- also renamed all RR tile names.

This commit is contained in:
Christoph Oelckers 2022-12-04 14:16:44 +01:00
parent e9b6e84d47
commit 0df5be7ad0
11 changed files with 1301 additions and 1301 deletions

View file

@ -450,7 +450,7 @@ void thunder(void)
if (!thunderflash)
{
if (testgotpic(RRTHUNDERSKY, true))
if (testgotpic(RTILE_RRTHUNDERSKY, true))
{
g_relvisibility = 0;
if (krand() > 65000)
@ -477,7 +477,7 @@ void thunder(void)
}
if (!winderflash)
{
if (testgotpic(RRTILE2562, true))
if (testgotpic(RTILE_RRTILE2562, true))
{
if (krand() > 65000)
{

View file

@ -47,13 +47,13 @@ void check_fta_sounds_r(DDukeActor* actor)
{
if (actor->spr.extra > 0) switch (actor->spr.picnum)
{
case COOT: // LIZTROOP
case RTILE_COOT: // LIZTROOP
if (!isRRRA() && (krand() & 3) == 2)
S_PlayActorSound(PRED_RECOG, actor);
break;
case BILLYCOCK:
case BILLYRAY:
case BRAYSNIPER: // PIGCOP
case RTILE_BILLYCOCK:
case RTILE_BILLYRAY:
case RTILE_BRAYSNIPER: // PIGCOP
S_PlayActorSound(PIG_RECOG, actor);
break;
}
@ -173,7 +173,7 @@ void hitradius_r(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h
double radius = r * inttoworld;
static const uint8_t statlist[] = { STAT_DEFAULT, STAT_ACTOR, STAT_STANDABLE, STAT_PLAYER, STAT_FALLER, STAT_ZOMBIEACTOR, STAT_MISC };
if (actor->spr.scale.X >= 0.17675 || !(actor->spr.picnum == RPG || ((isRRRA()) && actor->spr.picnum == RPG2)))
if (actor->spr.scale.X >= 0.17675 || !(actor->spr.picnum == RTILE_RPG || ((isRRRA()) && actor->spr.picnum == RTILE_RPG2)))
{
BFSSectorSearch search(actor->sector());
@ -234,11 +234,11 @@ void hitradius_r(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h
}
else if (act2->spr.extra >= 0 && act2 != actor && (actorflag(act2, SFLAG_HITRADIUS_FLAG2) || badguy(act2) || (act2->spr.cstat & CSTAT_SPRITE_BLOCK_ALL)))
{
if (actor->spr.picnum == MORTER && act2 == Owner)
if (actor->spr.picnum == RTILE_MORTER && act2 == Owner)
{
continue;
}
if ((isRRRA()) && actor->spr.picnum == CHEERBOMB && act2 == Owner)
if ((isRRRA()) && actor->spr.picnum == RTILE_CHEERBOMB && act2 == Owner)
{
continue;
}
@ -247,19 +247,19 @@ void hitradius_r(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h
if (dist < radius && cansee(act2->spr.pos.plusZ(-8), act2->sector(), actor->spr.pos.plusZ(-12), actor->sector()))
{
if ((isRRRA()) && act2->spr.picnum == MINION && act2->spr.pal == 19)
if ((isRRRA()) && act2->spr.picnum == RTILE_MINION && act2->spr.pal == 19)
{
continue;
}
act2->hitang = (act2->spr.pos - actor->spr.pos).Angle();
if (actor->spr.picnum == RPG && act2->spr.extra > 0)
act2->attackertype = RPG;
else if ((isRRRA()) && actor->spr.picnum == RPG2 && act2->spr.extra > 0)
act2->attackertype = RPG;
if (actor->spr.picnum == RTILE_RPG && act2->spr.extra > 0)
act2->attackertype = RTILE_RPG;
else if ((isRRRA()) && actor->spr.picnum == RTILE_RPG2 && act2->spr.extra > 0)
act2->attackertype = RTILE_RPG;
else
act2->attackertype = RADIUSEXPLOSION;
act2->attackertype = RTILE_RADIUSEXPLOSION;
if (dist < radius / 3)
{
@ -286,7 +286,7 @@ void hitradius_r(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h
if (actorflag(act2, SFLAG_HITRADIUSCHECK))
fi.checkhitsprite(act2, actor);
if (act2->spr.picnum != RADIUSEXPLOSION &&
if (act2->spr.picnum != RTILE_RADIUSEXPLOSION &&
Owner && Owner->spr.statnum < MAXSTATUS)
{
if (act2->isPlayer())
@ -378,7 +378,7 @@ int movesprite_ex_r(DDukeActor* actor, const DVector3& change, unsigned int clip
void lotsoffeathers_r(DDukeActor *actor, int n)
{
lotsofstuff(actor, n, FEATHER);
lotsofstuff(actor, n, RTILE_FEATHER);
}
@ -413,7 +413,7 @@ int ifhitbyweapon_r(DDukeActor *actor)
if (hitowner)
{
if (actor->spr.extra <= 0 && actor->attackertype != FREEZEBLAST)
if (actor->spr.extra <= 0 && actor->attackertype != RTILE_FREEZEBLAST)
{
actor->spr.extra = 0;
@ -490,7 +490,7 @@ void movefallers_r(void)
{
ac2->temp_data[0] = 1;
ac2->spr.cstat &= ~CSTAT_SPRITE_ONE_SIDE;
if (ac2->spr.picnum == CEILINGSTEAM || ac2->spr.picnum == STEAM)
if (ac2->spr.picnum == RTILE_CEILINGSTEAM || ac2->spr.picnum == RTILE_STEAM)
ac2->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
}
}
@ -598,7 +598,7 @@ void movetransports_r(void)
{
if (ps[p].on_ground && sectlotag == 0 && onfloorz && ps[p].jetpack_on == 0)
{
spawn(act, TRANSPORTERBEAM);
spawn(act, RTILE_TRANSPORTERBEAM);
S_PlayActorSound(TELEPORTER, act);
for (k = connecthead; k >= 0; k = connectpoint2[k])
@ -624,7 +624,7 @@ void movetransports_r(void)
ChangeActorSect(act2, Owner->sector());
ps[p].setCursector(act2->sector());
auto beam = spawn(Owner, TRANSPORTERBEAM);
auto beam = spawn(Owner, RTILE_TRANSPORTERBEAM);
if (beam) S_PlayActorSound(TELEPORTER, beam);
break;
@ -712,7 +712,7 @@ void movetransports_r(void)
ChangeActorSect(act2, Owner->sector());
if ((krand() & 255) < 32)
spawn(ps[p].GetActor(), WATERSPLASH2);
spawn(ps[p].GetActor(), RTILE_WATERSPLASH2);
}
else if (isRRRA() && k == 2)
{
@ -790,7 +790,7 @@ void movetransports_r(void)
if (actorflag(act2, SFLAG_NOTELEPORT)) continue;
switch (act2->spr.picnum)
{
case PLAYERONWATER:
case RTILE_PLAYERONWATER:
if (sectlotag == ST_2_UNDERWATER)
{
act2->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE;
@ -802,13 +802,13 @@ void movetransports_r(void)
break;
[[fallthrough]];
case WATERBUBBLE:
if (rnd(192) && act2->spr.picnum == WATERBUBBLE)
case RTILE_WATERBUBBLE:
if (rnd(192) && act2->spr.picnum == RTILE_WATERBUBBLE)
break;
if (sectlotag > 0)
{
auto spawned = spawn(act2, WATERSPLASH2);
auto spawned = spawn(act2, RTILE_WATERSPLASH2);
if (spawned && sectlotag == 1 && act2->spr.statnum == 4)
{
spawned->vel.X = act2->vel.X * 0.5;
@ -829,10 +829,10 @@ void movetransports_r(void)
act2->backupang();
auto beam = spawn(act, TRANSPORTERBEAM);
auto beam = spawn(act, RTILE_TRANSPORTERBEAM);
if (beam) S_PlayActorSound(TELEPORTER, beam);
beam = spawn(Owner, TRANSPORTERBEAM);
beam = spawn(Owner, RTILE_TRANSPORTERBEAM);
if (beam) S_PlayActorSound(TELEPORTER, beam);
if (Owner->GetOwner() != Owner)
@ -952,42 +952,42 @@ static void rrra_specialstats()
{
//case 4049:
//case 4050:
case BILLYCOCK:
case BILLYRAY:
case BILLYRAYSTAYPUT:
case BRAYSNIPER:
case DOGRUN:
case LTH:
case HULKJUMP:
case HULK:
case HULKSTAYPUT:
case HEN:
case DRONE:
case PIG:
case MINION:
case MINIONSTAYPUT:
case UFO1_RRRA:
case UFO2:
case UFO3:
case UFO4:
case UFO5:
case COOT:
case COOTSTAYPUT:
case VIXEN:
case BIKERB:
case BIKERBV2:
case BIKER:
case MAKEOUT:
case CHEERB:
case CHEER:
case CHEERSTAYPUT:
case COOTPLAY:
case BILLYPLAY:
case MINIONBOAT:
case HULKBOAT:
case CHEERBOAT:
case RABBIT:
case MAMA:
case RTILE_BILLYCOCK:
case RTILE_BILLYRAY:
case RTILE_BILLYRAYSTAYPUT:
case RTILE_BRAYSNIPER:
case RTILE_DOGRUN:
case RTILE_LTH:
case RTILE_HULKJUMP:
case RTILE_HULK:
case RTILE_HULKSTAYPUT:
case RTILE_HEN:
case RTILE_DRONE:
case RTILE_PIG:
case RTILE_MINION:
case RTILE_MINIONSTAYPUT:
case RTILE_UFO1_RRRA:
case RTILE_UFO2:
case RTILE_UFO3:
case RTILE_UFO4:
case RTILE_UFO5:
case RTILE_COOT:
case RTILE_COOTSTAYPUT:
case RTILE_VIXEN:
case RTILE_BIKERB:
case RTILE_BIKERBV2:
case RTILE_BIKER:
case RTILE_MAKEOUT:
case RTILE_CHEERB:
case RTILE_CHEER:
case RTILE_CHEERSTAYPUT:
case RTILE_COOTPLAY:
case RTILE_BILLYPLAY:
case RTILE_MINIONBOAT:
case RTILE_HULKBOAT:
case RTILE_CHEERBOAT:
case RTILE_RABBIT:
case RTILE_MAMA:
if (enemysizecheat == 3)
{
act->spr.scale *= 2;
@ -1020,9 +1020,9 @@ void resetswitch(int tag)
DukeStatIterator it2(STAT_DEFAULT);
while (auto act2 = it2.Next())
{
if (act2->spr.picnum == DIPSWITCH3ON)
if (act2->spr.picnum == RTILE_DIPSWITCH3ON)
if (act2->spr.hitag == tag)
act2->spr.picnum = DIPSWITCH3;
act2->spr.picnum = RTILE_DIPSWITCH3;
}
}
@ -1072,7 +1072,7 @@ void moveactors_r(void)
}
else switch(act->spr.picnum)
{
case POWDERKEG:
case RTILE_POWDERKEG:
if (!isRRRA() || (sectp->lotag != ST_1_ABOVE_WATER && sectp->lotag != ST_160_FLOOR_TELEPORT))
if (act->vel.X != 0)
{
@ -1120,7 +1120,7 @@ void handle_se06_r(DDukeActor *actor)
if ((!isRRRA() || lastlevel) && hulkspawn)
{
hulkspawn--;
auto ns = spawn(actor, HULK);
auto ns = spawn(actor, RTILE_HULK);
if (ns)
{
ns->spr.pos.Z = ns->sector()->ceilingz;
@ -1128,7 +1128,7 @@ void handle_se06_r(DDukeActor *actor)
}
if (!hulkspawn)
{
ns = CreateActor(actor->sector(), DVector3(actor->spr.pos.XY(), actor->sector()->ceilingz + 466.5), UFOLIGHT, -8, DVector2(0.25, 0.25), nullAngle, 0., 0., actor, 5);
ns = CreateActor(actor->sector(), DVector3(actor->spr.pos.XY(), actor->sector()->ceilingz + 466.5), RTILE_UFOLIGHT, -8, DVector2(0.25, 0.25), nullAngle, 0., 0., actor, 5);
if (ns)
{
ns->spr.cstat = CSTAT_SPRITE_TRANS_FLIP | CSTAT_SPRITE_TRANSLUCENT;
@ -1154,7 +1154,7 @@ void handle_se06_r(DDukeActor *actor)
DukeSectIterator it(actor->sector());
while (auto a2 = it.Next())
{
if (a2->spr.picnum == UFOBEAM && ufospawn && ++ufocnt == 64)
if (a2->spr.picnum == RTILE_UFOBEAM && ufospawn && ++ufocnt == 64)
{
ufocnt = 0;
ufospawn--;
@ -1202,7 +1202,7 @@ void handle_se06_r(DDukeActor *actor)
act2->temp_data[4] = actor->temp_data[4];
}
}
handle_se14(actor, false, RPG, JIBS6);
handle_se14(actor, false, RTILE_RPG, RTILE_JIBS6);
}
//---------------------------------------------------------------------------
@ -1236,11 +1236,11 @@ void moveeffectors_r(void) //STATNUM 3
break;
case SE_14_SUBWAY_CAR:
handle_se14(act, false, RPG, JIBS6);
handle_se14(act, false, RTILE_RPG, RTILE_JIBS6);
break;
case SE_30_TWO_WAY_TRAIN:
handle_se30(act, JIBS6);
handle_se30(act, RTILE_JIBS6);
break;
@ -1248,7 +1248,7 @@ void moveeffectors_r(void) //STATNUM 3
handle_se02(act);
break;
//Flashing sector lights after reactor EXPLOSION2
//Flashing sector lights after reactor RTILE_EXPLOSION2
case SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT:
handle_se03(act);
break;
@ -1309,7 +1309,7 @@ void moveeffectors_r(void) //STATNUM 3
break;
case SE_19_EXPLOSION_LOWERS_CEILING:
handle_se19(act, BIGFORCE);
handle_se19(act, RTILE_BIGFORCE);
break;
case SE_20_STRETCH_BRIDGE:
@ -1335,7 +1335,7 @@ void moveeffectors_r(void) //STATNUM 3
}
case SE_35:
handle_se35(act, SMALLSMOKE, EXPLOSION2);
handle_se35(act, RTILE_SMALLSMOKE, RTILE_EXPLOSION2);
break;
case SE_25_PISTON: //PISTONS
@ -1384,10 +1384,10 @@ void moveeffectors_r(void) //STATNUM 3
break;
case SE_130:
handle_se130(act, 80, EXPLOSION2);
handle_se130(act, 80, RTILE_EXPLOSION2);
break;
case SE_131:
handle_se130(act, 40, EXPLOSION2);
handle_se130(act, 40, RTILE_EXPLOSION2);
break;
}
}
@ -1413,9 +1413,9 @@ void moveeffectors_r(void) //STATNUM 3
double adjustfall(DDukeActor *actor, double c)
{
if ((actor->spr.picnum == BIKERB || actor->spr.picnum == CHEERB) && c == gs.gravity)
if ((actor->spr.picnum == RTILE_BIKERB || actor->spr.picnum == RTILE_CHEERB) && c == gs.gravity)
c = gs.gravity * 0.25;
else if (actor->spr.picnum == BIKERBV2 && c == gs.gravity)
else if (actor->spr.picnum == RTILE_BIKERBV2 && c == gs.gravity)
c = gs.gravity * 0.125;
return c;
}
@ -1472,7 +1472,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel)
if ((a & jumptoplayer) == jumptoplayer)
{
if (actor->spr.picnum == CHEER)
if (actor->spr.picnum == RTILE_CHEER)
{
if (actor->temp_data[0] < 16)
actor->vel.Z -= BobVal(512 + (actor->temp_data[0] << 4)) * 1.6;
@ -1485,12 +1485,12 @@ void move_r(DDukeActor *actor, int pnum, int xvel)
}
if (a & justjump1)
{
if (actor->spr.picnum == RABBIT)
if (actor->spr.picnum == RTILE_RABBIT)
{
if (actor->temp_data[0] < 8)
actor->vel.Z -= BobVal(512 + (actor->temp_data[0] << 4)) * 2.133;
}
else if (actor->spr.picnum == MAMA)
else if (actor->spr.picnum == RTILE_MAMA)
{
if (actor->temp_data[0] < 8)
actor->vel.Z -= BobVal(512 + (actor->temp_data[0] << 4)) * 1.83;
@ -1498,12 +1498,12 @@ void move_r(DDukeActor *actor, int pnum, int xvel)
}
if (a & justjump2)
{
if (actor->spr.picnum == RABBIT)
if (actor->spr.picnum == RTILE_RABBIT)
{
if (actor->temp_data[0] < 8)
actor->vel.Z -= BobVal(512 + (actor->temp_data[0] << 4)) * 2.667;
}
else if (actor->spr.picnum == MAMA)
else if (actor->spr.picnum == RTILE_MAMA)
{
if (actor->temp_data[0] < 8)
actor->vel.Z -= BobVal(512 + (actor->temp_data[0] << 4)) * 2.286;
@ -1578,7 +1578,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel)
{
if (a)
{
if (actor->spr.picnum == DRONE && actor->spr.extra > 0)
if (actor->spr.picnum == RTILE_DRONE && actor->spr.extra > 0)
{
if (actor->vel.Z > 0)
{
@ -1656,9 +1656,9 @@ void move_r(DDukeActor *actor, int pnum, int xvel)
{
switch (actor->spr.picnum)
{
case MINIONBOAT:
case HULKBOAT:
case CHEERBOAT:
case RTILE_MINIONBOAT:
case RTILE_HULKBOAT:
case RTILE_CHEERBOAT:
daxvel *= 0.5;
break;
}
@ -1667,9 +1667,9 @@ void move_r(DDukeActor *actor, int pnum, int xvel)
{
switch (actor->spr.picnum)
{
case BIKERB:
case BIKERBV2:
case CHEERB:
case RTILE_BIKERB:
case RTILE_BIKERBV2:
case RTILE_CHEERB:
daxvel *= 0.5;
break;
}
@ -1695,7 +1695,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel)
}
else actor->spr.shade += (actor->sector()->floorshade - actor->spr.shade) >> 1;
if (actor->sector()->floorpicnum == MIRROR)
if (actor->sector()->floorpicnum == RTILE_MIRROR)
actor->Destroy();
}
}
@ -1708,16 +1708,16 @@ void fakebubbaspawn(DDukeActor *actor, int g_p)
default:
break;
case 1:
spawn(actor, PIG);
spawn(actor, RTILE_PIG);
break;
case 2:
spawn(actor, MINION);
spawn(actor, RTILE_MINION);
break;
case 3:
spawn(actor, CHEER);
spawn(actor, RTILE_CHEER);
break;
case 4:
spawn(actor, VIXEN);
spawn(actor, RTILE_VIXEN);
operateactivators(666, &ps[g_p]);
break;
}
@ -1736,10 +1736,10 @@ static int fallspecial(DDukeActor *actor, int playernum)
{
if (actor->sector()->lotag == 801)
{
if (actor->spr.picnum == ROCK)
if (actor->spr.picnum == RTILE_ROCK)
{
spawn(actor, ROCK2);
spawn(actor, ROCK2);
spawn(actor, RTILE_ROCK2);
spawn(actor, RTILE_ROCK2);
addspritetodelete();
}
return 0;
@ -1756,19 +1756,19 @@ static int fallspecial(DDukeActor *actor, int playernum)
}
else if (actor->sector()->lotag == 803)
{
if (actor->spr.picnum == ROCK2)
if (actor->spr.picnum == RTILE_ROCK2)
addspritetodelete();
return 0;
}
}
if (actor->sector()->lotag == 800)
{
if (actor->spr.picnum == AMMO)
if (actor->spr.picnum == RTILE_AMMO)
{
addspritetodelete();
return 0;
}
if (!actor->isPlayer() && (badguy(actor) || actor->spr.picnum == HEN || actor->spr.picnum == COW || actor->spr.picnum == PIG || actor->spr.picnum == DOGRUN || actor->spr.picnum == RABBIT) && (!isRRRA() || actor->spriteextra < 128))
if (!actor->isPlayer() && (badguy(actor) || actor->spr.picnum == RTILE_HEN || actor->spr.picnum == RTILE_COW || actor->spr.picnum == RTILE_PIG || actor->spr.picnum == RTILE_DOGRUN || actor->spr.picnum == RTILE_RABBIT) && (!isRRRA() || actor->spriteextra < 128))
{
actor->spr.pos.Z = actor->floorz - FOURSLEIGHT_F;
actor->vel.Z = 8000 / 256.;
@ -1782,16 +1782,16 @@ static int fallspecial(DDukeActor *actor, int playernum)
addspritetodelete();
return 0;
}
actor->attackertype = SHOTSPARK1;
actor->attackertype = RTILE_SHOTSPARK1;
actor->hitextra = 1;
}
else if (isRRRA() && (actor->sector()->floorpicnum == RRTILE7820 || actor->sector()->floorpicnum == RRTILE7768))
else if (isRRRA() && (actor->sector()->floorpicnum == RTILE_RRTILE7820 || actor->sector()->floorpicnum == RTILE_RRTILE7768))
{
if (actor->spr.picnum != MINION && actor->spr.pal != 19)
if (actor->spr.picnum != RTILE_MINION && actor->spr.pal != 19)
{
if ((krand() & 3) == 1)
{
actor->attackertype = SHOTSPARK1;
actor->attackertype = RTILE_SHOTSPARK1;
actor->hitextra = 5;
}
}
@ -1807,7 +1807,7 @@ static int fallspecial(DDukeActor *actor, int playernum)
void fall_r(DDukeActor* ac, int g_p)
{
fall_common(ac, g_p, JIBS6, DRONE, BLOODPOOL, SHOTSPARK1, 69, 158, fallspecial);
fall_common(ac, g_p, RTILE_JIBS6, RTILE_DRONE, RTILE_BLOODPOOL, RTILE_SHOTSPARK1, 69, 158, fallspecial);
}
//---------------------------------------------------------------------------
@ -1824,7 +1824,7 @@ void destroyit(DDukeActor *actor)
DukeSectIterator it1(actor->sector());
while (auto a2 = it1.Next())
{
if (a2->spr.picnum == RRTILE63)
if (a2->spr.picnum == RTILE_RRTILE63)
{
lotag = a2->spr.lotag;
spr = a2;
@ -1841,9 +1841,9 @@ void destroyit(DDukeActor *actor)
DukeSectIterator its(it_sect);
while (auto a3 = its.Next())
{
if (a3->spr.picnum == DESTRUCTO)
if (a3->spr.picnum == RTILE_DESTRUCTO)
{
a3->attackertype = SHOTSPARK1;
a3->attackertype = RTILE_SHOTSPARK1;
a3->hitextra = 1;
}
}
@ -1902,11 +1902,11 @@ void destroyit(DDukeActor *actor)
{
switch (a2->spr.picnum)
{
case DESTRUCTO:
case RRTILE63:
case TORNADO:
case APLAYER:
case COOT:
case RTILE_DESTRUCTO:
case RTILE_RRTILE63:
case RTILE_TORNADO:
case RTILE_APLAYER:
case RTILE_COOT:
break;
default:
a2->Destroy();
@ -1926,7 +1926,7 @@ void mamaspawn(DDukeActor *actor)
if (mamaspawn_count)
{
mamaspawn_count--;
spawn(actor, RABBIT);
spawn(actor, RTILE_RABBIT);
}
}

