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16 changed files with 65 additions and 65 deletions
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@ -76,7 +76,7 @@ typedef struct
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{
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INT16 textureoffset, rowoffset;
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char toptexture[8], bottomtexture[8], midtexture[8];
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// Front sector, tards viewer.
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// Front sector, towards viewer.
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INT16 sector;
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} ATTRPACK mapsidedef_t;
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@ -233,7 +233,7 @@ static tic_t cutscene_lasttextwrite = 0;
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//
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static UINT8 F_WriteText(void)
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{
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INT32 numtrite = 1;
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INT32 numtowrite = 1;
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const char *c;
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tic_t ltw = I_GetTime();
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@ -244,7 +244,7 @@ static UINT8 F_WriteText(void)
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if (cutscene_boostspeed)
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{
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// for custom cutscene speedup mode
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numtrite = 8;
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numtowrite = 8;
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}
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else
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{
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@ -253,10 +253,10 @@ static UINT8 F_WriteText(void)
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return 1;
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if (cutscene_textspeed < 7)
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numtrite = 8 - cutscene_textspeed;
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numtowrite = 8 - cutscene_textspeed;
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}
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for (;numtrite > 0;++cutscene_baseptr)
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for (;numtowrite > 0;++cutscene_baseptr)
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{
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c = &cutscene_basetext[cutscene_baseptr];
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if (!c || !*c || *c=='#')
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@ -272,7 +272,7 @@ static UINT8 F_WriteText(void)
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else if ((UINT8)*c >= 0xB0 && (UINT8)*c <= (0xB0+TICRATE-1))
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{
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cutscene_textcount = (INT32)((UINT8)*c - 0xAF);
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numtrite = 0;
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numtowrite = 0;
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continue;
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}
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@ -280,7 +280,7 @@ static UINT8 F_WriteText(void)
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// Ignore other control codes (color)
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if ((UINT8)*c < 0x80)
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--numtrite;
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--numtowrite;
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}
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// Reset textcount for next tic based on speed
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// if it wasn't already set by a delay.
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@ -3521,7 +3521,7 @@ static void HWR_RenderBSPNode(INT32 bspnum)
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// Decide which side the view point is on
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INT32 side = R_PointOnSide(dup_viewx, dup_viewy, bsp);
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// Recursively divide front space (tard the viewer)
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// Recursively divide front space (toward the viewer)
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HWR_RenderBSPNode(bsp->children[side]);
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// Possibly divide back space (away from viewer)
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@ -3979,7 +3979,7 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
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baseWallVerts[0].t = baseWallVerts[1].t = gpatch->max_t;
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}
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// if it has a dispoffset, push it a little tards the camera
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// if it has a dispoffset, push it a little towards the camera
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if (spr->dispoffset) {
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float co = -gr_viewcos*(0.05f*spr->dispoffset);
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float si = -gr_viewsin*(0.05f*spr->dispoffset);
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@ -670,7 +670,7 @@ vector3_t *FV3_IntersectionPoint(const vector3_t *vNormal, const vector3_t *vLin
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// 3) If we take the dot product between our line vector and the normal of the polygon,
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// this will give us the cosine of the angle between the 2 (since they are both normalized - length 1).
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// We will then divide our Numerator by this value to find the offset tards the plane from our arbitrary point.
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// We will then divide our Numerator by this value to find the offset towards the plane from our arbitrary point.
