Commit 9495e686 authored by Richard Gobeille's avatar Richard Gobeille
Browse files

Rename IONMAIDEN -> FURY

From-SVN: r7808
parent a139abb5
......@@ -5784,7 +5784,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
int spriteNum = headspritestat[STAT_EFFECTOR];
#ifndef EDUKE32_STANDALONE
if (!IONMAIDEN)
if (!FURY)
{
for (native_t TRAVERSE_CONNECT(playerNum))
{
......
......@@ -33,7 +33,7 @@ extern int g_useCwd;
#define GAMEFLAG_ADDON 0x00000010
#define GAMEFLAG_SHAREWARE 0x00000020
#define GAMEFLAG_DUKEBETA 0x00000060 // includes 0x20 since it's a shareware beta
#define GAMEFLAG_IONMAIDEN 0x00000080
#define GAMEFLAG_FURY 0x00000080
#define GAMEFLAG_STANDALONE 0x00000100
#define GAMEFLAGMASK 0x000000FF // flags allowed from grpinfo
......@@ -49,7 +49,7 @@ extern int g_addonNum;
#define NAM_WW2GI (g_gameType & (GAMEFLAG_NAM|GAMEFLAG_WW2GI))
#define SHAREWARE (g_gameType & GAMEFLAG_SHAREWARE)
#define DUKEBETA ((g_gameType & GAMEFLAG_DUKEBETA) == GAMEFLAG_DUKEBETA)
#define IONMAIDEN (g_gameType & GAMEFLAG_IONMAIDEN)
#define FURY (g_gameType & GAMEFLAG_FURY)
enum Games_t {
GAME_DUKE = 0,
......
......@@ -4025,7 +4025,7 @@ void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t oura, int32_t smoo
}
#ifndef EDUKE32_STANDALONE
if (!IONMAIDEN && g_player[playerNum].ps->newowner > -1)
if (!FURY && g_player[playerNum].ps->newowner > -1)
{
// Display APLAYER sprites with action PSTAND when viewed through
// a camera. Not implemented for Lunatic.
......
......@@ -6386,14 +6386,14 @@ void A_Execute(int const spriteNum, int const playerNum, int const playerDist)
{
// hack for 1.3D fire sprites
#ifndef EDUKE32_STANDALONE
if (!IONMAIDEN && EDUKE32_PREDICT_FALSE(g_scriptVersion == 13 && (vm.pSprite->picnum == FIRE || vm.pSprite->picnum == FIRE2)))
if (!FURY && EDUKE32_PREDICT_FALSE(g_scriptVersion == 13 && (vm.pSprite->picnum == FIRE || vm.pSprite->picnum == FIRE2)))
return;
#endif
changespritestat(vm.spriteNum, STAT_ZOMBIEACTOR);
}
}
#ifndef EDUKE32_STANDALONE
else if (!IONMAIDEN && vm.pSprite->statnum == STAT_STANDABLE)
else if (!FURY && vm.pSprite->statnum == STAT_STANDABLE)
{
switch (DYNAMICTILEMAP(vm.pSprite->picnum))
{
......
