Merge branch 'the-scary-22-merge' of https://git.magicalgirl.moe/KartKrew/Kart into the-scary-22-merge

This commit is contained in:
Sally Coolatta 2020-08-08 19:08:22 -04:00
commit f4b98baef1
2 changed files with 1 additions and 50 deletions

View file

@ -26,11 +26,8 @@
#define FLOATSPEED (FRACUNIT*4)
<<<<<<< HEAD
//#define VIEWHEIGHTS "41"
=======
>>>>>>> srb2/next
// Maximum player score.
#define MAXSCORE 99999990 // 999999990
@ -158,10 +155,8 @@ extern fixed_t t_cam2_dist, t_cam2_height, t_cam2_rotate;
extern fixed_t t_cam3_dist, t_cam3_height, t_cam3_rotate;
extern fixed_t t_cam4_dist, t_cam4_height, t_cam4_rotate;
<<<<<<< HEAD
fixed_t P_GetPlayerHeight(player_t *player);
fixed_t P_GetPlayerSpinHeight(player_t *player);
=======
INT32 P_GetPlayerControlDirection(player_t *player);
>>>>>>> srb2/next
void P_AddPlayerScore(player_t *player, UINT32 amount);
@ -171,11 +166,9 @@ boolean P_TryCameraMove(fixed_t x, fixed_t y, camera_t *thiscam);
void P_SlideCameraMove(camera_t *thiscam);
void P_DemoCameraMovement(camera_t *cam);
boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcalled);
<<<<<<< HEAD
void P_InitCameraCmd(void);
=======
pflags_t P_GetJumpFlags(player_t *player);
>>>>>>> srb2/next
boolean P_PlayerInPain(player_t *player);
void P_DoPlayerPain(player_t *player, mobj_t *source, mobj_t *inflictor);
void P_ResetPlayer(player_t *player);
@ -236,21 +229,15 @@ mobj_t *P_LookForFocusTarget(player_t *player, mobj_t *exclude, SINT8 direction,
mobj_t *P_LookForEnemies(player_t *player, boolean nonenemies, boolean bullet);
void P_NukeEnemies(mobj_t *inflictor, mobj_t *source, fixed_t radius);
<<<<<<< HEAD
void P_HomingAttack(mobj_t *source, mobj_t *enemy); /// \todo doesn't belong in p_user
//boolean P_SuperReady(player_t *player);
/*boolean P_TransferToNextMare(player_t *player);
UINT8 P_FindLowestMare(void);*/
UINT8 P_FindLowestLap(void);
UINT8 P_FindHighestLap(void);
=======
boolean P_HomingAttack(mobj_t *source, mobj_t *enemy); /// \todo doesn't belong in p_user
boolean P_SuperReady(player_t *player);
void P_DoJump(player_t *player, boolean soundandstate);
#define P_AnalogMove(player) (P_ControlStyle(player) == CS_LMAOGALOG)
boolean P_TransferToNextMare(player_t *player);
UINT8 P_FindLowestMare(void);
>>>>>>> srb2/next
void P_FindEmerald(void);
//void P_TransferToAxis(player_t *player, INT32 axisnum);
boolean P_PlayerMoving(INT32 pnum);
@ -319,11 +306,7 @@ void P_PlayJingleMusic(player_t *player, const char *musname, UINT16 musflags, b
extern mapthing_t *itemrespawnque[ITEMQUESIZE];
extern tic_t itemrespawntime[ITEMQUESIZE];
extern size_t iquehead, iquetail;
<<<<<<< HEAD
extern consvar_t cv_gravity/*, cv_viewheight*/;
=======
extern consvar_t cv_gravity, cv_movebob;
>>>>>>> srb2/next
void P_RespawnBattleBoxes(void);
void P_RespawnSpecials(void);
@ -390,13 +373,10 @@ boolean P_CameraThinker(player_t *player, camera_t *thiscam, boolean resetcalled
void P_Attract(mobj_t *source, mobj_t *enemy, boolean nightsgrab);
mobj_t *P_GetClosestAxis(mobj_t *source);
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=======
boolean P_CanRunOnWater(player_t *player, ffloor_t *rover);
void P_MaceRotate(mobj_t *center, INT32 baserot, INT32 baseprevrot);
>>>>>>> srb2/next
void P_FlashPal(player_t *pl, UINT16 type, UINT16 duration);
#define PAL_WHITE 1
#define PAL_MIXUP 2
@ -547,13 +527,6 @@ void P_SpecialStageDamage(player_t *player, mobj_t *inflictor, mobj_t *source);
boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype);
void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damagetype);
void P_PlayerRingBurst(player_t *player, INT32 num_rings); /// \todo better fit in p_user.c
<<<<<<< HEAD
=======
void P_PlayerWeaponPanelBurst(player_t *player);
void P_PlayerWeaponAmmoBurst(player_t *player);
void P_PlayerWeaponPanelOrAmmoBurst(player_t *player);
void P_PlayerEmeraldBurst(player_t *player, boolean toss);
>>>>>>> srb2/next
void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck);
void P_TouchStarPost(mobj_t *starpost, player_t *player, boolean snaptopost);

View file

@ -35,11 +35,6 @@
#pragma interface
#endif
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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)
#define FF_FRAMEMASK 0xff
=======
/// \brief Frame flags: only the frame number - 0 to 256 (Frames from 0 to 63, Sprite2 number uses 0 to 127 plus FF_SPR2SUPER)
#define FF_FRAMEMASK 0xff
@ -50,7 +45,6 @@
/// \brief Frame flags - SPR2: 50% of starting in middle of Sprite2 animation
#define FF_SPR2MIDSTART 0x2000
>>>>>>> srb2/next
/// \brief Frame flags: 0 = no trans(opaque), 1-15 = transl. table
#define FF_TRANSMASK 0xf0000
/// \brief shift for FF_TRANSMASK
@ -66,7 +60,6 @@
#define FF_TRANS80 (tr_trans80<<FF_TRANSSHIFT)
#define FF_TRANS90 (tr_trans90<<FF_TRANSSHIFT)
<<<<<<< HEAD
/// \brief Frame flags: frame always appears full bright (mutually exclusive with below, currently takes priority)
#define FF_FULLBRIGHT 0x00100000
/// \brief Frame flags: frame appears with moderate brightness (mutually exclusive with above)
@ -83,21 +76,6 @@
#define FF_GLOBALANIM 0x02000000
/// \brief Frame flags - Animate: Start at a random place in the animation (mutually exclusive with above)
#define FF_RANDOMANIM 0x04000000
=======
/// \brief Frame flags: frame always appears full bright
#define FF_FULLBRIGHT 0x00100000
/// \brief Frame flags: Flip sprite vertically (relative to what it should be for its gravity)
#define FF_VERTICALFLIP 0x00200000
/// \brief Frame flags: Thin, paper-like sprite (for collision equivalent, see MF_PAPERCOLLISION)
#define FF_PAPERSPRITE 0x00400000
/// \brief Frame flags - Animate: Simple stateless animation
#define FF_ANIMATE 0x01000000
/// \brief Frame flags - Animate: Start at a random place in the animation (mutually exclusive with below)
#define FF_RANDOMANIM 0x02000000
/// \brief Frame flags - Animate: Sync animation to global timer (mutually exclusive with above)
#define FF_GLOBALANIM 0x04000000
>>>>>>> srb2/next
/** \brief translucency tables