Fix warnings

Remove entries from dehacked, remove P_DoJump, remove debug stuff
This commit is contained in:
TehRealSalt 2019-05-02 02:51:13 -04:00
parent 5dc30cdac8
commit 9e15486926
6 changed files with 13 additions and 243 deletions

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@ -8642,27 +8642,6 @@ struct {
// Character flags (skinflags_t)
{"SF_HIRES",SF_HIRES},
// Character abilities!
// Primary
{"CA_NONE",CA_NONE}, // now slot 0!
{"CA_THOK",CA_THOK},
{"CA_FLY",CA_FLY},
{"CA_GLIDEANDCLIMB",CA_GLIDEANDCLIMB},
{"CA_HOMINGTHOK",CA_HOMINGTHOK},
{"CA_DOUBLEJUMP",CA_DOUBLEJUMP},
{"CA_FLOAT",CA_FLOAT},
{"CA_SLOWFALL",CA_SLOWFALL},
{"CA_SWIM",CA_SWIM},
{"CA_TELEKINESIS",CA_TELEKINESIS},
{"CA_FALLSWITCH",CA_FALLSWITCH},
{"CA_JUMPBOOST",CA_JUMPBOOST},
{"CA_AIRDRILL",CA_AIRDRILL},
{"CA_JUMPTHOK",CA_JUMPTHOK},
// Secondary
{"CA2_NONE",CA2_NONE}, // now slot 0!
{"CA2_SPINDASH",CA2_SPINDASH},
{"CA2_MULTIABILITY",CA2_MULTIABILITY},
// Sound flags
{"SF_TOTALLYSINGLE",SF_TOTALLYSINGLE},
{"SF_NOMULTIPLESOUND",SF_NOMULTIPLESOUND},

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@ -2338,7 +2338,6 @@ void G_PlayerReborn(INT32 player)
INT16 starpostz;
INT32 starpostnum;
INT32 starpostangle;
fixed_t jumpfactor;
INT32 exiting;
INT16 numboxes;
INT16 totalring;
@ -2390,6 +2389,7 @@ void G_PlayerReborn(INT32 player)
kartspeed = players[player].kartspeed;
kartweight = players[player].kartweight;
//
charflags = players[player].charflags;
starposttime = players[player].starposttime;
starpostx = players[player].starpostx;

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@ -946,17 +946,6 @@ static int lib_pHomingAttack(lua_State *L)
return 1;
}*/
static int lib_pDoJump(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
boolean soundandstate = (boolean)lua_opttrueboolean(L, 2);
NOHUD
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_DoJump(player, soundandstate);
return 0;
}
static int lib_pSpawnThokMobj(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
@ -2645,7 +2634,6 @@ static luaL_Reg lib[] = {
{"P_NukeEnemies",lib_pNukeEnemies},
{"P_HomingAttack",lib_pHomingAttack},
//{"P_SuperReady",lib_pSuperReady},
{"P_DoJump",lib_pDoJump},
{"P_SpawnThokMobj",lib_pSpawnThokMobj},
{"P_SpawnSpinMobj",lib_pSpawnSpinMobj},
{"P_Telekinesis",lib_pTelekinesis},

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@ -178,7 +178,6 @@ boolean P_LookForEnemies(player_t *player);
void P_NukeEnemies(mobj_t *inflictor, mobj_t *source, fixed_t radius);
void 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);
boolean P_AnalogMove(player_t *player);
/*boolean P_TransferToNextMare(player_t *player);
UINT8 P_FindLowestMare(void);*/