View file

@ -131,14 +131,14 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
switch (h->spr.picnum)
{
case DUKELYINGDEAD:
case RTILE_DUKELYINGDEAD:
h->spr.scale = DVector2(0.375, 0.265625);
if (h->spr.extra > 0)
t->pos.Z += 6;
break;
case POWDERKEG:
case RTILE_POWDERKEG:
continue;
case BURNING:
case RTILE_BURNING:
if (OwnerAc && OwnerAc->spr.statnum == STAT_PLAYER)
{
if (display_mirror == 0 && OwnerAc->PlayerIndex() == screenpeek && ps[OwnerAc->PlayerIndex()].over_shoulder_on == 0)
@ -151,13 +151,13 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
}
break;
case ATOMICHEALTH:
case RTILE_ATOMICHEALTH:
t->pos.Z -= 4;
break;
case CRYSTALAMMO:
case RTILE_CRYSTALAMMO:
t->shade = int(BobVal(PlayClock << 4) * 16);
break;
case APLAYER:
case RTILE_APLAYER:
p = h->PlayerIndex();
@ -190,19 +190,19 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
switch (ps[p].curr_weapon)
{
case PISTOL_WEAPON: newtspr->picnum = FIRSTGUNSPRITE; break;
case SHOTGUN_WEAPON: newtspr->picnum = SHOTGUNSPRITE; break;
case RIFLEGUN_WEAPON: newtspr->picnum = RIFLEGUNSPRITE; break;
case CROSSBOW_WEAPON: newtspr->picnum = CROSSBOWSPRITE; break;
case CHICKEN_WEAPON: newtspr->picnum = CROSSBOWSPRITE; break;
case PISTOL_WEAPON: newtspr->picnum = RTILE_FIRSTGUNSPRITE; break;
case SHOTGUN_WEAPON: newtspr->picnum = RTILE_SHOTGUNSPRITE; break;
case RIFLEGUN_WEAPON: newtspr->picnum = RTILE_RIFLEGUNSPRITE; break;
case CROSSBOW_WEAPON: newtspr->picnum = RTILE_CROSSBOWSPRITE; break;
case CHICKEN_WEAPON: newtspr->picnum = RTILE_CROSSBOWSPRITE; break;
case THROWINGDYNAMITE_WEAPON:
case DYNAMITE_WEAPON: newtspr->picnum = DYNAMITE; break;
case POWDERKEG_WEAPON: newtspr->picnum = POWDERKEG; break;
case BOWLING_WEAPON: newtspr->picnum = BOWLINGBALLSPRITE; break;
case THROWSAW_WEAPON: newtspr->picnum = RIPSAWSPRITE; break;
case BUZZSAW_WEAPON: newtspr->picnum = RIPSAWSPRITE; break;
case ALIENBLASTER_WEAPON: newtspr->picnum = ALIENBLASTERSPRITE; break;
case TIT_WEAPON: newtspr->picnum = TITSPRITE; break;
case DYNAMITE_WEAPON: newtspr->picnum = RTILE_DYNAMITE; break;
case POWDERKEG_WEAPON: newtspr->picnum = RTILE_POWDERKEG; break;
case BOWLING_WEAPON: newtspr->picnum = RTILE_BOWLINGBALLSPRITE; break;
case THROWSAW_WEAPON: newtspr->picnum = RTILE_RIPSAWSPRITE; break;
case BUZZSAW_WEAPON: newtspr->picnum = RTILE_RIPSAWSPRITE; break;
case ALIENBLASTER_WEAPON: newtspr->picnum = RTILE_ALIENBLASTERSPRITE; break;
case TIT_WEAPON: newtspr->picnum = RTILE_TITSPRITE; break;
}
if (h->GetOwner()) newtspr->pos.Z = ps[p].GetActor()->getOffsetZ() - 12;
@ -258,9 +258,9 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
if (ps[p].newOwner != nullptr)
{
t4 = ScriptCode[gs.actorinfo[APLAYER].scriptaddress + 1];
t4 = ScriptCode[gs.actorinfo[RTILE_APLAYER].scriptaddress + 1];
t3 = 0;
t1 = ScriptCode[gs.actorinfo[APLAYER].scriptaddress + 2];
t1 = ScriptCode[gs.actorinfo[RTILE_APLAYER].scriptaddress + 2];
}
if (ud.cameraactor == nullptr && ps[p].newOwner == nullptr)
@ -284,7 +284,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
if (ps[p].OnMotorcycle && p == screenpeek)
{
t->picnum = RRTILE7219;
t->picnum = RTILE_RRTILE7219;
t->scale = DVector2(0.28125, 0.28125);
t4 = 0;
t3 = 0;
@ -300,7 +300,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
}
else t->cstat &= ~CSTAT_SPRITE_XFLIP;
t->picnum = RRTILE7213 + k;
t->picnum = RTILE_RRTILE7213 + k;
t->scale = DVector2(0.28125, 0.28125);
t4 = 0;
t3 = 0;
@ -308,7 +308,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
}
else if (ps[p].OnBoat && p == screenpeek)
{
t->picnum = RRTILE7190;
t->picnum = RTILE_RRTILE7190;
t->scale = DVector2(0.5, 0.5);
t4 = 0;
t3 = 0;
@ -325,7 +325,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
}
else t->cstat &= ~CSTAT_SPRITE_XFLIP;
t->picnum = RRTILE7184 + k;
t->picnum = RTILE_RRTILE7184 + k;
t->scale = DVector2(0.5, 0.5);
t4 = 0;
t3 = 0;
@ -334,8 +334,8 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
break;
case WATERBUBBLE:
if (t->sectp->floorpicnum == FLOORSLIME)
case RTILE_WATERBUBBLE:
if (t->sectp->floorpicnum == RTILE_FLOORSLIME)
{
t->pal = 7;
break;
@ -357,16 +357,16 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
switch (h->spr.picnum)
{
case SBMOVE:
case RTILE_SBMOVE:
if (!isRRRA())
t->shade = -127;
break;
case EXPLOSION2:
case ATOMICHEALTH:
case CHAINGUN:
case EXPLOSION3:
if (t->picnum == EXPLOSION2)
case RTILE_EXPLOSION2:
case RTILE_ATOMICHEALTH:
case RTILE_CHAINGUN:
case RTILE_EXPLOSION3:
if (t->picnum == RTILE_EXPLOSION2)
{
ps[screenpeek].visibility = -127;
lastvisinc = PlayClock + 32;
@ -374,52 +374,52 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
}
t->shade = -127;
break;
case UFOBEAM:
case RRTILE3586:
case LADDER:
case RTILE_UFOBEAM:
case RTILE_RRTILE3586:
case RTILE_LADDER:
t->cstat |= CSTAT_SPRITE_INVISIBLE;
h->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
break;
case DESTRUCTO:
case RTILE_DESTRUCTO:
t->cstat |= CSTAT_SPRITE_INVISIBLE;
break;
case FIRE:
case BURNING:
case RTILE_FIRE:
case RTILE_BURNING:
if (!OwnerAc || !actorflag(OwnerAc, SFLAG_NOFLOORFIRE))
t->pos.Z = t->sectp->floorz;
t->shade = -127;
break;
case CHEER:
case RTILE_CHEER:
if (!isRRRA()) break;
if (t->picnum >= CHEER + 102 && t->picnum <= CHEER + 151)
if (t->picnum >= RTILE_CHEER + 102 && t->picnum <= RTILE_CHEER + 151)
t->shade = -127;
break;
case MINION:
case RTILE_MINION:
if (!isRRRA()) break;
if (t->pal == 19)
t->shade = -127;
break;
case BIKER:
case RTILE_BIKER:
if (!isRRRA()) break;
if (t->picnum >= BIKER + 54 && t->picnum <= BIKER + 58)
if (t->picnum >= RTILE_BIKER + 54 && t->picnum <= RTILE_BIKER + 58)
t->shade = -127;
else if (t->picnum >= BIKER + 84 && t->picnum <= BIKER + 88)
else if (t->picnum >= RTILE_BIKER + 84 && t->picnum <= RTILE_BIKER + 88)
t->shade = -127;
break;
case BILLYRAY:
case BILLYRAYSTAYPUT:
case RTILE_BILLYRAY:
case RTILE_BILLYRAYSTAYPUT:
if (!isRRRA()) break;
if (t->picnum >= BILLYRAY + 5 && t->picnum <= BILLYRAY + 9)
if (t->picnum >= RTILE_BILLYRAY + 5 && t->picnum <= RTILE_BILLYRAY + 9)
t->shade = -127;
break;
case RRTILE2034:
t->picnum = RRTILE2034 + ((PlayClock >> 2) & 1);
case RTILE_RRTILE2034:
t->picnum = RTILE_RRTILE2034 + ((PlayClock >> 2) & 1);
break;
case RRTILE2944:
case RTILE_RRTILE2944:
t->shade = -127;
t->picnum = RRTILE2944 + ((PlayClock >> 2) & 4);
t->picnum = RTILE_RRTILE2944 + ((PlayClock >> 2) & 4);
break;
case PLAYERONWATER:
case RTILE_PLAYERONWATER:
k = angletorotation1(t->Angles.Yaw, viewang);
if (k > 4)
@ -435,7 +435,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
}
h->dispicnum = t->picnum;
if (t->sectp->floorpicnum == MIRROR)
if (t->sectp->floorpicnum == RTILE_MIRROR)
t->scale = DVector2(0, 0);
}
}

View file

@ -40,12 +40,12 @@ void updatepindisplay(int tag, int pins)
static const uint8_t piny[] = { 48, 40, 40, 32, 32, 32, 24, 24, 24, 24 };
if (tag < 1 || tag > 4) return;
tag += BOWLINGLANE1 - 1;
tag += RTILE_BOWLINGLANE1 - 1;
if (TileFiles.tileMakeWritable(tag))
{
tileCopySection(LANEPICBG, 0, 0, 128, 64, tag, 0, 0);
tileCopySection(RTILE_LANEPICBG, 0, 0, 128, 64, tag, 0, 0);
for (int i = 0; i < 10; i++) if (pins & (1 << i))
tileCopySection(LANEPICS, 0, 0, 8, 8, tag, pinx[i] - 4, piny[i] - 10);
tileCopySection(RTILE_LANEPICS, 0, 0, 8, 8, tag, pinx[i] - 4, piny[i] - 10);
}
}

