mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-15 17:01:51 +00:00
- lots of EGS calls.
This commit is contained in:
parent
876d1dbe1f
commit
09c2677fe7
13 changed files with 80 additions and 71 deletions
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@ -61,7 +61,7 @@ void RANDOMSCRAP(DDukeActor* origin)
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{
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int r1 = krand(), r2 = krand(), r3 = krand(), r4 = krand(), r5 = krand(), r6 = krand(), r7 = krand();
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int v = isRR() ? 16 : 48;
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EGS(origin->s->sectnum,
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EGS(origin->s->sector(),
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origin->s->x + (r7 & 255) - 128, origin->s->y + (r6 & 255) - 128, origin->s->z - (8 << 8) - (r5 & 8191),
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TILE_SCRAP6 + (r4 & 15), -8, v, v, r3 & 2047, (r2 & 63) + 64, -512 - (r1 & 2047), origin, 5);
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}
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@ -268,7 +268,7 @@ void lotsofstuff(DDukeActor* actor, int n, int spawntype)
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for (int i = n; i > 0; i--)
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{
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int r1 = krand(), r2 = krand(); // using the RANDCORRECT version from RR.
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auto j = EGS(s->sectnum, s->x, s->y, s->z - (r2 % (47 << 8)), spawntype, -32, 8, 8, r1 & 2047, 0, 0, actor, 5);
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auto j = EGS(s->sector(), s->x, s->y, s->z - (r2 % (47 << 8)), spawntype, -32, 8, 8, r1 & 2047, 0, 0, actor, 5);
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j->s->cstat = krand() & 12;
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}
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}
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@ -1358,7 +1358,7 @@ void movetongue(DDukeActor *actor, int tongue, int jaw)
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s->z = Owner->s->z - (34 << 8);
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for (int k = 0; k < actor->temp_data[0]; k++)
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{
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auto q = EGS(s->sectnum,
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auto q = EGS(s->sector(),
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s->x + MulScale(k, bcos(s->ang), 9),
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s->y + MulScale(k, bsin(s->ang), 9),
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s->z + ((k * Sgn(s->zvel)) * abs(s->zvel / 12)), tongue, -40 + (k << 1),
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@ -1370,7 +1370,7 @@ void movetongue(DDukeActor *actor, int tongue, int jaw)
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}
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}
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int k = actor->temp_data[0]; // do not depend on the above loop counter.
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auto spawned = EGS(s->sectnum,
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auto spawned = EGS(s->sector(),
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s->x + MulScale(k, bcos(s->ang), 9),
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s->y + MulScale(k, bsin(s->ang), 9),
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s->z + ((k * Sgn(s->zvel)) * abs(s->zvel / 12)), jaw, -40,
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@ -2620,7 +2620,7 @@ void gutsdir(DDukeActor* actor, int gtype, int n, int p)
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int r1 = krand();
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int r2 = krand();
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// TRANSITIONAL: owned by a player???
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EGS(actor->s->sectnum, actor->s->x, actor->s->y, gutz, gtype, -32, sx, sy, a, 256 + (r2 & 127), -512 - (r1 & 2047), ps[p].GetActor(), 5);
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EGS(actor->s->sector(), actor->s->x, actor->s->y, gutz, gtype, -32, sx, sy, a, 256 + (r2 & 127), -512 - (r1 & 2047), ps[p].GetActor(), 5);
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}
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}
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@ -669,7 +669,7 @@ void guts_d(DDukeActor* actor, int gtype, int n, int p)
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int r4 = krand();
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int r5 = krand();
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// TRANSITIONAL: owned by a player???
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auto spawned = EGS(s->sectnum, s->x + (r5 & 255) - 128, s->y + (r4 & 255) - 128, gutz - (r3 & 8191), gtype, -32, sx, sy, a, 48 + (r2 & 31), -512 - (r1 & 2047), ps[p].GetActor(), 5);
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auto spawned = EGS(s->sector(), s->x + (r5 & 255) - 128, s->y + (r4 & 255) - 128, gutz - (r3 & 8191), gtype, -32, sx, sy, a, 48 + (r2 & 31), -512 - (r1 & 2047), ps[p].GetActor(), 5);