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@ -3634,195 +3634,6 @@ static void P_DoFiring(player_t *player, ticcmd_t *cmd) // SRB2kart - unused.
}
*/
//
// P_DoJump
//
// Jump routine for the player
//
void P_DoJump(player_t *player, boolean soundandstate)
{
fixed_t factor;
const fixed_t dist6 = FixedMul(FixedDiv(player->speed, player->mo->scale), player->actionspd)/20;
return;
if (player->pflags & PF_JUMPSTASIS)
return;
if (!player->jumpfactor)
return;
if (player->kartstuff[k_spinouttimer]) // SRB2kart
return;
/* // SRB2kart - climbing in a kart?
if (player->climbing)
{
// Jump this high.
if (player->powers[pw_super])
player->mo->momz = 5*FRACUNIT;
else if (player->mo->eflags & MFE_UNDERWATER)
player->mo->momz = 2*FRACUNIT;
else
player->mo->momz = 15*(FRACUNIT/4);
player->mo->angle = player->mo->angle - ANGLE_180; // Turn around from the wall you were climbing.
if (player == &players[consoleplayer])
localangle = player->mo->angle; // Adjust the local control angle.
else if (player == &players[secondarydisplayplayer])
localangle2 = player->mo->angle;
else if (player == &players[thirddisplayplayer])
localangle3 = player->mo->angle;
else if (player == &players[fourthdisplayplayer])
localangle4 = player->mo->angle;
player->climbing = 0; // Stop climbing, duh!
P_InstaThrust(player->mo, player->mo->angle, FixedMul(6*FRACUNIT, player->mo->scale)); // Jump off the wall.
}
// Quicksand jumping.
else if (P_InQuicksand(player->mo))
{
if (player->mo->ceilingz-player->mo->floorz <= player->mo->height-1)
return;
player->mo->momz += (39*(FRACUNIT/4))>>1;
if (player->mo->momz >= 6*FRACUNIT)
player->mo->momz = 6*FRACUNIT; //max momz in quicksand
else if (player->mo->momz < 0) // still descending?
player->mo->momz = (39*(FRACUNIT/4))>>1; // just default to the jump height.
}
else*/ if (!(player->pflags & PF_JUMPED)) // Spin Attack
{
if (player->mo->ceilingz-player->mo->floorz <= player->mo->height-1)
return;
// Jump this high.
if (player->pflags & PF_CARRIED)
{
player->mo->momz = 9*FRACUNIT;
player->pflags &= ~PF_CARRIED;
/*if (player-players == consoleplayer && botingame)
CV_SetValue(&cv_analog2, true);*/
}
else if (player->pflags & PF_ITEMHANG)
{
player->mo->momz = 9*FRACUNIT;
player->pflags &= ~PF_ITEMHANG;
}
else if (player->pflags & PF_ROPEHANG)
{
player->mo->momz = 12*FRACUNIT;
player->pflags &= ~PF_ROPEHANG;
P_SetTarget(&player->mo->tracer, NULL);
}
else if (player->mo->eflags & MFE_GOOWATER)
{
player->mo->momz = 7*FRACUNIT;
/*if (player->charability == CA_JUMPBOOST && onground)
{
if (player->charability2 == CA2_MULTIABILITY)
player->mo->momz += FixedMul(FRACUNIT/4, dist6);
else
player->mo->momz += FixedMul(FRACUNIT/8, dist6);
}*/
}
else if (maptol & TOL_NIGHTS)
player->mo->momz = 24*FRACUNIT;
else
player->mo->momz = 3*FRACUNIT; // Kart jump momentum.
/* // SRB2kart - Okay enough of that.
else if (player->powers[pw_super])
{
if (player->charability == CA_FLOAT)
player->mo->momz = 28*FRACUNIT; //Obscene jump height anyone?
else if (player->charability == CA_SLOWFALL)
player->mo->momz = 37*(FRACUNIT/2); //Less obscene because during super, floating propells oneself upward.
else // Default super jump momentum.
player->mo->momz = 13*FRACUNIT;
// Add a boost for super characters with float/slowfall and multiability.
if (player->charability2 == CA2_MULTIABILITY &&
(player->charability == CA_FLOAT || player->charability == CA_SLOWFALL))
player->mo->momz += 2*FRACUNIT;
else if (player->charability == CA_JUMPBOOST)
{
if (player->charability2 == CA2_MULTIABILITY)
player->mo->momz += FixedMul(FRACUNIT/4, dist6);
else
player->mo->momz += FixedMul(FRACUNIT/8, dist6);
}
}
else if (player->charability2 == CA2_MULTIABILITY &&