......@@ -144,12 +144,12 @@ static void Menu_DrawCursorCommon(int32_t x, int32_t y, int32_t z, int32_t picnu
}
static void Menu_DrawCursorLeft(int32_t x, int32_t y, int32_t z)
{
if (IONMAIDEN) return;
if (FURY) return;
Menu_DrawCursorCommon(x, y, z, VM_OnEventWithReturn(EVENT_MENUCURSORLEFT, -1, myconnectindex, SPINNINGNUKEICON+((totalclock>>3)%7)));
}
static void Menu_DrawCursorRight(int32_t x, int32_t y, int32_t z)
{
if (IONMAIDEN) return;
if (FURY) return;
Menu_DrawCursorCommon(x, y, z, VM_OnEventWithReturn(EVENT_MENUCURSORRIGHT, -1, myconnectindex, SPINNINGNUKEICON+6-((6+(totalclock>>3))%7)));
}
static void Menu_DrawCursorTextTile(int32_t x, int32_t y, int32_t h, int32_t picnum, vec2_16_t const & siz, int32_t ydim_upper = 0, int32_t ydim_lower = ydim-1)
......@@ -161,7 +161,7 @@ static void Menu_DrawCursorText(int32_t x, int32_t y, int32_t h, int32_t ydim_up
{
vec2_16_t const & siz = tilesiz[SPINNINGNUKEICON];
if (IONMAIDEN || siz.x == 0)
if (FURY || siz.x == 0)
{
Menu_DrawCursorTextTile(x, y, h, SMALLFNTCURSOR, tilesiz[SMALLFNTCURSOR], ydim_upper, ydim_lower);
return;
......@@ -1818,7 +1818,7 @@ void Menu_Init(void)
ME_SOUND_DUKETALK.name = "Grunt talk:";
#endif
if (IONMAIDEN)
if (FURY)
{
MF_Redfont.between.x = 2<<16;
MF_Redfont.cursorScale = 32768;
......@@ -2133,7 +2133,7 @@ static void Menu_PreDrawBackground(MenuID_t cm, const vec2_t origin)
case MENU_LOAD:
case MENU_SAVE:
if (IONMAIDEN)
if (FURY)
break;
fallthrough__;
case MENU_CREDITS4:
......@@ -3869,7 +3869,7 @@ int32_t Menu_Anim_SinInLeft(MenuAnimation_t *animdata)
void Menu_AnimateChange(int32_t cm, MenuAnimationType_t animtype)
{
if (IONMAIDEN)
if (FURY)
{
m_animation.start = 0;
m_animation.length = 0;
......@@ -3997,17 +3997,17 @@ static void Menu_AboutToStartDisplaying(Menu_t * m)
switch (m->menuID)
{
case MENU_MAIN:
if (IONMAIDEN)
if (FURY)
ME_MAIN_LOADGAME.name = s_Continue;
break;
case MENU_MAIN_INGAME:
if (IONMAIDEN)
if (FURY)
ME_MAIN_LOADGAME.name = s_LoadGame;
break;
case MENU_LOAD:
if (IONMAIDEN)
if (FURY)
M_LOAD.title = (g_player[myconnectindex].ps->gm & MODE_GAME) ? s_LoadGame : s_Continue;
Menu_LoadReadHeaders();
......@@ -4167,7 +4167,7 @@ int Menu_Change(MenuID_t cm)
else
return 1;
if (IONMAIDEN)
if (FURY)
{
Menu_t * parent = m_currentMenu, * result = NULL;
......@@ -4401,7 +4401,7 @@ static void Menu_GetFmt(const MenuFont_t *font, uint8_t const status, int32_t *s
if (status & MT_Disabled)
*s += font->shade_disabled;
if (IONMAIDEN && status & MT_Selected)
if (FURY && status & MT_Selected)
*z += (*z >> 4);
}
......@@ -6832,7 +6832,7 @@ void M_DisplayMenus(void)
// need EVENT_DISPLAYMENUBACKGROUND here
if (!IONMAIDEN && ((g_player[myconnectindex].ps->gm&MODE_GAME) || ud.recstat==2) && backgroundOK)
if (!FURY && ((g_player[myconnectindex].ps->gm&MODE_GAME) || ud.recstat==2) && backgroundOK)
videoFadeToBlack(1);
if (Menu_UpdateScreenOK(g_currentMenu))
......@@ -6879,7 +6879,7 @@ void M_DisplayMenus(void)
}
// hack; need EVENT_DISPLAYMENUBACKGROUND above
if (IONMAIDEN && ((g_player[myconnectindex].ps->gm&MODE_GAME) || ud.recstat==2 || m_parentMenu != NULL) && backgroundOK)
if (FURY && ((g_player[myconnectindex].ps->gm&MODE_GAME) || ud.recstat==2 || m_parentMenu != NULL) && backgroundOK)
videoFadeToBlack(1);
// Display the menu, with a transition animation if applicable.
......@@ -6967,7 +6967,7 @@ void M_DisplayMenus(void)
auto const oyxaspect = yxaspect;
int32_t alpha;
if (IONMAIDEN)
if (FURY)
{
renderSetAspect(viewingrange, 65536);
cursorpos.x = scale(cursorpos.x - (320<<15), ydim << 2, xdim * 3) + (320<<15);
......@@ -6984,7 +6984,7 @@ void M_DisplayMenus(void)
rotatesprite_fs_alpha(cursorpos.x, cursorpos.y, z, 0, a, 0, p, o, alpha);
if (IONMAIDEN)
if (FURY)
renderSetAspect(viewingrange, oyxaspect);
}
}
......
