is standing on (shouldn't need synced in savegames, right?)
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<<<<<<< HEAD
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#ifdef HWRENDER
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struct pslope_s *modeltilt; // Slope used for model tilting. Also is not synched, this is totally visual.
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#endif
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#endif
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boolean colorized; // Whether the mobj uses the rainbow colormap
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@ -397,11 +388,6 @@ typedef struct mobj_s
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boolean whiteshadow; // Use white shadow, set to true by default for fullbright objects
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fixed_t sprxoff, spryoff, sprzoff; // Sprite offsets in real space, does NOT affect position or collision
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=======
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boolean colorized; // Whether the mobj uses the rainbow colormap
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fixed_t shadowscale; // If this object casts a shadow, and the size relative to radius
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>>>>>>> srb2/next
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// WARNING: New fields must be added separately to savegame and Lua.
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} mobj_t;
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