mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2026-03-14 07:06:41 +00:00
Overhaul teleport command, let it work in netgames
Old syntax with -x, -y, -z, -ang, -aim parameters is simply replaced with 3 argument syntax like rteleport. Before - teleport -x 100 -y 50 -z 25 After - teleport 100 50 25 The lost angle, aiming and star post features can be added back in separate commands.
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parent
39ea73a4ad
commit
dc18fa745a
3 changed files with 26 additions and 215 deletions
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@ -2032,6 +2032,7 @@ void D_Cheat(INT32 playernum, INT32 cheat, ...)
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break;
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case CHEAT_RELATIVE_TELEPORT:
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case CHEAT_TELEPORT:
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COPY(WRITEFIXED, fixed_t);
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COPY(WRITEFIXED, fixed_t);
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COPY(WRITEFIXED, fixed_t);
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@ -5699,7 +5700,8 @@ static void Got_Cheat(UINT8 **cp, INT32 playernum)
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break;
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}
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case CHEAT_RELATIVE_TELEPORT: {
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case CHEAT_RELATIVE_TELEPORT:
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case CHEAT_TELEPORT: {
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fixed_t x = READFIXED(*cp);
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fixed_t y = READFIXED(*cp);
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fixed_t z = READFIXED(*cp);
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@ -5714,10 +5716,17 @@ static void Got_Cheat(UINT8 **cp, INT32 playernum)
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if (!P_MobjWasRemoved(player->mo))
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{
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P_MapStart();
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P_SetOrigin(player->mo,
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player->mo->x + x,
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player->mo->y + y,
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player->mo->z + z);
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if (cheat == CHEAT_RELATIVE_TELEPORT)
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{
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P_SetOrigin(player->mo,
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player->mo->x + x,
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player->mo->y + y,
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player->mo->z + z);
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}
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else
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{
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P_SetOrigin(player->mo, x, y, z);
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}
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P_MapEnd();
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S_StartSound(player->mo, sfx_mixup);
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@ -5727,7 +5736,10 @@ static void Got_Cheat(UINT8 **cp, INT32 playernum)
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strlcpy(t[1], M_Ftrim(f[1]), sizeof t[1]);
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strlcpy(t[2], M_Ftrim(f[2]), sizeof t[2]);
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CV_CheaterWarning(targetPlayer, va("relative teleport by %d%s, %d%s, %d%s",
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CV_CheaterWarning(targetPlayer, va("%s %d%s, %d%s, %d%s",
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cheat == CHEAT_RELATIVE_TELEPORT
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? "relative teleport by"
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: "teleport to",
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(int)f[0], t[0], (int)f[1], t[1], (int)f[2], t[2]));
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break;
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}
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216
src/m_cheat.c
216
src/m_cheat.c
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@ -327,223 +327,21 @@ void Command_RTeleport_f(void)
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void Command_Teleport_f(void)
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{
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fixed_t intx, inty, intz;
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size_t i;
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player_t *p = &players[consoleplayer];
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subsector_t *ss;
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float x = atof(COM_Argv(1));
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float y = atof(COM_Argv(2));
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float z = atof(COM_Argv(3));
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REQUIRE_CHEATS;
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REQUIRE_INLEVEL;
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REQUIRE_SINGLEPLAYER; // TODO: make multiplayer compatible
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if (COM_Argc() < 3 || COM_Argc() > 11)
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if (COM_Argc() != 4)
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{
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CONS_Printf(M_GetText("teleport -x <value> -y <value> -z <value> -ang <value> -aim <value>: teleport to a location\nteleport -sp <sequence> <placement>: teleport to specified checkpoint\n"));
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CONS_Printf(M_GetText("teleport <x> <y> <z>: teleport to a location\n"));
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return;
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}
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if (!p->mo)
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return;
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i = COM_CheckParm("-sp");
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if (i)
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{
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INT32 starpostnum = atoi(COM_Argv(i + 1)); // starpost number
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INT32 starpostpath = atoi(COM_Argv(i + 2)); // quick, dirty way to distinguish between paths
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if (starpostnum < 0 || starpostpath < 0)
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{
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CONS_Alert(CONS_NOTICE, M_GetText("Negative starpost indexing is not valid.\n"));
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return;
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}
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if (!starpostnum) // spawnpoints...
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{
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mapthing_t *mt;
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fixed_t offset;
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if (starpostpath >= numcoopstarts)
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{
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CONS_Alert(CONS_NOTICE, M_GetText("Player %d spawnpoint not found (%d max).\n"), starpostpath+1, numcoopstarts-1);
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return;
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}
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mt = playerstarts[starpostpath]; // Given above check, should never be NULL.
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intx = mt->x<<FRACBITS;
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inty = mt->y<<FRACBITS;
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offset = mt->z<<FRACBITS;
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ss = R_PointInSubsectorOrNull(intx, inty);
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if (!ss || ss->sector->ceilingheight - ss->sector->floorheight < p->mo->height)
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{
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CONS_Alert(CONS_NOTICE, M_GetText("Spawnpoint not in a valid location.\n"));
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return;
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}
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// Flagging a player's ambush will make them start on the ceiling
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// Objectflip inverts
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if (!!(mt->args[0]) ^ !!(mt->options & MTF_OBJECTFLIP))
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intz = ss->sector->ceilingheight - p->mo->height - offset;
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else
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intz = ss->sector->floorheight + offset;
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if (mt->options & MTF_OBJECTFLIP) // flip the player!