......@@ -114,7 +114,7 @@ void P_QuickKill(DukePlayer_t * const pPlayer)
sprite[pPlayer->i].cstat |= 32768;
#ifndef EDUKE32_STANDALONE
if (!IONMAIDEN && ud.god == 0)
if (!FURY && ud.god == 0)
A_DoGuts(pPlayer->i,JIBS6,8);
#endif
}
......@@ -222,7 +222,7 @@ static int A_FindTargetSprite(const spritetype *pSprite, int projAng, int projec
return -1;
#ifndef EDUKE32_STANDALONE
if (!IONMAIDEN)
if (!FURY)
{
switch (DYNAMICTILEMAP(projecTile))
{
......@@ -276,7 +276,7 @@ static int A_FindTargetSprite(const spritetype *pSprite, int projAng, int projec
continue;
#ifndef EDUKE32_STANDALONE
if (!IONMAIDEN && ((isShrinker && sprite[spriteNum].xrepeat < 30
if (!FURY && ((isShrinker && sprite[spriteNum].xrepeat < 30
&& (PN(spriteNum) == SHARK || !(PN(spriteNum) >= GREENSLIME && PN(spriteNum) <= GREENSLIME + 7)))
|| (isFreezer && sprite[spriteNum].pal == 1)))
continue;
......@@ -300,7 +300,7 @@ static int A_FindTargetSprite(const spritetype *pSprite, int projAng, int projec
}
#ifndef EDUKE32_STANDALONE
int const zOffset = (!IONMAIDEN && (PN(spriteNum) == ORGANTIC || PN(spriteNum) == ROTATEGUN)) ? 0 : ZOFFSET5;
int const zOffset = (!FURY && (PN(spriteNum) == ORGANTIC || PN(spriteNum) == ROTATEGUN)) ? 0 : ZOFFSET5;
#else
int const zOffset = ZOFFSET5;
#endif
......@@ -331,7 +331,7 @@ static void A_SetHitData(int spriteNum, const hitdata_t *hitData)
#ifndef EDUKE32_STANDALONE
static int CheckShootSwitchTile(int tileNum)
{
if (IONMAIDEN)
if (FURY)
return 0;
return tileNum == DIPSWITCH || tileNum == DIPSWITCH + 1 || tileNum == DIPSWITCH2 || tileNum == DIPSWITCH2 + 1 ||
......@@ -377,7 +377,7 @@ static int GetAutoAimAng(int spriteNum, int playerNum, int projecTile, int zAdju
int zCenter = 2 * (pSprite->yrepeat * tilesiz[pSprite->picnum].y) + zAdjust;
#ifndef EDUKE32_STANDALONE
if (!IONMAIDEN && aimFlags &&
if (!FURY && aimFlags &&
((pSprite->picnum >= GREENSLIME && pSprite->picnum <= GREENSLIME + 7) || pSprite->picnum == ROTATEGUN || pSprite->cstat & CSTAT_SPRITE_YCENTER))
#else
if (aimFlags && pSprite->cstat & CSTAT_SPRITE_YCENTER)
......@@ -657,7 +657,7 @@ static int P_PostFireHitscan(int playerNum, int const spriteNum, hitdata_t *cons
{
A_DamageObject(hitData->sprite, spriteNum);
if (!IONMAIDEN && sprite[hitData->sprite].picnum == APLAYER &&
if (!FURY && sprite[hitData->sprite].picnum == APLAYER &&
(ud.ffire == 1 || (!GTFLAGS(GAMETYPE_PLAYERSFRIENDLY) && GTFLAGS(GAMETYPE_TDM) &&
g_player[P_Get(hitData->sprite)].ps->team != g_player[P_Get(spriteOwner)].ps->team)))
{
......@@ -676,7 +676,7 @@ static int P_PostFireHitscan(int playerNum, int const spriteNum, hitdata_t *cons
Proj_MaybeSpawn(spriteNum, spawnTile, hitData);
}
#ifndef EDUKE32_STANDALONE
if (!IONMAIDEN && playerNum >= 0 && CheckShootSwitchTile(sprite[hitData->sprite].picnum))
