From 7e644a5de3e20bc9a7d66192adfe804dc9e64e42 Mon Sep 17 00:00:00 2001 From: Sally Coolatta Date: Sat, 8 Aug 2020 19:29:30 -0400 Subject: [PATCH] Merge d_player.h --- src/d_player.h | 108 +++---------------------------------------------- 1 file changed, 6 insertions(+), 102 deletions(-) diff --git a/src/d_player.h b/src/d_player.h index d679c88e9..924d1c934 100644 --- a/src/d_player.h +++ b/src/d_player.h @@ -35,62 +35,11 @@ // Extra abilities/settings for skins (combinable stuff) typedef enum { -<<<<<<< HEAD - SF_HIRES = 1, // Draw the sprite 2x as small? -} skinflags_t; - -======= - SF_SUPER = 1, // Can turn super in singleplayer/co-op mode? - SF_NOSUPERSPIN = 1<<1, // Should spin frames be played while super? - SF_NOSPINDASHDUST = 1<<2, // Spawn dust particles when charging a spindash? - SF_HIRES = 1<<3, // Draw the sprite at different size? - SF_NOSKID = 1<<4, // No skid particles etc - SF_NOSPEEDADJUST = 1<<5, // Skin-specific version of disablespeedadjust - SF_RUNONWATER = 1<<6, // Run on top of water FOFs? - SF_NOJUMPSPIN = 1<<7, // SPR2_JUMP defaults to SPR2_SPRG instead of SPR2_ROLL, falling states used, and player height is full when jumping? - SF_NOJUMPDAMAGE = 1<<8, // Don't damage enemies, etc whilst jumping? - SF_STOMPDAMAGE = 1<<9, // Always damage enemies, etc by landing on them, no matter your vunerability? - SF_MARIODAMAGE = SF_NOJUMPDAMAGE|SF_STOMPDAMAGE, // The Mario method of being able to damage enemies, etc. - SF_MACHINE = 1<<10, // Beep boop. Are you a robot? - SF_DASHMODE = 1<<11, // Sonic Advance 2 style top speed increase? - SF_FASTEDGE = 1<<12, // Faster edge teeter? - SF_MULTIABILITY = 1<<13, // Revenge of Final Demo. - SF_NONIGHTSROTATION = 1<<14, // Disable sprite rotation for NiGHTS - SF_NONIGHTSSUPER = 1<<15, // Disable super colors for NiGHTS (if you have SF_SUPER) + SF_HIRES = 1, // Draw the sprite at different size? + SF_MACHINE = 1<<1, // Beep boop. Are you a robot? // free up to and including 1<<31 } skinflags_t; -//Primary and secondary skin abilities -typedef enum -{ - CA_NONE=0, - CA_THOK, - CA_FLY, - CA_GLIDEANDCLIMB, - CA_HOMINGTHOK, - CA_SWIM, - CA_DOUBLEJUMP, - CA_FLOAT, - CA_SLOWFALL, - CA_TELEKINESIS, - CA_FALLSWITCH, - CA_JUMPBOOST, - CA_AIRDRILL, - CA_JUMPTHOK, - CA_BOUNCE, - CA_TWINSPIN -} charability_t; - -//Secondary skin abilities -typedef enum -{ - CA2_NONE=0, - CA2_SPINDASH, - CA2_GUNSLINGER, - CA2_MELEE -} charability2_t; - ->>>>>>> srb2/next // // Player states. // @@ -131,16 +80,8 @@ typedef enum PF_JUMPSTASIS = 1<<12, // and that includes jumping. PF_FULLSTASIS = PF_STASIS|PF_JUMPSTASIS, -<<<<<<< HEAD - // Did you get a time-over? - PF_TIMEOVER = 1<<10, - // SRB2Kart: Spectator that wants to join - PF_WANTSTOJOIN = 1<<11, -======= - // Applying autobrake? - PF_APPLYAUTOBRAKE = 1<<13, ->>>>>>> srb2/next + PF_WANTSTOJOIN = 1<<13, // Character action status PF_STARTJUMP = 1<<14, @@ -167,14 +108,9 @@ typedef enum PF_TAGIT = 1<<27, // The player is it! For Tag Mode /*** misc ***/ -<<<<<<< HEAD - PF_FORCESTRAFE = 1<<29, // Turning inputs are translated into strafing inputs - PF_HITFINISHLINE = 1<<30, // Already hit the finish line this tic -======= PF_FORCESTRAFE = 1<<28, // Turning inputs are translated into strafing inputs PF_CANCARRY = 1<<29, // Can carry another player? - PF_FINISHED = 1<<30, // The player finished the level. NOT the same as exiting ->>>>>>> srb2/next + PF_HITFINISHLINE = 1<<30, // Already hit the finish line this tic // up to 1<<31 is free } pflags_t; @@ -625,40 +561,19 @@ typedef struct player_s UINT32 charflags; // Extra abilities/settings for skins (combinable stuff) // See SF_ flags -<<<<<<< HEAD - SINT8 lives; -======= - mobjtype_t thokitem; // Object # to spawn for the thok - mobjtype_t spinitem; // Object # to spawn for spindash/spinning - mobjtype_t revitem; // Object # to spawn for spindash/spinning mobjtype_t followitem; // Object # to spawn for Smiles mobj_t *followmobj; // Smiles all around - fixed_t actionspd; // Speed of thok/glide/fly - fixed_t mindash; // Minimum spindash speed - fixed_t maxdash; // Maximum spindash speed - - fixed_t jumpfactor; // How high can the player jump? - - fixed_t height; // Bounding box changes. - fixed_t spinheight; - - SINT8 lives; // number of lives - if == INFLIVES, the player has infinite lives ->>>>>>> srb2/next + SINT8 lives; // number of lives SINT8 continues; // continues that player has acquired SINT8 xtralife; // Ring Extra Life counter UINT8 gotcontinue; // Got continue from this stage? fixed_t speed; // Player's speed (distance formula of MOMX and MOMY values) -<<<<<<< HEAD fixed_t lastspeed; - UINT8 jumping; // Jump counter - UINT8 secondjump; -======= UINT8 secondjump; // Jump counter ->>>>>>> srb2/next UINT8 fly1; // Tails flying UINT8 scoreadd; // Used for multiple enemy attack bonus @@ -735,16 +650,11 @@ typedef struct player_s tic_t marebegunat; // Leveltime when mare begun tic_t startedtime; // Time which you started this mare with. tic_t finishedtime; // Time it took you to finish the mare (used for display) -<<<<<<< HEAD - INT16 finishedrings; // The rings you had left upon finishing the mare - UINT32 marescore; // SRB2Kart: Battle score -======= tic_t lapbegunat; // Leveltime when lap begun tic_t lapstartedtime; // Time which you started this lap with. INT16 finishedspheres; // The spheres you had left upon finishing the mare INT16 finishedrings; // The rings/stars you had left upon finishing the mare UINT32 marescore; // score for this nights stage ->>>>>>> srb2/next UINT32 lastmarescore; // score for the last mare UINT32 totalmarescore; // score for all mares UINT8 lastmare; // previous mare @@ -768,21 +678,15 @@ typedef struct player_s angle_t awayviewaiming; // Used for cut-away view boolean spectator; -<<<<<<< HEAD boolean bot; botvars_t botvars; - tic_t jointime; // Timer when player joins game to change skin/color - UINT8 splitscreenindex; -======= - boolean outofcoop; - UINT8 bot; tic_t jointime; // Timer when player joins game to change skin/color tic_t quittime; // Time elapsed since user disconnected, zero if connected ->>>>>>> srb2/next + #ifdef HWRENDER fixed_t fovadd; // adjust FOV for hw rendering #endif