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if (spawned->s->picnum == JIBS2)
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{
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spawned->s->xrepeat >>= 2;
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@ -1229,7 +1229,7 @@ static void movefireext(DDukeActor* actor)
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for (int k = 0; k < 16; k++)
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{
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auto spawned = EGS(actor->s->sectnum, actor->s->x, actor->s->y, actor->s->z - (krand() % (48 << 8)), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (actor->s->zvel >> 2), actor, 5);
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auto spawned = EGS(actor->s->sector(), actor->s->x, actor->s->y, actor->s->z - (krand() % (48 << 8)), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (actor->s->zvel >> 2), actor, 5);
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spawned->s->pal = 2;
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}
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@ -1804,7 +1804,7 @@ static void weaponcommon_d(DDukeActor* proj)
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{
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for (k = -3; k < 2; k++)
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{
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auto spawned = EGS(s->sectnum,
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auto spawned = EGS(s->sector(),
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s->x + MulScale(k, bcos(s->ang), 9),
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s->y + MulScale(k, bsin(s->ang), 9),
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s->z + ((k * Sgn(s->zvel)) * abs(s->zvel / 24)), FIRELASER, -40 + (k << 2),
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@ -2353,7 +2353,7 @@ static void greenslime(DDukeActor *actor)
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return;
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for (j = 16; j >= 0; j--)
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{
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auto k = EGS(s->sectnum, s->x, s->y, s->z, GLASSPIECES + (j % 3), -32, 36, 36, krand() & 2047, 32 + (krand() & 63), 1024 - (krand() & 1023), actor, 5);
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auto k = EGS(s->sector(), s->x, s->y, s->z, GLASSPIECES + (j % 3), -32, 36, 36, krand() & 2047, 32 + (krand() & 63), 1024 - (krand() & 1023), actor, 5);
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k->s->pal = 1;
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}
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ps[p].actors_killed++;
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@ -2391,7 +2391,7 @@ static void greenslime(DDukeActor *actor)
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{
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for (x = 0; x < 8; x++)
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{
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auto j = EGS(s->sectnum, s->x, s->y, s->z - (8 << 8), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (s->zvel >> 2), actor, 5);
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auto j = EGS(s->sector(), s->x, s->y, s->z - (8 << 8), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (s->zvel >> 2), actor, 5);
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j->s->pal = 6;
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}
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@ -2506,7 +2506,7 @@ static void greenslime(DDukeActor *actor)
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for (x = 0; x < 8; x++)
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{
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auto j = EGS(s->sectnum, s->x, s->y, s->z - (8 << 8), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (s->zvel >> 2), actor, 5);
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auto j = EGS(s->sector(), s->x, s->y, s->z - (8 << 8), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (s->zvel >> 2), actor, 5);
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j->s->pal = 6;
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}
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t[0] = -3;
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@ -495,7 +495,7 @@ void guts_r(DDukeActor* actor, int gtype, int n, int p)
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int r4 = krand();
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int r5 = krand();
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// TRANSITIONAL: owned by a player???
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auto spawned = EGS(s->sectnum, s->x + (r5 & 255) - 128, s->y + (r4 & 255) - 128, gutz - (r3 & 8191), gtype, -32, sx >> 1, sy >> 1, a, 48 + (r2 & 31), -512 - (r1 & 2047), ps[p].GetActor(), 5);
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auto spawned = EGS(s->sector(), s->x + (r5 & 255) - 128, s->y + (r4 & 255) - 128, gutz - (r3 & 8191), gtype, -32, sx >> 1, sy >> 1, a, 48 + (r2 & 31), -512 - (r1 & 2047), ps[p].GetActor(), 5);
