mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2026-04-28 04:51:42 +00:00
Merge branch 'the-scary-22-merge' of https://git.magicalgirl.moe/KartKrew/Kart into the-scary-22-merge
This commit is contained in:
commit
f4b98baef1
2 changed files with 1 additions and 50 deletions
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@ -26,11 +26,8 @@
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#define FLOATSPEED (FRACUNIT*4)
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#define FLOATSPEED (FRACUNIT*4)
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<<<<<<< HEAD
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//#define VIEWHEIGHTS "41"
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//#define VIEWHEIGHTS "41"
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=======
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>>>>>>> srb2/next
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// Maximum player score.
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// Maximum player score.
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#define MAXSCORE 99999990 // 999999990
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#define MAXSCORE 99999990 // 999999990
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@ -158,10 +155,8 @@ extern fixed_t t_cam2_dist, t_cam2_height, t_cam2_rotate;
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extern fixed_t t_cam3_dist, t_cam3_height, t_cam3_rotate;
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extern fixed_t t_cam3_dist, t_cam3_height, t_cam3_rotate;
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extern fixed_t t_cam4_dist, t_cam4_height, t_cam4_rotate;
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extern fixed_t t_cam4_dist, t_cam4_height, t_cam4_rotate;
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<<<<<<< HEAD
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fixed_t P_GetPlayerHeight(player_t *player);
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fixed_t P_GetPlayerHeight(player_t *player);
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fixed_t P_GetPlayerSpinHeight(player_t *player);
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fixed_t P_GetPlayerSpinHeight(player_t *player);
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=======
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INT32 P_GetPlayerControlDirection(player_t *player);
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INT32 P_GetPlayerControlDirection(player_t *player);
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>>>>>>> srb2/next
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>>>>>>> srb2/next
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void P_AddPlayerScore(player_t *player, UINT32 amount);
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void P_AddPlayerScore(player_t *player, UINT32 amount);
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@ -171,11 +166,9 @@ boolean P_TryCameraMove(fixed_t x, fixed_t y, camera_t *thiscam);
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void P_SlideCameraMove(camera_t *thiscam);
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void P_SlideCameraMove(camera_t *thiscam);
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void P_DemoCameraMovement(camera_t *cam);
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void P_DemoCameraMovement(camera_t *cam);
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boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcalled);
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boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcalled);
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<<<<<<< HEAD
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void P_InitCameraCmd(void);
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void P_InitCameraCmd(void);
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=======
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pflags_t P_GetJumpFlags(player_t *player);
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pflags_t P_GetJumpFlags(player_t *player);
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>>>>>>> srb2/next
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boolean P_PlayerInPain(player_t *player);
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boolean P_PlayerInPain(player_t *player);
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void P_DoPlayerPain(player_t *player, mobj_t *source, mobj_t *inflictor);
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void P_DoPlayerPain(player_t *player, mobj_t *source, mobj_t *inflictor);
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void P_ResetPlayer(player_t *player);
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void P_ResetPlayer(player_t *player);
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@ -236,21 +229,15 @@ mobj_t *P_LookForFocusTarget(player_t *player, mobj_t *exclude, SINT8 direction,
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mobj_t *P_LookForEnemies(player_t *player, boolean nonenemies, boolean bullet);
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mobj_t *P_LookForEnemies(player_t *player, boolean nonenemies, boolean bullet);
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void P_NukeEnemies(mobj_t *inflictor, mobj_t *source, fixed_t radius);
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void P_NukeEnemies(mobj_t *inflictor, mobj_t *source, fixed_t radius);
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<<<<<<< HEAD
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void P_HomingAttack(mobj_t *source, mobj_t *enemy); /// \todo doesn't belong in p_user
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void P_HomingAttack(mobj_t *source, mobj_t *enemy); /// \todo doesn't belong in p_user
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//boolean P_SuperReady(player_t *player);
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//boolean P_SuperReady(player_t *player);
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/*boolean P_TransferToNextMare(player_t *player);
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/*boolean P_TransferToNextMare(player_t *player);
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UINT8 P_FindLowestMare(void);*/
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UINT8 P_FindLowestMare(void);*/
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UINT8 P_FindLowestLap(void);
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UINT8 P_FindLowestLap(void);
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UINT8 P_FindHighestLap(void);