if (!FURY && playerNum >= 0 && CheckShootSwitchTile(sprite[hitData->sprite].picnum))
{
P_ActivateSwitch(playerNum, hitData->sprite, 1);
return -1;
......@@ -693,7 +693,7 @@ static int P_PostFireHitscan(int playerNum, int const spriteNum, hitdata_t *cons
goto SKIPBULLETHOLE;
#ifndef EDUKE32_STANDALONE
if (!IONMAIDEN && playerNum >= 0 && CheckShootSwitchTile(hitWall->picnum))
if (!FURY && playerNum >= 0 && CheckShootSwitchTile(hitWall->picnum))
{
P_ActivateSwitch(playerNum, hitData->wall, 0);
return -1;
......@@ -1644,7 +1644,7 @@ int A_ShootWithZvel(int const spriteNum, int const projecTile, int const forceZv
#else
return A_CheckSpriteTileFlags(projecTile, SFLAG_PROJECTILE)
? A_ShootCustom(spriteNum, projecTile, shootAng, &startPos)
: !IONMAIDEN ? A_ShootHardcoded(spriteNum, projecTile, shootAng, startPos, pSprite, playerNum, pPlayer) : -1;
: !FURY ? A_ShootHardcoded(spriteNum, projecTile, shootAng, startPos, pSprite, playerNum, pPlayer) : -1;
#endif
}
......@@ -2185,7 +2185,7 @@ void P_DisplayWeapon(void)
#ifndef EDUKE32_STANDALONE
int const quickKickFrame = 14 - pPlayer->quick_kick;
if (!IONMAIDEN && (quickKickFrame != 14 || pPlayer->last_quick_kick) && ud.drawweapon == 1)
if (!FURY && (quickKickFrame != 14 || pPlayer->last_quick_kick) && ud.drawweapon == 1)
{
int const weaponPal = P_GetKneePal(pPlayer);
......@@ -2200,7 +2200,7 @@ void P_DisplayWeapon(void)
guniqhudid = 0;
}
if (!IONMAIDEN && sprite[pPlayer->i].xrepeat < 40)
if (!FURY && sprite[pPlayer->i].xrepeat < 40)
{
static int32_t fistPos;
......@@ -2229,7 +2229,7 @@ void P_DisplayWeapon(void)
case 1: break;
#ifndef EDUKE32_STANDALONE
case 2:
if (!IONMAIDEN && (unsigned)hudweap.cur < MAX_WEAPONS && hudweap.cur != KNEE_WEAPON)
if (!FURY && (unsigned)hudweap.cur < MAX_WEAPONS && hudweap.cur != KNEE_WEAPON)
rotatesprite_win(160 << 16, (180 + (pPlayer->weapon_pos * pPlayer->weapon_pos)) << 16, divscale16(ud.statusbarscale, 100), 0,
hudweap.cur == GROW_WEAPON ? GROWSPRITEICON : WeaponPickupSprites[hudweap.cur], 0,
0, 2);
......@@ -2246,7 +2246,7 @@ void P_DisplayWeapon(void)
int const weaponPal = P_GetHudPal(pPlayer);
if (!IONMAIDEN)
if (!FURY)
switch (currentWeapon)
{
case KNEE_WEAPON:
......@@ -3112,11 +3112,11 @@ void P_GetInput(int const playerNum)
localInput.fvel = mulscale9(input.fvel, sintable[(q16ang + 2560) & 2047]) +
mulscale9(input.svel, sintable[(q16ang + 2048) & 2047]) +
(IONMAIDEN ? 0 : pPlayer->fric.x);
(FURY ? 0 : pPlayer->fric.x);
localInput.svel = mulscale9(input.fvel, sintable[(q16ang + 2048) & 2047]) +
mulscale9(input.svel, sintable[(q16ang + 1536) & 2047]) +
(IONMAIDEN ? 0 : pPlayer->fric.y);
(FURY ? 0 : pPlayer->fric.y);
localInput.q16avel = input.q16avel;
localInput.q16horz = input.q16horz;