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if (pal != 0)
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spawned->s->pal = pal;
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}
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@ -1426,7 +1426,7 @@ static void weaponcommon_r(DDukeActor *proj)
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{
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for (k = -3; k < 2; k++)
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{
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auto x = EGS(s->sectnum,
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auto x = EGS(s->sector(),
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s->x + MulScale(k, bcos(s->ang), 9),
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s->y + MulScale(k, bsin(s->ang), 9),
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s->z + ((k * Sgn(s->zvel)) * abs(s->zvel / 24)), FIRELASER, -40 + (k << 2),
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@ -3359,7 +3359,7 @@ void handle_se06_r(DDukeActor *actor)
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ns->s->pal = 33;
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if (!hulkspawn)
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{
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ns = EGS(s->sectnum, s->x, s->y, s->sector()->ceilingz + 119428, 3677, -8, 16, 16, 0, 0, 0, actor, 5);
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ns = EGS(s->sector(), s->x, s->y, s->sector()->ceilingz + 119428, 3677, -8, 16, 16, 0, 0, 0, actor, 5);
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ns->s->cstat = 514;
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ns->s->pal = 7;
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ns->s->xrepeat = 80;
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@ -2162,7 +2162,7 @@ int ParseState::parse(void)
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s = 0;
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else s = (krand()%3);
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auto l = EGS(g_sp->sectnum,
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auto l = EGS(g_sp->sector(),
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g_sp->x + (krand() & 255) - 128, g_sp->y + (krand() & 255) - 128, g_sp->z - (8 << 8) - (krand() & 8191),
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dnum + s, g_sp->shade, 32 + (krand() & 15), 32 + (krand() & 15),
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krand() & 2047, (krand() & 127) + 32, -(krand() & 2047), g_ac, 5);
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@ -281,7 +281,7 @@ void hud_input(int plnum)
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p->inven_icon = 3;
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auto pactor =
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EGS(p->cursectnum,
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EGS(p->cursector(),
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p->pos.x,
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p->pos.y,
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p->pos.z + (30 << 8), TILE_APLAYER, -64, 0, 0, p->angle.ang.asbuild(), 0, 0, nullptr, 10);
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@ -134,7 +134,7 @@ void forceplayerangle(int snum)
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void tracers(int x1, int y1, int z1, int x2, int y2, int z2, int n)
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{
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int i, xv, yv, zv;
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int sect = -1;
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sectortype* sect = nullptr;
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i = n + 1;
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xv = (x2 - x1) / i;
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@ -150,9 +150,9 @@ void tracers(int x1, int y1, int z1, int x2, int y2, int z2, int n)
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y1 += yv;
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z1 += zv;
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updatesector(x1, y1, §);
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if (sect >= 0)
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if (sect)
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{
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if (sector[sect].lotag == 2)
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if (sect->lotag == 2)
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EGS(sect, x1, y1, z1, TILE_WATERBUBBLE, -32, 4 + (krand() & 3), 4 + (krand() & 3), krand() & 2047, 0, 0, ps[0].GetActor(), 5);
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else
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EGS(sect, x1, y1, z1, TILE_SMALLSMOKE, -32, 14, 14, 0, 0, 0, ps[0].GetActor(), 5);
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@ -126,7 +126,7 @@ static void shootfireball(DDukeActor *actor, int p, int sx, int sy, int sz, int
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sizy = 7;
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}