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UINT8 P_FindHighestLap(void);
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=======
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boolean P_HomingAttack(mobj_t *source, mobj_t *enemy); /// \todo doesn't belong in p_user
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boolean P_SuperReady(player_t *player);
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void P_DoJump(player_t *player, boolean soundandstate);
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void P_DoJump(player_t *player, boolean soundandstate);
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#define P_AnalogMove(player) (P_ControlStyle(player) == CS_LMAOGALOG)
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#define P_AnalogMove(player) (P_ControlStyle(player) == CS_LMAOGALOG)
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boolean P_TransferToNextMare(player_t *player);
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boolean P_TransferToNextMare(player_t *player);
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UINT8 P_FindLowestMare(void);
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>>>>>>> srb2/next
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void P_FindEmerald(void);
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void P_FindEmerald(void);
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//void P_TransferToAxis(player_t *player, INT32 axisnum);
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//void P_TransferToAxis(player_t *player, INT32 axisnum);
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boolean P_PlayerMoving(INT32 pnum);
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boolean P_PlayerMoving(INT32 pnum);
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@ -319,11 +306,7 @@ void P_PlayJingleMusic(player_t *player, const char *musname, UINT16 musflags, b
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extern mapthing_t *itemrespawnque[ITEMQUESIZE];
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extern mapthing_t *itemrespawnque[ITEMQUESIZE];
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extern tic_t itemrespawntime[ITEMQUESIZE];
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extern tic_t itemrespawntime[ITEMQUESIZE];
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extern size_t iquehead, iquetail;
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extern size_t iquehead, iquetail;
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<<<<<<< HEAD
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extern consvar_t cv_gravity/*, cv_viewheight*/;
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=======
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extern consvar_t cv_gravity, cv_movebob;
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extern consvar_t cv_gravity, cv_movebob;
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>>>>>>> srb2/next
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void P_RespawnBattleBoxes(void);
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void P_RespawnBattleBoxes(void);
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void P_RespawnSpecials(void);
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void P_RespawnSpecials(void);
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@ -390,13 +373,10 @@ boolean P_CameraThinker(player_t *player, camera_t *thiscam, boolean resetcalled
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void P_Attract(mobj_t *source, mobj_t *enemy, boolean nightsgrab);
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void P_Attract(mobj_t *source, mobj_t *enemy, boolean nightsgrab);
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mobj_t *P_GetClosestAxis(mobj_t *source);
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mobj_t *P_GetClosestAxis(mobj_t *source);
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<<<<<<< HEAD
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=======
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boolean P_CanRunOnWater(player_t *player, ffloor_t *rover);
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boolean P_CanRunOnWater(player_t *player, ffloor_t *rover);
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void P_MaceRotate(mobj_t *center, INT32 baserot, INT32 baseprevrot);
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void P_MaceRotate(mobj_t *center, INT32 baserot, INT32 baseprevrot);
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>>>>>>> srb2/next
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void P_FlashPal(player_t *pl, UINT16 type, UINT16 duration);
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void P_FlashPal(player_t *pl, UINT16 type, UINT16 duration);
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#define PAL_WHITE 1
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#define PAL_WHITE 1
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#define PAL_MIXUP 2
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#define PAL_MIXUP 2
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@ -547,13 +527,6 @@ void P_SpecialStageDamage(player_t *player, mobj_t *inflictor, mobj_t *source);
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boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype);
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boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype);
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void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damagetype);
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void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damagetype);
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void P_PlayerRingBurst(player_t *player, INT32 num_rings); /// \todo better fit in p_user.c
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void P_PlayerRingBurst(player_t *player, INT32 num_rings); /// \todo better fit in p_user.c
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<<<<<<< HEAD
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=======
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void P_PlayerWeaponPanelBurst(player_t *player);
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void P_PlayerWeaponAmmoBurst(player_t *player);
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void P_PlayerWeaponPanelOrAmmoBurst(player_t *player);
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void P_PlayerEmeraldBurst(player_t *player, boolean toss);