(player->charability == CA_DOUBLEJUMP || player->charability == CA_FLOAT || player->charability == CA_SLOWFALL))
{
// Multiability exceptions, since some abilities cannot effectively use it and need a boost.
if (player->charability == CA_DOUBLEJUMP)
player->mo->momz = 23*(FRACUNIT/2); // Increased jump height instead of infinite jumps.
else if (player->charability == CA_FLOAT || player->charability == CA_SLOWFALL)
player->mo->momz = 12*FRACUNIT; // Increased jump height due to ineffective repeat.
}
else
{
player->mo->momz = 39*(FRACUNIT/4); // Default jump momentum.
if (player->charability == CA_JUMPBOOST && onground)
{
if (player->charability2 == CA2_MULTIABILITY)
player->mo->momz += FixedMul(FRACUNIT/4, dist6);
else
player->mo->momz += FixedMul(FRACUNIT/8, dist6);
}
}
*/
// Reduce player momz by 58.5% when underwater.
if (player->mo->eflags & MFE_UNDERWATER)
player->mo->momz = FixedMul(player->mo->momz, FixedDiv(117*FRACUNIT, 200*FRACUNIT));
player->jumping = 1;
}
factor = player->jumpfactor;
if (twodlevel || (player->mo->flags2 & MF2_TWOD))
factor += player->jumpfactor / 10;
P_SetObjectMomZ(player->mo, FixedMul(factor, player->mo->momz), false); // Custom height
// set just an eensy above the ground
if (player->mo->eflags & MFE_VERTICALFLIP)
{
player->mo->z--;
if (player->mo->pmomz < 0)
player->mo->momz += player->mo->pmomz; // Add the platform's momentum to your jump.
else
player->mo->pmomz = 0;
}
else
{
player->mo->z++;
if (player->mo->pmomz > 0)
player->mo->momz += player->mo->pmomz; // Add the platform's momentum to your jump.
else
player->mo->pmomz = 0;
}
player->mo->eflags &= ~MFE_APPLYPMOMZ;
player->pflags |= PF_JUMPED;
if (soundandstate)
{
if (!player->spectator)
S_StartSound(player->mo, sfx_jump); // Play jump sound!
/* // SRB2kart - don't need jump frames
if (!(player->charability2 == CA2_SPINDASH))
P_SetPlayerMobjState(player->mo, S_PLAY_SPRING);
else
P_SetPlayerMobjState(player->mo, S_PLAY_ATK1);
*/
}
}
//
// P_DoSpinDash
//
@ -3946,7 +3757,7 @@ void P_DoJumpShield(player_t *player)
return;
player->pflags &= ~PF_JUMPED;
P_DoJump(player, false);
//P_DoJump(player, false);
player->pflags &= ~PF_JUMPED;
player->secondjump = 0;
player->jumping = 0;
@ -4091,7 +3902,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
// Jump S3&K style while in quicksand.
if (P_InQuicksand(player->mo))
{
P_DoJump(player, true);
//P_DoJump(player, true);
player->secondjump = 0;
player->pflags &= ~PF_THOKKED;
}
@ -4099,7 +3910,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
// can't jump while in air, can't jump while jumping
if (onground || player->climbing || player->pflags & (PF_CARRIED|PF_ITEMHANG|PF_ROPEHANG))
{
P_DoJump(player, true);
//P_DoJump(player, true);
player->secondjump = 0;
player->pflags &= ~PF_THOKKED;
}
@ -6538,13 +6349,6 @@ static void P_MovePlayer(player_t *player)
P_SetPlayerMobjState(player->mo, S_KART_STND1); // SRB2kart - was S_PLAY_STND
}
// Cap the speed limit on a spindash
// Up the 60*FRACUNIT number to boost faster, you speed demon you!
if (player->dashspeed > FixedMul(player->maxdash, player->mo->scale))
player->dashspeed = FixedMul(player->maxdash, player->mo->scale);
else if (player->dashspeed > 0 && player->dashspeed < FixedMul(player->mindash, player->mo->scale))
player->dashspeed = FixedMul(player->mindash, player->mo->scale);
if (/*!(player->charability == CA_GLIDEANDCLIMB) ||*/ player->gotflag) // If you can't glide, then why the heck would you be gliding?
{
/* // SRB2kart - ???
@ -6798,7 +6602,7 @@ static void P_MovePlayer(player_t *player)
P_DoSpinDash(player, cmd);
*/
// jumping
P_DoJumpStuff(player, cmd);
//P_DoJumpStuff(player, cmd);
/*
// If you're not spinning, you'd better not be spindashing!

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@ -573,17 +573,17 @@ static void ST_drawDebugInfo(void)
if (cv_debug & DBG_DETAILED)
{
V_DrawRightAlignedString(320, height - 104, V_MONOSPACE, va("SHIELD: %5x", stplyr->powers[pw_shield]));
//V_DrawRightAlignedString(320, height - 104, V_MONOSPACE, va("SHIELD: %5x", stplyr->powers[pw_shield]));
V_DrawRightAlignedString(320, height - 96, V_MONOSPACE, va("SCALE: %5d%%", (stplyr->mo->scale*100)/FRACUNIT));
V_DrawRightAlignedString(320, height - 88, V_MONOSPACE, va("DASH: %3d/%3d", stplyr->dashspeed>>FRACBITS, FixedMul(stplyr->maxdash,stplyr->mo->scale)>>FRACBITS));
V_DrawRightAlignedString(320, height - 80, V_MONOSPACE, va("AIR: %4d, %3d", stplyr->powers[pw_underwater], stplyr->powers[pw_spacetime]));
//V_DrawRightAlignedString(320, height - 88, V_MONOSPACE, va("DASH: %3d/%3d", stplyr->dashspeed>>FRACBITS, FixedMul(stplyr->maxdash,stplyr->mo->scale)>>FRACBITS));
//V_DrawRightAlignedString(320, height - 80, V_MONOSPACE, va("AIR: %4d, %3d", stplyr->powers[pw_underwater], stplyr->powers[pw_spacetime]));
// Flags
V_DrawRightAlignedString(304-64, height - 72, V_MONOSPACE, "Flags:");
V_DrawString(304-60, height - 72, (stplyr->jumping) ? V_GREENMAP : V_REDMAP, "JM");
V_DrawString(304-40, height - 72, (stplyr->pflags & PF_JUMPED) ? V_GREENMAP : V_REDMAP, "JD");
V_DrawString(304-20, height - 72, (stplyr->pflags & PF_SPINNING) ? V_GREENMAP : V_REDMAP, "SP");
V_DrawString(304, height - 72, (stplyr->pflags & PF_STARTDASH) ? V_GREENMAP : V_REDMAP, "ST");
//V_DrawRightAlignedString(304-64, height - 72, V_MONOSPACE, "Flags:");
//V_DrawString(304-60, height - 72, (stplyr->jumping) ? V_GREENMAP : V_REDMAP, "JM");
//V_DrawString(304-40, height - 72, (stplyr->pflags & PF_JUMPED) ? V_GREENMAP : V_REDMAP, "JD");
//V_DrawString(304-20, height - 72, (stplyr->pflags & PF_SPINNING) ? V_GREENMAP : V_REDMAP, "SP");
//V_DrawString(304, height - 72, (stplyr->pflags & PF_STARTDASH) ? V_GREENMAP : V_REDMAP, "ST");
V_DrawRightAlignedString(320, height - 64, V_MONOSPACE, va("CEILZ: %6d", stplyr->mo->ceilingz>>FRACBITS));
V_DrawRightAlignedString(320, height - 56, V_MONOSPACE, va("FLOORZ: %6d", stplyr->mo->floorz>>FRACBITS));