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auto spawned = EGS(s->sectnum, sx, sy, sz, FIREBALL, -127, sizx, sizy, sa, vel, zvel, actor, (short)4);
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auto spawned = EGS(s->sector(), sx, sy, sz, FIREBALL, -127, sizx, sizy, sa, vel, zvel, actor, (short)4);
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auto spr = spawned->s;
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spr->extra += (krand() & 7);
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if (s->picnum == BOSS5 || p >= 0)
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@ -263,7 +263,7 @@ static void shootknee(DDukeActor* actor, int p, int sx, int sy, int sz, int sa)
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{
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if (hitwallp || hitsprt)
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{
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auto knee = EGS(sectnum(hitsectp), hitx, hity, hitz, KNEE, -15, 0, 0, sa, 32, 0, actor, 4);
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auto knee = EGS(hitsectp, hitx, hity, hitz, KNEE, -15, 0, 0, sa, 32, 0, actor, 4);
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knee->s->extra += (krand() & 7);
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if (p >= 0)
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{
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@ -421,7 +421,7 @@ static void shootweapon(DDukeActor *actor, int p, int sx, int sy, int sz, int sa
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DDukeActor* spark;
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if (p >= 0)
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{
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spark = EGS(sectnum(hitsectp), hitx, hity, hitz, SHOTSPARK1, -15, 10, 10, sa, 0, 0, actor, 4);
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spark = EGS(hitsectp, hitx, hity, hitz, SHOTSPARK1, -15, 10, 10, sa, 0, 0, actor, 4);
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spark->s->extra = ScriptCode[gs.actorinfo[atwith].scriptaddress];
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spark->s->extra += (krand() % 6);
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@ -535,7 +535,7 @@ static void shootweapon(DDukeActor *actor, int p, int sx, int sy, int sz, int sa
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}
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else
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{
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spark = EGS(sectnum(hitsectp), hitx, hity, hitz, SHOTSPARK1, -15, 24, 24, sa, 0, 0, actor, 4);
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spark = EGS(hitsectp, hitx, hity, hitz, SHOTSPARK1, -15, 24, 24, sa, 0, 0, actor, 4);
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spark->s->extra = ScriptCode[gs.actorinfo[atwith].scriptaddress];
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if (hitact)
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@ -565,7 +565,7 @@ static void shootweapon(DDukeActor *actor, int p, int sx, int sy, int sz, int sa
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static void shootstuff(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, int atwith)
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{
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spritetype* const s = actor->s;
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int sect = s->sectnum;
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sectortype* sect = s->sector();
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int vel, zvel;
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int l, scount;
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@ -676,7 +676,7 @@ static void shootstuff(DDukeActor* actor, int p, int sx, int sy, int sz, int sa,
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static void shootrpg(DDukeActor *actor, int p, int sx, int sy, int sz, int sa, int atwith)
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{
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auto s = actor->s;
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int sect = s->sectnum;
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auto sect = s->sector();
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int vel, zvel;
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int l, scount;
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@ -877,7 +877,7 @@ static void shootlaser(DDukeActor* actor, int p, int sx, int sy, int sz, int sa)
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if (j == 1)
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{
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auto bomb = EGS(sectnum(hitsectp), hitx, hity, hitz, TRIPBOMB, -16, 4, 5, sa, 0, 0, actor, 6);
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auto bomb = EGS(hitsectp, hitx, hity, hitz, TRIPBOMB, -16, 4, 5, sa, 0, 0, actor, 6);
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if (isWW2GI())
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{
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int lTripBombControl = GetGameVar("TRIPBOMB_CONTROL", TRIPBOMB_TRIPWIRE, nullptr, -1);