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{
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p->mo->eflags |= MFE_VERTICALFLIP;
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p->mo->flags2 |= MF2_OBJECTFLIP;
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}
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else
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{
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p->mo->eflags &= ~MFE_VERTICALFLIP;
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p->mo->flags2 &= ~MF2_OBJECTFLIP;
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}
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p->mo->angle = p->drawangle = FixedAngle(mt->angle<<FRACBITS);
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P_SetPlayerAngle(p, p->mo->angle);
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}
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else // scan the thinkers to find starposts...
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{
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mobj_t *mo2 = NULL;
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thinker_t *th;
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INT32 starpostmax = 0;
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intz = starpostpath; // variable reuse - counting down for selection purposes
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for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
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{
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if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
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continue;
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mo2 = (mobj_t *)th;
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if (mo2->type != MT_STARPOST)
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continue;
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if (mo2->health != starpostnum)
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{
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if (mo2->health > starpostmax)
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starpostmax = mo2->health;
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continue;
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}
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if (intz--)
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continue;
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break;
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}
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if (th == &thlist[THINK_MOBJ])
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{
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if (intz == starpostpath)
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CONS_Alert(CONS_NOTICE, M_GetText("No starpost of position %d found (%d max).\n"), starpostnum, starpostmax);
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else
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CONS_Alert(CONS_NOTICE, M_GetText("Starpost of position %d, %d not found (%d, %d max).\n"), starpostnum, starpostpath, starpostmax, (starpostpath-intz)-1);
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return;
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}
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ss = R_PointInSubsectorOrNull(mo2->x, mo2->y);
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if (!ss || ss->sector->ceilingheight - ss->sector->floorheight < p->mo->height)
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{
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CONS_Alert(CONS_NOTICE, M_GetText("Starpost not in a valid location.\n"));
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return;
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}
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intx = mo2->x;
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inty = mo2->y;
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intz = mo2->z;
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if (mo2->flags2 & MF2_OBJECTFLIP) // flip the player!
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{
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p->mo->eflags |= MFE_VERTICALFLIP;
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p->mo->flags2 |= MF2_OBJECTFLIP;
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}
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else
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{
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p->mo->eflags &= ~MFE_VERTICALFLIP;
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p->mo->flags2 &= ~MF2_OBJECTFLIP;
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}
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p->mo->angle = p->drawangle = mo2->angle;
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P_SetPlayerAngle(p, p->mo->angle);
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}
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CONS_Printf(M_GetText("Teleporting to checkpoint %d, %d...\n"), starpostnum, starpostpath);
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}
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else
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{
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i = COM_CheckParm("-nop"); // undocumented stupid addition to allow pivoting on the spot with -ang and -aim
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if (i)
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{
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intx = p->mo->x;
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inty = p->mo->y;
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}
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else
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{
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i = COM_CheckParm("-x");
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if (i)
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intx = atoi(COM_Argv(i + 1))<<FRACBITS;
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else
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{
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CONS_Alert(CONS_NOTICE, M_GetText("%s value not specified.\n"), "X");
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return;
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}
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i = COM_CheckParm("-y");
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if (i)
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inty = atoi(COM_Argv(i + 1))<<FRACBITS;
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else
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{
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CONS_Alert(CONS_NOTICE, M_GetText("%s value not specified.\n"), "Y");
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return;
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}
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}
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ss = R_PointInSubsectorOrNull(intx, inty);
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if (!ss || ss->sector->ceilingheight - ss->sector->floorheight < p->mo->height)
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{
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CONS_Alert(CONS_NOTICE, M_GetText("Not a valid location.\n"));
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return;
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}
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i = COM_CheckParm("-z");
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if (i)
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{
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intz = atoi(COM_Argv(i + 1))<<FRACBITS;
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if (intz < ss->sector->floorheight)
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intz = ss->sector->floorheight;
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if (intz > ss->sector->ceilingheight - p->mo->height)
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intz = ss->sector->ceilingheight - p->mo->height;
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}
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else
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intz = ((p->mo->eflags & MFE_VERTICALFLIP) ? ss->sector->ceilingheight : ss->sector->floorheight);
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i = COM_CheckParm("-ang");
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if (i)
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{
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p->drawangle = p->mo->angle = FixedAngle(atoi(COM_Argv(i + 1))<<FRACBITS);
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P_SetPlayerAngle(p, p->mo->angle);
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}
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i = COM_CheckParm("-aim");
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if (i)
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{
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angle_t aim = FixedAngle(atoi(COM_Argv(i + 1))<<FRACBITS);
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if (aim >= ANGLE_90 && aim <= ANGLE_270)
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{
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CONS_Alert(CONS_NOTICE, M_GetText("Not a valid aiming angle (between +/-90).\n"));
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return;
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}
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localaiming[0] = p->aiming = aim;
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}
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CONS_Printf(M_GetText("Teleporting to %d, %d, %d...\n"), FixedInt(intx), FixedInt(inty), FixedInt(intz));
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}
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P_MapStart();
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if (!P_SetOrigin(p->mo, intx, inty, intz))
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CONS_Alert(CONS_WARNING, M_GetText("Unable to teleport to that spot!\n"));
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else
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S_StartSound(p->mo, sfx_mixup);
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P_MapEnd();
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D_Cheat(consoleplayer, CHEAT_TELEPORT,
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FLOAT_TO_FIXED(x), FLOAT_TO_FIXED(y), FLOAT_TO_FIXED(z));
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}
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void Command_Skynum_f(void)
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@ -33,6 +33,7 @@ typedef enum {
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CHEAT_FLIP,
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CHEAT_HURT,
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CHEAT_RELATIVE_TELEPORT,
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CHEAT_TELEPORT,
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CHEAT_DEVMODE,
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CHEAT_GIVEITEM,
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CHEAT_SCORE,
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