1 module d2dplayer is "monster" "Player";
9 public field(Actor) uint plrnum;
10 public field(Actor) uint plrstate;
11 public field(Actor) int air;
13 field(Actor) uint aitime; // something connected with BFG shot
16 const PL_RUN = 8; // 24 for "formula1"
25 const PL_AQUA_AIR = 1091;
28 // setup actor animations
29 public void initializeAnim () {
31 animClearFrames("monster", "Player", "sleep");
33 animAddFrame("monster", "Player", "sleep", ACTOR_DIR_LEFT, "monsters/man/graphics/shared/playa1a2.vga");
34 animAddFrame("monster", "Player", "sleep", ACTOR_DIR_LEFT, "monsters/man/graphics/shared/playa1a2.vga");
35 animAddFrame("monster", "Player", "sleep", ACTOR_DIR_LEFT, "monsters/man/graphics/shared/playa1a2.vga");
36 animAddFrame("monster", "Player", "sleep", ACTOR_DIR_LEFT, "monsters/man/graphics/shared/playb1b2.vga");
37 animAddFrame("monster", "Player", "sleep", ACTOR_DIR_LEFT, "monsters/man/graphics/shared/playb1b2.vga");
38 animAddFrame("monster", "Player", "sleep", ACTOR_DIR_LEFT, "monsters/man/graphics/shared/playb1b2.vga");
40 animAddFrame("monster", "Player", "sleep", ACTOR_DIR_RIGHT, "monsters/man/graphics/shared/playa1a2_mirrored.vga");
41 animAddFrame("monster", "Player", "sleep", ACTOR_DIR_RIGHT, "monsters/man/graphics/shared/playa1a2_mirrored.vga");
42 animAddFrame("monster", "Player", "sleep", ACTOR_DIR_RIGHT, "monsters/man/graphics/shared/playa1a2_mirrored.vga");
43 animAddFrame("monster", "Player", "sleep", ACTOR_DIR_RIGHT, "monsters/man/graphics/shared/playb1b2_mirrored.vga");
44 animAddFrame("monster", "Player", "sleep", ACTOR_DIR_RIGHT, "monsters/man/graphics/shared/playb1b2_mirrored.vga");
45 animAddFrame("monster", "Player", "sleep", ACTOR_DIR_RIGHT, "monsters/man/graphics/shared/playb1b2_mirrored.vga");
47 animClearFrames("monster", "Player", "go");
49 animAddFrame("monster", "Player", "go", ACTOR_DIR_LEFT, "monsters/man/graphics/shared/playa1a2.vga");
50 animAddFrame("monster", "Player", "go", ACTOR_DIR_LEFT, "monsters/man/graphics/go/playc1c2.vga");
51 animAddFrame("monster", "Player", "go", ACTOR_DIR_LEFT, "monsters/man/graphics/go/playd1d2.vga");
52 animAddFrame("monster", "Player", "go", ACTOR_DIR_LEFT, "monsters/man/graphics/shared/playa1a2.vga");
53 animAddFrame("monster", "Player", "go", ACTOR_DIR_LEFT, "monsters/man/graphics/shared/playb1b2.vga");
54 animAddFrame("monster", "Player", "go", ACTOR_DIR_LEFT, "monsters/man/graphics/go/playd1d2.vga");
56 animAddFrame("monster", "Player", "go", ACTOR_DIR_RIGHT, "monsters/man/graphics/shared/playa1a2_mirrored.vga");
57 animAddFrame("monster", "Player", "go", ACTOR_DIR_RIGHT, "monsters/man/graphics/go/playc1c2_mirrored.vga");
58 animAddFrame("monster", "Player", "go", ACTOR_DIR_RIGHT, "monsters/man/graphics/go/playd1d2_mirrored.vga");
59 animAddFrame("monster", "Player", "go", ACTOR_DIR_RIGHT, "monsters/man/graphics/shared/playa1a2_mirrored.vga");
60 animAddFrame("monster", "Player", "go", ACTOR_DIR_RIGHT, "monsters/man/graphics/shared/playb1b2_mirrored.vga");
61 animAddFrame("monster", "Player", "go", ACTOR_DIR_RIGHT, "monsters/man/graphics/go/playd1d2_mirrored.vga");
63 animClearFrames("monster", "Player", "pain");
65 animAddFrame("monster", "Player", "pain", ACTOR_DIR_LEFT, "monsters/man/graphics/pain/playg1g2.vga");
67 animAddFrame("monster", "Player", "pain", ACTOR_DIR_RIGHT, "monsters/man/graphics/pain/playg1g2_mirrored.vga");
69 animClearFrames("monster", "Player", "wait");
71 animAddFrame("monster", "Player", "wait", ACTOR_DIR_LEFT, "monsters/man/graphics/shared/playe1e2.vga");
73 animAddFrame("monster", "Player", "wait", ACTOR_DIR_RIGHT, "monsters/man/graphics/shared/playe1e2_mirrored.vga");