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@ -918,7 +918,7 @@ static void shootlaser(DDukeActor* actor, int p, int sx, int sy, int sz, int sa)
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static void shootgrowspark(DDukeActor* actor, int p, int sx, int sy, int sz, int sa)
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{
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auto s = actor->s;
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int sect = s->sectnum;
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auto sect = s->sector();
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int zvel;
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int k;
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int hitx, hity, hitz;
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@ -973,7 +973,7 @@ static void shootgrowspark(DDukeActor* actor, int p, int sx, int sy, int sz, int
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//RESHOOTGROW:
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s->cstat &= ~257;
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hitscan(sx, sy, sz, sect, bcos(sa), bsin(sa),
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hitscan(sx, sy, sz, sectnum(sect), bcos(sa), bsin(sa),
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zvel << 6, &hitsectp, &wal, &hitsprt, &hitx, &hity, &hitz, CLIPMASK1);
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s->cstat |= 257;
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@ -1009,7 +1009,7 @@ void shoot_d(DDukeActor* actor, int atwith)
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{
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spritetype* const s = actor->s;
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int sect, l, j;
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int l, j;
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int sx, sy, sz, sa, p, vel, zvel, x, dal;
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if (s->picnum == TILE_APLAYER)
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{
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@ -1029,7 +1029,7 @@ void shoot_d(DDukeActor* actor, int atwith)
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}
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sect = s->sectnum;
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auto sect = s->sector();
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zvel = 0;
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if (s->picnum == TILE_APLAYER)
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@ -1074,7 +1074,7 @@ void shoot_d(DDukeActor* actor, int atwith)
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case FIREFLY: // BOSS5 shot
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{
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auto k = spawn(actor, atwith);
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k->s->sectnum = sect;
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k->s->sectnum = sectnum(sect);
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k->s->x = sx;
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k->s->y = sy;
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k->s->z = sz;
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@ -2213,7 +2213,7 @@ static void operateweapon(int snum, ESyncBits actions, int psect)
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i = -512 - MulScale(p->horizon.sum().asq16(), 20, 16);
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}
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auto spawned = EGS(p->cursectnum,
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auto spawned = EGS(p->cursector(),
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p->pos.x + p->angle.ang.bcos(-6),
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p->pos.y + p->angle.ang.bsin(-6),
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p->pos.z, HEAVYHBOMB, -16, 9, 9,
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@ -148,12 +148,12 @@ static void shootmelee(DDukeActor *actor, int p, int sx, int sy, int sz, int sa,
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DDukeActor* wpn;
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if (isRRRA() && atwith == SLINGBLADE)
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{
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wpn = EGS(sectnum(hitsectp), hitx, hity, hitz, SLINGBLADE, -15, 0, 0, sa, 32, 0, actor, 4);
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wpn = EGS(hitsectp, hitx, hity, hitz, SLINGBLADE, -15, 0, 0, sa, 32, 0, actor, 4);
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wpn->s->extra += 50;
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}
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else
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{
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wpn = EGS(sectnum(hitsectp), hitx, hity, hitz, KNEE, -15, 0, 0, sa, 32, 0, actor, 4);
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wpn = EGS(hitsectp, hitx, hity, hitz, KNEE, -15, 0, 0, sa, 32, 0, actor, 4);
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wpn->s->extra += (krand() & 7);
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}