......@@ -3127,7 +3127,7 @@ static int32_t P_DoCounters(int playerNum)
auto const pPlayer = g_player[playerNum].ps;
#ifndef EDUKE32_STANDALONE
if (IONMAIDEN)
if (FURY)
goto access_incs; // I'm sorry
if (pPlayer->invdisptime > 0)
......@@ -3292,7 +3292,7 @@ access_incs:
}
#ifndef EDUKE32_STANDALONE
if (!IONMAIDEN && pPlayer->knuckle_incs)
if (!FURY && pPlayer->knuckle_incs)
{
if (++pPlayer->knuckle_incs == 10)
{
......@@ -3335,7 +3335,7 @@ void P_DropWeapon(int const playerNum)
if (krand() & 1)
A_Spawn(pPlayer->i, WeaponPickupSprites[currentWeapon]);
#ifndef EDUKE32_STANDALONE
else if (!IONMAIDEN)
else if (!FURY)
switch (PWEAPON(playerNum, currentWeapon, WorksLike))
{
case RPG_WEAPON:
......@@ -3361,7 +3361,7 @@ static void P_AddWeaponNoSwitch(DukePlayer_t * const p, int const weaponNum)
p->gotweapon |= (1<<weaponNum);
#ifndef EDUKE32_STANDALONE
if (!IONMAIDEN && weaponNum == SHRINKER_WEAPON)
if (!FURY && weaponNum == SHRINKER_WEAPON)
p->gotweapon |= (1<<GROW_WEAPON);
#endif
}
......@@ -3535,7 +3535,7 @@ static void P_CheckTouchDamage(DukePlayer_t *pPlayer, int touchObject)
#ifndef EDUKE32_STANDALONE
int const touchSprite = touchObject & (MAXSPRITES - 1);
if (!IONMAIDEN && sprite[touchSprite].picnum == CACTUS)
if (!FURY && sprite[touchSprite].picnum == CACTUS)
{
if (pPlayer->hurt_delay < 8)
{
......@@ -3573,7 +3573,7 @@ static void P_CheckTouchDamage(DukePlayer_t *pPlayer, int touchObject)
pPlayer->vel.y = -(sintable[(fix16_to_int(pPlayer->q16ang))&2047]<<8);
#ifndef EDUKE32_STANDALONE
if (!IONMAIDEN)
if (!FURY)
A_PlaySound(DUKE_LONGTERM_PAIN,pPlayer->i);
#endif
DoWallTouchDamage(pPlayer, touchWall);
......@@ -3604,7 +3604,7 @@ static int P_CheckFloorDamage(DukePlayer_t *pPlayer, int floorTexture)
else
{
#ifndef EDUKE32_STANDALONE
if (!IONMAIDEN)
if (!FURY)
{
if (!A_CheckSoundPlaying(pPlayer->i, DUKE_LONGTERM_PAIN))
A_PlaySound(DUKE_LONGTERM_PAIN, pPlayer->i);
......@@ -3630,7 +3630,7 @@ static int P_CheckFloorDamage(DukePlayer_t *pPlayer, int floorTexture)
else
{
#ifndef EDUKE32_STANDALONE
if (!IONMAIDEN && !A_CheckSoundPlaying(pPlayer->i, DUKE_LONGTERM_PAIN))
if (!FURY && !A_CheckSoundPlaying(pPlayer->i, DUKE_LONGTERM_PAIN))
A_PlaySound(DUKE_LONGTERM_PAIN, pPlayer->i);
#endif
......@@ -3644,7 +3644,7 @@ static int P_CheckFloorDamage(DukePlayer_t *pPlayer, int floorTexture)
#ifndef EDUKE32_STANDALONE
case FLOORPLASMA__STATIC:
if (!IONMAIDEN && rnd(32))
if (!FURY && rnd(32))
{
if (pPlayer->inv_amount[GET_BOOTS] > 0)
return 1;
......@@ -3730,7 +3730,7 @@ void P_FragPlayer(int playerNum)
}
#ifndef EDUKE32_STANDALONE
if (!IONMAIDEN)
if (!FURY)
{
pPlayer->jetpack_on = 0;
pPlayer->holoduke_on = -1;
......@@ -4365,7 +4365,7 @@ static int P_DoFist(DukePlayer_t *pPlayer)
// the fist punching NUKEBUTTON