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Denominator = FV3_Dot(vNormal, &vLineDir); // Get the dot product of the line's vector and the normal of the plane
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// Since we are using division, we need to make sure we don't get a divide by zero error
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@ -264,7 +264,7 @@ FUNCMATH FUNCINLINE static ATTRINLINE fixed_t FixedTrunc(fixed_t x)
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const fixed_t i = (a>>FRACBITS)<<FRACBITS; // cut out the fractional part
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const fixed_t f = a-i; // cut out the integral part
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if (x != INT32_MIN)
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{ // return rounded to nearest whole number, tards zero
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{ // return rounded to nearest whole number, towards zero
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if (x > 0)
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return x-f;
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else
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@ -1033,7 +1033,7 @@ void A_Chase(mobj_t *actor)
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actor->threshold--;
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}
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// turn tards movement direction if not there yet
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// turn towards movement direction if not there yet
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if (actor->movedir < NUMDIRS)
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{
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actor->angle &= (7<<29);
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@ -1090,7 +1090,7 @@ nomissile:
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&& P_LookForPlayers(actor, true, false, 0))
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return; // got a new target
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// chase tards player
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// chase towards player
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if (--actor->movecount < 0 || !P_Move(actor, actor->info->speed))
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P_NewChaseDir(actor);
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}
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@ -1123,7 +1123,7 @@ void A_FaceStabChase(mobj_t *actor)
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actor->threshold--;
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}
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// turn tards movement direction if not there yet
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// turn towards movement direction if not there yet
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if (actor->movedir < NUMDIRS)
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{
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actor->angle &= (7<<29);
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@ -1180,7 +1180,7 @@ nomissile:
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&& P_LookForPlayers(actor, true, false, 0))
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return; // got a new target
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// chase tards player
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// chase towards player
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if (--actor->movecount < 0 || !P_Move(actor, actor->info->speed))
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P_NewChaseDir(actor);
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}
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@ -1491,7 +1491,7 @@ void A_JetJawChomp(mobj_t *actor)
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return;
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#endif
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// turn tards movement direction if not there yet
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// turn towards movement direction if not there yet
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if (actor->movedir < NUMDIRS)
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{
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actor->angle &= (7<<29);
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@ -1511,7 +1511,7 @@ void A_JetJawChomp(mobj_t *actor)
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return;
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}
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// chase tards player
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// chase towards player
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if (--actor->movecount < 0 || !P_Move(actor, actor->info->speed))
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P_NewChaseDir(actor);
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}
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@ -1913,7 +1913,7 @@ void A_SharpChase(mobj_t *actor)
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actor->reactiontime--;
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// turn tards movement direction if not there yet
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// turn towards movement direction if not there yet
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if (actor->movedir < NUMDIRS)
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{
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actor->angle &= (7<<29);
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@ -1935,7 +1935,7 @@ void A_SharpChase(mobj_t *actor)
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return;
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}
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// chase tards player
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// chase towards player
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if (--actor->movecount < 0 || !P_Move(actor, actor->info->speed))
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P_NewChaseDir(actor);
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}
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@ -2467,7 +2467,7 @@ void A_VultureBlast(mobj_t *actor)
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// Function: A_VultureFly
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//
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// Description: Vulture charging tards target.
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// Description: Vulture charging towards target.
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//
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// var1 = unused
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// var2 = unused
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@ -2590,7 +2590,7 @@ void A_SkimChase(mobj_t *actor)
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actor->threshold--;
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}
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// turn tards movement direction if not there yet
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// turn towards movement direction if not there yet
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if (actor->movedir < NUMDIRS)
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{
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actor->angle &= (7<<29);
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@ -2647,14 +2647,14 @@ nomissile:
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&& P_LookForPlayers(actor, true, false, 0))
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return; // got a new target
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// chase tards player
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// chase towards player
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if (--actor->movecount < 0 || !P_Move(actor, actor->info->speed))
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P_NewChaseDir(actor);
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}
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// Function: A_FaceTarget
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//
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// Description: Immediately turn to face tards your target.
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// Description: Immediately turn to face towards your target.
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//
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// var1 = unused
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// var2 = unused
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@ -2673,7 +2673,7 @@ void A_FaceTarget(mobj_t *actor)
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// Function: A_FaceTracer
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//
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// Description: Immediately turn to face tards your tracer.
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// Description: Immediately turn to face towards your tracer.