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if (p >= 0)
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@ -311,7 +311,7 @@ static void shootweapon(DDukeActor* actor, int p, int sx, int sy, int sz, int sa
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DDukeActor* spark;
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if (p >= 0)
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{
|
||||
spark = EGS(sectnum(hitsectp), hitx, hity, hitz, SHOTSPARK1, -15, 10, 10, sa, 0, 0, actor, 4);
|
||||
spark = EGS(hitsectp, hitx, hity, hitz, SHOTSPARK1, -15, 10, 10, sa, 0, 0, actor, 4);
|
||||
spark->s->extra = ScriptCode[gs.actorinfo[atwith].scriptaddress];
|
||||
spark->s->extra += (krand() % 6);
|
||||
|
||||
|
@ -431,7 +431,7 @@ static void shootweapon(DDukeActor* actor, int p, int sx, int sy, int sz, int sa
|
|||
}
|
||||
else
|
||||
{
|
||||
spark = EGS(sectnum(hitsectp), hitx, hity, hitz, SHOTSPARK1, -15, 24, 24, sa, 0, 0, actor, 4);
|
||||
spark = EGS(hitsectp, hitx, hity, hitz, SHOTSPARK1, -15, 24, 24, sa, 0, 0, actor, 4);
|
||||
spark->s->extra = ScriptCode[gs.actorinfo[atwith].scriptaddress];
|
||||
|
||||
if (hitsprt)
|
||||
|
@ -461,7 +461,7 @@ static void shootweapon(DDukeActor* actor, int p, int sx, int sy, int sz, int sa
|
|||
static void shootstuff(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, int atwith)
|
||||
{
|
||||
auto s = actor->s;
|
||||
int sect = s->sectnum;
|
||||
auto sect = s->sector();
|
||||
int vel = 0, zvel;
|
||||
int scount;
|
||||
|
||||
|
@ -601,7 +601,7 @@ static void shootstuff(DDukeActor* actor, int p, int sx, int sy, int sz, int sa,
|
|||
static void shootrpg(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, int atwith)
|
||||
{
|
||||
auto s = actor->s;
|
||||
int sect = s->sectnum;
|
||||
auto sect = s->sector();
|
||||
int vel, zvel;
|
||||
int l, scount;
|
||||
|
||||
|
@ -753,7 +753,7 @@ static void shootrpg(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, i
|
|||
static void shootwhip(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, int atwith)
|
||||
{
|
||||
auto s = actor->s;
|
||||
int sect = s->sectnum;
|
||||
auto sect = s->sector();
|
||||
int vel = 0, zvel;
|
||||
int scount;
|
||||
|
||||
|
@ -829,11 +829,11 @@ void shoot_r(DDukeActor* actor, int atwith)
|
|||
{
|
||||
spritetype* const s = actor->s;
|
||||
|
||||
int sect, sa, p;
|
||||
int sa, p;
|
||||
int sx, sy, sz, vel, zvel, x;
|
||||
|
||||
|
||||
sect = s->sectnum;
|
||||
auto const sect = s->sector();
|
||||
zvel = 0;
|
||||
|
||||
if (s->picnum == TILE_APLAYER)
|
||||
|
@ -2736,7 +2736,7 @@ static void operateweapon(int snum, ESyncBits actions, int psect)
|
|||
i = -512 - MulScale(p->horizon.sum().asq16(), 20, 16);
|
||||
}
|
||||
|
||||
auto spawned = EGS(p->cursectnum,
|
||||
auto spawned = EGS(p->cursector(),
|
||||
p->pos.x + p->angle.ang.bcos(-6),
|
||||
p->pos.y + p->angle.ang.bsin(-6),
|
||||
p->pos.z, HEAVYHBOMB, -16, 9, 9,
|
||||
|
@ -3146,7 +3146,7 @@ static void operateweapon(int snum, ESyncBits actions, int psect)
|
|||
i = -512 - MulScale(p->horizon.sum().asq16(), 20, 16);
|
||||
}
|
||||
|
||||
EGS(p->cursectnum,
|
||||
EGS(p->cursector(),
|
||||
p->pos.x + p->angle.ang.bcos(-6),
|
||||
p->pos.y + p->angle.ang.bsin(-6),
|
||||
p->pos.z, TRIPBOMBSPRITE, -16, 9, 9,
|
||||
|
|
|
@ -340,7 +340,7 @@ void operateweapon_ww(int snum, ESyncBits actions, int psect)
|
|||
i = -512 - MulScale(p->horizon.sum().asq16(), 20, 16);
|
||||
}
|
||||
|
||||
auto j = EGS(p->cursectnum,
|
||||
auto j = EGS(p->cursector(),
|
||||
p->pos.x + p->angle.ang.bcos(-6),
|
||||
p->pos.y + p->angle.ang.bsin(-6),
|
||||
p->pos.z, HEAVYHBOMB, -16, 9, 9,
|
||||
|
|
|
@ -508,7 +508,7 @@ void resetpspritevars(int g)
|
|||
int aimmode[MAXPLAYERS];
|
||||
STATUSBARTYPE tsbar[MAXPLAYERS];
|
||||
|
||||
EGS(ps[0].cursectnum, ps[0].pos.x, ps[0].pos.y, ps[0].pos.z,
|
||||
EGS(ps[0].cursector(), ps[0].pos.x, ps[0].pos.y, ps[0].pos.z,
|
||||
TILE_APLAYER, 0, 0, 0, ps[0].angle.ang.asbuild(), 0, 0, nullptr, 10);
|
||||
|
||||
if (ud.recstat != 2) for (i = 0; i < MAXPLAYERS; i++)
|
||||
|
|
|
@ -674,16 +674,17 @@ void checkhitwall_d(DDukeActor* spr, walltype* wal, int x, int y, int z, int atw
|
|||
[[fallthrough]];
|
||||
case BIGFORCE:
|
||||
{
|
||||
updatesector(x, y, &sn);
|
||||
if (sn < 0) return;
|
||||
sectortype* sptr = nullptr;
|
||||
updatesector(x, y, &sptr);
|
||||
if (sptr == nullptr) return;
|
||||
DDukeActor* spawned;
|
||||
if (atwith == -1)
|
||||
spawned = EGS(sn, x, y, z, FORCERIPPLE, -127, 8, 8, 0, 0, 0, spr, 5);
|
||||
spawned = EGS(sptr, x, y, z, FORCERIPPLE, -127, 8, 8, 0, 0, 0, spr, 5);
|
||||
else
|
||||
{
|
||||
if (atwith == CHAINGUN)
|
||||
spawned = EGS(sn, x, y, z, FORCERIPPLE, -127, 16 + spr->s->xrepeat, 16 + spr->s->yrepeat, 0, 0, 0, spr, 5);
|
||||
else spawned = EGS(sn, x, y, z, FORCERIPPLE, -127, 32, 32, 0, 0, 0, spr, 5);
|
||||
spawned = EGS(sptr, x, y, z, FORCERIPPLE, -127, 16 + spr->s->xrepeat, 16 + spr->s->yrepeat, 0, 0, 0, spr, 5);
|
||||
else spawned = EGS(sptr, x, y, z, FORCERIPPLE, -127, 32, 32, 0, 0, 0, spr, 5);
|
||||
}
|
||||
|
||||
spawned->s->cstat |= 18 + 128;
|
||||
|
@ -708,7 +709,9 @@ void checkhitwall_d(DDukeActor* spr, walltype* wal, int x, int y, int z, int atw
|
|||
|
||||
case GLASS:
|