#ifndef EDUKE32_STANDALONE
if (IONMAIDEN)
if (FURY)
return 0;
if (++(pPlayer->fist_incs) == 28)
......@@ -5067,7 +5067,7 @@ void P_ProcessInput(int playerNum)
pSprite->extra -= pPlayer->falling_counter - (krand() & 3);
#ifndef EDUKE32_STANDALONE
if (!IONMAIDEN)
if (!FURY)
{
if (pSprite->extra <= 0)
A_PlaySound(SQUISHED, pPlayer->i);
......@@ -5081,7 +5081,7 @@ void P_ProcessInput(int playerNum)
P_PalFrom(pPlayer, 32, 16, 0, 0);
}
#ifndef EDUKE32_STANDALONE
else if (!IONMAIDEN && pPlayer->vel.z > 2048)
else if (!FURY && pPlayer->vel.z > 2048)
A_PlaySound(DUKE_LAND, pPlayer->i);
#endif
}
......@@ -5228,7 +5228,7 @@ void P_ProcessInput(int playerNum)
int const floorPicnum = sector[pSprite->sectnum].floorpicnum;
#ifndef EDUKE32_STANDALONE
if (!IONMAIDEN && (floorPicnum == PURPLELAVA || sector[pSprite->sectnum].ceilingpicnum == PURPLELAVA))
if (!FURY && (floorPicnum == PURPLELAVA || sector[pSprite->sectnum].ceilingpicnum == PURPLELAVA))
{
if (pPlayer->inv_amount[GET_BOOTS] > 0)
{
......@@ -5274,7 +5274,7 @@ void P_ProcessInput(int playerNum)
pPlayer->crack_time = PCRACKTIME;
#ifndef EDUKE32_STANDALONE
if (!IONMAIDEN)
if (!FURY)
{
int const checkWalkSound = sintable[pPlayer->bobcounter & 2047] >> 12;
......@@ -5341,7 +5341,7 @@ void P_ProcessInput(int playerNum)
pPlayer->vel.x = pPlayer->vel.y = 0;
#ifndef EDUKE32_STANDALONE
if (!IONMAIDEN && playerShrunk)
if (!FURY && playerShrunk)
{
pPlayer->vel.x = mulscale16(pPlayer->vel.x, pPlayer->runspeed - (pPlayer->runspeed >> 1) + (pPlayer->runspeed >> 2));
pPlayer->vel.y = mulscale16(pPlayer->vel.y, pPlayer->runspeed - (pPlayer->runspeed >> 1) + (pPlayer->runspeed >> 2));
......@@ -5350,7 +5350,7 @@ void P_ProcessInput(int playerNum)
}
// This makes the player view lower when shrunk. This needs to happen before clipmove().
if (!IONMAIDEN && pPlayer->jetpack_on == 0 && sectorLotag != ST_2_UNDERWATER && sectorLotag != ST_1_ABOVE_WATER && playerShrunk)
if (!FURY && pPlayer->jetpack_on == 0 && sectorLotag != ST_2_UNDERWATER && sectorLotag != ST_1_ABOVE_WATER && playerShrunk)
pPlayer->pos.z += ZOFFSET5 - (sprite[pPlayer->i].yrepeat<<8);
HORIZONLY:;
......@@ -5385,7 +5385,7 @@ HORIZONLY:;
P_ClampZ(pPlayer, sectorLotag, ceilZ, floorZ);
int const touchObject = IONMAIDEN ? clipmove(&pPlayer->pos, &pPlayer->cursectnum, pPlayer->vel.x + (pPlayer->fric.x << 9),
int const touchObject = FURY ? clipmove(&pPlayer->pos, &pPlayer->cursectnum, pPlayer->vel.x + (pPlayer->fric.x << 9),
pPlayer->vel.y + (pPlayer->fric.y << 9), pPlayer->clipdist, (4L << 8), stepHeight, CLIPMASK0)
: clipmove(&pPlayer->pos, &pPlayer->cursectnum, pPlayer->vel.x, pPlayer->vel.y, pPlayer->clipdist,
(4L << 8), stepHeight, CLIPMASK0);
......@@ -5393,7 +5393,7 @@ HORIZONLY:;
if (touchObject)