75 animClearFrames("monster", "Player", "attack");
77 animAddFrame("monster", "Player", "attack", ACTOR_DIR_LEFT, "monsters/man/graphics/shared/playe1e2.vga");
78 animAddFrame("monster", "Player", "attack", ACTOR_DIR_LEFT, "monsters/man/graphics/shared/playe1e2.vga");
79 animAddFrame("monster", "Player", "attack", ACTOR_DIR_LEFT, "monsters/man/graphics/shared/playe1e2.vga");
80 animAddFrame("monster", "Player", "attack", ACTOR_DIR_LEFT, "monsters/man/graphics/shared/playe1e2.vga");
81 animAddFrame("monster", "Player", "attack", ACTOR_DIR_LEFT, "monsters/man/graphics/attack/playf1f2.vga");
82 animAddFrame("monster", "Player", "attack", ACTOR_DIR_LEFT, "monsters/man/graphics/attack/playf1f2.vga");
84 animAddFrame("monster", "Player", "attack", ACTOR_DIR_RIGHT, "monsters/man/graphics/shared/playe1e2_mirrored.vga");
85 animAddFrame("monster", "Player", "attack", ACTOR_DIR_RIGHT, "monsters/man/graphics/shared/playe1e2_mirrored.vga");
86 animAddFrame("monster", "Player", "attack", ACTOR_DIR_RIGHT, "monsters/man/graphics/shared/playe1e2_mirrored.vga");
87 animAddFrame("monster", "Player", "attack", ACTOR_DIR_RIGHT, "monsters/man/graphics/shared/playe1e2_mirrored.vga");
88 animAddFrame("monster", "Player", "attack", ACTOR_DIR_RIGHT, "monsters/man/graphics/attack/playf1f2_mirrored.vga");
89 animAddFrame("monster", "Player", "attack", ACTOR_DIR_RIGHT, "monsters/man/graphics/attack/playf1f2_mirrored.vga");
91 animClearFrames("monster", "Player", "die");
93 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playh0.vga");
94 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playh0.vga");
95 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playh0.vga");
96 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playh0.vga");
97 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playi0.vga");
98 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playi0.vga");
99 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playi0.vga");
100 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playi0.vga");
101 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playj0.vga");
102 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playj0.vga");
103 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playj0.vga");
104 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playj0.vga");
105 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playk0.vga");
106 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playk0.vga");
107 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playk0.vga");
108 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playk0.vga");
109 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playl0.vga");
110 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playl0.vga");
111 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playl0.vga");
112 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playl0.vga");
113 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playm0.vga");
114 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playm0.vga");
115 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playm0.vga");
116 animAddFrame("monster", "Player", "die", ACTOR_DIR_LEFT, "monsters/man/graphics/die/playm0.vga");
118 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playh0.vga");
119 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playh0.vga");
120 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playh0.vga");
121 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playh0.vga");
122 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playi0.vga");
123 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playi0.vga");