View file

@ -40,196 +40,196 @@ void initactorflags_r()
}
if (isRRRA())
{
gs.actorinfo[HULKBOAT].falladjustz = 12;
gs.actorinfo[MINIONBOAT].falladjustz = 3;
gs.actorinfo[CHEERBOAT].falladjustz = gs.actorinfo[EMPTYBOAT].falladjustz = 6;
gs.actorinfo[RTILE_HULKBOAT].falladjustz = 12;
gs.actorinfo[RTILE_MINIONBOAT].falladjustz = 3;
gs.actorinfo[RTILE_CHEERBOAT].falladjustz = gs.actorinfo[RTILE_EMPTYBOAT].falladjustz = 6;
}
gs.actorinfo[DRONE].falladjustz = 0;
gs.actorinfo[RTILE_DRONE].falladjustz = 0;
setflag(SFLAG_INTERNAL_BADGUY | SFLAG_KILLCOUNT, {
BOULDER,
BOULDER1,
EGG,
RAT,
TORNADO,
BILLYCOCK,
BILLYRAY,
BILLYRAYSTAYPUT,
BRAYSNIPER,
DOGRUN,
LTH,
HULKJUMP,
BUBBASTAND,
HULK,
HULKSTAYPUT,
HEN,
DRONE,
PIG,
RECON,
MINION,
MINIONSTAYPUT,
COOT,
COOTSTAYPUT,
SHARK,
VIXEN });
RTILE_BOULDER,
RTILE_BOULDER1,
RTILE_EGG,
RTILE_RAT,
RTILE_TORNADO,
RTILE_BILLYCOCK,
RTILE_BILLYRAY,
RTILE_BILLYRAYSTAYPUT,
RTILE_BRAYSNIPER,
RTILE_DOGRUN,
RTILE_LTH,
RTILE_HULKJUMP,
RTILE_BUBBASTAND,
RTILE_HULK,
RTILE_HULKSTAYPUT,
RTILE_HEN,
RTILE_DRONE,
RTILE_PIG,
RTILE_RECON,
RTILE_MINION,
RTILE_MINIONSTAYPUT,
RTILE_COOT,
RTILE_COOTSTAYPUT,
RTILE_SHARK,
RTILE_VIXEN });
if (isRRRA()) setflag(SFLAG_INTERNAL_BADGUY | SFLAG_KILLCOUNT, {
SBSWIPE,
BIKERB,
BIKERBV2,
BIKER,
MAKEOUT,
CHEERB,
CHEER,
CHEERSTAYPUT,
COOTPLAY,
BILLYPLAY,
MINIONBOAT,
HULKBOAT,
CHEERBOAT,
RABBIT,
MAMA,
UFO1_RRRA });
RTILE_SBSWIPE,
RTILE_BIKERB,
RTILE_BIKERBV2,
RTILE_BIKER,
RTILE_MAKEOUT,
RTILE_CHEERB,
RTILE_CHEER,
RTILE_CHEERSTAYPUT,
RTILE_COOTPLAY,
RTILE_BILLYPLAY,
RTILE_MINIONBOAT,
RTILE_HULKBOAT,
RTILE_CHEERBOAT,
RTILE_RABBIT,
RTILE_MAMA,
RTILE_UFO1_RRRA });
else setflag(SFLAG_INTERNAL_BADGUY | SFLAG_KILLCOUNT, {
SBMOVE,
UFO1_RR,
UFO2,
UFO3,
UFO4,
UFO5 });
RTILE_SBMOVE,
RTILE_UFO1_RR,
RTILE_UFO2,
RTILE_UFO3,
RTILE_UFO4,
RTILE_UFO5 });
// Why does the pig count as kill? Let's undo that.
gs.actorinfo[PIG].flags &= ~SFLAG_KILLCOUNT;
gs.actorinfo[HEN].flags &= ~SFLAG_KILLCOUNT;
gs.actorinfo[RTILE_PIG].flags &= ~SFLAG_KILLCOUNT;
gs.actorinfo[RTILE_HEN].flags &= ~SFLAG_KILLCOUNT;
gs.actorinfo[DRONE].flags |= SFLAG_NOWATERDIP;
gs.actorinfo[VIXEN].flags |= SFLAG_NOCANSEECHECK;
gs.actorinfo[RTILE_DRONE].flags |= SFLAG_NOWATERDIP;
gs.actorinfo[RTILE_VIXEN].flags |= SFLAG_NOCANSEECHECK;
if (isRRRA())
{
setflag(SFLAG_KILLCOUNT, { ROCK, ROCK2 }); //???
setflag(SFLAG_NODAMAGEPUSH, { HULK, MAMA, BILLYPLAY, COOTPLAY, MAMACLOUD });
setflag(SFLAG_NOCANSEECHECK, { COOT, COOTSTAYPUT, BIKERB, BIKERBV2, CHEER, CHEERB,
CHEERSTAYPUT, MINIONBOAT, HULKBOAT, CHEERBOAT, RABBIT, COOTPLAY, BILLYPLAY, MAKEOUT, MAMA });
setflag(SFLAG_KILLCOUNT, { RTILE_ROCK, RTILE_ROCK2 }); //???
setflag(SFLAG_NODAMAGEPUSH, { RTILE_HULK, RTILE_MAMA, RTILE_BILLYPLAY, RTILE_COOTPLAY, RTILE_MAMACLOUD });
setflag(SFLAG_NOCANSEECHECK, { RTILE_COOT, RTILE_COOTSTAYPUT, RTILE_BIKERB, RTILE_BIKERBV2, RTILE_CHEER, RTILE_CHEERB,
RTILE_CHEERSTAYPUT, RTILE_MINIONBOAT, RTILE_HULKBOAT, RTILE_CHEERBOAT, RTILE_RABBIT, RTILE_COOTPLAY, RTILE_BILLYPLAY, RTILE_MAKEOUT, RTILE_MAMA });
}
else
{
setflag(SFLAG_NODAMAGEPUSH, { HULK, SBMOVE });
setflag(SFLAG_NODAMAGEPUSH, { RTILE_HULK, RTILE_SBMOVE });
}
setflag(SFLAG_INVENTORY, {
FIRSTAID,
STEROIDS,
HEATSENSOR,
BOOTS,
COWPIE,
HOLODUKE,
AIRTANK });
RTILE_FIRSTAID,
RTILE_STEROIDS,
RTILE_HEATSENSOR,
RTILE_BOOTS,
RTILE_COWPIE,
RTILE_HOLODUKE,
RTILE_AIRTANK });
setflag(SFLAG_HITRADIUSCHECK, {
STATUEFLASH,
BOWLINGPIN,
QUEBALL,
STRIPEBALL
RTILE_STATUEFLASH,
RTILE_BOWLINGPIN,
RTILE_QUEBALL,
RTILE_STRIPEBALL
});
setflag(SFLAG_MOVEFTA_CHECKSEE, { VIXEN });
setflag(SFLAG_MOVEFTA_CHECKSEE, { RTILE_VIXEN });
if (isRRRA())
{
setflag(SFLAG_MOVEFTA_CHECKSEE, { COOT, COOTSTAYPUT, BIKER, BIKERB, BIKERBV2, CHEER, CHEERB,
CHEERSTAYPUT, MINIONBOAT, HULKBOAT, CHEERBOAT, RABBIT, COOTPLAY, BILLYPLAY, MAKEOUT, MAMA });
setflag(SFLAG_MOVEFTA_CHECKSEE, { RTILE_COOT, RTILE_COOTSTAYPUT, RTILE_BIKER, RTILE_BIKERB, RTILE_BIKERBV2, RTILE_CHEER, RTILE_CHEERB,
RTILE_CHEERSTAYPUT, RTILE_MINIONBOAT, RTILE_HULKBOAT, RTILE_CHEERBOAT, RTILE_RABBIT, RTILE_COOTPLAY, RTILE_BILLYPLAY, RTILE_MAKEOUT, RTILE_MAMA });
}
setflag(SFLAG_TRIGGER_IFHITSECTOR, { EXPLOSION2, EXPLOSION3 });
setflag(SFLAG_TRIGGER_IFHITSECTOR, { RTILE_EXPLOSION2, RTILE_EXPLOSION3 });
setflag(SFLAG_MOVEFTA_MAKESTANDABLE, {
RUBBERCAN,
EXPLODINGBARREL,
WOODENHORSE,
HORSEONSIDE,
CANWITHSOMETHING,
FIREBARREL,
FIREVASE,
NUKEBARREL,
NUKEBARRELDENTED,
NUKEBARRELLEAKED
RTILE_RUBBERCAN,
RTILE_EXPLODINGBARREL,
RTILE_WOODENHORSE,
RTILE_HORSEONSIDE,
RTILE_CANWITHSOMETHING,
RTILE_FIREBARREL,
RTILE_FIREVASE,
RTILE_NUKEBARREL,
RTILE_NUKEBARRELDENTED,
RTILE_NUKEBARRELLEAKED
});
// non-STAT_ACTOR classes that need CON support. For compatibility this must be explicitly enabled.
setflag(SFLAG3_FORCERUNCON, {
EXPLODINGBARREL,
WOODENHORSE,
HORSEONSIDE,
FIREBARREL,
FIREVASE,
NUKEBARREL,
NUKEBARRELDENTED,
NUKEBARRELLEAKED,
TOILETWATER,
RUBBERCAN,
STEAM,
CEILINGSTEAM,
SHOTSPARK1,
BURNING,
WATERBUBBLE,
SMALLSMOKE,
EXPLOSION2,
EXPLOSION3,
BLOOD,
FORCERIPPLE,
TRANSPORTERSTAR,
TRANSPORTERBEAM
RTILE_EXPLODINGBARREL,
RTILE_WOODENHORSE,
RTILE_HORSEONSIDE,
RTILE_FIREBARREL,
RTILE_FIREVASE,
RTILE_NUKEBARREL,
RTILE_NUKEBARRELDENTED,
RTILE_NUKEBARRELLEAKED,
RTILE_TOILETWATER,
RTILE_RUBBERCAN,
RTILE_STEAM,
RTILE_CEILINGSTEAM,
RTILE_SHOTSPARK1,
RTILE_BURNING,
RTILE_WATERBUBBLE,
RTILE_SMALLSMOKE,
RTILE_EXPLOSION2,
RTILE_EXPLOSION3,
RTILE_BLOOD,
RTILE_FORCERIPPLE,
RTILE_TRANSPORTERSTAR,
RTILE_TRANSPORTERBEAM
});
setflag(SFLAG_NOINTERPOLATE, { CRANEPOLE });
setflag(SFLAG_FALLINGFLAMMABLE, { BOX });
setflag(SFLAG_INFLAME, { RADIUSEXPLOSION, RPG, FIRELASER, HYDRENT, DYNAMITE, POWDERKEG, VIXENSHOT, OWHIP, UWHIP });
if (isRRRA()) setflag(SFLAG_INFLAME, { RPG2 });
setflag(SFLAG_NOFLOORFIRE, { TREE1, TREE2 });
setflag(SFLAG_HITRADIUS_FLAG1, { BOX, TREE1, TREE2, TIRE });
setflag(SFLAG_HITRADIUS_FLAG2, { QUEBALL, STRIPEBALL, BOWLINGPIN, DUKELYINGDEAD });
setflag(SFLAG_CHECKSLEEP, { RUBBERCAN, EXPLODINGBARREL, WOODENHORSE, HORSEONSIDE, CANWITHSOMETHING, FIREBARREL, NUKEBARREL, NUKEBARRELDENTED, NUKEBARRELLEAKED, EGG });
setflag(SFLAG_NOTELEPORT, { TRANSPORTERSTAR, TRANSPORTERBEAM, BULLETHOLE, WATERSPLASH2, BURNING, FIRE, MUD });
setflag(SFLAG_SE24_NOCARRY, { BULLETHOLE, BOLT1, BOLT2, BOLT3, BOLT4, CRANE, CRANE1, CRANE2, BARBROKE });
setflag(SFLAG_SE24_REMOVE, { BLOODPOOL, PUKE, FOOTPRINTS, FOOTPRINTS2, FOOTPRINTS3 });
setflag(SFLAG_NOFALLER, { CRACK1, CRACK2, CRACK3, CRACK4 });
setflag(SFLAG2_EXPLOSIVE, {RPG, RADIUSEXPLOSION, SEENINE, OOZFILTER });
if (isRRRA()) setflag(SFLAG2_EXPLOSIVE, { RPG2 });
setflag(SFLAG2_BRIGHTEXPLODE, { SEENINE, OOZFILTER });
setflag(SFLAG2_DOUBLEDMGTHRUST, { RADIUSEXPLOSION, RPG, HYDRENT, DYNAMITE, SEENINE, OOZFILTER, EXPLODINGBARREL, POWDERKEG });
if (isRRRA()) setflag(SFLAG2_DOUBLEDMGTHRUST, { RPG2 });
setflag(SFLAG2_BREAKMIRRORS, { RADIUSEXPLOSION, RPG, HYDRENT, DYNAMITE, SEENINE, OOZFILTER, EXPLODINGBARREL, POWDERKEG });
if (isRRRA()) setflag(SFLAG2_BREAKMIRRORS, { RPG2 });
setflag(SFLAG2_CAMERA, { CAMERA1 });
setflag(SFLAG2_GREENBLOOD, { OOZFILTER, NUKEBARREL });
setflag(SFLAG2_ALWAYSROTATE1, { RAT, CAMERA1, CHAIR3 });
setflag(SFLAG2_ALWAYSROTATE2, { RPG });
setflag(SFLAG2_DIENOW, { RADIUSEXPLOSION });
setflag(SFLAG2_NORADIUSPUSH, { HULK });
setflag(SFLAG2_FREEZEDAMAGE | SFLAG2_REFLECTIVE, { FREEZEBLAST });
setflag(SFLAG2_FLOATING, { DRONE });
setflag(SFLAG3_BLOODY, { BLOODPOOL });
setflag(SFLAG3_BROWNBLOOD, { FECES });
setflag(SFLAG_NOINTERPOLATE, { RTILE_CRANEPOLE });
setflag(SFLAG_FALLINGFLAMMABLE, { RTILE_BOX });
setflag(SFLAG_INFLAME, { RTILE_RADIUSEXPLOSION, RTILE_RPG, RTILE_FIRELASER, RTILE_HYDRENT, RTILE_DYNAMITE, RTILE_POWDERKEG, RTILE_VIXENSHOT, RTILE_OWHIP, RTILE_UWHIP });
if (isRRRA()) setflag(SFLAG_INFLAME, { RTILE_RPG2 });
setflag(SFLAG_NOFLOORFIRE, { RTILE_TREE1, RTILE_TREE2 });
setflag(SFLAG_HITRADIUS_FLAG1, { RTILE_BOX, RTILE_TREE1, RTILE_TREE2, RTILE_TIRE });
setflag(SFLAG_HITRADIUS_FLAG2, { RTILE_QUEBALL, RTILE_STRIPEBALL, RTILE_BOWLINGPIN, RTILE_DUKELYINGDEAD });
setflag(SFLAG_CHECKSLEEP, { RTILE_RUBBERCAN, RTILE_EXPLODINGBARREL, RTILE_WOODENHORSE, RTILE_HORSEONSIDE, RTILE_CANWITHSOMETHING, RTILE_FIREBARREL, RTILE_NUKEBARREL, RTILE_NUKEBARRELDENTED, RTILE_NUKEBARRELLEAKED, RTILE_EGG });
setflag(SFLAG_NOTELEPORT, { RTILE_TRANSPORTERSTAR, RTILE_TRANSPORTERBEAM, RTILE_BULLETHOLE, RTILE_WATERSPLASH2, RTILE_BURNING, RTILE_FIRE, RTILE_MUD });
setflag(SFLAG_SE24_NOCARRY, { RTILE_BULLETHOLE, RTILE_BOLT1, RTILE_BOLT2, RTILE_BOLT3, RTILE_BOLT4, RTILE_CRANE, RTILE_CRANE1, RTILE_CRANE2, RTILE_BARBROKE });
setflag(SFLAG_SE24_REMOVE, { RTILE_BLOODPOOL, RTILE_PUKE, RTILE_FOOTPRINTS, RTILE_FOOTPRINTS2, RTILE_FOOTPRINTS3 });
setflag(SFLAG_NOFALLER, { RTILE_CRACK1, RTILE_CRACK2, RTILE_CRACK3, RTILE_CRACK4 });
setflag(SFLAG2_EXPLOSIVE, {RTILE_RPG, RTILE_RADIUSEXPLOSION, RTILE_SEENINE, RTILE_OOZFILTER });
if (isRRRA()) setflag(SFLAG2_EXPLOSIVE, { RTILE_RPG2 });
setflag(SFLAG2_BRIGHTEXPLODE, { RTILE_SEENINE, RTILE_OOZFILTER });
setflag(SFLAG2_DOUBLEDMGTHRUST, { RTILE_RADIUSEXPLOSION, RTILE_RPG, RTILE_HYDRENT, RTILE_DYNAMITE, RTILE_SEENINE, RTILE_OOZFILTER, RTILE_EXPLODINGBARREL, RTILE_POWDERKEG });
if (isRRRA()) setflag(SFLAG2_DOUBLEDMGTHRUST, { RTILE_RPG2 });
setflag(SFLAG2_BREAKMIRRORS, { RTILE_RADIUSEXPLOSION, RTILE_RPG, RTILE_HYDRENT, RTILE_DYNAMITE, RTILE_SEENINE, RTILE_OOZFILTER, RTILE_EXPLODINGBARREL, RTILE_POWDERKEG });
if (isRRRA()) setflag(SFLAG2_BREAKMIRRORS, { RTILE_RPG2 });
setflag(SFLAG2_CAMERA, { RTILE_CAMERA1 });
setflag(SFLAG2_GREENBLOOD, { RTILE_OOZFILTER, RTILE_NUKEBARREL });
setflag(SFLAG2_ALWAYSROTATE1, { RTILE_RAT, RTILE_CAMERA1, RTILE_CHAIR3 });
setflag(SFLAG2_ALWAYSROTATE2, { RTILE_RPG });
setflag(SFLAG2_DIENOW, { RTILE_RADIUSEXPLOSION });
setflag(SFLAG2_NORADIUSPUSH, { RTILE_HULK });
setflag(SFLAG2_FREEZEDAMAGE | SFLAG2_REFLECTIVE, { RTILE_FREEZEBLAST });
setflag(SFLAG2_FLOATING, { RTILE_DRONE });
setflag(SFLAG3_BLOODY, { RTILE_BLOODPOOL });
setflag(SFLAG3_BROWNBLOOD, { RTILE_FECES });
setflag(SFLAG2_TRIGGERRESPAWN, {
FEM10,
PODFEM1,
NAKED1,
STATUE,
TOUGHGAL
RTILE_FEM10,
RTILE_PODFEM1,
RTILE_NAKED1,
RTILE_STATUE,
RTILE_TOUGHGAL
});
setflag(SFLAG2_NOFLOORPAL, {
RESPAWNMARKERRED,
RESPAWNMARKERYELLOW,
RESPAWNMARKERGREEN,
FORCESPHERE,
BURNING,
ATOMICHEALTH,
CRYSTALAMMO,
SHITBALL,
RPG,
RECON,
RTILE_RESPAWNMARKERRED,
RTILE_RESPAWNMARKERYELLOW,
RTILE_RESPAWNMARKERGREEN,
RTILE_FORCESPHERE,
RTILE_BURNING,
RTILE_ATOMICHEALTH,
RTILE_CRYSTALAMMO,
RTILE_SHITBALL,
RTILE_RPG,
RTILE_RECON,
});
// Animals were not supposed to have this, but due to a coding bug the logic was unconditional for everything in the game.
for (auto& ainf : gs.actorinfo)
@ -240,67 +240,67 @@ void initactorflags_r()
if (isRRRA())
{
setflag(SFLAG_MOVEFTA_CHECKSEEWITHPAL8, { MINION });
setflag(SFLAG2_TRANFERPALTOJIBS, { MINION });
setflag(SFLAG2_NORADIUSPUSH, { MAMA, BILLYPLAY, COOTPLAY, MAMACLOUD });
setflag(SFLAG2_DONTDIVE, { CHEERBOAT, HULKBOAT, MINIONBOAT, UFO1_RRRA });
setflag(SFLAG2_FLOATING, { UFO1_RRRA });
setflag(SFLAG2_SPAWNRABBITGUTS, { MAMA });
setflag(SFLAG2_ALTPROJECTILESPRITE, { CHEER, CHEERSTAYPUT });
setflag(SFLAG2_UNDERWATERSLOWDOWN, { RPG2 });
setflag(SFLAG2_ALWAYSROTATE2, { RPG2, EMPTYBIKE, EMPTYBOAT });
setflag(SFLAG2_NOFLOORPAL, { CHEERBOMB, RPG2 });
setflag(SFLAG_MOVEFTA_CHECKSEEWITHPAL8, { RTILE_MINION });
setflag(SFLAG2_TRANFERPALTOJIBS, { RTILE_MINION });
setflag(SFLAG2_NORADIUSPUSH, { RTILE_MAMA, RTILE_BILLYPLAY, RTILE_COOTPLAY, RTILE_MAMACLOUD });
setflag(SFLAG2_DONTDIVE, { RTILE_CHEERBOAT, RTILE_HULKBOAT, RTILE_MINIONBOAT, RTILE_UFO1_RRRA });
setflag(SFLAG2_FLOATING, { RTILE_UFO1_RRRA });
setflag(SFLAG2_SPAWNRABBITGUTS, { RTILE_MAMA });
setflag(SFLAG2_ALTPROJECTILESPRITE, { RTILE_CHEER, RTILE_CHEERSTAYPUT });
setflag(SFLAG2_UNDERWATERSLOWDOWN, { RTILE_RPG2 });
setflag(SFLAG2_ALWAYSROTATE2, { RTILE_RPG2, RTILE_EMPTYBIKE, RTILE_EMPTYBOAT });
setflag(SFLAG2_NOFLOORPAL, { RTILE_CHEERBOMB, RTILE_RPG2 });
}
else
{
setflag(SFLAG2_NORADIUSPUSH, { SBMOVE });
setflag(SFLAG2_DONTDIVE, { UFO1_RR, UFO2, UFO3, UFO4, UFO5 });
setflag(SFLAG2_FLOATING, { UFO1_RR, UFO2, UFO3, UFO4, UFO5 });
setflag(SFLAG2_NORADIUSPUSH, { RTILE_SBMOVE });
setflag(SFLAG2_DONTDIVE, { RTILE_UFO1_RR, RTILE_UFO2, RTILE_UFO3, RTILE_UFO4, RTILE_UFO5 });
setflag(SFLAG2_FLOATING, { RTILE_UFO1_RR, RTILE_UFO2, RTILE_UFO3, RTILE_UFO4, RTILE_UFO5 });
}
gs.actorinfo[RPG2].flags |= SFLAG_FORCEAUTOAIM;
gs.actorinfo[RTILE_RPG2].flags |= SFLAG_FORCEAUTOAIM;
gs.weaponsandammosprites[0] = CROSSBOWSPRITE;
gs.weaponsandammosprites[1] = RIFLEGUNSPRITE;
gs.weaponsandammosprites[2] = DEVISTATORAMMO;
gs.weaponsandammosprites[3] = RPGAMMO;
gs.weaponsandammosprites[4] = RPGAMMO;
gs.weaponsandammosprites[5] = COWPIE;
gs.weaponsandammosprites[6] = SHIELD;
gs.weaponsandammosprites[7] = FIRSTAID;
gs.weaponsandammosprites[8] = STEROIDS;
gs.weaponsandammosprites[9] = RPGAMMO;
gs.weaponsandammosprites[10] = RPGAMMO;
gs.weaponsandammosprites[11] = CROSSBOWSPRITE;
gs.weaponsandammosprites[12] = RPGAMMO;
gs.weaponsandammosprites[13] = TITSPRITE;
gs.weaponsandammosprites[14] = FREEZEAMMO;
gs.weaponsandammosprites[0] = RTILE_CROSSBOWSPRITE;
gs.weaponsandammosprites[1] = RTILE_RIFLEGUNSPRITE;
gs.weaponsandammosprites[2] = RTILE_DEVISTATORAMMO;
gs.weaponsandammosprites[3] = RTILE_RPGAMMO;
gs.weaponsandammosprites[4] = RTILE_RPGAMMO;
gs.weaponsandammosprites[5] = RTILE_COWPIE;
gs.weaponsandammosprites[6] = RTILE_SHIELD;
gs.weaponsandammosprites[7] = RTILE_FIRSTAID;
gs.weaponsandammosprites[8] = RTILE_STEROIDS;
gs.weaponsandammosprites[9] = RTILE_RPGAMMO;
gs.weaponsandammosprites[10] = RTILE_RPGAMMO;
gs.weaponsandammosprites[11] = RTILE_CROSSBOWSPRITE;
gs.weaponsandammosprites[12] = RTILE_RPGAMMO;
gs.weaponsandammosprites[13] = RTILE_TITSPRITE;
gs.weaponsandammosprites[14] = RTILE_FREEZEAMMO;
TILE_W_FORCEFIELD = W_FORCEFIELD;
TILE_APLAYER = APLAYER;
TILE_DRONE = DRONE;
TILE_SCREENBORDER = isRRRA()? 7629 : BIGHOLE;
TILE_VIEWBORDER = VIEWBORDER;
TILE_APLAYERTOP = APLAYERTOP;
TILE_CAMCORNER = CAMCORNER;
TILE_CAMLIGHT = CAMLIGHT;
TILE_STATIC = STATIC;
TILE_BOTTOMSTATUSBAR = BOTTOMSTATUSBAR;
TILE_ATOMICHEALTH = ATOMICHEALTH;
TILE_FIRE = FIRE;
TILE_WATERBUBBLE = WATERBUBBLE;
TILE_SMALLSMOKE = SMALLSMOKE;
TILE_BLOODPOOL = BLOODPOOL;
TILE_CLOUDYSKIES = CLOUDYSKIES;
TILE_ACCESSSWITCH = ACCESSSWITCH;
TILE_ACCESSSWITCH2 = ACCESSSWITCH2;
TILE_MIRROR = MIRROR;
TILE_HEN = HEN;
TILE_LOADSCREEN = LOADSCREEN;
TILE_CROSSHAIR = CROSSHAIR;
TILE_EGG = EGG;
TILE_W_FORCEFIELD = RTILE_W_FORCEFIELD;
TILE_APLAYER = RTILE_APLAYER;
TILE_DRONE = RTILE_DRONE;
TILE_SCREENBORDER = isRRRA()? 7629 : RTILE_BIGHOLE;
TILE_VIEWBORDER = RTILE_VIEWBORDER;
TILE_APLAYERTOP = RTILE_APLAYERTOP;
TILE_CAMCORNER = RTILE_CAMCORNER;
TILE_CAMLIGHT = RTILE_CAMLIGHT;
TILE_STATIC = RTILE_STATIC;
TILE_BOTTOMSTATUSBAR = RTILE_BOTTOMSTATUSBAR;
TILE_ATOMICHEALTH = RTILE_ATOMICHEALTH;
TILE_FIRE = RTILE_FIRE;
TILE_WATERBUBBLE = RTILE_WATERBUBBLE;
TILE_SMALLSMOKE = RTILE_SMALLSMOKE;
TILE_BLOODPOOL = RTILE_BLOODPOOL;
TILE_CLOUDYSKIES = RTILE_CLOUDYSKIES;
TILE_ACCESSSWITCH = RTILE_ACCESSSWITCH;
TILE_ACCESSSWITCH2 = RTILE_ACCESSSWITCH2;
TILE_MIRROR = RTILE_MIRROR;
TILE_HEN = RTILE_HEN;
TILE_LOADSCREEN = RTILE_LOADSCREEN;
TILE_CROSSHAIR = RTILE_CROSSHAIR;
TILE_EGG = RTILE_EGG;
gs.firstdebris = SCRAP6;
gs.firstdebris = RTILE_SCRAP6;
gs.gutsscale = 0.125;
}