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//
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// var1 = unused
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// var2 = unused
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@ -5375,7 +5375,7 @@ void A_JetChase(mobj_t *actor)
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actor->threshold--;
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}
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// turn tards movement direction if not there yet
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// turn towards movement direction if not there yet
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actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y);
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if ((multiplayer || netgame) && !actor->threshold && (actor->target->health <= 0 || !P_CheckSight(actor, actor->target)))
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@ -5389,7 +5389,7 @@ void A_JetChase(mobj_t *actor)
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return; // got a new target
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}
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// chase tards player
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// chase towards player
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if (ultimatemode)
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P_Thrust(actor, actor->angle, FixedMul(actor->info->speed/2, actor->scale));
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else
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@ -5942,7 +5942,7 @@ void A_DetonChase(mobj_t *actor)
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}
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}
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// chase tards player
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// chase towards player
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if ((dist = P_AproxDistance(xydist, actor->tracer->z-actor->z))
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> FixedMul((actor->info->painchance << FRACBITS), actor->scale))
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{
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@ -7081,7 +7081,7 @@ void A_Boss1Chase(mobj_t *actor)
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if (actor->reactiontime)
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actor->reactiontime--;
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// turn tards movement direction if not there yet
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// turn towards movement direction if not there yet
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if (actor->movedir < NUMDIRS)
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{
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actor->angle &= (7<<29);
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@ -7154,7 +7154,7 @@ nomissile:
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actor->momz = FixedMul(actor->momz,7*FRACUNIT/8);
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}
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// chase tards player
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// chase towards player
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if (P_AproxDistance(actor->target->x-actor->x, actor->target->y-actor->y) > actor->radius+actor->target->radius)
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{
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if (--actor->movecount < 0 || !P_Move(actor, actor->info->speed))
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@ -7409,7 +7409,7 @@ void A_Boss7Chase(mobj_t *actor)
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return;
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}
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// turn tards movement direction if not there yet
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// turn towards movement direction if not there yet
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if (actor->movedir < NUMDIRS)
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{
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actor->angle &= (7<<29);
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@ -7503,7 +7503,7 @@ void A_Boss7Chase(mobj_t *actor)
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if (leveltime & 1)
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{
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// chase tards player
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// chase towards player
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if (--actor->movecount < 0 || !P_Move(actor, actor->info->speed))
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P_NewChaseDir(actor);
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}
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@ -7644,7 +7644,7 @@ void A_Boss2PogoTarget(mobj_t *actor)
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actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y);
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P_InstaThrust(actor, actor->angle, FixedDiv(P_AproxDistance(actor->x - actor->target->x, actor->y - actor->target->y), airtime));
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}
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// Wander semi-randomly tards the player to get closer.
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// Wander semi-randomly towards the player to get closer.
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else
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{
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UINT8 prandom = P_RandomByte();
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@ -7864,7 +7864,7 @@ void A_BuzzFly(mobj_t *actor)
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return;
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}
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// turn tards movement direction if not there yet
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// turn towards movement direction if not there yet
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actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y);
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if (actor->target->health <= 0 || (!actor->threshold && !P_CheckSight(actor, actor->target)))
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@ -7887,7 +7887,7 @@ void A_BuzzFly(mobj_t *actor)
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return;
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}
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// chase tards player
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// chase towards player
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{
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INT32 dist, realspeed;
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const fixed_t mf = 5*(FRACUNIT/4);
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@ -7979,7 +7979,7 @@ void A_GuardChase(mobj_t *actor)
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}
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else // Break ranks!