||||
{
|
||||
updatesector(x, y, &sn); if (sn < 0) return;
|
||||
sectortype* sptr = nullptr;
|
||||
updatesector(x, y, &sptr);
|
||||
if (sptr == nullptr) return;
|
||||
wal->overpicnum = GLASS2;
|
||||
lotsofglass(spr, wal, 10);
|
||||
wal->cstat = 0;
|
||||
|
@ -716,7 +719,7 @@ void checkhitwall_d(DDukeActor* spr, walltype* wal, int x, int y, int z, int atw
|
|||
if (wal->nextwall >= 0)
|
||||
wal->nextWall()->cstat = 0;
|
||||
|
||||
auto spawned = EGS(sn, x, y, z, SECTOREFFECTOR, 0, 0, 0, ps[0].angle.ang.asbuild(), 0, 0, spr, 3);
|
||||
auto spawned = EGS(sptr, x, y, z, SECTOREFFECTOR, 0, 0, 0, ps[0].angle.ang.asbuild(), 0, 0, spr, 3);
|
||||
spawned->s->lotag = 128;
|
||||
spawned->temp_data[1] = 5;
|
||||
spawned->temp_walls[0] = wal;
|
||||
|
@ -724,7 +727,9 @@ void checkhitwall_d(DDukeActor* spr, walltype* wal, int x, int y, int z, int atw
|
|||
return;
|
||||
}
|
||||
case STAINGLASS1:
|
||||
updatesector(x, y, &sn); if (sn < 0) return;
|
||||
sectortype* sptr = nullptr;
|
||||
updatesector(x, y, &sptr);
|
||||
if (sptr == nullptr) return;
|
||||
lotsofcolourglass(spr, wal, 80);
|
||||
wal->cstat = 0;
|
||||
if (wal->nextwall >= 0)
|
||||
|
@ -1101,7 +1106,7 @@ void checkhitsprite_d(DDukeActor* targ, DDukeActor* proj)
|
|||
case HEAVYHBOMB:
|
||||
for (k = 0; k < 64; k++)
|
||||
{
|
||||
auto j = EGS(s->sectnum, s->x, s->y, s->z - (krand() % (48 << 8)), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (s->zvel >> 2), targ, 5);
|
||||
auto j = EGS(s->sector(), s->x, s->y, s->z - (krand() % (48 << 8)), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (s->zvel >> 2), targ, 5);
|
||||
j->s->pal = 8;
|
||||
}
|
||||
|
||||
|
@ -1116,7 +1121,7 @@ void checkhitsprite_d(DDukeActor* targ, DDukeActor* proj)
|
|||
case HANGLIGHT:
|
||||
case GENERICPOLE2:
|
||||
for (k = 0; k < 6; k++)
|
||||
EGS(s->sectnum, s->x, s->y, s->z - (8 << 8), SCRAP1 + (krand() & 15), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (s->zvel >> 2), targ, 5);
|
||||
EGS(s->sector(), s->x, s->y, s->z - (8 << 8), SCRAP1 + (krand() & 15), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (s->zvel >> 2), targ, 5);
|
||||
S_PlayActorSound(GLASS_HEAVYBREAK, targ);
|
||||
deletesprite(targ);
|
||||
break;
|
||||
|
@ -1146,7 +1151,7 @@ void checkhitsprite_d(DDukeActor* targ, DDukeActor* proj)
|
|||
if (gs.actorinfo[SHOTSPARK1].scriptaddress && pspr->extra != ScriptCode[gs.actorinfo[SHOTSPARK1].scriptaddress])
|
||||
{
|
||||
for (j = 0; j < 15; j++)
|
||||
EGS(s->sectnum, s->x, s->y, s->sector()->floorz - (12 << 8) - (j << 9), SCRAP1 + (krand() & 15), -8, 64, 64,
|
||||
EGS(s->sector(), s->x, s->y, s->sector()->floorz - (12 << 8) - (j << 9), SCRAP1 + (krand() & 15), -8, 64, 64,
|
||||
krand() & 2047, (krand() & 127) + 64, -(krand() & 511) - 256, targ, 5);
|
||||
spawn(targ, EXPLOSION2);
|
||||
deletesprite(targ);
|
||||
|
|
|
@ -936,7 +936,7 @@ static void lotsofpopcorn(DDukeActor *actor, walltype* wal, int n)
|
|||
for (j = n - 1; j >= 0; j--)
|
||||
{
|
||||
a = sp->ang - 256 + (krand() & 511) + 1024;
|
||||
EGS(sp->sectnum, sp->x, sp->y, sp->z, POPCORN, -32, 36, 36, a, 32 + (krand() & 63), 1024 - (krand() & 1023), actor, 5);
|
||||
EGS(sp->sector(), sp->x, sp->y, sp->z, POPCORN, -32, 36, 36, a, 32 + (krand() & 63), 1024 - (krand() & 1023), actor, 5);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
@ -966,7 +966,7 @@ static void lotsofpopcorn(DDukeActor *actor, walltype* wal, int n)
|
|||
if (z < -(32 << 8) || z >(32 << 8))
|
||||
z = sp->z - (32 << 8) + (krand() & ((64 << 8) - 1));
|
||||
a = sp->ang - 1024;
|
||||
EGS(sp->sectnum, x1, y1, z, POPCORN, -32, 36, 36, a, 32 + (krand() & 63), -(krand() & 1023), actor, 5);
|
||||
EGS(sp->sector(), x1, y1, z, POPCORN, -32, 36, 36, a, 32 + (krand() & 63), -(krand() & 1023), actor, 5);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1025,7 +1025,9 @@ void checkhitwall_r(DDukeActor* spr, walltype* wal, int x, int y, int z, int atw
|
|||
|
||||
case RRTILE1973:
|
||||
{
|
||||
updatesector(x, y, &sn); if (sn < 0) return;
|
||||
sectortype* sptr = nullptr;
|
||||
updatesector(x, y, &sptr);
|
||||
if (sptr == nullptr) return;
|
||||
wal->overpicnum = GLASS2;
|
||||
lotsofpopcorn(spr, wal, 64);
|
||||
wal->cstat = 0;
|
||||
|
@ -1033,7 +1035,7 @@ void checkhitwall_r(DDukeActor* spr, walltype* wal, int x, int y, int z, int atw
|
|||
if (wal->nextwall >= 0)
|
||||
wal->nextWall()->cstat = 0;
|
||||
|
||||
auto spawned = EGS(sn, x, y, z, SECTOREFFECTOR, 0, 0, 0, ps[0].angle.ang.asbuild(), 0, 0, spr, 3);
|
||||
auto spawned = EGS(sptr, x, y, z, SECTOREFFECTOR, 0, 0, 0, ps[0].angle.ang.asbuild(), 0, 0, spr, 3);
|
||||
spawned->s->lotag = SE_128_GLASS_BREAKING;
|
||||
spawned->temp_data[1] = 2;
|
||||
spawned->temp_walls[0] = wal;
|
||||
|
@ -1042,7 +1044,9 @@ void checkhitwall_r(DDukeActor* spr, walltype* wal, int x, int y, int z, int atw
|
|||
}
|
||||
case GLASS:
|
||||
{
|
||||
updatesector(x, y, &sn); if (sn < 0) return;
|
||||
sectortype* sptr = nullptr;
|
||||
updatesector(x, y, &sptr);
|
||||
if (sptr == nullptr) return;
|
||||
wal->overpicnum = GLASS2;
|
||||
lotsofglass(spr, wal, 10);
|
||||
wal->cstat = 0;
|
||||
|
@ -1050,7 +1054,7 @@ void checkhitwall_r(DDukeActor* spr, walltype* wal, int x, int y, int z, int atw
|
|||
if (wal->nextwall >= 0)
|
||||
