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62c0fd8e93
commit
19bbb65f60
2 changed files with 43 additions and 40 deletions
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@ -560,6 +560,8 @@ cddata:
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ifeq ($(USER_NAME),CDBUILD)
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@$(MKDIR) -p $(CD_DIR)
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@$(CPE2BIN) $(CPE_FILE) $(CD_DIR)/$(BIN_OUTFILE)
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@$(CP) $(MAP_FILE) $(CD_DIR)/$(PROJ).map
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@$(CP) $(SYM_FILE) $(CD_DIR)/$(PROJ).sym
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@$(CP) -u $(BIGLUMP_FILE) $(CD_DIR) -f
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@$(TGA2GFX) graphics/screens/legal.tga $(CD_DIR)/LEGAL.GFX
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@$(CP) -u Data/CdData/$(TERRITORY).cnf $(CD_DIR)/SYSTEM.CNF -f
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@ -708,6 +708,7 @@ void CPlayer::shutdown()
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---------------------------------------------------------------------- */
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static int oldmode=-1;
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int newmode=-1;
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void CPlayer::think(int _frames)
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{
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int i;
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@ -842,53 +843,53 @@ if(newmode!=-1)
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// over an item whilst unarmed, he automatically picks it up
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m_tryingToAutomaticallyPickupWeapon=true;
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}
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if(m_currentMode!=PLAYER_MODE_CART && getPadInputDown()&PI_WEAPONCHANGE)
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bool CanChange=true;
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switch(m_currentPlayerModeClass->getState())
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{
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case STATE_BUTTBOUNCE:
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case STATE_BUTTFALL:
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case STATE_BUTTLAND:
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case STATE_BUTTBOUNCEUP:
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CanChange=false;
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break;
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default:
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break;
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}
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if(CanChange && (m_currentMode!=PLAYER_MODE_CART && getPadInputDown()&PI_WEAPONCHANGE))
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{
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// If already armed then drop current weapon
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if(m_currentMode!=PLAYER_MODE_BASICUNARMED)
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{
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switch(m_currentPlayerModeClass->getState())
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static const int s_pickupsToDrop[NUM_PLAYERMODES]=
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{
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case STATE_BUTTBOUNCE:
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case STATE_BUTTFALL:
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case STATE_BUTTLAND:
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case STATE_BUTTBOUNCEUP:
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break;
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-1, // PLAYER_MODE_BASICUNARMED
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-1, // PLAYER_MODE_FULLUNARMED
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-1, // PLAYER_MODE_BALLOON
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PICKUP__BUBBLE_WAND, // PLAYER_MODE_BUBBLE_MIXTURE
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PICKUP__NET, // PLAYER_MODE_NET
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PICKUP__CORAL_BLOWER, // PLAYER_MODE_CORALBLOWER
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PICKUP__JELLY_LAUNCHER, // PLAYER_MODE_JELLY_LAUNCHER
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-1, // PLAYER_MODE_DEAD
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-1, // PLAYER_MODE_FLY
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-1, // PLAYER_MODE_CART
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-1, // PLAYER_MODE_SWALLOW
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};
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default:
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{
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static const int s_pickupsToDrop[NUM_PLAYERMODES]=
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{
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-1, // PLAYER_MODE_BASICUNARMED
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-1, // PLAYER_MODE_FULLUNARMED
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-1, // PLAYER_MODE_BALLOON
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PICKUP__BUBBLE_WAND, // PLAYER_MODE_BUBBLE_MIXTURE
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PICKUP__NET, // PLAYER_MODE_NET
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PICKUP__CORAL_BLOWER, // PLAYER_MODE_CORALBLOWER
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PICKUP__JELLY_LAUNCHER, // PLAYER_MODE_JELLY_LAUNCHER
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-1, // PLAYER_MODE_DEAD
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-1, // PLAYER_MODE_FLY
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-1, // PLAYER_MODE_CART
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-1, // PLAYER_MODE_SWALLOW
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};
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int pickupToDrop;
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pickupToDrop=s_pickupsToDrop[m_currentMode];
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if(pickupToDrop!=-1)
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{
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DVECTOR pickupPos;
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CBasePickup *pickup;
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pickupPos.vx=Pos.vx;
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pickupPos.vy=Pos.vy-30;
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pickup=createPickup((PICKUP_TYPE)pickupToDrop,&pickupPos);
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pickup->setPos(&pickupPos);
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((CBaseWeaponPickup*)pickup)->setHasBeenCollected();
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}
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setMode(PLAYER_MODE_BASICUNARMED);
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break;
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}
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int pickupToDrop;
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pickupToDrop=s_pickupsToDrop[m_currentMode];
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if(pickupToDrop!=-1)
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{
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DVECTOR pickupPos;
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CBasePickup *pickup;
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pickupPos.vx=Pos.vx;
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pickupPos.vy=Pos.vy-30;
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pickup=createPickup((PICKUP_TYPE)pickupToDrop,&pickupPos);
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pickup->setPos(&pickupPos);
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((CBaseWeaponPickup*)pickup)->setHasBeenCollected();
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}
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setMode(PLAYER_MODE_BASICUNARMED);
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}
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// Now trying to pick up a weapon..
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