View file

@ -73,11 +73,11 @@ void displaymasks_r(int snum, int p, double interpfrac)
// to get the proper clock value with regards to interpolation we have add a interpfrac based offset to the value.
double interpclock = PlayClock + TICSPERFRAME * interpfrac;
int pin = RS_STRETCH;
hud_drawsprite((320 - (tileWidth(SCUBAMASK) >> 1) - 15), (200 - (tileHeight(SCUBAMASK) >> 1) + BobVal(interpclock) * 16), 49152, 0, SCUBAMASK, 0, p, 2 + 16 + pin);
hud_drawsprite((320 - tileWidth(SCUBAMASK + 4)), (200 - tileHeight(SCUBAMASK + 4)), 65536, 0, SCUBAMASK + 4, 0, p, 2 + 16 + pin);
hud_drawsprite(tileWidth(SCUBAMASK + 4), (200 - tileHeight(SCUBAMASK + 4)), 65536, 0, SCUBAMASK + 4, 0, p, 2 + 4 + 16 + pin);
hud_drawsprite(35, (-1), 65536, 0, SCUBAMASK + 3, 0, p, 2 + 16 + pin);
hud_drawsprite(285, 200, 65536, 1024, SCUBAMASK + 3, 0, p, 2 + 16 + pin);
hud_drawsprite((320 - (tileWidth(RTILE_SCUBAMASK) >> 1) - 15), (200 - (tileHeight(RTILE_SCUBAMASK) >> 1) + BobVal(interpclock) * 16), 49152, 0, RTILE_SCUBAMASK, 0, p, 2 + 16 + pin);
hud_drawsprite((320 - tileWidth(RTILE_SCUBAMASK + 4)), (200 - tileHeight(RTILE_SCUBAMASK + 4)), 65536, 0, RTILE_SCUBAMASK + 4, 0, p, 2 + 16 + pin);
hud_drawsprite(tileWidth(RTILE_SCUBAMASK + 4), (200 - tileHeight(RTILE_SCUBAMASK + 4)), 65536, 0, RTILE_SCUBAMASK + 4, 0, p, 2 + 4 + 16 + pin);
hud_drawsprite(35, (-1), 65536, 0, RTILE_SCUBAMASK + 3, 0, p, 2 + 16 + pin);
hud_drawsprite(285, 200, 65536, 1024, RTILE_SCUBAMASK + 3, 0, p, 2 + 16 + pin);
}
}
@ -181,23 +181,23 @@ void displayweapon_r(int snum, double interpfrac)
if (*kb == 1)
{
if ((krand()&1) == 1)
temp_kb = MOTOHIT+1;
temp_kb = RTILE_MOTOHIT+1;
else
temp_kb = MOTOHIT+2;
temp_kb = RTILE_MOTOHIT+2;
}
else if (*kb == 4)
{
if ((krand()&1) == 1)
temp_kb = MOTOHIT+3;
temp_kb = RTILE_MOTOHIT+3;
else
temp_kb = MOTOHIT+4;
temp_kb = RTILE_MOTOHIT+4;
}
else
temp_kb = MOTOHIT;
temp_kb = RTILE_MOTOHIT;
}
else
temp_kb = MOTOHIT;
temp_kb = RTILE_MOTOHIT;
}
else
{
@ -205,19 +205,19 @@ void displayweapon_r(int snum, double interpfrac)
{
shade = 0;
if (*kb == 1)
temp_kb = MOTOHIT+1;
temp_kb = RTILE_MOTOHIT+1;
else if (*kb == 2)
temp_kb = MOTOHIT+2;
temp_kb = RTILE_MOTOHIT+2;
else if (*kb == 3)
temp_kb = MOTOHIT+3;
temp_kb = RTILE_MOTOHIT+3;
else if (*kb == 4)
temp_kb = MOTOHIT+4;
temp_kb = RTILE_MOTOHIT+4;
else
temp_kb = MOTOHIT;
temp_kb = RTILE_MOTOHIT;
}
else
temp_kb = MOTOHIT;
temp_kb = RTILE_MOTOHIT;
}
ShowMotorcycle(160-look_anghalf, 174, temp_kb, shade, 0, pal, TiltStatus*5);
@ -230,53 +230,53 @@ void displayweapon_r(int snum, double interpfrac)
if (TiltStatus > 0)
{
if (*kb == 0)
temp_kb = BOATHIT+1;
temp_kb = RTILE_BOATHIT+1;
else if (*kb <= 3)
{
temp_kb = BOATHIT+5;
temp_kb = RTILE_BOATHIT+5;
temp2 = 1;
}
else if (*kb <= 6)
{
temp_kb = BOATHIT+6;
temp_kb = RTILE_BOATHIT+6;
temp2 = 1;
}
else
temp_kb = BOATHIT+1;
temp_kb = RTILE_BOATHIT+1;
}
else if (TiltStatus < 0)
{
if (*kb == 0)
temp_kb = BOATHIT+2;
temp_kb = RTILE_BOATHIT+2;
else if (*kb <= 3)
{
temp_kb = BOATHIT+7;
temp_kb = RTILE_BOATHIT+7;
temp2 = 1;
}
else if (*kb <= 6)
{
temp_kb = BOATHIT+8;
temp_kb = RTILE_BOATHIT+8;
temp2 = 1;
}
else
temp_kb = BOATHIT+2;
temp_kb = RTILE_BOATHIT+2;
}
else
{
if (*kb == 0)
temp_kb = BOATHIT;
temp_kb = RTILE_BOATHIT;
else if (*kb <= 3)
{
temp_kb = BOATHIT+3;
temp_kb = RTILE_BOATHIT+3;
temp2 = 1;
}
else if (*kb <= 6)
{
temp_kb = BOATHIT+4;
temp_kb = RTILE_BOATHIT+4;
temp2 = 1;
}
else
temp_kb = BOATHIT;
temp_kb = RTILE_BOATHIT;
}
if (p->NotOnWater)
@ -293,7 +293,7 @@ void displayweapon_r(int snum, double interpfrac)
if (p->GetActor()->spr.scale.X < 0.125)
{
animateshrunken(p, weapon_xoffset, looking_arc, look_anghalf, FIST, shade, o, interpfrac);
animateshrunken(p, weapon_xoffset, looking_arc, look_anghalf, RTILE_FIST, shade, o, interpfrac);
}
else
{
@ -316,7 +316,7 @@ void displayweapon_r(int snum, double interpfrac)
x = weapon_xoffset + ((kb_ox[kb_frames[*kb]] >> 1) - 12);
y = 200 - (244 - kb_oy[kb_frames[*kb]]);
hud_drawpal(x - look_anghalf, looking_arc + y - gun_pos,
KNEE + kb_frames[*kb], shade, 0, pal);
RTILE_KNEE + kb_frames[*kb], shade, 0, pal);
};
//---------------------------------------------------------------------------
@ -335,7 +335,7 @@ void displayweapon_r(int snum, double interpfrac)
x = weapon_xoffset + ((kb_ox[kb_frames[*kb]] >> 1) - 12);
y = 210 - (244 - kb_oy[kb_frames[*kb]]);
hud_drawpal(x - look_anghalf + 20, looking_arc + y - gun_pos - 80,
SLINGBLADE + kb_frames[*kb], shade, 0, pal);
RTILE_SLINGBLADE + kb_frames[*kb], shade, 0, pal);
};
//---------------------------------------------------------------------------
@ -351,12 +351,12 @@ void displayweapon_r(int snum, double interpfrac)
if (p->ammo_amount[BOWLING_WEAPON])
{
hud_drawpal(weapon_xoffset + 162 - look_anghalf,
looking_arc + 214 - gun_pos + (*kb << 3), BOWLINGBALLHUD, shade, o, pal);
looking_arc + 214 - gun_pos + (*kb << 3), RTILE_BOWLINGBALLHUD, shade, o, pal);
}
else
{
rdmyospal(weapon_xoffset + 162 - look_anghalf,
looking_arc + 214 - gun_pos, HANDTHROW + 5, shade, o, pal);
looking_arc + 214 - gun_pos, RTILE_HANDTHROW + 5, shade, o, pal);
}
};
@ -373,14 +373,14 @@ void displayweapon_r(int snum, double interpfrac)
if (p->ammo_amount[POWDERKEG_WEAPON])
{
rdmyospal(weapon_xoffset + 180 - look_anghalf,
looking_arc + 214 - gun_pos + (*kb << 3), POWDERH, shade, o, pal);
looking_arc + 214 - gun_pos + (*kb << 3), RTILE_POWDERH, shade, o, pal);
rdmyospal(weapon_xoffset + 90 - look_anghalf,
looking_arc + 214 - gun_pos + (*kb << 3), POWDERH, shade, o | 4, pal);
looking_arc + 214 - gun_pos + (*kb << 3), RTILE_POWDERH, shade, o | 4, pal);
}
else
{
rdmyospal(weapon_xoffset + 162 - look_anghalf,
looking_arc + 214 - gun_pos, HANDTHROW + 5, shade, o, pal);
looking_arc + 214 - gun_pos, RTILE_HANDTHROW + 5, shade, o, pal);
}
};
@ -397,17 +397,17 @@ void displayweapon_r(int snum, double interpfrac)
if (kb_frames[*kb] == 2 || kb_frames[*kb] == 3)
{
rdmyospal((weapon_xoffset + 200) - look_anghalf,
looking_arc + 250 - gun_pos, RPGGUN + kb_frames[*kb], shade, o | pin, pal);
looking_arc + 250 - gun_pos, RTILE_RPGGUN + kb_frames[*kb], shade, o | pin, pal);
}
else if (kb_frames[*kb] == 1)
{
rdmyospal((weapon_xoffset + 200) - look_anghalf,
looking_arc + 250 - gun_pos, RPGGUN + kb_frames[*kb], 0, o | pin, pal);
looking_arc + 250 - gun_pos, RTILE_RPGGUN + kb_frames[*kb], 0, o | pin, pal);
}
else
{
rdmyospal((weapon_xoffset + 210) - look_anghalf,
looking_arc + 255 - gun_pos, RPGGUN + kb_frames[*kb], shade, o | pin, pal);
looking_arc + 255 - gun_pos, RTILE_RPGGUN + kb_frames[*kb], shade, o | pin, pal);
}
};
@ -426,17 +426,17 @@ void displayweapon_r(int snum, double interpfrac)
if (kb_frames[*kb] == 2 || kb_frames[*kb] == 3)
{
rdmyospal((weapon_xoffset + 200) - look_anghalf,
looking_arc + 250 - gun_pos, RPGGUN2 + kb_frames[*kb], shade, o | pin, pal);
looking_arc + 250 - gun_pos, RTILE_RPGGUN2 + kb_frames[*kb], shade, o | pin, pal);
}
else if (kb_frames[*kb] == 1)
{
rdmyospal((weapon_xoffset + 200) - look_anghalf,
looking_arc + 250 - gun_pos, RPGGUN2 + kb_frames[*kb], 0, o | pin, pal);
looking_arc + 250 - gun_pos, RTILE_RPGGUN2 + kb_frames[*kb], 0, o | pin, pal);
}
else
{
rdmyospal((weapon_xoffset + 210) - look_anghalf,
looking_arc + 255 - gun_pos, RPGGUN2 + kb_frames[*kb], shade, o | pin, pal);
looking_arc + 255 - gun_pos, RTILE_RPGGUN2 + kb_frames[*kb], shade, o | pin, pal);
}
}
else
@ -446,25 +446,25 @@ void displayweapon_r(int snum, double interpfrac)
if (chickenphase)
{
rdmyospal((weapon_xoffset + 210) - look_anghalf,
looking_arc + 222 - gun_pos, RPGGUN2 + 7, shade, o | pin, pal);
looking_arc + 222 - gun_pos, RTILE_RPGGUN2 + 7, shade, o | pin, pal);
}
else if ((krand() & 15) == 5)
{
S_PlayActorSound(327, p->GetActor());
rdmyospal((weapon_xoffset + 210) - look_anghalf,
looking_arc + 222 - gun_pos, RPGGUN2 + 7, shade, o | pin, pal);
looking_arc + 222 - gun_pos, RTILE_RPGGUN2 + 7, shade, o | pin, pal);
chickenphase = 6;
}
else
{
rdmyospal((weapon_xoffset + 210) - look_anghalf,
looking_arc + 225 - gun_pos, RPGGUN2, shade, o | pin, pal);
looking_arc + 225 - gun_pos, RTILE_RPGGUN2, shade, o | pin, pal);
}
}
else
{
rdmyospal((weapon_xoffset + 210) - look_anghalf,
looking_arc + 225 - gun_pos, RPGGUN2, shade, o | pin, pal);
looking_arc + 225 - gun_pos, RTILE_RPGGUN2, shade, o | pin, pal);
}
}
};
@ -498,7 +498,7 @@ void displayweapon_r(int snum, double interpfrac)
x = weapon_xoffset + ((kb_ox[kb_frames[*kb]] >> 1) - 12);
y = tm - (244 - kb_oy[kb_frames[*kb]]);
hud_drawpal(x + 64 - look_anghalf,
y + looking_arc - gun_pos, SHOTGUN + kb_frames[*kb], shade, 0, pal);
y + looking_arc - gun_pos, RTILE_SHOTGUN + kb_frames[*kb], shade, 0, pal);
}
else
{
@ -521,9 +521,9 @@ void displayweapon_r(int snum, double interpfrac)
y += 30;
break;
}
hud_drawpal(x + 64 - look_anghalf, y + looking_arc - gun_pos, SHOTGUN + kb_frames[*kb], shade, 0, pal);
hud_drawpal(x + 64 - look_anghalf, y + looking_arc - gun_pos, RTILE_SHOTGUN + kb_frames[*kb], shade, 0, pal);
if (kb_frames[*kb] == 21)
hud_drawpal(x + 96 - look_anghalf, y + looking_arc - gun_pos, SHOTGUNSHELLS, shade, 0, pal);
hud_drawpal(x + 96 - look_anghalf, y + looking_arc - gun_pos, RTILE_SHOTGUNSHELLS, shade, 0, pal);
}
}
else
@ -537,7 +537,7 @@ void displayweapon_r(int snum, double interpfrac)
x = weapon_xoffset + ((kb_ox[kb_frames2[*kb]] >> 1) - 12);
y = tm - (244 - kb_oy[kb_frames2[*kb]]);
hud_drawpal(x + 64 - look_anghalf,
y + looking_arc - gun_pos, SHOTGUN + kb_frames2[*kb], shade, 0, pal);
y + looking_arc - gun_pos, RTILE_SHOTGUN + kb_frames2[*kb], shade, 0, pal);
}
else
{
@ -546,7 +546,7 @@ void displayweapon_r(int snum, double interpfrac)
x = weapon_xoffset + ((kb_ox[kb_frames3[*kb]] >> 1) - 12);
y = tm - (244 - kb_oy[kb_frames3[*kb]]);
hud_drawpal(x + 64 - look_anghalf,
y + looking_arc - gun_pos, SHOTGUN + kb_frames3[*kb], shade, 0, pal);
y + looking_arc - gun_pos, RTILE_SHOTGUN + kb_frames3[*kb], shade, 0, pal);
}
}
else if (p->shotgun_state[0])
@ -570,9 +570,9 @@ void displayweapon_r(int snum, double interpfrac)
y += 30;
break;
}
hud_drawpal(x + 64 - look_anghalf, y + looking_arc - gun_pos, SHOTGUN + kb_frames2[*kb], shade, 0, pal);
hud_drawpal(x + 64 - look_anghalf, y + looking_arc - gun_pos, RTILE_SHOTGUN + kb_frames2[*kb], shade, 0, pal);
if (kb_frames2[*kb] == 21)
hud_drawpal(x + 96 - look_anghalf, y + looking_arc - gun_pos, SHOTGUNSHELLS, shade, 0, pal);
hud_drawpal(x + 96 - look_anghalf, y + looking_arc - gun_pos, RTILE_SHOTGUNSHELLS, shade, 0, pal);
}
}
}
@ -595,7 +595,7 @@ void displayweapon_r(int snum, double interpfrac)
{
case 0:
hud_drawpal(weapon_xoffset + 178 - look_anghalf + 30, looking_arc + 233 - gun_pos + 5,
CHAINGUN, shade, o, pal);
RTILE_CHAINGUN, shade, o, pal);
break;
default:
shade = 0;
@ -603,10 +603,10 @@ void displayweapon_r(int snum, double interpfrac)
{
i = rand() & 7;
hud_drawpal(weapon_xoffset + 178 - look_anghalf + 30, looking_arc + 233 - gun_pos + 5,
CHAINGUN + 1, shade, o, pal);
RTILE_CHAINGUN + 1, shade, o, pal);
}
else hud_drawpal(weapon_xoffset + 178 - look_anghalf + 30, looking_arc + 233 - gun_pos + 5,
CHAINGUN + 2, shade, o, pal);
RTILE_CHAINGUN + 2, shade, o, pal);
break;
}
};
@ -634,7 +634,7 @@ void displayweapon_r(int snum, double interpfrac)
shade = 0;
rdmyospal(x - look_anghalf,
y + looking_arc - gun_pos, FIRSTGUN + kb_frames[*kb], shade, 0, pal);
y + looking_arc - gun_pos, RTILE_FIRSTGUN + kb_frames[*kb], shade, 0, pal);
}
else
{
@ -692,7 +692,7 @@ void displayweapon_r(int snum, double interpfrac)
break;
}
rdmyospal(x - look_anghalf - dx,
y + looking_arc - gun_pos + dy, FIRSTGUNRELOAD + kb_frames[(*kb) - 22], shade, 0, pal);
y + looking_arc - gun_pos + dy, RTILE_FIRSTGUNRELOAD + kb_frames[(*kb) - 22], shade, 0, pal);
}
};
@ -706,7 +706,7 @@ void displayweapon_r(int snum, double interpfrac)
{
gun_pos -= 9 * (*kb);
rdmyospal(weapon_xoffset + 190 - look_anghalf, looking_arc + 260 - gun_pos, HANDTHROW, shade, o, pal);
rdmyospal(weapon_xoffset + 190 - look_anghalf, looking_arc + 260 - gun_pos, RTILE_HANDTHROW, shade, o, pal);
};
//---------------------------------------------------------------------------
@ -733,20 +733,20 @@ void displayweapon_r(int snum, double interpfrac)
if ((*kb) < 5)
{
rdmyospal(weapon_xoffset + x + 190 - look_anghalf - dx,
looking_arc + 258 - gun_pos - 64 + p->detonate_count - dy, RRTILE1752, 0, o | pin, pal);
looking_arc + 258 - gun_pos - 64 + p->detonate_count - dy, RTILE_RRTILE1752, 0, o | pin, pal);
}
rdmyospal(weapon_xoffset + x + 190 - look_anghalf,
looking_arc + 258 - gun_pos - dy, HANDTHROW + remote_frames[*kb], shade, o | pin, pal);
looking_arc + 258 - gun_pos - dy, RTILE_HANDTHROW + remote_frames[*kb], shade, o | pin, pal);
}
else
{
if ((*kb) < 5)
{
rdmyospal(weapon_xoffset + x + 190 - look_anghalf - dx,
looking_arc + 258 - gun_pos - 64 + p->detonate_count - dy, RRTILE1752, 0, o | pin, pal);
looking_arc + 258 - gun_pos - 64 + p->detonate_count - dy, RTILE_RRTILE1752, 0, o | pin, pal);
}
rdmyospal(weapon_xoffset + x + 190 - look_anghalf,
looking_arc + 258 - gun_pos - dy, HANDTHROW + 1, shade, o | pin, pal);
looking_arc + 258 - gun_pos - dy, RTILE_HANDTHROW + 1, shade, o | pin, pal);
}
}
};
@ -762,10 +762,10 @@ void displayweapon_r(int snum, double interpfrac)
if (*kb)
{
shade = 0;
rd3myospal(150 + (weapon_xoffset / 2.) - look_anghalf, 266 + (looking_arc / 2.) - gun_pos, DEVISTATOR, shade, o, pal);
rd3myospal(150 + (weapon_xoffset / 2.) - look_anghalf, 266 + (looking_arc / 2.) - gun_pos, RTILE_DEVISTATOR, shade, o, pal);
}
else
rd3myospal(150 + (weapon_xoffset / 2.) - look_anghalf, 266 + (looking_arc / 2.) - gun_pos, DEVISTATOR + 1, shade, o, pal);
rd3myospal(150 + (weapon_xoffset / 2.) - look_anghalf, 266 + (looking_arc / 2.) - gun_pos, RTILE_DEVISTATOR + 1, shade, o, pal);
};
//---------------------------------------------------------------------------
@ -780,9 +780,9 @@ void displayweapon_r(int snum, double interpfrac)
if ((*kb))
{
static const uint8_t cat_frames[] = { 0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 };
rdmyospal(weapon_xoffset + 260 - look_anghalf, looking_arc + 215 - gun_pos, FREEZE + cat_frames[*kb], -32, o | pin, pal);
rdmyospal(weapon_xoffset + 260 - look_anghalf, looking_arc + 215 - gun_pos, RTILE_FREEZE + cat_frames[*kb], -32, o | pin, pal);
}
else rdmyospal(weapon_xoffset + 260 - look_anghalf, looking_arc + 215 - gun_pos, FREEZE, shade, o | pin, pal);
else rdmyospal(weapon_xoffset + 260 - look_anghalf, looking_arc + 215 - gun_pos, RTILE_FREEZE, shade, o | pin, pal);
};
//---------------------------------------------------------------------------
@ -798,7 +798,7 @@ void displayweapon_r(int snum, double interpfrac)
if ((*kb) == 0)
{
rd2myospal(weapon_xoffset + 188 - look_anghalf,
looking_arc + 240 - gun_pos, SHRINKER, shade, o, pal);
looking_arc + 240 - gun_pos, RTILE_SHRINKER, shade, o, pal);
}
else
{
@ -811,14 +811,14 @@ void displayweapon_r(int snum, double interpfrac)
if (cw == BUZZSAW_WEAPON)
{
rd2myospal(weapon_xoffset + 184 - look_anghalf,
looking_arc + 240 - gun_pos, GROWSPARK + ((*kb) & 2), shade, o, 0);
looking_arc + 240 - gun_pos, RTILE_GROWSPARK + ((*kb) & 2), shade, o, 0);
}
else
{
static const int8_t kb_frames[] = { 1,1,1,1,1,2,2,2,2,2,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0 };
int frm = kb_frames[*kb];
rd2myospal(weapon_xoffset + 184 - look_anghalf,
looking_arc + 240 - gun_pos, SHRINKER + frm, shade, o, 0);
looking_arc + 240 - gun_pos, RTILE_SHRINKER + frm, shade, o, 0);
}
}
};

View file

@ -30,8 +30,8 @@ Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
BEGIN_DUKE_NS
#define x(a, b) a = b,
#define y(a, b) a = b,
#define x(a, b) RTILE_##a = b,
#define y(a, b) RTILE_##a = b,
enum
{
#include "namelist_r.h"

View file

@ -137,30 +137,30 @@ static void shootmelee(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int a
if (hit.hitWall != nullptr || hit.actor())
{
DDukeActor* wpn;
if (isRRRA() && atwith == SLINGBLADE)
if (isRRRA() && atwith == RTILE_SLINGBLADE)
{
wpn = CreateActor(hit.hitSector, hit.hitpos, SLINGBLADE, -15, DVector2(0, 0), ang, 32., 0., actor, 4);
wpn = CreateActor(hit.hitSector, hit.hitpos, RTILE_SLINGBLADE, -15, DVector2(0, 0), ang, 32., 0., actor, 4);
if (!wpn) return;
wpn->spr.extra += 50;
}
else
{
wpn = CreateActor(hit.hitSector, hit.hitpos, KNEE, -15, DVector2(0, 0), ang, 32., 0., actor, 4);
wpn = CreateActor(hit.hitSector, hit.hitpos, RTILE_KNEE, -15, DVector2(0, 0), ang, 32., 0., actor, 4);
if (!wpn) return;
wpn->spr.extra += (krand() & 7);
}
if (p >= 0)
{
auto k = spawn(wpn, SMALLSMOKE);
auto k = spawn(wpn, RTILE_SMALLSMOKE);
if (k) k->spr.pos.Z -= 8;
if (atwith == KNEE) S_PlayActorSound(KICK_HIT, wpn);
else if (isRRRA() && atwith == SLINGBLADE) S_PlayActorSound(260, wpn);
if (atwith == RTILE_KNEE) S_PlayActorSound(KICK_HIT, wpn);
else if (isRRRA() && atwith == RTILE_SLINGBLADE) S_PlayActorSound(260, wpn);
}
if (p >= 0 && ps[p].steroids_amount > 0 && ps[p].steroids_amount < 400)
wpn->spr.extra += (gs.max_player_health >> 2);
if (hit.actor() && hit.actor()->spr.picnum != ACCESSSWITCH && hit.actor()->spr.picnum != ACCESSSWITCH2)
if (hit.actor() && hit.actor()->spr.picnum != RTILE_ACCESSSWITCH && hit.actor()->spr.picnum != RTILE_ACCESSSWITCH2)
{
fi.checkhitsprite(hit.actor(), wpn);
if (p >= 0) fi.checkhitswitch(p, nullptr, hit.actor());
@ -172,7 +172,7 @@ static void shootmelee(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int a
if (hit.hitpos.Z >= hit.hitWall->nextSector()->floorz)
hit.hitWall = hit.hitWall->nextWall();
if (hit.hitWall->picnum != ACCESSSWITCH && hit.hitWall->picnum != ACCESSSWITCH2)
if (hit.hitWall->picnum != RTILE_ACCESSSWITCH && hit.hitWall->picnum != RTILE_ACCESSSWITCH2)
{
fi.checkhitwall(wpn, hit.hitWall, hit.hitpos, atwith);
if (p >= 0) fi.checkhitswitch(p, hit.hitWall, nullptr);
@ -181,7 +181,7 @@ static void shootmelee(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int a
}
else if (p >= 0 && zvel > 0 && hit.hitSector->lotag == 1)
{
auto splash = spawn(ps[p].GetActor(), WATERSPLASH2);
auto splash = spawn(ps[p].GetActor(), RTILE_WATERSPLASH2);
if (splash)
{
splash->spr.pos.XY() = hit.hitpos.XY();
@ -219,7 +219,7 @@ static void shootweapon(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int
ang = (aimed->spr.pos - pos).Angle();
}
if (atwith == SHOTSPARK1)
if (atwith == RTILE_SHOTSPARK1)
{
if (aimed == nullptr)
{
@ -230,7 +230,7 @@ static void shootweapon(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int
}
else
{
if (atwith == SHOTGUN)
if (atwith == RTILE_SHOTGUN)
ang += DAngle22_5 / 2 - randomAngle(22.5);
else
ang += DAngle22_5 / 8 - randomAngle(22.5 / 4);
@ -282,7 +282,7 @@ static void shootweapon(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int
if (hit.hitSector == nullptr) return;
if (atwith == SHOTGUN)
if (atwith == RTILE_SHOTGUN)
if (hit.hitSector->lotag == 1)
if (krand() & 1)
return;
@ -293,7 +293,7 @@ static void shootweapon(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int
DDukeActor* spark;
if (p >= 0)
{
spark = CreateActor(hit.hitSector, hit.hitpos, SHOTSPARK1, -15, DVector2(0.15625, 0.15625), ang, 0., 0., actor, 4);
spark = CreateActor(hit.hitSector, hit.hitpos, RTILE_SHOTSPARK1, -15, DVector2(0.15625, 0.15625), ang, 0., 0., actor, 4);
if (!spark) return;
spark->spr.extra = ScriptCode[gs.actorinfo[atwith].scriptaddress];
spark->spr.extra += (krand() % 6);
@ -311,17 +311,17 @@ static void shootweapon(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int
fi.checkhitceiling(hit.hitSector);
}
if (hit.hitSector->lotag != 1)
spawn(spark, SMALLSMOKE);
spawn(spark, RTILE_SMALLSMOKE);
}
if (hit.actor())
{
if (hit.actor()->spr.picnum == TORNADO)
if (hit.actor()->spr.picnum == RTILE_TORNADO)
return;
fi.checkhitsprite(hit.actor(), spark);
if (hit.actor()->isPlayer() && (ud.coop != 1 || ud.ffire == 1))
{
auto jib = spawn(spark, JIBS6);
auto jib = spawn(spark, RTILE_JIBS6);
spark->spr.scale = DVector2(0, 0);
if (jib)
{
@ -331,18 +331,18 @@ static void shootweapon(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int
jib->spr.Angles.Yaw += DAngle22_5 / 2 - randomAngle(22.5);
}
}
else spawn(spark, SMALLSMOKE);
else spawn(spark, RTILE_SMALLSMOKE);
if (p >= 0 && (
hit.actor()->spr.picnum == DIPSWITCH ||
hit.actor()->spr.picnum == DIPSWITCHON ||
hit.actor()->spr.picnum == DIPSWITCH2 ||
hit.actor()->spr.picnum == DIPSWITCH2ON ||
hit.actor()->spr.picnum == DIPSWITCH3 ||
hit.actor()->spr.picnum == DIPSWITCH3ON ||
(isRRRA() && hit.actor()->spr.picnum == RRTILE8660) ||
hit.actor()->spr.picnum == HANDSWITCH ||
hit.actor()->spr.picnum == HANDSWITCHON))
hit.actor()->spr.picnum == RTILE_DIPSWITCH ||
hit.actor()->spr.picnum == RTILE_DIPSWITCHON ||
hit.actor()->spr.picnum == RTILE_DIPSWITCH2 ||
hit.actor()->spr.picnum == RTILE_DIPSWITCH2ON ||
hit.actor()->spr.picnum == RTILE_DIPSWITCH3 ||
hit.actor()->spr.picnum == RTILE_DIPSWITCH3ON ||
(isRRRA() && hit.actor()->spr.picnum == RTILE_RRTILE8660) ||
hit.actor()->spr.picnum == RTILE_HANDSWITCH ||
hit.actor()->spr.picnum == RTILE_HANDSWITCHON))
{
fi.checkhitswitch(p, nullptr, hit.actor());
return;
@ -350,22 +350,22 @@ static void shootweapon(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int
}
else if (hit.hitWall != nullptr)
{
spawn(spark, SMALLSMOKE);
spawn(spark, RTILE_SMALLSMOKE);
if (isadoorwall(hit.hitWall->picnum) == 1)
goto SKIPBULLETHOLE;
if (isablockdoor(hit.hitWall->picnum) == 1)
goto SKIPBULLETHOLE;
if (p >= 0 && (
hit.hitWall->picnum == DIPSWITCH ||
hit.hitWall->picnum == DIPSWITCHON ||
hit.hitWall->picnum == DIPSWITCH2 ||
hit.hitWall->picnum == DIPSWITCH2ON ||
hit.hitWall->picnum == DIPSWITCH3 ||
hit.hitWall->picnum == DIPSWITCH3ON ||
(isRRRA() && hit.hitWall->picnum == RRTILE8660) ||
hit.hitWall->picnum == HANDSWITCH ||
hit.hitWall->picnum == HANDSWITCHON))
hit.hitWall->picnum == RTILE_DIPSWITCH ||
hit.hitWall->picnum == RTILE_DIPSWITCHON ||
hit.hitWall->picnum == RTILE_DIPSWITCH2 ||
hit.hitWall->picnum == RTILE_DIPSWITCH2ON ||
hit.hitWall->picnum == RTILE_DIPSWITCH3 ||
hit.hitWall->picnum == RTILE_DIPSWITCH3ON ||
(isRRRA() && hit.hitWall->picnum == RTILE_RRTILE8660) ||
hit.hitWall->picnum == RTILE_HANDSWITCH ||
hit.hitWall->picnum == RTILE_HANDSWITCHON))
{
fi.checkhitswitch(p, hit.hitWall, nullptr);
return;
@ -375,7 +375,7 @@ static void shootweapon(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int
goto SKIPBULLETHOLE;
if (hit.hitSector != nullptr && hit.hitSector->lotag == 0)
if (hit.hitWall->overpicnum != BIGFORCE)
if (hit.hitWall->overpicnum != RTILE_BIGFORCE)
if ((hit.hitWall->twoSided() && hit.hitWall->nextSector()->lotag == 0) ||
(!hit.hitWall->twoSided() && hit.hitSector->lotag == 0))
if ((hit.hitWall->cstat & CSTAT_WALL_MASKED) == 0)
@ -393,11 +393,11 @@ static void shootweapon(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int
DukeStatIterator it(STAT_MISC);
while (auto l = it.Next())
{
if (l->spr.picnum == BULLETHOLE)
if (l->spr.picnum == RTILE_BULLETHOLE)
if ((l->spr.pos - spark->spr.pos).Length() < 0.75 + krandf(0.5))
goto SKIPBULLETHOLE;
}
auto hole = spawn(spark, BULLETHOLE);
auto hole = spawn(spark, RTILE_BULLETHOLE);
if (hole)
{
hole->vel.X = -1 / 16;
@ -414,12 +414,12 @@ static void shootweapon(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int
if (hit.hitpos.Z >= hit.hitWall->nextSector()->floorz)
hit.hitWall = hit.hitWall->nextWall();
fi.checkhitwall(spark, hit.hitWall, hit.hitpos, SHOTSPARK1);
fi.checkhitwall(spark, hit.hitWall, hit.hitpos, RTILE_SHOTSPARK1);
}
}
else
{
spark = CreateActor(hit.hitSector, hit.hitpos, SHOTSPARK1, -15, DVector2(0.375, 0.375), ang, 0., 0., actor, 4);
spark = CreateActor(hit.hitSector, hit.hitpos, RTILE_SHOTSPARK1, -15, DVector2(0.375, 0.375), ang, 0., 0., actor, 4);
if (!spark) return;
spark->spr.extra = ScriptCode[gs.actorinfo[atwith].scriptaddress];
@ -427,11 +427,11 @@ static void shootweapon(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int
{
fi.checkhitsprite(hit.actor(), spark);
if (!hit.actor()->isPlayer())
spawn(spark, SMALLSMOKE);
spawn(spark, RTILE_SMALLSMOKE);
else spark->spr.scale = DVector2(0, 0);
}
else if (hit.hitWall != nullptr)
fi.checkhitwall(spark, hit.hitWall, hit.hitpos, SHOTSPARK1);
fi.checkhitwall(spark, hit.hitWall, hit.hitpos, RTILE_SHOTSPARK1);
}
if ((krand() & 255) < 10)
@ -454,12 +454,12 @@ static void shootstuff(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int a
if (isRRRA())
{
if (atwith != SHITBALL && actor->spr.extra >= 0) actor->spr.shade = -96;
if (atwith != RTILE_SHITBALL && actor->spr.extra >= 0) actor->spr.shade = -96;
scount = 1;
if (atwith == SHITBALL)
if (atwith == RTILE_SHITBALL)
{
if (actor->spr.picnum == MAMA)
if (actor->spr.picnum == RTILE_MAMA)
vel = 37.5;
else
vel = 25;
@ -470,18 +470,18 @@ static void shootstuff(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int a
if (actor->spr.extra >= 0) actor->spr.shade = -96;
scount = 1;
if (atwith == SHITBALL) vel = 25;
if (atwith == RTILE_SHITBALL) vel = 25;
}
if (atwith != SHITBALL)
if (atwith != RTILE_SHITBALL)
{
vel = 52.5;
pos.Z -= 4;
if (actor->spr.picnum == HULK)
if (actor->spr.picnum == RTILE_HULK)
{
pos += (actor->spr.Angles.Yaw + DAngle45).ToVector() * 16;
pos.Z += 12;
}
if (actor->spr.picnum == VIXEN)
if (actor->spr.picnum == RTILE_VIXEN)
{
pos.Z -= 12;
}
@ -510,11 +510,11 @@ static void shootstuff(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int a
{
double x;
int j = findplayer(actor, &x);
if (actor->spr.picnum == HULK)
if (actor->spr.picnum == RTILE_HULK)
ang -= randomAngle(22.5 / 4);
else if (actor->spr.picnum == VIXEN)
else if (actor->spr.picnum == RTILE_VIXEN)
ang -= randomAngle(22.5 / 8);
else if (actor->spr.picnum != UFOBEAM)
else if (actor->spr.picnum != RTILE_UFOBEAM)
ang += DAngle22_5 / 8. - randomAngle(22.5 / 4);
double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length();
@ -522,11 +522,11 @@ static void shootstuff(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int a
}
double oldzvel = zvel;
double scale = p >= 0? 0.109375 : atwith == VIXENSHOT? 0.125 : 0.28125;
double scale = p >= 0? 0.109375 : atwith == RTILE_VIXENSHOT? 0.125 : 0.28125;
if (atwith == SHITBALL)
if (atwith == RTILE_SHITBALL)
{
if (!isRRRA() || actor->spr.picnum != MAMA) pos.Z -= 10; else pos.Z -= 20;
if (!isRRRA() || actor->spr.picnum != RTILE_MAMA) pos.Z -= 10; else pos.Z -= 20;
}
while (scount > 0)
@ -540,7 +540,7 @@ static void shootstuff(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int a
ang = actor->spr.Angles.Yaw + DAngle22_5 / 4 + randomAngle(22.5 / 2);
zvel = oldzvel + 2 - krandf(4);
if (atwith == FIRELASER)
if (atwith == RTILE_FIRELASER)
{
spawned->spr.scale = DVector2(0.125, 0.125);
}
@ -574,9 +574,9 @@ static void shootrpg(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int atw
aimed = aim(actor, AUTO_AIM_ANGLE);
if (aimed)
{
if (isRRRA() && atwith == RPG2)
if (isRRRA() && atwith == RTILE_RPG2)
{
if (aimed->spr.picnum == HEN || aimed->spr.picnum == HENSTAYPUT)
if (aimed->spr.picnum == RTILE_HEN || aimed->spr.picnum == RTILE_HENSTAYPUT)
act90 = ps[screenpeek].GetActor();
else
act90 = aimed;
@ -631,11 +631,11 @@ static void shootrpg(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int atw
if (p == -1)
{
if (actor->spr.picnum == HULK)
if (actor->spr.picnum == RTILE_HULK)
{
spawned->spr.scale = DVector2(0.125, 0.125);
}
else if (atwith != FREEZEBLAST)
else if (atwith != RTILE_FREEZEBLAST)
{
spawned->spr.scale = DVector2(0.46875, 0.46875);
spawned->spr.extra >>= 2;
@ -661,7 +661,7 @@ static void shootrpg(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int atw
}
spawned->spr.cstat = CSTAT_SPRITE_YCENTER;
if (atwith == RPG || (atwith == RPG2 && isRRRA()))
if (atwith == RTILE_RPG || (atwith == RTILE_RPG2 && isRRRA()))
spawned->clipdist = 1;
else
spawned->clipdist = 10;
@ -684,13 +684,13 @@ static void shootwhip(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int at
if (actor->spr.extra >= 0) actor->spr.shade = -96;
scount = 1;
if (atwith == OWHIP)
if (atwith == RTILE_OWHIP)
{
vel = 300/16.;
pos.Z -= 15;
scount = 1;
}
else if (atwith == UWHIP)
else if (atwith == RTILE_UWHIP)
{
vel = 300/16;
pos.Z += 4;
@ -715,7 +715,7 @@ static void shootwhip(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int at
{
double x;
int j = findplayer(actor, &x);
if (actor->spr.picnum == VIXEN)
if (actor->spr.picnum == RTILE_VIXEN)
ang -= randomAngle(22.5 / 8);
else
ang += DAngle22_5/8 - randomAngle(22.5 / 4);
@ -762,7 +762,7 @@ static void shootmortar(DDukeActor* actor, int p, const DVector3& pos, DAngle an
if (zvel < -8)
zvel = -4;
double vel = x / 16.;
double size = atwith == CHEERBOMB ? 0.25 : 0.5;
double size = atwith == RTILE_CHEERBOMB ? 0.25 : 0.5;
CreateActor(sect, pos.plusZ(-6) + ang.ToVector() * 4, atwith, -64, DVector2(size, size), ang, vel, zvel, actor, 1);
}
@ -813,21 +813,21 @@ void shoot_r(DDukeActor* actor, int atwith, PClass* cls)
switch (atwith)
{
case SLINGBLADE:
case RTILE_SLINGBLADE:
if (!isRRRA()) break;
[[fallthrough]];
case KNEE:
case GROWSPARK:
case RTILE_KNEE:
case RTILE_GROWSPARK:
shootmelee(actor, p, spos, sang, atwith);
return;
case SHOTSPARK1:
case SHOTGUN:
case CHAINGUN:
case RTILE_SHOTSPARK1:
case RTILE_SHOTGUN:
case RTILE_CHAINGUN:
shootweapon(actor, p, spos, sang, atwith);
return;
case POWDERKEG:
case RTILE_POWDERKEG:
{
auto j = spawn(actor, atwith);
if (j)
@ -838,31 +838,31 @@ void shoot_r(DDukeActor* actor, int atwith, PClass* cls)
}
break;
}
case OWHIP:
case UWHIP:
case RTILE_OWHIP:
case RTILE_UWHIP:
shootwhip(actor, p, spos, sang, atwith);
return;
case FIRELASER:
case SHITBALL:
case VIXENSHOT:
case RTILE_FIRELASER:
case RTILE_SHITBALL:
case RTILE_VIXENSHOT:
shootstuff(actor, p, spos, sang, atwith);
return;
case RPG2:
case BOATGRENADE:
case RTILE_RPG2:
case RTILE_BOATGRENADE:
if (isRRRA()) goto rrra_rpg2;
else break;
case RPG:
case SAWBLADE:
case RTILE_RPG:
case RTILE_SAWBLADE:
rrra_rpg2:
shootrpg(actor, p, spos, sang, atwith);
break;
case CHEERBOMB:
case RTILE_CHEERBOMB:
if (!isRRRA()) break;
case MORTER:
case RTILE_MORTER:
shootmortar(actor, p, spos, sang, atwith);
break;
}
@ -986,7 +986,7 @@ void selectweapon_r(int snum, int weap)
DukeStatIterator it(STAT_ACTOR);
while (auto act = it.Next())
{
if (act->spr.picnum == DYNAMITE && act->GetOwner() == p->GetActor())
if (act->spr.picnum == RTILE_DYNAMITE && act->GetOwner() == p->GetActor())
{
p->gotweapon[DYNAMITE_WEAPON] = true;
j = THROWINGDYNAMITE_WEAPON;
@ -1398,9 +1398,9 @@ int doincrements_r(player_struct* p)
void checkweapons_r(player_struct* p)
{
static const uint16_t weapon_sprites[MAX_WEAPONS] = { KNEE, FIRSTGUNSPRITE, SHOTGUNSPRITE,
RIFLEGUNSPRITE, DYNAMITE, CROSSBOWSPRITE, RIPSAWSPRITE, ALIENBLASTERSPRITE,
POWDERKEG, BOWLINGBALLSPRITE, TITSPRITE, DYNAMITE };
static const uint16_t weapon_sprites[MAX_WEAPONS] = { RTILE_KNEE, RTILE_FIRSTGUNSPRITE, RTILE_SHOTGUNSPRITE,
RTILE_RIFLEGUNSPRITE, RTILE_DYNAMITE, RTILE_CROSSBOWSPRITE, RTILE_RIPSAWSPRITE, RTILE_ALIENBLASTERSPRITE,
RTILE_POWDERKEG, RTILE_BOWLINGBALLSPRITE, RTILE_TITSPRITE, RTILE_DYNAMITE };
if (isRRRA())
{
@ -1455,7 +1455,7 @@ void checkweapons_r(player_struct* p)
[[fallthrough]];
case DYNAMITE_WEAPON:
case CROSSBOW_WEAPON:
spawn(p->GetActor(), EXPLOSION2);
spawn(p->GetActor(), RTILE_EXPLOSION2);
break;
}
}
@ -1464,7 +1464,7 @@ void checkweapons_r(player_struct* p)
{
if (p->keys[i] == 1)
{
auto j = spawn(p->GetActor(), ACCESSCARD);
auto j = spawn(p->GetActor(), RTILE_ACCESSCARD);
if (j) switch (i)
{
case 1:
@ -1993,15 +1993,15 @@ static void movement(int snum, ESyncBits actions, sectortype* psect, double floo
if (p->on_ground == 1)
{
if (p->dummyplayersprite == nullptr)
p->dummyplayersprite = spawn(pact, PLAYERONWATER);
p->dummyplayersprite = spawn(pact, RTILE_PLAYERONWATER);
p->footprintcount = 6;
if (p->cursector->floorpicnum == FLOORSLIME)
if (p->cursector->floorpicnum == RTILE_FLOORSLIME)
{
p->footprintpal = 8;
p->footprintshade = 0;
}
else if (isRRRA() && (p->cursector->floorpicnum == RRTILE7756 || p->cursector->floorpicnum == RRTILE7888))
else if (isRRRA() && (p->cursector->floorpicnum == RTILE_RRTILE7756 || p->cursector->floorpicnum == RTILE_RRTILE7888))
{
p->footprintpal = 0;
p->footprintshade = 40;
@ -2250,7 +2250,7 @@ static void underwater(int snum, ESyncBits actions, double floorz, double ceilin
if (p->scuba_on && (krand() & 255) < 8)
{
auto j = spawn(pact, WATERBUBBLE);
auto j = spawn(pact, RTILE_WATERBUBBLE);
if (j)
{
j->spr.pos += (p->GetActor()->spr.Angles.Yaw.ToVector() + DVector2(12 - (global_random & 8), 12 - (global_random & 8))) * 16;
@ -2381,7 +2381,7 @@ void onMotorcycleHit(int snum, DDukeActor* victim)
}
else
victim->SetHitOwner(p->GetActor());
victim->attackertype = MOTOHIT;
victim->attackertype = RTILE_MOTOHIT;
victim->hitextra = int(p->MotoSpeed * 0.5);
p->MotoSpeed -= p->MotoSpeed / 4.;
p->TurbCount = 6;
@ -2415,7 +2415,7 @@ void onBoatHit(int snum, DDukeActor* victim)
}
else
victim->SetHitOwner(p->GetActor());
victim->attackertype = MOTOHIT;
victim->attackertype = RTILE_MOTOHIT;
victim->hitextra = int(p->MotoSpeed * 0.25);
p->MotoSpeed -= p->MotoSpeed / 4.;
p->TurbCount = 6;
@ -2625,7 +2625,7 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
zvel -= 4;
}
auto spawned = CreateActor(p->cursector, p->GetActor()->getPosWithOffsetZ() + p->GetActor()->spr.Angles.Yaw.ToVector() * 16, DYNAMITE, -16, DVector2(0.140625, 0.140625),
auto spawned = CreateActor(p->cursector, p->GetActor()->getPosWithOffsetZ() + p->GetActor()->spr.Angles.Yaw.ToVector() * 16, RTILE_DYNAMITE, -16, DVector2(0.140625, 0.140625),
p->GetActor()->spr.Angles.Yaw, (vel + p->hbomb_hold_delay * 2) * 2, zvel, pact, 1);
if (spawned)
@ -2668,7 +2668,7 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
case PISTOL_WEAPON:
if (p->kickback_pic == 1)
{
fi.shoot(pact, SHOTSPARK1, nullptr);
fi.shoot(pact, RTILE_SHOTSPARK1, nullptr);
S_PlayActorSound(PISTOL_FIRE, pact);
p->noise_radius = 512;
madenoise(snum);
@ -2733,16 +2733,16 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
if (p->kickback_pic == 4)
{
fi.shoot(pact, SHOTGUN, nullptr);
fi.shoot(pact, SHOTGUN, nullptr);
fi.shoot(pact, SHOTGUN, nullptr);
fi.shoot(pact, SHOTGUN, nullptr);
fi.shoot(pact, SHOTGUN, nullptr);
fi.shoot(pact, SHOTGUN, nullptr);
fi.shoot(pact, SHOTGUN, nullptr);
fi.shoot(pact, SHOTGUN, nullptr);
fi.shoot(pact, SHOTGUN, nullptr);
fi.shoot(pact, SHOTGUN, nullptr);
fi.shoot(pact, RTILE_SHOTGUN, nullptr);
fi.shoot(pact, RTILE_SHOTGUN, nullptr);
fi.shoot(pact, RTILE_SHOTGUN, nullptr);
fi.shoot(pact, RTILE_SHOTGUN, nullptr);
fi.shoot(pact, RTILE_SHOTGUN, nullptr);
fi.shoot(pact, RTILE_SHOTGUN, nullptr);
fi.shoot(pact, RTILE_SHOTGUN, nullptr);
fi.shoot(pact, RTILE_SHOTGUN, nullptr);
fi.shoot(pact, RTILE_SHOTGUN, nullptr);
fi.shoot(pact, RTILE_SHOTGUN, nullptr);
p->ammo_amount[SHOTGUN_WEAPON]--;
@ -2759,16 +2759,16 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
{
if (p->shotgun_state[1])
{
fi.shoot(pact, SHOTGUN, nullptr);
fi.shoot(pact, SHOTGUN, nullptr);
fi.shoot(pact, SHOTGUN, nullptr);
fi.shoot(pact, SHOTGUN, nullptr);
fi.shoot(pact, SHOTGUN, nullptr);
fi.shoot(pact, SHOTGUN, nullptr);
fi.shoot(pact, SHOTGUN, nullptr);
fi.shoot(pact, SHOTGUN, nullptr);
fi.shoot(pact, SHOTGUN, nullptr);
fi.shoot(pact, SHOTGUN, nullptr);
fi.shoot(pact, RTILE_SHOTGUN, nullptr);
fi.shoot(pact, RTILE_SHOTGUN, nullptr);
fi.shoot(pact, RTILE_SHOTGUN, nullptr);
fi.shoot(pact, RTILE_SHOTGUN, nullptr);
fi.shoot(pact, RTILE_SHOTGUN, nullptr);
fi.shoot(pact, RTILE_SHOTGUN, nullptr);
fi.shoot(pact, RTILE_SHOTGUN, nullptr);
fi.shoot(pact, RTILE_SHOTGUN, nullptr);
fi.shoot(pact, RTILE_SHOTGUN, nullptr);
fi.shoot(pact, RTILE_SHOTGUN, nullptr);
p->ammo_amount[SHOTGUN_WEAPON]--;
@ -2847,7 +2847,7 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
if ((p->kickback_pic % 3) == 0)
{
auto j = spawn(pact, SHELL);
auto j = spawn(pact, RTILE_SHELL);
if (j)
{
@ -2859,7 +2859,7 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
}
S_PlayActorSound(CHAINGUN_FIRE, pact);
fi.shoot(pact, CHAINGUN, nullptr);
fi.shoot(pact, RTILE_CHAINGUN, nullptr);
p->noise_radius = 512;
madenoise(snum);
lastvisinc = PlayClock + 32;
@ -2891,7 +2891,7 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
if (p->kickback_pic > 3)
{
p->okickback_pic = p->kickback_pic = 0;
fi.shoot(pact, GROWSPARK, nullptr);
fi.shoot(pact, RTILE_GROWSPARK, nullptr);
p->noise_radius = 64;
madenoise(snum);
checkavailweapon(p);
@ -2904,7 +2904,7 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
if (p->kickback_pic == 1)
{
p->ammo_amount[THROWSAW_WEAPON]--;
fi.shoot(pact, SAWBLADE, nullptr);
fi.shoot(pact, RTILE_SAWBLADE, nullptr);
checkavailweapon(p);
}
p->kickback_pic++;
@ -2919,7 +2919,7 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
p->visibility = 0;
lastvisinc = PlayClock + 32;
S_PlayActorSound(CHAINGUN_FIRE, pact);
fi.shoot(pact, SHOTSPARK1, nullptr);
fi.shoot(pact, RTILE_SHOTSPARK1, nullptr);
p->noise_radius = 1024;
madenoise(snum);
p->ammo_amount[TIT_WEAPON]--;
@ -2946,7 +2946,7 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
p->visibility = 0;
lastvisinc = PlayClock + 32;
S_PlayActorSound(CHAINGUN_FIRE, pact);
fi.shoot(pact, CHAINGUN, nullptr);
fi.shoot(pact, RTILE_CHAINGUN, nullptr);
p->noise_radius = 1024;
madenoise(snum);
p->ammo_amount[MOTORCYCLE_WEAPON]--;
@ -2973,7 +2973,7 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
{
p->MotoSpeed -= 20;
p->ammo_amount[BOAT_WEAPON]--;
fi.shoot(pact, BOATGRENADE, nullptr);
fi.shoot(pact, RTILE_BOATGRENADE, nullptr);
}
p->kickback_pic++;
if (p->kickback_pic > 20)
@ -2990,7 +2990,7 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
case ALIENBLASTER_WEAPON:
p->kickback_pic++;
if (p->kickback_pic >= 7 && p->kickback_pic <= 11)
fi.shoot(pact, FIRELASER, nullptr);
fi.shoot(pact, RTILE_FIRELASER, nullptr);
if (p->kickback_pic == 5)
{
@ -3033,7 +3033,7 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
zvel -= 4;
}
CreateActor(p->cursector, p->GetActor()->getPosWithOffsetZ() + p->GetActor()->spr.Angles.Yaw.ToVector() * 16, POWDERKEG, -16, DVector2(0.140625, 0.140625), p->GetActor()->spr.Angles.Yaw, vel * 2, zvel, pact, 1);
CreateActor(p->cursector, p->GetActor()->getPosWithOffsetZ() + p->GetActor()->spr.Angles.Yaw.ToVector() * 16, RTILE_POWDERKEG, -16, DVector2(0.140625, 0.140625), p->GetActor()->spr.Angles.Yaw, vel * 2, zvel, pact, 1);
}
p->kickback_pic++;
if (p->kickback_pic > 20)
@ -3048,7 +3048,7 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
{
p->ammo_amount[BOWLING_WEAPON]--;
S_PlayActorSound(354, pact);
fi.shoot(pact, BOWLINGBALL, nullptr);
fi.shoot(pact, RTILE_BOWLINGBALL, nullptr);
p->noise_radius = 64;
madenoise(snum);
}
@ -3071,7 +3071,7 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
S_PlayActorSound(426, pact);
if (p->kickback_pic == 12)
{
fi.shoot(pact, KNEE, nullptr);
fi.shoot(pact, RTILE_KNEE, nullptr);
p->noise_radius = 64;
madenoise(snum);
}
@ -3089,7 +3089,7 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
S_PlayActorSound(252, pact);
if (p->kickback_pic == 8)
{
fi.shoot(pact, SLINGBLADE, nullptr);
fi.shoot(pact, RTILE_SLINGBLADE, nullptr);
p->noise_radius = 64;
madenoise(snum);
}
@ -3109,7 +3109,7 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
p->ammo_amount[DYNAMITE_WEAPON]--;
lastvisinc = PlayClock + 32;
p->visibility = 0;
fi.shoot(pact, RPG, nullptr);
fi.shoot(pact, RTILE_RPG, nullptr);
p->noise_radius = 2048;
madenoise(snum);
checkavailweapon(p);
@ -3127,7 +3127,7 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
p->ammo_amount[CHICKEN_WEAPON]--;
lastvisinc = PlayClock + 32;
p->visibility = 0;
fi.shoot(pact, RPG2, nullptr);
fi.shoot(pact, RTILE_RPG2, nullptr);
p->noise_radius = 2048;
madenoise(snum);
checkavailweapon(p);
@ -3244,7 +3244,7 @@ void processinput_r(int snum)
DukeSectIterator it(psectp);
while (auto act2 = it.Next())
{
if (act2->spr.picnum == RRTILE380)
if (act2->spr.picnum == RTILE_RRTILE380)
if (act2->spr.pos.Z - 8 < p->GetActor()->getOffsetZ())
psectlotag = 2;
}
@ -3252,7 +3252,7 @@ void processinput_r(int snum)
else if (psectlotag == 7777 && (currentLevel->gameflags & LEVEL_RR_HULKSPAWN))
lastlevel = 1;
if (psectlotag == 848 && psectp->floorpicnum == WATERTILE2)
if (psectlotag == 848 && psectp->floorpicnum == RTILE_WATERTILE2)
psectlotag = 1;
if (psectlotag == 857)
@ -3294,7 +3294,7 @@ void processinput_r(int snum)
chz.setNone();
ceilingz = p->truecz;
}
else if (chz.actor()->spr.picnum == LADDER)
else if (chz.actor()->spr.picnum == RTILE_LADDER)
{
if (!p->stairs)
{
@ -3316,7 +3316,7 @@ void processinput_r(int snum)
{
if (badguy(clz.actor()))
{
clz.actor()->attackertype = MOTOHIT;
clz.actor()->attackertype = RTILE_MOTOHIT;
clz.actor()->hitextra = int(2 + (p->MotoSpeed * 0.5));
p->MotoSpeed -= p->MotoSpeed * (1. / 16.);
}
@ -3339,7 +3339,7 @@ void processinput_r(int snum)
auto ang = (clz.actor()->spr.pos.XY() - p->GetActor()->spr.pos.XY()).Angle();
p->vel.XY() -= ang.ToVector();
}
if (clz.actor()->spr.picnum == LADDER)
if (clz.actor()->spr.picnum == RTILE_LADDER)
{
if (!p->stairs)
{
@ -3435,7 +3435,7 @@ void processinput_r(int snum)
pact->vel.X = clamp((p->GetActor()->spr.pos.XY() - p->bobpos).Length(), 0., 32.);
if (p->on_ground) p->bobcounter += int(p->GetActor()->vel.X * 8);
p->backuppos(ud.clipping == 0 && ((p->insector() && p->cursector->floorpicnum == MIRROR) || !p->insector()));
p->backuppos(ud.clipping == 0 && ((p->insector() && p->cursector->floorpicnum == RTILE_MIRROR) || !p->insector()));
// Shrinking code
@ -3496,8 +3496,8 @@ void processinput_r(int snum)
if (p->on_ground && truefdist <= gs.playerheight + 16)
{
int whichsound = (tileflags(j) & TFLAG_ELECTRIC) ? 0 : j == FLOORSLIME ? 1 : j == FLOORPLASMA ? 2 :
(isRRRA() && (j == RRTILE7768 || j == RRTILE7820) ? 3 : -1);
int whichsound = (tileflags(j) & TFLAG_ELECTRIC) ? 0 : j == RTILE_FLOORSLIME ? 1 : j == RTILE_FLOORPLASMA ? 2 :
(isRRRA() && (j == RTILE_RRTILE7768 || j == RTILE_RRTILE7820) ? 3 : -1);
if (j >= 0) k = makepainsounds(snum, whichsound);
}
@ -3578,13 +3578,13 @@ void processinput_r(int snum)
}
}
if (isRRRA() && psectp->floorpicnum == RRTILE7888)
if (isRRRA() && psectp->floorpicnum == RTILE_RRTILE7888)
{
if (p->OnMotorcycle)
if (p->on_ground)
p->moto_on_oil = 1;
}
else if (isRRRA() && psectp->floorpicnum == RRTILE7889)
else if (isRRRA() && psectp->floorpicnum == RTILE_RRTILE7889)
{
if (p->OnMotorcycle)
{
@ -3600,7 +3600,7 @@ void processinput_r(int snum)
}
else
if (psectp->floorpicnum == MUDDY || psectp->floorpicnum == MUDDYPATH)
if (psectp->floorpicnum == RTILE_MUDDY || psectp->floorpicnum == RTILE_MUDDYPATH)
{
if (p->OnMotorcycle)
{
@ -3696,7 +3696,7 @@ HORIZONLY:
if (clip.actor()->spr.statnum != 1)
{
clip.actor()->timetosleep = 0;
if (clip.actor()->spr.picnum == BILLYRAY)
if (clip.actor()->spr.picnum == RTILE_BILLYRAY)
S_PlayActorSound(404, clip.actor());
else
check_fta_sounds_r(clip.actor());
@ -3923,7 +3923,7 @@ void OffMotorcycle(player_struct *p)
p->TurbCount = 0;
p->vel.XY() = p->GetActor()->spr.Angles.Yaw.ToVector() / 2048.;
p->moto_underwater = 0;
auto spawned = spawn(p->GetActor(), EMPTYBIKE);
auto spawned = spawn(p->GetActor(), RTILE_EMPTYBIKE);
if (spawned)
{
spawned->spr.Angles.Yaw = p->GetActor()->spr.Angles.Yaw;
@ -3977,7 +3977,7 @@ void OffBoat(player_struct *p)
p->TurbCount = 0;
p->vel.XY() = p->GetActor()->spr.Angles.Yaw.ToVector() / 2048.;
p->moto_underwater = 0;
auto spawned = spawn(p->GetActor(), EMPTYBOAT);
auto spawned = spawn(p->GetActor(), RTILE_EMPTYBOAT);
if (spawned)
{
spawned->spr.Angles.Yaw = p->GetActor()->spr.Angles.Yaw;

View file

@ -58,223 +58,223 @@ static void cachespritenum(DDukeActor* actor)
switch (actor->spr.picnum)
{
case HYDRENT:
tloadtile(BROKEFIREHYDRENT);
for (j = TOILETWATER; j < (TOILETWATER + 4); j++)
case RTILE_HYDRENT:
tloadtile(RTILE_BROKEFIREHYDRENT);
for (j = RTILE_TOILETWATER; j < (RTILE_TOILETWATER + 4); j++)
tloadtile(j, pal);
break;
case TOILETSEAT:
case TOILET2:
case RTILE_TOILETSEAT:
case RTILE_TOILET2:
tloadtile(actor->spr.picnum, pal);
break;
case TOILET:
tloadtile(TOILETBROKE);
for (j = TOILETWATER; j < (TOILETWATER + 4); j++)
case RTILE_TOILET:
tloadtile(RTILE_TOILETBROKE);
for (j = RTILE_TOILETWATER; j < (RTILE_TOILETWATER + 4); j++)
tloadtile(j, pal);
break;
case STALL:
tloadtile(STALLBROKE);
for (j = TOILETWATER; j < (TOILETWATER + 4); j++)
case RTILE_STALL:
tloadtile(RTILE_STALLBROKE);
for (j = RTILE_TOILETWATER; j < (RTILE_TOILETWATER + 4); j++)
tloadtile(j, pal);
break;
case FORCERIPPLE:
case RTILE_FORCERIPPLE:
maxc = 9;
break;
case RUBBERCAN:
case RTILE_RUBBERCAN:
maxc = 2;
break;
case TOILETWATER:
case RTILE_TOILETWATER:
maxc = 4;
break;
case BUBBASTAND:
for (j = BUBBASCRATCH; j <= (BUBBASCRATCH + 47); j++)
case RTILE_BUBBASTAND:
for (j = RTILE_BUBBASCRATCH; j <= (RTILE_BUBBASCRATCH + 47); j++)
tloadtile(j, pal);
maxc = 0;
break;
case SBSWIPE:
case RTILE_SBSWIPE:
if (isRRRA())
for (j = SBSWIPE; j <= (SBSWIPE + 29); j++)
for (j = RTILE_SBSWIPE; j <= (RTILE_SBSWIPE + 29); j++)
tloadtile(j, pal);
maxc = 0;
break;
case COOT:
for (j = COOT; j <= (COOT + 217); j++)
case RTILE_COOT:
for (j = RTILE_COOT; j <= (RTILE_COOT + 217); j++)
tloadtile(j, pal);
for (j = COOTJIBA; j < COOTJIBC + 4; j++)
for (j = RTILE_COOTJIBA; j < RTILE_COOTJIBC + 4; j++)
tloadtile(j, pal);
maxc = 0;
break;
case LTH:
case RTILE_LTH:
maxc = 105;
for (j = LTH; j < (LTH + maxc); j++)
for (j = RTILE_LTH; j < (RTILE_LTH + maxc); j++)
tloadtile(j, pal);
maxc = 0;
break;
case BILLYRAY:
case RTILE_BILLYRAY:
maxc = 144;
for (j = BILLYWALK; j < (BILLYWALK + maxc); j++)
for (j = RTILE_BILLYWALK; j < (RTILE_BILLYWALK + maxc); j++)
tloadtile(j, pal);
for (j = BILLYJIBA; j <= BILLYJIBB + 4; j++)
for (j = RTILE_BILLYJIBA; j <= RTILE_BILLYJIBB + 4; j++)
tloadtile(j, pal);
maxc = 0;
break;
case COW:
case RTILE_COW:
maxc = 56;
for (j = actor->spr.picnum; j < (actor->spr.picnum + maxc); j++)
tloadtile(j, pal);
maxc = 0;
break;
case DOGRUN:
for (j = DOGATTACK; j <= DOGATTACK + 35; j++)
case RTILE_DOGRUN:
for (j = RTILE_DOGATTACK; j <= RTILE_DOGATTACK + 35; j++)
tloadtile(j, pal);
for (j = DOGRUN; j <= DOGRUN + 80; j++)
for (j = RTILE_DOGRUN; j <= RTILE_DOGRUN + 80; j++)
tloadtile(j, pal);
maxc = 0;
break;
case RABBIT:
case RTILE_RABBIT:
if (isRRRA())
{
for (j = RABBIT; j <= RABBIT + 54; j++)
for (j = RTILE_RABBIT; j <= RTILE_RABBIT + 54; j++)
tloadtile(j, pal);
for (j = RABBIT + 56; j <= RABBIT + 56 + 49; j++)
for (j = RTILE_RABBIT + 56; j <= RTILE_RABBIT + 56 + 49; j++)
tloadtile(j, pal);
for (j = RABBIT + 56; j <= RABBIT + 56 + 49; j++)
for (j = RTILE_RABBIT + 56; j <= RTILE_RABBIT + 56 + 49; j++)
tloadtile(j, pal);
maxc = 0;
}
break;
case BIKERB:
case BIKERBV2:
case RTILE_BIKERB:
case RTILE_BIKERBV2:
if (isRRRA())
{
for (j = BIKERB; j <= BIKERB + 104; j++)
for (j = RTILE_BIKERB; j <= RTILE_BIKERB + 104; j++)
tloadtile(j, pal);
maxc = 0;
}
break;
case BIKER:
case RTILE_BIKER:
if (isRRRA())
{
for (j = BIKER; j <= BIKER + 116; j++)
for (j = RTILE_BIKER; j <= RTILE_BIKER + 116; j++)
tloadtile(j, pal);
for (j = BIKER + 150; j <= BIKER + 150 + 104; j++)
for (j = RTILE_BIKER + 150; j <= RTILE_BIKER + 150 + 104; j++)
tloadtile(j, pal);
maxc = 0;
}
break;
case CHEER:
case RTILE_CHEER:
if (isRRRA())
{
for (j = CHEER; j <= CHEER + 44; j++)
for (j = RTILE_CHEER; j <= RTILE_CHEER + 44; j++)
tloadtile(j, pal);
for (j = CHEER + 47; j <= CHEER + 47 + 211; j++)
for (j = RTILE_CHEER + 47; j <= RTILE_CHEER + 47 + 211; j++)
tloadtile(j, pal);
for (j = CHEER + 262; j <= CHEER + 262 + 72; j++)
for (j = RTILE_CHEER + 262; j <= RTILE_CHEER + 262 + 72; j++)
tloadtile(j, pal);
maxc = 0;
}
break;
case CHEERB:
case RTILE_CHEERB:
if (isRRRA())
{
for (j = CHEERB; j <= CHEERB + 83; j++)
for (j = RTILE_CHEERB; j <= RTILE_CHEERB + 83; j++)
tloadtile(j, pal);
for (j = CHEERB + 157; j <= CHEERB + 157 + 83; j++)
for (j = RTILE_CHEERB + 157; j <= RTILE_CHEERB + 157 + 83; j++)
tloadtile(j, pal);
maxc = 0;
}
break;
case MAMA:
case RTILE_MAMA:
if (isRRRA())
{
for (j = MAMA; j <= MAMA + 78; j++)
for (j = RTILE_MAMA; j <= RTILE_MAMA + 78; j++)
tloadtile(j, pal);
for (j = MAMA + 80; j <= MAMA + 80 + 7; j++)
for (j = RTILE_MAMA + 80; j <= RTILE_MAMA + 80 + 7; j++)
tloadtile(j, pal);
for (j = MAMA + 90; j <= MAMA + 90 + 94; j++)
for (j = RTILE_MAMA + 90; j <= RTILE_MAMA + 90 + 94; j++)
tloadtile(j, pal);
maxc = 0;
}
break;
case CHEERBOAT:
case RTILE_CHEERBOAT:
if (isRRRA())
{
tloadtile(CHEERBOAT);
tloadtile(RTILE_CHEERBOAT);
maxc = 0;
}
break;
case HULKBOAT:
case RTILE_HULKBOAT:
if (isRRRA())
{
tloadtile(HULKBOAT);
tloadtile(RTILE_HULKBOAT);
maxc = 0;
}
break;
case MINIONBOAT:
case RTILE_MINIONBOAT:
if (isRRRA())
{
tloadtile(MINIONBOAT);
tloadtile(RTILE_MINIONBOAT);
maxc = 0;
}
break;
case BILLYPLAY:
case RTILE_BILLYPLAY:
if (isRRRA())
{
for (j = BILLYPLAY; j <= BILLYPLAY + 2; j++)
for (j = RTILE_BILLYPLAY; j <= RTILE_BILLYPLAY + 2; j++)
tloadtile(j, pal);
maxc = 0;
}
break;
case COOTPLAY:
case RTILE_COOTPLAY:
if (isRRRA())
{
for (j = COOTPLAY; j <= COOTPLAY + 4; j++)
for (j = RTILE_COOTPLAY; j <= RTILE_COOTPLAY + 4; j++)
tloadtile(j, pal);
maxc = 0;
}
break;
case PIG:
case PIGSTAYPUT:
case RTILE_PIG:
case RTILE_PIGSTAYPUT:
maxc = 68;
break;
case TORNADO:
case RTILE_TORNADO:
maxc = 7;
break;
case HEN:
case HENSTAND:
case RTILE_HEN:
case RTILE_HENSTAND:
maxc = 34;
break;
case APLAYER:
case RTILE_APLAYER:
maxc = 0;
if (ud.multimode > 1)
{
maxc = 5;
for (j = APLAYER; j < APLAYER + 220; j++)
for (j = RTILE_APLAYER; j < RTILE_APLAYER + 220; j++)
tloadtile(j, pal);
for (j = DUKEGUN; j < DUKELEG + 4; j++)
for (j = RTILE_DUKEGUN; j < RTILE_DUKELEG + 4; j++)
tloadtile(j, pal);
}
break;
case ATOMICHEALTH:
case RTILE_ATOMICHEALTH:
maxc = 14;
break;
case DRONE:
case RTILE_DRONE:
maxc = 6;
break;
case EXPLODINGBARREL:
case RTILE_EXPLODINGBARREL:
maxc = 3;
break;
case NUKEBARREL:
case RTILE_NUKEBARREL:
maxc = 5;
break;
case VIXEN:
case RTILE_VIXEN:
maxc = 214;
for (j = actor->spr.picnum; j < actor->spr.picnum + maxc; j++)
tloadtile(j, pal);
maxc = 0;
break;
case SBMOVE:
case RTILE_SBMOVE:
if (!isRRRA())
{
@ -282,24 +282,24 @@ static void cachespritenum(DDukeActor* actor)
for (j = actor->spr.picnum; j < actor->spr.picnum + maxc; j++)
tloadtile(j, pal);
maxc = 100;
for (j = SBMOVE; j < SBMOVE + maxc; j++)
for (j = RTILE_SBMOVE; j < RTILE_SBMOVE + maxc; j++)
tloadtile(j, pal);
maxc = 0;
}
break;
case HULK:
case RTILE_HULK:
maxc = 40;
for (j = actor->spr.picnum - 41; j < actor->spr.picnum + maxc - 41; j++)
tloadtile(j, pal);
for (j = HULKJIBA; j <= HULKJIBC + 4; j++)
for (j = RTILE_HULKJIBA; j <= RTILE_HULKJIBC + 4; j++)
tloadtile(j, pal);
maxc = 0;
break;
case MINION:
case RTILE_MINION:
maxc = 141;
for (j = actor->spr.picnum; j < actor->spr.picnum + maxc; j++)
tloadtile(j, pal);
for (j = MINJIBA; j <= MINJIBC + 4; j++)
for (j = RTILE_MINJIBA; j <= RTILE_MINJIBC + 4; j++)
tloadtile(j, pal);
maxc = 0;
break;
@ -321,38 +321,38 @@ static void cachegoodsprites(void)
{
int i;
tloadtile(BOTTOMSTATUSBAR);
tloadtile(RTILE_BOTTOMSTATUSBAR);
if (ud.multimode > 1)
{
tloadtile(FRAGBAR);
tloadtile(RTILE_FRAGBAR);
}
for (i = FOOTPRINTS; i < FOOTPRINTS + 3; i++)
for (i = RTILE_FOOTPRINTS; i < RTILE_FOOTPRINTS + 3; i++)
tloadtile(i);
for (i = BURNING; i < BURNING + 14; i++)
for (i = RTILE_BURNING; i < RTILE_BURNING + 14; i++)
tloadtile(i);
for (i = FIRSTGUN; i < FIRSTGUN + 10; i++)
for (i = RTILE_FIRSTGUN; i < RTILE_FIRSTGUN + 10; i++)
tloadtile(i);
for (i = EXPLOSION2; i < EXPLOSION2 + 21; i++)
for (i = RTILE_EXPLOSION2; i < RTILE_EXPLOSION2 + 21; i++)
tloadtile(i);
tloadtile(BULLETHOLE);
tloadtile(RTILE_BULLETHOLE);
for (i = SHOTGUN; i < SHOTGUN + 8; i++)
for (i = RTILE_SHOTGUN; i < RTILE_SHOTGUN + 8; i++)
tloadtile(i);
tloadtile(FOOTPRINTS);
tloadtile(RTILE_FOOTPRINTS);
for (i = JIBS1; i < (JIBS5 + 5); i++)
for (i = RTILE_JIBS1; i < (RTILE_JIBS5 + 5); i++)
tloadtile(i);
for (i = SCRAP1; i < (SCRAP1 + 19); i++)
for (i = RTILE_SCRAP1; i < (RTILE_SCRAP1 + 19); i++)
tloadtile(i);
for (i = SMALLSMOKE; i < (SMALLSMOKE + 4); i++)
for (i = RTILE_SMALLSMOKE; i < (RTILE_SMALLSMOKE + 4); i++)
tloadtile(i);
}
@ -446,7 +446,7 @@ void prelevel_r(int g, TArray<DDukeActor*>& actors)
for (auto&sect: sector)
{
auto sectp = &sect;
if (sectp->ceilingpicnum == RRTHUNDERSKY)
if (sectp->ceilingpicnum == RTILE_RRTHUNDERSKY)
thunderon = 1;
switch (sectp->lotag)
@ -534,7 +534,7 @@ void prelevel_r(int g, TArray<DDukeActor*>& actors)
{
ps[0].Exit = ac->spr.pos.XY();
}
else if (ac->spr.picnum == CHICKENPLANTBUTTON)
else if (ac->spr.picnum == RTILE_CHICKENPLANTBUTTON)
{
ud.chickenplant = 1;
}
@ -612,24 +612,24 @@ void prelevel_r(int g, TArray<DDukeActor*>& actors)
{
switch (ac->spr.picnum)
{
case IRONWHEELSWITCHON:
case RTILE_IRONWHEELSWITCHON:
if (!isRRRA()) break;
[[fallthrough]];
case DIPSWITCHON:
case DIPSWITCH2ON:
case PULLSWITCHON:
case HANDSWITCHON:
case SLOTDOORON:
case LIGHTSWITCHON:
case SPACELIGHTSWITCHON:
case SPACEDOORSWITCHON:
case FRANKENSTINESWITCHON:
case LIGHTSWITCH2ON:
case POWERSWITCH1ON:
case LOCKSWITCH1ON:
case POWERSWITCH2ON:
case CHICKENPLANTBUTTON:
case CHICKENPLANTBUTTONON:
case RTILE_DIPSWITCHON:
case RTILE_DIPSWITCH2ON:
case RTILE_PULLSWITCHON:
case RTILE_HANDSWITCHON:
case RTILE_SLOTDOORON:
case RTILE_LIGHTSWITCHON:
case RTILE_SPACELIGHTSWITCHON:
case RTILE_SPACEDOORSWITCHON:
case RTILE_FRANKENSTINESWITCHON:
case RTILE_LIGHTSWITCH2ON:
case RTILE_POWERSWITCH1ON:
case RTILE_LOCKSWITCH1ON:
case RTILE_POWERSWITCH2ON:
case RTILE_CHICKENPLANTBUTTON:
case RTILE_CHICKENPLANTBUTTONON:
j = lotags.Find(ac->spr.lotag);
if (j == lotags.Size())
@ -653,16 +653,16 @@ void prelevel_r(int g, TArray<DDukeActor*>& actors)
walltype* wal = &wl;
if (wal->overpicnum == MIRROR && (wal->cstat & CSTAT_WALL_1WAY) != 0)
if (wal->overpicnum == RTILE_MIRROR && (wal->cstat & CSTAT_WALL_1WAY) != 0)
{
auto sectp = wal->nextSector();
if (mirrorcnt > 63)
I_Error("Too many mirrors (64 max.)");
if (sectp && sectp->ceilingpicnum != MIRROR)
if (sectp && sectp->ceilingpicnum != RTILE_MIRROR)
{
sectp->ceilingpicnum = MIRROR;
sectp->floorpicnum = MIRROR;
sectp->ceilingpicnum = RTILE_MIRROR;
sectp->floorpicnum = RTILE_MIRROR;
mirrorwall[mirrorcnt] = wal;
mirrorsector[mirrorcnt] = sectp;
mirrorcnt++;
@ -678,12 +678,12 @@ void prelevel_r(int g, TArray<DDukeActor*>& actors)
switch (wal->overpicnum)
{
case FANSPRITE:
case RTILE_FANSPRITE:
//wal.cstat |= CSTAT_WALL_BLOCK | CSTAT_WALL_BLOCK_HITSCAN; Original code assigned this to 'wall', i.e. wall[0]
animwall[numanimwalls].wall = wal;
numanimwalls++;
break;
case BIGFORCE:
case RTILE_BIGFORCE:
animwall[numanimwalls].wall = wal;
numanimwalls++;
continue;
@ -693,10 +693,10 @@ void prelevel_r(int g, TArray<DDukeActor*>& actors)
switch (wal->picnum)
{
case SCREENBREAK6:
case SCREENBREAK7:
case SCREENBREAK8:
for (j = SCREENBREAK6; j <= SCREENBREAK8; j++)
case RTILE_SCREENBREAK6:
case RTILE_SCREENBREAK7:
case RTILE_SCREENBREAK8:
for (j = RTILE_SCREENBREAK6; j <= RTILE_SCREENBREAK8; j++)
tloadtile(j);
animwall[numanimwalls].wall = wal;
animwall[numanimwalls].tag = -1;
@ -710,8 +710,8 @@ void prelevel_r(int g, TArray<DDukeActor*>& actors)
{
for (auto& mwal : mirrorsector[i]->walls)
{
mwal.picnum = MIRROR;
mwal.overpicnum = MIRROR;
mwal.picnum = RTILE_MIRROR;
mwal.overpicnum = RTILE_MIRROR;
}
}
thunder_brightness = 0;