124 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playi0.vga");
125 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playi0.vga");
126 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playj0.vga");
127 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playj0.vga");
128 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playj0.vga");
129 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playj0.vga");
130 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playk0.vga");
131 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playk0.vga");
132 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playk0.vga");
133 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playk0.vga");
134 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playl0.vga");
135 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playl0.vga");
136 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playl0.vga");
137 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playl0.vga");
138 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playm0.vga");
139 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playm0.vga");
140 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playm0.vga");
141 animAddFrame("monster", "Player", "die", ACTOR_DIR_RIGHT, "monsters/man/graphics/die/playm0.vga");
143 animClearFrames("monster", "Player", "slop");
145 animAddFrame("monster", "Player", "slop", ACTOR_DIR_LEFT, "monsters/man/graphics/slop/playo0.vga");
146 animAddFrame("monster", "Player", "slop", ACTOR_DIR_LEFT, "monsters/man/graphics/slop/playo0.vga");
147 animAddFrame("monster", "Player", "slop", ACTOR_DIR_LEFT, "monsters/man/graphics/slop/playp0.vga");
148 animAddFrame("monster", "Player", "slop", ACTOR_DIR_LEFT, "monsters/man/graphics/slop/playp0.vga");
149 animAddFrame("monster", "Player", "slop", ACTOR_DIR_LEFT, "monsters/man/graphics/slop/playq0.vga");
150 animAddFrame("monster", "Player", "slop", ACTOR_DIR_LEFT, "monsters/man/graphics/slop/playq0.vga");
151 animAddFrame("monster", "Player", "slop", ACTOR_DIR_LEFT, "monsters/man/graphics/slop/playr0.vga");
152 animAddFrame("monster", "Player", "slop", ACTOR_DIR_LEFT, "monsters/man/graphics/slop/playr0.vga");
153 animAddFrame("monster", "Player", "slop", ACTOR_DIR_LEFT, "monsters/man/graphics/slop/plays0.vga");
154 animAddFrame("monster", "Player", "slop", ACTOR_DIR_LEFT, "monsters/man/graphics/slop/plays0.vga");
155 animAddFrame("monster", "Player", "slop", ACTOR_DIR_LEFT, "monsters/man/graphics/slop/playt0.vga");
156 animAddFrame("monster", "Player", "slop", ACTOR_DIR_LEFT, "monsters/man/graphics/slop/playt0.vga");
157 animAddFrame("monster", "Player", "slop", ACTOR_DIR_LEFT, "monsters/man/graphics/slop/playu0.vga");
158 animAddFrame("monster", "Player", "slop", ACTOR_DIR_LEFT, "monsters/man/graphics/slop/playu0.vga");
159 animAddFrame("monster", "Player", "slop", ACTOR_DIR_LEFT, "monsters/man/graphics/slop/playv0.vga");
160 animAddFrame("monster", "Player", "slop", ACTOR_DIR_LEFT, "monsters/man/graphics/slop/playv0.vga");
162 animAddFrame("monster", "Player", "slop", ACTOR_DIR_RIGHT, "monsters/man/graphics/slop/playo0.vga");
163 animAddFrame("monster", "Player", "slop", ACTOR_DIR_RIGHT, "monsters/man/graphics/slop/playo0.vga");
164 animAddFrame("monster", "Player", "slop", ACTOR_DIR_RIGHT, "monsters/man/graphics/slop/playp0.vga");
165 animAddFrame("monster", "Player", "slop", ACTOR_DIR_RIGHT, "monsters/man/graphics/slop/playp0.vga");
166 animAddFrame("monster", "Player", "slop", ACTOR_DIR_RIGHT, "monsters/man/graphics/slop/playq0.vga");