P_CheckTouchDamage(pPlayer, touchObject);
if (IONMAIDEN)
if (FURY)
pPlayer->fric.x = pPlayer->fric.y = 0;
}
......@@ -5441,7 +5441,7 @@ HORIZONLY:;
}
#ifndef EDUKE32_STANDALONE
if (!IONMAIDEN && (pPlayer->cursectnum >= 0 && trueFloorDist < PHEIGHT && pPlayer->on_ground && sectorLotag != ST_1_ABOVE_WATER &&
if (!FURY && (pPlayer->cursectnum >= 0 && trueFloorDist < PHEIGHT && pPlayer->on_ground && sectorLotag != ST_1_ABOVE_WATER &&
playerShrunk == 0 && sector[pPlayer->cursectnum].lotag == ST_1_ABOVE_WATER) && (!A_CheckSoundPlaying(pPlayer->i, DUKE_ONWATER)))
A_PlaySound(DUKE_ONWATER, pPlayer->i);
#endif
......@@ -5552,7 +5552,7 @@ HORIZONLY:;
if (pPlayer->show_empty_weapon == 0 && (pPlayer->weaponswitch & 2) && pPlayer->ammo_amount[pPlayer->curr_weapon] <= 0)
{
#ifndef EDUKE32_STANDALONE
if (!IONMAIDEN)
if (!FURY)
{
if (pPlayer->last_full_weapon == GROW_WEAPON)
pPlayer->subweapon |= (1 << GROW_WEAPON);
......@@ -5566,7 +5566,7 @@ HORIZONLY:;
}
#ifndef EDUKE32_STANDALONE
if (!IONMAIDEN && pPlayer->knee_incs > 0)
if (!FURY && pPlayer->knee_incs > 0)
{
pPlayer->q16horiz -= F16(48);
pPlayer->return_to_center = 9;
......
......@@ -94,7 +94,7 @@ void P_SetGamePalette(DukePlayer_t *player, uint32_t palid, int32_t set)
void G_GetCrosshairColor(void)
{
if (IONMAIDEN)
if (FURY)
return;
if (DefaultCrosshairColors.f)
......@@ -130,7 +130,7 @@ void G_GetCrosshairColor(void)
void G_SetCrosshairColor(int32_t r, int32_t g, int32_t b)
{
if (IONMAIDEN)
if (FURY)
return;
if (g_crosshairSum == r+(g<<8)+(b<<16))
......@@ -1205,7 +1205,7 @@ void G_DisplayRest(int32_t smoothratio)
uint32_t crosshair_scale = divscale16(ud.crosshairscale, 100);
auto const oyxaspect = yxaspect;
if (IONMAIDEN)
if (FURY)
{
crosshairpos.x = scale(crosshairpos.x - (320<<15), ydim << 2, xdim * 3) + (320<<15);
crosshairpos.y = scale(crosshairpos.y - (200<<15), (ydim << 2) * 6, (xdim * 3) * 5) + (200<<15);
......@@ -1217,7 +1217,7 @@ void G_DisplayRest(int32_t smoothratio)
rotatesprite_win(crosshairpos.x, crosshairpos.y, crosshair_scale, 0, a, 0, crosshair_pal, crosshair_o);
if (IONMAIDEN)
if (FURY)
renderSetAspect(viewingrange, oyxaspect);
}
}
......@@ -1236,7 +1236,7 @@ void G_DisplayRest(int32_t smoothratio)
uint32_t pointer_scale = 65536;
auto const oyxaspect = yxaspect;
if (IONMAIDEN)
if (FURY)
{
pointerpos.x = scale(pointerpos.x - (320<<15), ydim << 2, xdim * 3) + (320<<15);
pointerpos.y = scale(pointerpos.y - (200<<15), (ydim << 2) * 6, (xdim * 3) * 5) + (200<<15);
......@@ -1248,7 +1248,7 @@ void G_DisplayRest(int32_t smoothratio)
rotatesprite_win(pointerpos.x, pointerpos.y, pointer_scale, 0, a, 0, pointer_pal, pointer_o);
if (IONMAIDEN)
if (FURY)
renderSetAspect(viewingrange, oyxaspect);
}
}
......
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