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{
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// turn tards movement direction if not there yet
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// turn towards movement direction if not there yet
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if (actor->movedir < NUMDIRS)
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{
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actor->angle &= (7<<29);
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@ -8006,7 +8006,7 @@ void A_GuardChase(mobj_t *actor)
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&& P_LookForPlayers(actor, true, false, 0))
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return; // got a new target
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// chase tards player
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// chase towards player
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if (--actor->movecount < 0 || !P_Move(actor, (actor->flags2 & MF2_AMBUSH) ? actor->info->speed * 2 : actor->info->speed))
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{
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P_NewChaseDir(actor);
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@ -10923,7 +10923,7 @@ void A_RemoteDamage(mobj_t *actor)
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// Function: A_HomingChase
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//
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// Description: Actor chases directly tards its destination object
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// Description: Actor chases directly towards its destination object
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//
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// var1 = speed multiple
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// var2 = destination: 0 = target, 1 = tracer
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@ -11383,7 +11383,7 @@ void A_BrakChase(mobj_t *actor)
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actor->threshold--;
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}
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// turn tards movement direction if not there yet
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// turn towards movement direction if not there yet
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if (actor->movedir < NUMDIRS)
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{
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actor->angle &= (7<<29);
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@ -11441,7 +11441,7 @@ void A_BrakChase(mobj_t *actor)
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&& P_LookForPlayers(actor, true, false, 0))
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return; // got a new target
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// chase tards player
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// chase towards player
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if (--actor->movecount < 0 || !P_Move(actor, actor->info->speed))
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P_NewChaseDir(actor);
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@ -11502,7 +11502,7 @@ void A_BrakFireShot(mobj_t *actor)
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// Function: A_BrakLobShot
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//
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// Description: Lobs an object at the floor about a third of the way tard your target.
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// Description: Lobs an object at the floor about a third of the way toward your target.
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// Implication is it'll bounce the rest of the way.
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// (You can also just aim straight at the target, but whatever)
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// Formula grabbed from http://en.wikipedia.org/wiki/Trajectory_of_a_projectile#Angle_required_to_hit_coordinate_.28x.2Cy.29
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@ -1349,13 +1349,13 @@ wegotit:
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{
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// Lower controlsec like a regular T_RaiseSector
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// Set the heights of all the other control sectors to
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// be a gradient of this height tard the edges
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// be a gradient of this height toward the edges
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}
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else
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{
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// Raise controlsec like a regular T_RaiseSector
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// Set the heights of all the other control sectors to
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// be a gradient of this height tard the edges.
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// be a gradient of this height toward the edges.
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}
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if (playeronme && controlsec)
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@ -2429,7 +2429,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
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// Also, add to the link.
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// I don't know if NiGHTS did this, but
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// Sonic Time Attacked did and it seems like a good enough incentive
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// to make people want to actually dash tards/paraloop enemies
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// to make people want to actually dash towards/paraloop enemies