167 animAddFrame("monster", "Player", "slop", ACTOR_DIR_RIGHT, "monsters/man/graphics/slop/playq0.vga");
168 animAddFrame("monster", "Player", "slop", ACTOR_DIR_RIGHT, "monsters/man/graphics/slop/playr0.vga");
169 animAddFrame("monster", "Player", "slop", ACTOR_DIR_RIGHT, "monsters/man/graphics/slop/playr0.vga");
170 animAddFrame("monster", "Player", "slop", ACTOR_DIR_RIGHT, "monsters/man/graphics/slop/plays0.vga");
171 animAddFrame("monster", "Player", "slop", ACTOR_DIR_RIGHT, "monsters/man/graphics/slop/plays0.vga");
172 animAddFrame("monster", "Player", "slop", ACTOR_DIR_RIGHT, "monsters/man/graphics/slop/playt0.vga");
173 animAddFrame("monster", "Player", "slop", ACTOR_DIR_RIGHT, "monsters/man/graphics/slop/playt0.vga");
174 animAddFrame("monster", "Player", "slop", ACTOR_DIR_RIGHT, "monsters/man/graphics/slop/playu0.vga");
175 animAddFrame("monster", "Player", "slop", ACTOR_DIR_RIGHT, "monsters/man/graphics/slop/playu0.vga");
176 animAddFrame("monster", "Player", "slop", ACTOR_DIR_RIGHT, "monsters/man/graphics/slop/playv0.vga");
177 animAddFrame("monster", "Player", "slop", ACTOR_DIR_RIGHT, "monsters/man/graphics/slop/playv0.vga");
179 animClearFrames("monster", "Player", "dead");
181 animAddFrame("monster", "Player", "dead", ACTOR_DIR_LEFT, "monsters/man/graphics/dead/playn0.vga");
183 animAddFrame("monster", "Player", "dead", ACTOR_DIR_RIGHT, "monsters/man/graphics/dead/playn0.vga");
185 animClearFrames("monster", "Player", "mess");
187 animAddFrame("monster", "Player", "mess", ACTOR_DIR_LEFT, "monsters/man/graphics/mess/playw0.vga");
189 animAddFrame("monster", "Player", "mess", ACTOR_DIR_RIGHT, "monsters/man/graphics/mess/playw0.vga");
193 // change actor animation
194 public void setAnim (Actor me, string state) {
197 case "sleep": me.animname = "sleep"; me.animstr = "AAABBB"; break;
198 case "go": me.animname = "go"; me.animstr = "ACDABD"; break;
199 case "pain": me.animname = "pain"; me.animstr = "G"; break;
200 case "wait": me.animname = "wait"; me.animstr = "E"; break;
201 case "attack": me.animname = "attack"; me.animstr = "EEEEFF"; break;
202 case "die": me.animname = "die"; me.animstr = "HHHHIIIIJJJJKKKKLLLLMMMM"; break;
203 case "slop": me.animname = "slop"; me.animstr = "OOPPQQRRSSTTUUVV"; break;
204 case "dead": me.animname = "dead"; me.animstr = "N"; break;
205 case "mess": me.animname = "mess"; me.animstr = "W"; break;
206 case "run": me.animname = "go"; me.animstr = "ACDABD"; break;
207 case "climb": me.animname = "go"; me.animstr = "ACDABD"; break;
208 case "runout": me.animname = "go"; me.animstr = "ACDABD"; break;
209 case "shoot": me.animname = "attack"; me.animstr = "EEEEFF"; break;
210 case "revive": me.animname = "revive"; me.animstr = "MMMMLLLLKKKKJJJJIIIIHHHH"; break;
211 default: me.animname = "sleep"; me.animstr = "AAABBB"; break;
213 me.actorSetAnimation(state);
217 // setup actor properties
218 public void initialize (Actor me) {
219 // `classname` and `classtype` will be set by the engine
220 //me.classname = "Player";
221 //me.classtype = "monster";
224 me.hitpoints = me.life = 400;
231 me.plrstate = PLST_STAND;
239 public void think (Actor me) {
241 //writeln("canstand: ", Z_canstand(me.x, me.y, me.radius));
242 //writeln("cangodown: ", Z_cangodown(me.x, me.y, me.radius));
243 //if (((st = Z_moveobj(&me.o))&Z_FALLOUT) && me.y >= FLDH*CELH+50) {
244 //int st = Z_moveobj(me); dumpSt(st); writeln(st);
249 void dumpSt (int st) {
251 if (st == 0) { writeln(" NONE"); return; }
252 if (st&Z_HITWALL) write(" Z_HITWALL");
253 if (st&Z_HITCEIL) write(" Z_HITCEIL");
254 if (st&Z_HITLAND) write(" Z_HITLAND");
255 if (st&Z_FALLOUT) write(" Z_FALLOUT");
