Actually just get rid of seenplayer and NAMECHECK altogether.

This commit is contained in:
Sryder 2021-03-03 18:03:41 +00:00
parent 48d46c19e0
commit 8344ac3489
8 changed files with 0 additions and 83 deletions

View file

@ -5695,8 +5695,6 @@ const char *const MOBJTYPE_LIST[] = { // array length left dynamic for sanity t
"MT_PAPERITEMSPOT",
"MT_BEAMPOINT",
"MT_NAMECHECK",
};
const char *const MOBJFLAG_LIST[] = {

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@ -477,8 +477,6 @@ consvar_t cv_digitaldeadzone[MAXSPLITSCREENPLAYERS] = {
CVAR_INIT ("joy4_digdeadzone", "0.25", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL)
};
player_t *seenplayer; // player we're aiming at right now
// now automatically allocated in D_RegisterClientCommands
// so that it doesn't have to be updated depending on the value of MAXPLAYERS
char player_names[MAXPLAYERS][MAXPLAYERNAME+1];

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@ -25,7 +25,6 @@ extern char timeattackfolder[64];
extern char customversionstring[32];
#define GAMEDATASIZE (4*8192)
extern player_t *seenplayer;
extern char player_names[MAXPLAYERS][MAXPLAYERNAME+1];
extern INT32 player_name_changes[MAXPLAYERS];

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@ -6710,8 +6710,6 @@ typedef enum mobj_type
MT_BEAMPOINT,
MT_NAMECHECK,
MT_FIRSTFREESLOT,
MT_LASTFREESLOT = MT_FIRSTFREESLOT + NUMMOBJFREESLOTS - 1,
NUMMOBJTYPES

View file

@ -55,7 +55,6 @@ enum hook {
hook_MusicChange,
hook_TeamSwitch,
hook_ViewpointSwitch,
hook_SeenPlayer,
hook_PlayerThink,
hook_ShouldJingleContinue,
hook_GameQuit,
@ -123,7 +122,6 @@ boolean LUAh_FollowMobj(player_t *player, mobj_t *mobj); // Hook for P_PlayerAft
UINT8 LUAh_PlayerCanDamage(player_t *player, mobj_t *mobj); // Hook for P_PlayerCanDamage
boolean LUAh_TeamSwitch(player_t *player, int newteam, boolean fromspectators, boolean tryingautobalance, boolean tryingscramble); // Hook for team switching in... uh....
UINT8 LUAh_ViewpointSwitch(player_t *player, player_t *newdisplayplayer, boolean forced); // Hook for spy mode
boolean LUAh_SeenPlayer(player_t *player, player_t *seenfriend); // Hook for MT_NAMECHECK
#define LUAh_PlayerThink(player) LUAh_PlayerHook(player, hook_PlayerThink) // Hook for P_PlayerThink
boolean LUAh_ShouldJingleContinue(player_t *player, const char *musname); // Hook for whether a jingle of the given music should continue playing
void LUAh_GameQuit(boolean quitting); // Hook for game quitting

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@ -71,7 +71,6 @@ const char *const hookNames[hook_MAX+1] = {
"MusicChange",
"TeamSwitch",
"ViewpointSwitch",
"SeenPlayer",
"PlayerThink",
"ShouldJingleContinue",
"GameQuit",
@ -221,7 +220,6 @@ static int lib_addHook(lua_State *L)
case hook_PlayerCanDamage:
case hook_TeamSwitch:
case hook_ViewpointSwitch:
case hook_SeenPlayer:
case hook_ShieldSpawn:
case hook_ShieldSpecial:
case hook_PlayerThink:
@ -1773,51 +1771,6 @@ UINT8 LUAh_ViewpointSwitch(player_t *player, player_t *newdisplayplayer, boolean
return canSwitchView;
}
// Hook for MT_NAMECHECK
boolean LUAh_SeenPlayer(player_t *player, player_t *seenfriend)
{
hook_p hookp;
boolean hasSeenPlayer = true;
if (!gL || !(hooksAvailable[hook_SeenPlayer/8] & (1<<(hook_SeenPlayer%8))))
return true;
lua_settop(gL, 0);
lua_pushcfunction(gL, LUA_GetErrorMessage);
hud_running = true; // local hook
for (hookp = playerhooks; hookp; hookp = hookp->next)
{
if (hookp->type != hook_SeenPlayer)
continue;
if (lua_gettop(gL) == 1)
{
LUA_PushUserdata(gL, player, META_PLAYER);
LUA_PushUserdata(gL, seenfriend, META_PLAYER);
}
PushHook(gL, hookp);
lua_pushvalue(gL, -3);
lua_pushvalue(gL, -3);
if (lua_pcall(gL, 2, 1, 1)) {
if (!hookp->error || cv_debug & DBG_LUA)
CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1));
lua_pop(gL, 1);
hookp->error = true;
continue;
}
if (!lua_isnil(gL, -1) && !lua_toboolean(gL, -1))
hasSeenPlayer = false; // Hasn't seen player
lua_pop(gL, 1);
}
lua_settop(gL, 0);
hud_running = false;
return hasSeenPlayer;
}
boolean LUAh_ShouldJingleContinue(player_t *player, const char *musname)
{
hook_p hookp;

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@ -1064,7 +1064,6 @@ static mobj_t *SearchMarioNode(msecnode_t *node)
case MT_HOOP:
case MT_HOOPCOLLIDE:
case MT_NIGHTSCORE:
case MT_NAMECHECK: // DEFINITELY not this, because it is client-side.
continue;
default:
break;

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@ -487,32 +487,6 @@ static boolean PIT_CheckThing(mobj_t *thing)
|| (thing->player && thing->player->spectator))
return true;
// Do name checks all the way up here
// So that NOTHING ELSE can see MT_NAMECHECK because it is client-side.
if (tmthing->type == MT_NAMECHECK)
{
// Ignore things that aren't players, ignore spectators, ignore yourself.
if (!thing->player || !(tmthing->target && tmthing->target->player) || thing->player->spectator || (tmthing->target && thing->player == tmthing->target->player))
return true;
// Now check that you actually hit them.
blockdist = thing->radius + tmthing->radius;
if (abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist)
return true; // didn't hit it
// see if it went over / under
if (tmthing->z > thing->z + thing->height)
return true; // overhead
if (tmthing->z + tmthing->height < thing->z)
return true; // underneath
// REX HAS SEEN YOU
if (!LUAh_SeenPlayer(tmthing->target->player, thing->player))
return false;
seenplayer = thing->player;
return false;
}
if ((thing->flags & MF_NOCLIPTHING) || !(thing->flags & (MF_SOLID|MF_SPECIAL|MF_PAIN|MF_SHOOTABLE|MF_SPRING)))
return true;