wal->nextWall()->cstat = 0;
|
||||
|
||||
auto spawned = EGS(sn, x, y, z, SECTOREFFECTOR, 0, 0, 0, ps[0].angle.ang.asbuild(), 0, 0, spr, 3);
|
||||
auto spawned = EGS(sptr, x, y, z, SECTOREFFECTOR, 0, 0, 0, ps[0].angle.ang.asbuild(), 0, 0, spr, 3);
|
||||
spawned->s->lotag = SE_128_GLASS_BREAKING;
|
||||
spawned->temp_data[1] = 2;
|
||||
spawned->temp_walls[0] = wal;
|
||||
|
@ -2068,7 +2072,7 @@ void checkhitsprite_r(DDukeActor* targ, DDukeActor* proj)
|
|||
lotsofglass(targ, nullptr, 10);
|
||||
s->picnum++;
|
||||
for (k = 0; k < 6; k++)
|
||||
EGS(s->sectnum, s->x, s->y, s->z - (8 << 8), SCRAP6 + (krand() & 15), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (s->zvel >> 2), targ, 5);
|
||||
EGS(s->sector(), s->x, s->y, s->z - (8 << 8), SCRAP6 + (krand() & 15), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (s->zvel >> 2), targ, 5);
|
||||
break;
|
||||
case BOWLINGBALL:
|
||||
pspr->xvel = (s->xvel >> 1) + (s->xvel >> 2);
|
||||
|
@ -2160,7 +2164,7 @@ void checkhitsprite_r(DDukeActor* targ, DDukeActor* proj)
|
|||
case UWHIP:
|
||||
for (k = 0; k < 64; k++)
|
||||
{
|
||||
auto j = EGS(s->sectnum, s->x, s->y, s->z - (krand() % (48 << 8)), SCRAP6 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (s->zvel >> 2), targ, 5);
|
||||
auto j = EGS(s->sector(), s->x, s->y, s->z - (krand() % (48 << 8)), SCRAP6 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (s->zvel >> 2), targ, 5);
|
||||
j->s->pal = 8;
|
||||
}
|
||||
|
||||
|
@ -2193,7 +2197,7 @@ void checkhitsprite_r(DDukeActor* targ, DDukeActor* proj)
|
|||
if (gs.actorinfo[SHOTSPARK1].scriptaddress && pspr->extra != ScriptCode[gs.actorinfo[SHOTSPARK1].scriptaddress])
|
||||
{
|
||||
for (j = 0; j < 15; j++)
|
||||
EGS(s->sectnum, s->x, s->y, s->sector()->floorz - (12 << 8) - (j << 9), SCRAP1 + (krand() & 15), -8, 64, 64,
|
||||
EGS(s->sector(), s->x, s->y, s->sector()->floorz - (12 << 8) - (j << 9), SCRAP1 + (krand() & 15), -8, 64, 64,
|
||||
krand() & 2047, (krand() & 127) + 64, -(krand() & 511) - 256, targ, 5);
|
||||
spawn(targ, EXPLOSION2);
|
||||
deletesprite(targ);
|
||||
|
|
|
@ -143,7 +143,7 @@ int initspriteforspawn(DDukeActor* actj, int pn, const std::initializer_list<int
|
|||
|
||||
if (actj)
|
||||
{
|
||||
auto spawned = EGS(actj->s->sectnum, actj->s->x, actj->s->y, actj->s->z, pn, 0, 0, 0, 0, 0, 0, actj, 0);
|
||||
auto spawned = EGS(actj->s->sector(), actj->s->x, actj->s->y, actj->s->z, pn, 0, 0, 0, 0, 0, 0, actj, 0);
|
||||
spawned->picnum = actj->s->picnum;
|
||||
sp = spawned->s;
|
||||
t = spawned->temp_data;
|
||||
|
@ -1093,7 +1093,7 @@ void lotsofglass(DDukeActor *actor, walltype* wal, int n)
|
|||
for (j = n - 1; j >= 0; j--)
|
||||
{
|
||||
a = sp->ang - 256 + (krand() & 511) + 1024;
|
||||
EGS(sp->sectnum, sp->x, sp->y, sp->z, TILE_GLASSPIECES + (j % 3), -32, 36, 36, a, 32 + (krand() & 63), 1024 - (krand() & 1023), &hittype[j], 5);
|
||||
EGS(sp->sector(), sp->x, sp->y, sp->z, TILE_GLASSPIECES + (j % 3), -32, 36, 36, a, 32 + (krand() & 63), 1024 - (krand() & 1023), &hittype[j], 5);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
@ -1118,7 +1118,7 @@ void lotsofglass(DDukeActor *actor, walltype* wal, int n)
|
|||
if (z < -(32 << 8) || z >(32 << 8))
|
||||
z = sp->z - (32 << 8) + (krand() & ((64 << 8) - 1));
|
||||
a = sp->ang - 1024;
|
||||
EGS(sp->sectnum, x1, y1, z, TILE_GLASSPIECES + (j % 3), -32, 36, 36, a, 32 + (krand() & 63), -(krand() & 1023), actor, 5);
|
||||
EGS(sp->sector(), x1, y1, z, TILE_GLASSPIECES + (j % 3), -32, 36, 36, a, 32 + (krand() & 63), -(krand() & 1023), actor, 5);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1137,7 +1137,7 @@ void spriteglass(DDukeActor* actor, int n)
|
|||
{
|
||||
int a = krand() & 2047;
|
||||
int z = sp->z - ((krand() & 16) << 8);
|
||||
auto k = EGS(sp->sectnum, sp->x, sp->y, z, TILE_GLASSPIECES + (j % 3), krand() & 15, 36, 36, a, 32 + (krand() & 63), -512 - (krand() & 2047), actor, 5);
|
||||
auto k = EGS(sp->sector(), sp->x, sp->y, z, TILE_GLASSPIECES + (j % 3), krand() & 15, 36, 36, a, 32 + (krand() & 63), -512 - (krand() & 2047), actor, 5);
|
||||
k->s->pal = sp->pal;
|
||||
}
|
||||
}
|
||||
|
@ -1189,7 +1189,7 @@ void lotsofcolourglass(DDukeActor* actor, walltype* wal, int n)
|
|||
for (j = n - 1; j >= 0; j--)
|
||||
{
|
||||
a = krand() & 2047;
|
||||
auto k = EGS(sp->sectnum, sp->x, sp->y, sp->z - (krand() & (63 << 8)), TILE_GLASSPIECES + (j % 3), -32, 36, 36, a, 32 + (krand() & 63), 1024 - (krand() & 2047), actor, 5);
|
||||
auto k = EGS(sp->sector(), sp->x, sp->y, sp->z - (krand() & (63 << 8)), TILE_GLASSPIECES + (j % 3), -32, 36, 36, a, 32 + (krand() & 63), 1024 - (krand() & 2047), actor, 5);
|
||||
k->s->pal = krand() & 15;
|
||||
}
|
||||
return;
|
||||
|
@ -1210,7 +1210,7 @@ void lotsofcolourglass(DDukeActor* actor, walltype* wal, int n)
|
|||
if (z < -(32 << 8) || z >(32 << 8))
|
||||
z = sp->z - (32 << 8) + (krand() & ((64 << 8) - 1));
|
||||
a = sp->ang - 1024;
|
||||
auto k = EGS(sp->sectnum, x1, y1, z, TILE_GLASSPIECES + (j % 3), -32, 36, 36, a, 32 + (krand() & 63), -(krand() & 2047), actor, 5);
|
||||
auto k = EGS(sp->sector(), x1, y1, z, TILE_GLASSPIECES + (j % 3), -32, 36, 36, a, 32 + (krand() & 63), -(krand() & 2047), actor, 5);
|
||||
k->s->pal = krand() & 7;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue