Exemplo n.º 1
0
void A_CheckReload(player_t *player, pspdef_t *psp)
{
  if (!P_CheckAmmo(player) && compatibility_level >= prboom_4_compatibility) {
    /* cph 2002/08/08 - In old Doom, P_CheckAmmo would start the weapon lowering
     * immediately. This was lost in Boom when the weapon switching logic was
     * rewritten. But we must tell Doom that we don't need to complete the
     * reload frames for the weapon here. G_BuildTiccmd will set ->pendingweapon
     * for us later on. */
    P_SetPsprite(player,ps_weapon,weaponinfo[player->readyweapon].downstate);
  }
}
Exemplo n.º 2
0
void
A_CheckReload
(AActor *mo)
{
    player_t *player = mo->player;

	P_CheckAmmo (player);
#if 0
	if (player->ammo[am_shell]<2)
		P_SetPsprite (player, ps_weapon, S_DSNR1);
#endif
}
Exemplo n.º 3
0
static void P_FireWeapon(player_t *player)
{
  statenum_t newstate;

  if (!P_CheckAmmo(player))
    return;

  P_SetMobjState(player->mo, S_PLAY_ATK1);
  newstate = weaponinfo[player->readyweapon].atkstate;
  P_SetPsprite(player, ps_weapon, newstate);
  P_NoiseAlert(player->mo, player->mo);
}
Exemplo n.º 4
0
OVERLAY static void P_FireWeapon(player_t *player)
{
  statenum_t newstate;

  if (!P_CheckAmmo(player))
    return;

  P_SetMobjState(player->mo, S_PLAY_ATK1);
  newstate = (statenum_t)weaponinfo[player->readyweapon].atkstate;
  P_SetPsprite(player, ps_weapon, newstate);
  P_NoiseAlert(player->mo, player->mo);
  lastshottic = gametic;                       // killough 3/22/98
}
Exemplo n.º 5
0
void P_FireWeapon(player_t *player)
{
    statenum_t          newstate;

    if(!P_CheckAmmo(player))
        return;

    // Psprite state.
    player->plr->pSprites[0].state = DDPSP_FIRE;

    P_MobjChangeState(player->plr->mo, PCLASS_INFO(player->class_)->attackState);
    newstate = weaponInfo[player->readyWeapon][player->class_].mode[0].states[WSN_ATTACK];
    P_SetPsprite(player, ps_weapon, newstate);
    P_NoiseAlert(player->plr->mo, player->plr->mo);
}
Exemplo n.º 6
0
//
// A_ReFire
// The player can re-fire the weapon
// without lowering it entirely.
//
void A_ReFire(player_t *player, pspdef_t *psp)
{
    // check for fire
    //  (if a weaponchange is pending, let it go through instead)
    if ((player->cmd.buttons & BT_ATTACK)
        && player->pendingweapon == wp_nochange && player->health)
    {
        player->refire++;
        P_FireWeapon(player);
    }
    else
    {
        player->refire = 0;
        P_CheckAmmo(player);
    }
}
Exemplo n.º 7
0
//
// P_FireWeapon.
//
void P_FireWeapon(player_t *player)
{
    statenum_t newstate;

    if (!P_CheckAmmo(player) || (automapactive && !followplayer))
        return;

    P_SetMobjState(player->mo, S_PLAY_ATK1);
    newstate = (statenum_t)weaponinfo[player->readyweapon].atkstate;
    P_SetPsprite(player, ps_weapon, newstate);

    if (player->readyweapon == wp_fist && !linetarget)
        return;

    P_NoiseAlert(player->mo, player->mo);
}
Exemplo n.º 8
0
/**
 * The player can re-fire the weapon without lowering it entirely.
 */
void C_DECL A_ReFire(player_t *player, pspdef_t *psp)
{
    // Check for fire (if a weaponchange is pending, let it go through
    // instead).
    if((player->brain.attack) &&
       player->pendingWeapon == WT_NOCHANGE && player->health)
    {
        player->refire++;
        P_FireWeapon(player);
    }
    else
    {
        player->refire = 0;
        P_CheckAmmo(player);
    }
}
Exemplo n.º 9
0
static void P_FireWeapon(player_t *player)
{
  statenum_t newstate;

  if (!P_CheckLoaded(player))
    return;

  if (!P_CheckAmmo(player))
    return;

  P_SetMobjState(player->mo, S_PLAY_ATK1);
  newstate = weaponinfo[player->readyweapon].atkstate;
  P_SetPsprite(player, ps_weapon, newstate);
  P_NoiseAlert(player->mo, player->mo);
  //Melee doesn't need to be reloaded 	-jukeri12 18.8.2015
  if (player->readyweapon != wp_fist)
     player->weaponloaded[player->readyweapon] = false;
}
Exemplo n.º 10
0
//
// P_FireWeapon.
//
void P_FireWeapon(player_t* player)
{
    statenum_t	newstate;
    pspdef_t*	psp;
    
    if (!P_CheckAmmo (player))
        return;
    
    psp = &player->psprites[ps_weapon];
    
    P_SetMobjState (player->mo, S_006);
    newstate = weaponinfo[player->readyweapon].atkstate;
    if(player->refire && player->readyweapon == wp_pistol)
        newstate++;
    P_SetPsprite (player, ps_weapon, newstate);
    P_NoiseAlert (player->mo, player->mo);
    psp->sx = FRACUNIT;		//villsa
    psp->sy = WEAPONTOP;
}
Exemplo n.º 11
0
//
// A_ReFire
// The player can re-fire the weapon
// without lowering it entirely.
//
void A_ReFire
(AActor *mo)
{
    player_t *player = mo->player;

	// check for fire
	//	(if a weaponchange is pending, let it go through instead)
	// [AM] Allow warmup to disallow weapon refiring.
	if ( (player->cmd.ucmd.buttons & BT_ATTACK && warmup.checkfireweapon())
		 && player->pendingweapon == wp_nochange
		 && player->health)
	{
		player->refire++;
		P_FireWeapon (player);
	}
	else
	{
		player->refire = 0;
		P_CheckAmmo (player);
	}
}
Exemplo n.º 12
0
//
// P_FireWeapon.
//
void P_FireWeapon (player_t *player)
{
	statenum_t	newstate;

	if (!P_CheckAmmo (player))
		return;

	// [tm512] Send the client the weapon they just fired so
	// that they can fix any weapon desyncs that they get - apr 14 2012
	if (serverside && !clientside)
	{
		MSG_WriteMarker (&player->client.reliablebuf, svc_fireweapon);
		MSG_WriteByte (&player->client.reliablebuf, player->readyweapon);
		MSG_WriteLong (&player->client.reliablebuf, player->tic);
	}

	P_SetMobjState (player->mo, S_PLAY_ATK1);
	newstate = weaponinfo[player->readyweapon].atkstate;
	P_SetPsprite (player, ps_weapon, newstate);
	P_NoiseAlert (player->mo, player->mo);
}
Exemplo n.º 13
0
OVERLAY void A_CheckReload(player_t *player, pspdef_t *psp)
{
  P_CheckAmmo(player);
}
Exemplo n.º 14
0
/*
 ==================
 iphoneBuildTiccmd
 
 Use touch and tilt controls to set up a doom ticcmd_t
 ==================
 */
static void iphoneBuildTiccmd(ticcmd_t* cmd) {
	memset(cmd,0,sizeof*cmd);	
	//	cmd->consistancy = consistancy[consoleplayer][maketic & BACKUPTICMASK];
	
	if ( menuState != IPM_GAME ) {
		// if in the menus, always generate an empty event
		return;
	}
	
	// the respawn button triggers a use
	if ( respawnActive ) {
		cmd->buttons |= BT_USE;
		respawnActive = false;
	}
	
	if ( gamestate != GS_LEVEL ) {
		// at intermissions, all taps equal attack
		// FIXME: better latched value
		if ( numTouches == numPrevTouches + 1 ) {
			cmd->buttons |= BT_ATTACK;
		}
		return;
	}
	
	// don't allow movement control use during automap
	if ( automapmode & am_active ) {
		return;
	}
	
	// don't built a tic when dead, other than the respawn use
	if ( players[consoleplayer].playerstate == PST_DEAD ) {
		return;
	}
	
	//------------------------
	// No controls during weapon-select screen
	//------------------------
	boolean	weaponCycle = false;
	if ( drawWeaponSelect ) {
		// if the weaponSelect overlay is up, continue tracking held touches
		// until the are released
		for ( ibutton_t *hud = (ibutton_t *)&huds ; hud != (ibutton_t *)(&huds+1) ; hud++ ) {
			if ( hud->touch || hud == &huds.weaponSelect ) {
				UpdateHudTouch( hud );
			}
		}
		
		// Re-tapping in the weapon select area will cycle to the next weapon.
		// The action happens on initial touch.
		touch_t *t = huds.weaponSelect.touch;
		if ( t && t->down && t->stateCount == 1 ) {
			drawWeaponSelect = false;
			t->stateCount++;	// ensure it won't  bring it back up
			weaponCycle = true;
		} else {
			return;
		}
	}
	
	//------------------------
	// gameplay controls
	//------------------------
	
	// update all the hud touch states
	if ( menuState == IPM_GAME ) {
		UpdateHudTouch( &huds.forwardStick );
		UpdateHudTouch( &huds.sideStick );
		UpdateHudTouch( &huds.turnStick );
		UpdateHudTouch( &huds.turnRotor );
		UpdateHudTouch( &huds.weaponSelect );
	}
	// tap in the lower center for weapon switch
	touch_t *t = huds.weaponSelect.touch;
	if ( t && t->down && t->stateCount == 1 ) {
		drawWeaponSelect = true;
	}		
	
	// hack to let a single touch control both hud elements on combo sticks
	// This is dependent on the order in the structure, and probably not a good
	// way to do things.
	if ( huds.sideStick.x == huds.forwardStick.x &&  huds.sideStick.y == huds.forwardStick.y ) {
		huds.sideStick.touch = huds.forwardStick.touch;
		huds.sideStick.downX = huds.forwardStick.downX;
		huds.sideStick.downY = huds.forwardStick.downY;
	}
	if ( huds.turnStick.x == huds.forwardStick.x &&  huds.turnStick.y == huds.forwardStick.y ) {
		huds.turnStick.touch = huds.forwardStick.touch;
		huds.turnStick.downX = huds.forwardStick.downX;
		huds.turnStick.downY = huds.forwardStick.downY;
	}
	
	// the fire button doesn't grab touches
	{
		int x = huds.fire.x - ( huds.fire.drawWidth >> 1 );
		int y = huds.fire.y - ( huds.fire.drawHeight >> 1 );
		int w = huds.fire.drawWidth << 1;
		int h = huds.fire.drawHeight << 1;
		if ( AnyTouchInBounds( x, y, w, h ) ) {
			cmd->buttons |= BT_ATTACK;
			huds.fire.buttonFlags |= BF_DRAW_ACTIVE;	// draw with color
		} else {
			huds.fire.buttonFlags &= ~BF_DRAW_ACTIVE;
		}
	}
	int	forwardmove;
	int	sidemove;
	
	// the edge of the drawn control should give the maximum
	// legal doom movement speed
	huds.forwardStick.scale = stickMove->value / 128.0f;
	huds.sideStick.scale = stickMove->value / 128.0f;
	
	forwardmove = -TURBOTHRESHOLD * AxisHit( &huds.forwardStick );
	sidemove = TURBOTHRESHOLD * AxisHit( &huds.sideStick );
	
	huds.turnStick.scale = stickTurn->value / 128.0f;
	cmd->angleturn = -1500.0f * AxisHit( &huds.turnStick );
	
	// rotary wheel
	cmd->angleturn -= rotorTurn->value * RotorControl( &huds.turnRotor );
	
	// accelerometer tilting
	sidemove += tiltMove->value * DeadBandAdjust( tilt, tiltDeadBand->value );
	cmd->angleturn -= tiltTurn->value * DeadBandAdjust( tilt, tiltDeadBand->value );
	
	// clamp movements
	cmd->forwardmove = ClampMove( forwardmove );
	cmd->sidemove = ClampMove( sidemove );
	
	// tap in the upper center for use
	if ( TouchPressed( 140, 0, 240, 200 ) ) {
		cmd->buttons |= BT_USE;
	}
	
	// auto-use if the game thread found a usable line in front of the player
	if ( autoUse->value && autoUseActive ) {
		if ( cmd->buttons & BT_USE ) {
			// Allow a tap to briefly cancel the auto-use, which works around
			// some issues with incorrectly started auto-uses preventing
			// a real door from opening.
			cmd->buttons &= ~BT_USE;			
		} else {
			cmd->buttons |= BT_USE;
		}		
	}
	
	if ( weaponSelected != -1 ) {
		cmd->buttons |= BT_CHANGE;
		cmd->buttons |= weaponSelected<<BT_WEAPONSHIFT;
		weaponSelected = -1;
	} else {		
		// auto-cycle weapons when firing on empty
		if ( players[consoleplayer].attackdown && !P_CheckAmmo(&players[consoleplayer]) ) {
			weaponCycle = true;
		}
		
		// weapon switch
		int newweapon = wp_nochange;
		if ( weaponCycle ) {
			// witch to next weapon when out of ammo
			newweapon = P_SwitchWeapon(&players[consoleplayer]);
		}
		
		if (newweapon != wp_nochange) {
			cmd->buttons |= BT_CHANGE;
			cmd->buttons |= newweapon<<BT_WEAPONSHIFT;
		}
	}
}
Exemplo n.º 15
0
// Respond to keyboard input events,
//  intercept cheats.
boolean
ST_Responder (event_t* ev)
{
  int		i;
    
  // Filter automap on/off.
  if (ev->type == ev_keyup
      && ((ev->data1 & 0xffff0000) == AM_MSGHEADER))
  {
    switch(ev->data1)
    {
      case AM_MSGENTERED:
	st_gamestate = AutomapState;
	st_firsttime = true;
	break;
	
      case AM_MSGEXITED:
	//	fprintf(stderr, "AM exited\n");
	st_gamestate = FirstPersonState;
	break;
    }
  }

  // if a user keypress...
  else if (ev->type == ev_keydown)
  {
    if (!netgame && gameskill != sk_nightmare)
    {
      // 'dqd' cheat for toggleable god mode
      if (cht_CheckCheat(&cheat_god, ev->data2))
      {
	plyr->cheats ^= CF_GODMODE;
	if (plyr->cheats & CF_GODMODE)
	{
	  if (plyr->mo)
	    plyr->mo->health = 100;
	  
	  plyr->health = deh_god_mode_health;
	  plyr->message = DEH_String(STSTR_DQDON);
	}
	else 
	  plyr->message = DEH_String(STSTR_DQDOFF);
      }
      // 'fa' cheat for killer f*****g arsenal
      else if (cht_CheckCheat(&cheat_ammonokey, ev->data2))
      {
	plyr->armorpoints = deh_idfa_armor;
	plyr->armortype = deh_idfa_armor_class;
	
	// [crispy] give backpack
	if (!plyr->backpack)
	{
	    for (i=0 ; i<NUMAMMO ; i++)
		plyr->maxammo[i] *= 2;
	    plyr->backpack = true;
	}

	for (i=0;i<NUMWEAPONS;i++)
	  plyr->weaponowned[i] = true;
	
	for (i=0;i<NUMAMMO;i++)
	  plyr->ammo[i] = plyr->maxammo[i];
	
	plyr->message = DEH_String(STSTR_FAADDED);
      }
      // 'kfa' cheat for key full ammo
      else if (cht_CheckCheat(&cheat_ammo, ev->data2))
      {
	plyr->armorpoints = deh_idkfa_armor;
	plyr->armortype = deh_idkfa_armor_class;
	
	// [crispy] give backpack
	if (!plyr->backpack)
	{
	    for (i=0 ; i<NUMAMMO ; i++)
		plyr->maxammo[i] *= 2;
	    plyr->backpack = true;
	}

	for (i=0;i<NUMWEAPONS;i++)
	  plyr->weaponowned[i] = true;
	
	for (i=0;i<NUMAMMO;i++)
	  plyr->ammo[i] = plyr->maxammo[i];
	
	for (i=0;i<NUMCARDS;i++)
	  plyr->cards[i] = true;
	
	plyr->message = DEH_String(STSTR_KFAADDED);
      }
      // [crispy] implement Boom's "tntem" cheat
      else if (cht_CheckCheat(&cheat_massacre, ev->data2))
      {
	static char msg[32];
	int killcount = ST_cheat_massacre();

	M_snprintf(msg, sizeof(msg), "\x1b%c%d \x1b%cMonster%s Killed",
	           '0' + CR_GOLD,
	           killcount, '0' + CR_RED, (killcount == 1) ? "" : "s");
	plyr->message = msg;
      }
      // [crispy] implement Crispy Doom's "spechits" cheat
      else if (cht_CheckCheat(&cheat_spechits, ev->data2))
      {
	static char msg[32];
	int triggeredlines = ST_cheat_spechits();

	M_snprintf(msg, sizeof(msg), "\x1b%c%d \x1b%cSpecial Line%s Triggered",
	           '0' + CR_GOLD,
	           triggeredlines, '0' + CR_RED, (triggeredlines == 1) ? "" : "s");
	plyr->message = msg;
      }
      // [crispy] implement Boom's "tnthom" cheat
      else if (cht_CheckCheat(&cheat_hom, ev->data2))
      {
	static char msg[32];

	crispy_flashinghom = !crispy_flashinghom;

	M_snprintf(msg, sizeof(msg), "HOM Detection \x1b%c%s",
	           '0' + CR_GREEN,
	           (crispy_flashinghom) ? "ON" : "OFF");
	plyr->message = msg;
      }
      // 'mus' cheat for changing music
      else if (cht_CheckCheat(&cheat_mus, ev->data2))
      {
	
	char	buf[3];
	int		musnum;
	
	plyr->message = DEH_String(STSTR_MUS);
	cht_GetParam(&cheat_mus, buf);

        // Note: The original v1.9 had a bug that tried to play back
        // the Doom II music regardless of gamemode.  This was fixed
        // in the Ultimate Doom executable so that it would work for
        // the Doom 1 music as well.

	if (gamemode == commercial || gameversion < exe_ultimate)
	{
	  musnum = mus_runnin + (buf[0]-'0')*10 + buf[1]-'0' - 1;
	  
	  // [crispy] prevent crash with IDMUS00
	  if (((buf[0]-'0')*10 + buf[1]-'0') > 35 || musnum < mus_runnin)
	    plyr->message = DEH_String(STSTR_NOMUS);
	  else
	    S_ChangeMusic(musnum, 1);
	}
	else
	{
	  musnum = mus_e1m1 + (buf[0]-'1')*9 + (buf[1]-'1');
	  
	  // [crispy] prevent crash with IDMUS0x or IDMUSx0
	  if (((buf[0]-'1')*9 + buf[1]-'1') > 31 || buf[0] < '1' || buf[1] < '1')
	    plyr->message = DEH_String(STSTR_NOMUS);
	  else
	    S_ChangeMusic(musnum, 1);
	}
      }
      // [crispy] allow both idspispopd and idclip cheats in all gamemissions
      else if ( ( /* logical_gamemission == doom
                 && */ cht_CheckCheat(&cheat_noclip, ev->data2))
             || ( /* logical_gamemission != doom
                 && */ cht_CheckCheat(&cheat_commercial_noclip,ev->data2)))
      {	
        // Noclip cheat.
        // For Doom 1, use the idspipsopd cheat; for all others, use
        // idclip

	plyr->cheats ^= CF_NOCLIP;
	
	if (plyr->cheats & CF_NOCLIP)
	  plyr->message = DEH_String(STSTR_NCON);
	else
	  plyr->message = DEH_String(STSTR_NCOFF);
      }
      // [crispy] implement PrBoom+'s "notarget" cheat
      else if (cht_CheckCheat(&cheat_notarget, ev->data2))
      {
	static char msg[32];

	plyr->cheats ^= CF_NOTARGET;

	M_snprintf(msg, sizeof(msg), "Notarget Mode \x1b%c%s",
	           '0' + CR_GREEN,
	           (plyr->cheats & CF_NOTARGET) ? "ON" : "OFF");
	plyr->message = msg;
      }
      // 'behold?' power-up cheats
      for (i=0;i<6;i++)
      {
	if (cht_CheckCheat(&cheat_powerup[i], ev->data2))
	{
	  if (!plyr->powers[i])
	    P_GivePower( plyr, i);
	  else if (i!=pw_strength)
	    plyr->powers[i] = 1;
	  else
	    plyr->powers[i] = 0;
	  
	  plyr->message = DEH_String(STSTR_BEHOLDX);
	}
      }
      
      // 'behold' power-up menu
      if (cht_CheckCheat(&cheat_powerup[6], ev->data2))
      {
	plyr->message = DEH_String(STSTR_BEHOLD);
      }
      // [crispy] implement Boom's "tntweap?" weapon cheats
      else if (cht_CheckCheat(&cheat_weapon, ev->data2))
      {
	char		buf[2];
	int		w;
	static char	msg[32];

	cht_GetParam(&cheat_weapon, buf);
	w = *buf - '1';

	if (w < 0 || w >= NUMWEAPONS)
	    return false;

	if (w == wp_supershotgun && !crispy_havessg)
	    return false;

	if ((w == wp_bfg || w == wp_plasma) && gamemode == shareware)
	    return false;

	// make '1' apply beserker strength toggle
	if (w == wp_fist)
	{
	    if (!plyr->powers[pw_strength])
		P_GivePower(plyr, pw_strength);
	    else
		plyr->powers[pw_strength] = 0;
	    M_snprintf(msg, sizeof(msg), DEH_String(STSTR_BEHOLDX));
	}
	else
	{
	    if ((plyr->weaponowned[w] = !plyr->weaponowned[w]))
		M_snprintf(msg, sizeof(msg), "Weapon \x1b%c%d\x1b%c Added",
		           '0' + CR_GOLD,
		           w + 1, '0' + CR_RED);
	    else
	    {
		M_snprintf(msg, sizeof(msg), "Weapon \x1b%c%d\x1b%c Removed",
		           '0' + CR_GOLD,
		           w + 1, '0' + CR_RED);

		// [crispy] removed current weapon, select another one
		if (w == plyr->readyweapon)
		{
		    extern boolean P_CheckAmmo (player_t* player);

		    P_CheckAmmo(plyr);
		}
	    }
	}
	plyr->message = msg;
      }
      // 'choppers' invulnerability & chainsaw
      else if (cht_CheckCheat(&cheat_choppers, ev->data2))
      {
	plyr->weaponowned[wp_chainsaw] = true;
	plyr->powers[pw_invulnerability] = true;
	plyr->message = DEH_String(STSTR_CHOPPERS);
      }
      // 'mypos' for player position
      else if (cht_CheckCheat(&cheat_mypos, ev->data2))
      {
        // [crispy] show (human readable) map coordinates
        // in the upper right corner (like automap stats)
/*
        static char buf[ST_MSGWIDTH];
        M_snprintf(buf, sizeof(buf), "ang=0x%x;x,y=(0x%x,0x%x)",
                   players[consoleplayer].mo->angle,
                   players[consoleplayer].mo->x,
                   players[consoleplayer].mo->y);
        plyr->message = buf;
*/
        p2fromp(plyr)->mapcoords ^= 1;
      }
    }
    
    // 'clev' change-level cheat
    if (!netgame && cht_CheckCheat(&cheat_clev, ev->data2))
    {
      char		buf[3];
      int		epsd;
      int		map;
      
      cht_GetParam(&cheat_clev, buf);
      
      if (gamemission == pack_nerve)
      {
	epsd = 2;
	map = (buf[0] - '0')*10 + buf[1] - '0';
      }
      else
      if (gamemode == commercial)
      {
	epsd = 1;
	map = (buf[0] - '0')*10 + buf[1] - '0';
      }
      else
      {
	epsd = buf[0] - '0';
	map = buf[1] - '0';
      }

      // Chex.exe always warps to episode 1.

      if (gameversion == exe_chex)
      {
        epsd = 1;
      }

      // Catch invalid maps.
      if (epsd == 0) // [crispy] allow IDCLEV0x to work in Doom 1
	epsd = gameepisode;
      else
      if (epsd < 1)
	return false;

      if ((map == 0) && (buf[0] - '0' == 0)) // [crispy] IDCLEV00 restarts current map
	map = gamemap;
      else
      if (map < 1)
	return false;

      // Ohmygod - this is not going to work.
      if ((gamemode == retail)
	  && ((epsd > 4) || (map > 9)))
	return false;

      if ((gamemode == registered)
	  && ((epsd > 3) || (map > 9)))
	return false;

      if ((gamemode == shareware)
	  && ((epsd > 1) || (map > 9)))
	return false;

      // The source release has this check as map > 34. However, Vanilla
      // Doom allows IDCLEV up to MAP40 even though it normally crashes.
      if ((gamemode == commercial && gamemission != pack_nerve)
	&& (( epsd > 1) || (map > 40)))
	return false;

      if ((gamemission == pack_nerve)
	&& (( epsd > 2) || (map > 9)))
	return false;

      // So be it.
      plyr->message = DEH_String(STSTR_CLEV);
      G_DeferedInitNew(gameskill, epsd, map);

      // [crispy] eat key press, i.e. don't change weapon upon level change
      return true;
    }
  }
  return false;
}
Exemplo n.º 16
0
void C_DECL A_CheckReload(player_t *player, pspdef_t *psp)
{
    P_CheckAmmo(player);
}