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if (++source->player->linkcount > source->player->maxlink)
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source->player->maxlink = source->player->linkcount;
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source->player->linktimer = nightslinktics;
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@ -203,7 +203,7 @@ void P_SpawnSpinMobj(player_t *player, mobjtype_t type);
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void P_Telekinesis(player_t *player, fixed_t thrust, fixed_t range);
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void P_PlayLivesJingle(player_t *player);
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#define P_PlayRinglossSound(s) S_StartSound(s, (mariomode) ? sfx_mario8 : sfx_alt1 + P_RandomKey(4));
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#define P_PlayRinglossSound(s) S_StartSound(s, (mariomode) ? sfx_mario8 : sfx_altow1 + P_RandomKey(4));
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#define P_PlayDeathSound(s) S_StartSound(s, sfx_altdi1 + P_RandomKey(4));
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#define P_PlayVictorySound(s) S_StartSound(s, sfx_victr1 + P_RandomKey(4));
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10
src/p_mobj.c
10
src/p_mobj.c
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@ -2601,7 +2601,7 @@ static boolean P_ZMovement(mobj_t *mo)
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if (mo->flags & MF_FLOAT && mo->target && mo->health
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&& !(mo->type == MT_EGGMOBILE) && mo->target->health > 0)
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{
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// float down tards target if too close
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// float down towards target if too close
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if (!(mo->flags2 & MF2_SKULLFLY) && !(mo->flags2 & MF2_INFLOAT))
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{
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dist = P_AproxDistance(mo->x - mo->target->x, mo->y - mo->target->y);
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@ -2938,7 +2938,7 @@ static void P_PlayerZMovement(mobj_t *mo)
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if (mo->player->powers[pw_carry] == CR_NIGHTSMODE)
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{
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// bounce off floor if you were flying tards it
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// bounce off floor if you were flying towards it
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if ((mo->eflags & MFE_VERTICALFLIP && mo->player->flyangle > 0 && mo->player->flyangle < 180)
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|| (!(mo->eflags & MFE_VERTICALFLIP) && mo->player->flyangle > 180 && mo->player->flyangle <= 359))
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{
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@ -3088,7 +3088,7 @@ nightsdone:
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if (mo->player->powers[pw_carry] == CR_NIGHTSMODE)
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{
|
||||
// bounce off ceiling if you were flying tards it
|
||||
// bounce off ceiling if you were flying towards it
|
||||
if ((mo->eflags & MFE_VERTICALFLIP && mo->player->flyangle > 180 && mo->player->flyangle <= 359)
|
||||
|| (!(mo->eflags & MFE_VERTICALFLIP) && mo->player->flyangle > 0 && mo->player->flyangle < 180))
|
||||
{
|
||||
|
@ -6293,7 +6293,7 @@ static void P_MoveHoop(mobj_t *mobj)
|
|||
y = mobj->target->y;
|
||||
z = mobj->target->z+mobj->target->height/2;
|
||||
|
||||
// Make the sprite travel tards the center of the hoop
|
||||
// Make the sprite travel towards the center of the hoop
|
||||
v[0] = FixedMul(FINECOSINE(fa),fuse);
|
||||
v[1] = 0;
|
||||
v[2] = FixedMul(FINESINE(fa),fuse);
|
||||
|
@ -6762,7 +6762,7 @@ void P_MaceRotate(mobj_t *center, INT32 baserot, INT32 baseprevrot)
|
|||
if (!pos_lengthways[3] || P_MobjWasRemoved(mobj) || (mobj->flags & MF_NOCLIPHEIGHT))
|
||||
goto cont;
|
||||
|
||||
if ((fa = ((center->threshold & (FINEMASK/2)) << ANGLETOFINESHIFT)) > ANGLE_45 && fa < ANGLE_135) // only move tards center when the motion is tards/away from the ground, rather than alongside it
|
||||
if ((fa = ((center->threshold & (FINEMASK/2)) << ANGLETOFINESHIFT)) > ANGLE_45 && fa < ANGLE_135) // only move towards center when the motion is towards/away from the ground, rather than alongside it
|
||||
goto cont;
|
||||
|
||||
if (mobj->subsector->sector->ffloors)
|
||||
|
|
|
@ -2367,7 +2367,7 @@ static void P_CreateBlockMap(void)
|
|||
//
|
||||
// If current block is the same as the ending vertex's block, exit loop.
|
||||
//
|
||||
// Move to an adjacent block by moving tards the ending block in
|
||||
// Move to an adjacent block by moving towards the ending block in
|
||||
// either the x or y direction, to the block which contains the linedef.
|
||||
|
||||
{
|
||||
|
|
|
@ -6033,7 +6033,7 @@ static void P_AddBlockThinker(sector_t *sec, line_t *sourceline)
|
|||
/** Adds a raise thinker.
|
||||
* A raise thinker checks to see if the
|
||||
* player is standing on its 3D Floor,
|
||||
* and if so, raises the platform tards
|
||||
* and if so, raises the platform towards
|
||||
* it's destination. Otherwise, it lowers
|
||||
* to the lowest nearby height if not
|
||||
* there already.
|
||||
|
|
|
@ -5205,7 +5205,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
|
|||
if (!(player->pflags & (PF_THOKKED|PF_USEDOWN)) || (player->charflags & SF_MULTIABILITY))
|
||||
{
|
||||
P_Telekinesis(player,
|
||||
-FixedMul(player->actionspd, player->mo->scale), // -ve thrust (pulling tards player)
|
||||
-FixedMul(player->actionspd, player->mo->scale), // -ve thrust (pulling towards player)
|
||||
FixedMul(384*FRACUNIT, player->mo->scale));
|
||||
}
|
||||
break;
|
||||
|
@ -6196,7 +6196,7 @@ static void P_3dMovement(player_t *player)
|
|||
// The rest is unaffected.