256 if (st&Z_INWATER) write(" Z_INWATER");
257 if (st&Z_HITWATER) write(" Z_HITWATER");
258 if (st&Z_HITAIR) write(" Z_HITAIR");
259 if (st&Z_BLOCK) write(" Z_BLOCK");
264 void jump (Actor me, int st) {
265 if (Z_canbreathe(me.x, me.y, me.radius, me.height)) {
266 if (me.air < PL_AIR) me.air = PL_AIR;
270 //!PL_hit(me, 10, -3, HIT_WATER);
271 } else if ((me.air&31) == 0) {
272 //!FX_bubble(me.x, me.y-20, 0, 0, 5);
276 if (!p_ghost && ISKEY(KB_JUMP)) {
280 if (Z_canstand(OBJT_PLAYER, me.x, me.y, me.radius)) me.yv = -PL_JUMP;
281 else if (st&Z_INWATER) me.yv = -PL_SWUP;
285 //writeln("0: me.yv=", me.yv);
286 if (getPlayerButtons(me.plrnum)&PLK_JUMP) {
287 if (Z_canstand(me.x, me.y, me.radius)) {
290 if (st&Z_INWATER) me.yv = -PL_SWUP;
293 //writeln("1: me.yv=", me.yv);
297 void godown (Actor me) {
299 if (ISKEY(KB_DOWN) && ISKEY(KB_UP)) {
300 //fprintf(stderr, "trying to go down\n");
301 if (Z_cangodown(OBJT_PLAYER, me.x, me.y, me.radius)) {
302 //fprintf(stderr, "going down\n");
310 void PL_act (Actor me) {
312 if (me.plrnum != 0) return;
314 auto btn = getPlayerButtons(me.plrnum);
315 //writeln("left: ", (btn&PLK_LEFT), "; right: ", (btn&PLK_RIGHT));
317 //if ((btn&PLK_DOWN) && p_ghost) me.yv = 4;
318 //if ((btn&PLK_UP) && p_ghost) me.yv = -4;
320 if (--me.aitime < 0) me.aitime = 0;
322 //SW_press(me.x, me.y, me.radius, me.height, 4|me.keys, me.id);
324 //if (!me.suit && (g_time&15) == 0) PL_hit(me, Z_getacid(me.x, me.y, me.radius, me.height), -3, HIT_SOME);
326 if (me.plrstate != PLST_FALL && me.plrstate != PLST_PLOUT) {
328 //writeln("st=", st);
330 if ((st&Z_FALLOUT) && me.y >= FLDH*CELH+50) {
331 writeln(" FALLING!");
332 switch (me.plrstate) {
340 //me.s = Z_sound(snd[10], 128);
342 //if (g_dm) --me.frag;
345 me.plrstate = PLST_FALL;
351 //if (p_ghost) { me.yv = me.vy = 0; }
353 //!if (st&Z_HITWATER) Z_splash(me, PL_RAD+PL_HT);
354 //!if ((me.f&PLF_FIRE) && me.fire != 2) me.f &= ~PLF_FIRE;
360 } else if ((btn&PLK_DOWN)) {
365 me.f &= ~(PLF_UP|PLF_DOWN);
366 me.looky = Z_dec(me.looky, 5);
370 //!if ((btn&PLK_USE)) SW_press(me.x, me.y, me.radius, me.height, 1|me.keys, me.id);
373 if (me.fire) --me.fire;
374 if (me.cwpn) --me.cwpn;
375 if (me.csnd) --me.csnd;
376 if (me.invl) --me.invl;
377 if (me.suit) --me.suit;
380 switch (me.plrstate) {
383 //!if (!dieanim[++me.s]) { me.plrstate = PLST_DEAD; MN_killedp(); }
384 me.xv = Z_dec(me.xv, 1);
388 //!if (!slopanim[++me.s]) { me.plrstate = PLST_MESS; MN_killedp(); }
389 me.xv = Z_dec(me.xv, 1);
399 //!if (p_fly) SMK_gas(me.x, me.y-2, 2, 3, me.xv+me.vx, me.yv+me.vy, 128);
401 if ((me.s += abs(me.xv)/2) >= 24) me.s %= 24;
403 if (!(btn&(PLK_LEFT|PLK_RIGHT))) {
404 if (me.xv) me.xv = Z_dec(me.xv, 1); else me.plrstate = PLST_STAND;
408 if (me.xv < PL_RUN && (btn&PLK_RIGHT)) {
411 } else if (PL_RUN > 8) {
412 //!SMK_gas(me.x, me.y-2, 2, 3, me.xv+me.vx, me.yv+me.vy, 32);
415 if (me.xv > -PL_RUN && (btn&PLK_LEFT)) {
418 } else if (PL_RUN > 8) {
419 //!SMK_gas(me.x, me.y-2, 2, 3, me.xv+me.vx, me.yv+me.vy, 32);
430 //!if (p_fly) SMK_gas(me.x, me.y-2, 2, 3, me.xv+me.vx, me.yv+me.vy, 128);
432 if ((btn&(PLK_LEFT|PLK_RIGHT)) != (PLK_LEFT|PLK_RIGHT)) {
434 me.plrstate = PLST_GO;
437 } else if (btn&PLK_RIGHT) {
438 me.plrstate = PLST_GO;
447 me.xv = Z_dec(me.xv, 1);
449 for (int f = 0; f < PLK_MAX; ++f) {
451 if (me.plrstate != PLST_PLOUT) MN_spawn_deadpl(&me. me.color, (me.plrstate == PLST_MESS ? 1 : 0));
453 if (g_dm) { G_respawn_player(me); break; }
454 if (g_plrcount == 1) {
455 if (--me.lives == 0) {
461 me.dir = dm_pos[0].dir;
468 me.dir = dm_pos[0].dir;
472 me.dir = dm_pos[1].dir;
479 if (--me.s <= 0) me.plrstate = PLST_PLOUT;