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>>>>>>> srb2/next
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void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck);
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void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck);
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void P_TouchStarPost(mobj_t *starpost, player_t *player, boolean snaptopost);
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void P_TouchStarPost(mobj_t *starpost, player_t *player, boolean snaptopost);
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22
src/p_pspr.h
22
src/p_pspr.h
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@ -35,11 +35,6 @@
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#pragma interface
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#pragma interface
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#endif
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#endif
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<<<<<<< HEAD
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/// \brief Frame flags: only the frame number (frames from 0 to 63, but a bit of headroom for 2.2 compat)
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#define FF_FRAMEMASK 0xff
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=======
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/// \brief Frame flags: only the frame number - 0 to 256 (Frames from 0 to 63, Sprite2 number uses 0 to 127 plus FF_SPR2SUPER)
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/// \brief Frame flags: only the frame number - 0 to 256 (Frames from 0 to 63, Sprite2 number uses 0 to 127 plus FF_SPR2SUPER)
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#define FF_FRAMEMASK 0xff
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#define FF_FRAMEMASK 0xff
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@ -50,7 +45,6 @@
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/// \brief Frame flags - SPR2: 50% of starting in middle of Sprite2 animation
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/// \brief Frame flags - SPR2: 50% of starting in middle of Sprite2 animation
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#define FF_SPR2MIDSTART 0x2000
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#define FF_SPR2MIDSTART 0x2000
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>>>>>>> srb2/next
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/// \brief Frame flags: 0 = no trans(opaque), 1-15 = transl. table
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/// \brief Frame flags: 0 = no trans(opaque), 1-15 = transl. table
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#define FF_TRANSMASK 0xf0000
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#define FF_TRANSMASK 0xf0000
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/// \brief shift for FF_TRANSMASK
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/// \brief shift for FF_TRANSMASK
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#define FF_TRANS80 (tr_trans80<<FF_TRANSSHIFT)
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#define FF_TRANS80 (tr_trans80<<FF_TRANSSHIFT)
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#define FF_TRANS90 (tr_trans90<<FF_TRANSSHIFT)
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#define FF_TRANS90 (tr_trans90<<FF_TRANSSHIFT)
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<<<<<<< HEAD
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/// \brief Frame flags: frame always appears full bright (mutually exclusive with below, currently takes priority)
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/// \brief Frame flags: frame always appears full bright (mutually exclusive with below, currently takes priority)
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#define FF_FULLBRIGHT 0x00100000
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#define FF_FULLBRIGHT 0x00100000
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/// \brief Frame flags: frame appears with moderate brightness (mutually exclusive with above)
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/// \brief Frame flags: frame appears with moderate brightness (mutually exclusive with above)
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#define FF_GLOBALANIM 0x02000000
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#define FF_GLOBALANIM 0x02000000
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/// \brief Frame flags - Animate: Start at a random place in the animation (mutually exclusive with above)
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/// \brief Frame flags - Animate: Start at a random place in the animation (mutually exclusive with above)
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#define FF_RANDOMANIM 0x04000000
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#define FF_RANDOMANIM 0x04000000
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=======
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/// \brief Frame flags: frame always appears full bright
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#define FF_FULLBRIGHT 0x00100000
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/// \brief Frame flags: Flip sprite vertically (relative to what it should be for its gravity)
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#define FF_VERTICALFLIP 0x00200000
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/// \brief Frame flags: Thin, paper-like sprite (for collision equivalent, see MF_PAPERCOLLISION)
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#define FF_PAPERSPRITE 0x00400000
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/// \brief Frame flags - Animate: Simple stateless animation
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#define FF_ANIMATE 0x01000000
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/// \brief Frame flags - Animate: Start at a random place in the animation (mutually exclusive with below)
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#define FF_RANDOMANIM 0x02000000
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/// \brief Frame flags - Animate: Sync animation to global timer (mutually exclusive with above)
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#define FF_GLOBALANIM 0x04000000
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>>>>>>> srb2/next
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/** \brief translucency tables
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/** \brief translucency tables
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