|
||||
angle_t thrustangle = R_PointToAngle2(0, 0, totalthrust.x, totalthrust.y)-player->mo->standingslope->xydirection;
|
||||
|
||||
if (player->mo->standingslope->zdelta < 0) { // Direction goes down, so thrustangle needs to face tard
|
||||
if (player->mo->standingslope->zdelta < 0) { // Direction goes down, so thrustangle needs to face toward
|
||||
if (thrustangle < ANGLE_90 || thrustangle > ANGLE_270) {
|
||||
P_QuantizeMomentumToSlope(&totalthrust, player->mo->standingslope);
|
||||
}
|
||||
|
|
|
@ -768,10 +768,10 @@ void S_StartSound(const void *origin, sfxenum_t sfx_id)
|
|||
{
|
||||
switch (sfx_id)
|
||||
{
|
||||
// case sfx_alt1:
|
||||
// case sfx_alt2:
|
||||
// case sfx_alt3:
|
||||
// case sfx_alt4:
|
||||
// case sfx_altow1:
|
||||
// case sfx_altow2:
|
||||
// case sfx_altow3:
|
||||
// case sfx_altow4:
|
||||
// sfx_id = sfx_mario8;
|
||||
// break;
|
||||
case sfx_thok:
|
||||
|
|
|
@ -57,10 +57,10 @@ sfxinfo_t S_sfx[NUMSFX] =
|
|||
{"altdi2", false, 192, 16, -1, NULL, 0, SKSPLDET2, -1, LUMPERROR, "Dying"},
|
||||
{"altdi3", false, 192, 16, -1, NULL, 0, SKSPLDET3, -1, LUMPERROR, "Dying"},
|
||||
{"altdi4", false, 192, 16, -1, NULL, 0, SKSPLDET4, -1, LUMPERROR, "Dying"},
|
||||
{"alt1", false, 192, 16, -1, NULL, 0, SKSPLPAN1, -1, LUMPERROR, "Ring loss"},
|
||||
{"alt2", false, 192, 16, -1, NULL, 0, SKSPLPAN2, -1, LUMPERROR, "Ring loss"},
|
||||
{"alt3", false, 192, 16, -1, NULL, 0, SKSPLPAN3, -1, LUMPERROR, "Ring loss"},
|
||||
{"alt4", false, 192, 16, -1, NULL, 0, SKSPLPAN4, -1, LUMPERROR, "Ring loss"},
|
||||
{"altow1", false, 192, 16, -1, NULL, 0, SKSPLPAN1, -1, LUMPERROR, "Ring loss"},
|
||||
{"altow2", false, 192, 16, -1, NULL, 0, SKSPLPAN2, -1, LUMPERROR, "Ring loss"},
|
||||
{"altow3", false, 192, 16, -1, NULL, 0, SKSPLPAN3, -1, LUMPERROR, "Ring loss"},
|
||||
{"altow4", false, 192, 16, -1, NULL, 0, SKSPLPAN4, -1, LUMPERROR, "Ring loss"},
|
||||
{"victr1", false, 64, 16, -1, NULL, 0, SKSPLVCT1, -1, LUMPERROR, "/"},
|
||||
{"victr2", false, 64, 16, -1, NULL, 0, SKSPLVCT2, -1, LUMPERROR, "/"},
|
||||
{"victr3", false, 64, 16, -1, NULL, 0, SKSPLVCT3, -1, LUMPERROR, "/"},
|
||||
|
|
|
@ -106,10 +106,10 @@ typedef enum
|
|||
sfx_altdi2,
|
||||
sfx_altdi3,
|
||||
sfx_altdi4,
|
||||
sfx_alt1,
|
||||
sfx_alt2,
|
||||
sfx_alt3,
|
||||
sfx_alt4,
|
||||
sfx_altow1,
|
||||
sfx_altow2,
|
||||
sfx_altow3,
|
||||
sfx_altow4,
|
||||
sfx_victr1,
|
||||
sfx_victr2,
|
||||
sfx_victr3,
|
||||
|
|
Loading…
Reference in a new issue