File diff suppressed because it is too large Load diff

View file

@ -56,46 +56,46 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
default_case:
spawninitdefault(actj, act);
break;
case RRTILE7936:
case RTILE_RRTILE7936:
if (!isRRRA()) goto default_case;
act->spr.scale = DVector2(0, 0);
fogactive = 1;
break;
case RRTILE6144:
case RTILE_RRTILE6144:
if (!isRRRA()) goto default_case;
act->spr.scale = DVector2(0, 0);
ps[screenpeek].sea_sick_stat = 1;
break;
case RRTILE8193:
case RTILE_RRTILE8193:
if (!isRRRA()) goto default_case;
act->spr.scale = DVector2(0, 0);
pistonsound = 1;
break;
case TRANSPORTERSTAR:
case TRANSPORTERBEAM:
spawntransporter(actj, act, act->spr.picnum == TRANSPORTERBEAM);
case RTILE_TRANSPORTERSTAR:
case RTILE_TRANSPORTERBEAM:
spawntransporter(actj, act, act->spr.picnum == RTILE_TRANSPORTERBEAM);
break;
case BLOOD:
case RTILE_BLOOD:
act->spr.scale = DVector2(0.0625, 0.0625);
act->spr.pos.Z -= 26;
ChangeActorStat(act, STAT_MISC);
break;
case GRATE1:
case RTILE_GRATE1:
act->clipdist = 8;
act->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL;
ChangeActorStat(act, 0);
break;
case FEM10:
case NAKED1:
case STATUE:
case TOUGHGAL:
case RTILE_FEM10:
case RTILE_NAKED1:
case RTILE_STATUE:
case RTILE_TOUGHGAL:
act->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL;
act->clipdist = 8;
ChangeActorStat(act, STAT_ZOMBIEACTOR);
break;
case DUKELYINGDEAD:
case RTILE_DUKELYINGDEAD:
if (actj && actj->isPlayer())
{
act->spr.scale = actj->spr.scale;
@ -109,16 +109,16 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
act->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL;
act->clipdist = 32;
[[fallthrough]];
case MIKE:
if (act->spr.picnum == MIKE)
case RTILE_MIKE:
if (act->spr.picnum == RTILE_MIKE)
act->spr.yint = act->spr.hitag;
ChangeActorStat(act, STAT_ACTOR);
break;
case EXPLOSION2:
case EXPLOSION3:
case BURNING:
case SMALLSMOKE:
case RTILE_EXPLOSION2:
case RTILE_EXPLOSION3:
case RTILE_BURNING:
case RTILE_SMALLSMOKE:
if (actj)
{
act->spr.Angles.Yaw = actj->spr.Angles.Yaw;
@ -126,23 +126,23 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
act->spr.cstat = CSTAT_SPRITE_YCENTER | randomXFlip();
}
if (act->spr.picnum == EXPLOSION2)
if (act->spr.picnum == RTILE_EXPLOSION2)
{
act->spr.scale = DVector2(0.75, 0.75);
act->spr.shade = -127;
act->spr.cstat |= CSTAT_SPRITE_YCENTER;
}
else if (act->spr.picnum == EXPLOSION3)
else if (act->spr.picnum == RTILE_EXPLOSION3)
{
act->spr.scale = DVector2(2, 2);
act->spr.shade = -127;
act->spr.cstat |= CSTAT_SPRITE_YCENTER;
}
else if (act->spr.picnum == SMALLSMOKE)
else if (act->spr.picnum == RTILE_SMALLSMOKE)
{
act->spr.scale = DVector2(0.1875, 0.1875);
}
else if (act->spr.picnum == BURNING)
else if (act->spr.picnum == RTILE_BURNING)
{
act->spr.scale = DVector2(0.0625, 0.0625);
}
@ -158,7 +158,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
break;
case PLAYERONWATER:
case RTILE_PLAYERONWATER:
if (actj)
{
act->spr.scale = actj->spr.scale;
@ -169,7 +169,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
ChangeActorStat(act, STAT_DUMMYPLAYER);
break;
case APLAYER:
case RTILE_APLAYER:
{
act->spr.scale = DVector2(0, 0);
int j = ud.coop;
@ -181,10 +181,10 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
ChangeActorStat(act, STAT_PLAYER);
break;
}
case WATERBUBBLE:
case RTILE_WATERBUBBLE:
if (actj && actj->isPlayer())
act->spr.pos.Z -= 16;
if (act->spr.picnum == WATERBUBBLE)
if (act->spr.picnum == RTILE_WATERBUBBLE)
{
if (actj)
act->spr.Angles.Yaw = actj->spr.Angles.Yaw;
@ -196,71 +196,71 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
ChangeActorStat(act, STAT_MISC);
break;
case WATERBUBBLEMAKER:
case RTILE_WATERBUBBLEMAKER:
act->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
ChangeActorStat(act, STAT_STANDABLE);
break;
// this is not really nice...
case BIKERB:
case BIKERBV2:
case BIKER:
case MAKEOUT:
case CHEERB:
case CHEER:
case COOTPLAY:
case BILLYPLAY:
case MINIONBOAT:
case HULKBOAT:
case CHEERBOAT:
case RABBIT:
case ROCK:
case ROCK2:
case MAMACLOUD:
case MAMA:
case RTILE_BIKERB:
case RTILE_BIKERBV2:
case RTILE_BIKER:
case RTILE_MAKEOUT:
case RTILE_CHEERB:
case RTILE_CHEER:
case RTILE_COOTPLAY:
case RTILE_BILLYPLAY:
case RTILE_MINIONBOAT:
case RTILE_HULKBOAT:
case RTILE_CHEERBOAT:
case RTILE_RABBIT:
case RTILE_ROCK:
case RTILE_ROCK2:
case RTILE_MAMACLOUD:
case RTILE_MAMA:
if (isRRRA()) goto rrra_badguy2;
else goto default_case;
case SBSWIPE:
case CHEERSTAYPUT:
case RTILE_SBSWIPE:
case RTILE_CHEERSTAYPUT:
if (isRRRA()) goto rrra_stayput;
else goto default_case;
case SBMOVE:
case RTILE_SBMOVE:
if (isRRRA()) goto default_case;
[[fallthrough]];
case BILLYRAYSTAYPUT:
case BRAYSNIPER:
case BUBBASTAND:
case HULKSTAYPUT:
case HENSTAYPUT:
case PIGSTAYPUT:
case MINIONSTAYPUT:
case COOTSTAYPUT:
case RTILE_BILLYRAYSTAYPUT:
case RTILE_BRAYSNIPER:
case RTILE_BUBBASTAND:
case RTILE_HULKSTAYPUT:
case RTILE_HENSTAYPUT:
case RTILE_PIGSTAYPUT:
case RTILE_MINIONSTAYPUT:
case RTILE_COOTSTAYPUT:
rrra_stayput:
act->actorstayput = act->sector();
[[fallthrough]];
case BOULDER:
case BOULDER1:
case TORNADO:
case BILLYCOCK:
case BILLYRAY:
case DOGRUN:
case LTH:
case HULK:
case HEN:
case DRONE:
case PIG:
case MINION:
case COW:
case COOT:
case VIXEN:
case RTILE_BOULDER:
case RTILE_BOULDER1:
case RTILE_TORNADO:
case RTILE_BILLYCOCK:
case RTILE_BILLYRAY:
case RTILE_DOGRUN:
case RTILE_LTH:
case RTILE_HULK:
case RTILE_HEN:
case RTILE_DRONE:
case RTILE_PIG:
case RTILE_MINION:
case RTILE_COW:
case RTILE_COOT:
case RTILE_VIXEN:
rrra_badguy2:
act->spr.scale = DVector2(0.625, 0.625);
// Note: All inappropriate tiles have already been weeded out by the outer switch block so this does not need game type checks anymore.
switch (act->spr.picnum)
{
case VIXEN:
case RTILE_VIXEN:
if (act->spr.pal == 34)
{
act->spr.scale = DVector2(0.34375, 0.328125);
@ -271,41 +271,41 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
}
act->setClipDistFromTile();
break;
case HULKHANG:
case HULKHANGDEAD:
case HULKJUMP:
case HULK:
case HULKSTAYPUT:
case RTILE_HULKHANG:
case RTILE_HULKHANGDEAD:
case RTILE_HULKJUMP:
case RTILE_HULK:
case RTILE_HULKSTAYPUT:
act->spr.scale = DVector2(0.5, 0.5);
act->setClipDistFromTile();
break;
case COOTPLAY:
case COOT:
case COOTSTAYPUT:
case RTILE_COOTPLAY:
case RTILE_COOT:
case RTILE_COOTSTAYPUT:
act->spr.scale = DVector2(0.375, 0.28125);
act->setClipDistFromTile();
act->clipdist *= 4;
break;
case DRONE:
case RTILE_DRONE:
act->spr.scale = DVector2(0.21875, 0.109375);
act->clipdist = 32;
break;
case SBSWIPE:
case BILLYPLAY:
case BILLYCOCK:
case BILLYRAY:
case BILLYRAYSTAYPUT:
case BRAYSNIPER:
case BUBBASTAND:
case RTILE_SBSWIPE:
case RTILE_BILLYPLAY:
case RTILE_BILLYCOCK:
case RTILE_BILLYRAY:
case RTILE_BILLYRAYSTAYPUT:
case RTILE_BRAYSNIPER:
case RTILE_BUBBASTAND:
act->spr.scale = DVector2(0.390625, 0.328125);
act->setClipDistFromTile();
break;
case COW:
case RTILE_COW:
act->spr.scale = DVector2(0.5, 0.5);
act->setClipDistFromTile();
break;
case HEN:
case HENSTAYPUT:
case RTILE_HEN:
case RTILE_HENSTAYPUT:
if (act->spr.pal == 35)
{
act->spr.scale = DVector2(0.65625, 0.46875);
@ -317,23 +317,23 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
act->clipdist = 16;
}
break;
case MINION:
case MINIONSTAYPUT:
case RTILE_MINION:
case RTILE_MINIONSTAYPUT:
act->spr.scale = DVector2(0.25, 0.25);
act->setClipDistFromTile();
if (isRRRA() && ud.ufospawnsminion)
act->spr.pal = 8;
break;
case DOGRUN:
case PIG:
case RTILE_DOGRUN:
case RTILE_PIG:
act->spr.scale = DVector2(0.25, 0.25);
act->setClipDistFromTile();
break;
case RABBIT:
case RTILE_RABBIT:
act->spr.scale = DVector2(0.28125, 0.28125);
act->setClipDistFromTile();
break;
case MAMACLOUD:
case RTILE_MAMACLOUD:
act->spr.scale = DVector2(1, 1);
act->spr.cstat = CSTAT_SPRITE_TRANSLUCENT;
act->spr.cstat |= CSTAT_SPRITE_TRANS_FLIP;
@ -341,7 +341,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
act->spr.pos.Y += krandf(128) - 64;
act->spr.pos.Z += krandf(8) - 4;
break;
case MAMA:
case RTILE_MAMA:
if (actj && isrespawncontroller(actj))
act->spr.pal = actj->spr.pal;
@ -366,61 +366,61 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
act->clipdist = 25;
}
break;
case BIKERB:
case RTILE_BIKERB:
act->spr.scale = DVector2(0.4375, 0.34375);
act->clipdist = 18;
break;
case BIKERBV2:
case RTILE_BIKERBV2:
act->spr.scale = DVector2(0.4375, 0.34375);
act->clipdist = 18;
break;
case BIKER:
case RTILE_BIKER:
act->spr.scale = DVector2(0.4375, 0.34375);
act->setClipDistFromTile();
break;
case CHEERB:
case RTILE_CHEERB:
act->spr.scale = DVector2(0.4375, 0.34375);
act->clipdist = 18;
break;
case CHEER:
case CHEERSTAYPUT:
case RTILE_CHEER:
case RTILE_CHEERSTAYPUT:
act->spr.scale = DVector2(0.34375, 0.3125);
act->setClipDistFromTile();
break;
case MAKEOUT:
case RTILE_MAKEOUT:
act->spr.scale = DVector2(0.40625, 0.40625);
act->setClipDistFromTile();
break;
case MINIONBOAT:
case RTILE_MINIONBOAT:
act->spr.scale = DVector2(0.25, 0.25);
act->setClipDistFromTile();
break;
case HULKBOAT:
case RTILE_HULKBOAT:
act->spr.scale = DVector2(0.75, 0.75);
act->setClipDistFromTile();
break;
case CHEERBOAT:
case RTILE_CHEERBOAT:
act->spr.scale = DVector2(0.5, 0.5);
act->setClipDistFromTile();
break;
case TORNADO:
case RTILE_TORNADO:
act->spr.scale = DVector2(1, 2);
act->setClipDistFromTile();
act->clipdist *= 0.25;
act->spr.cstat = CSTAT_SPRITE_TRANSLUCENT;
break;
case LTH:
case RTILE_LTH:
act->spr.scale = DVector2(0.375, 0.34375);
act->setClipDistFromTile();
break;
case ROCK:
case ROCK2:
case RTILE_ROCK:
case RTILE_ROCK2:
act->spr.scale = DVector2(1, 1);
act->setClipDistFromTile();
break;
case SBMOVE:
case RTILE_SBMOVE:
act->spr.scale = DVector2(0.75, 0.75);
act->setClipDistFromTile();
break;
@ -460,50 +460,50 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
break;
case RPG2SPRITE:
case MOTOAMMO:
case BOATAMMO:
case RTILE_RPG2SPRITE:
case RTILE_MOTOAMMO:
case RTILE_BOATAMMO:
if (!isRRRA()) goto default_case;
[[fallthrough]];
case ATOMICHEALTH:
case STEROIDS:
case HEATSENSOR:
case SHIELD:
case AIRTANK:
case POWDERKEG:
case COWPIE:
case HOLODUKE:
case RTILE_ATOMICHEALTH:
case RTILE_STEROIDS:
case RTILE_HEATSENSOR:
case RTILE_SHIELD:
case RTILE_AIRTANK:
case RTILE_POWDERKEG:
case RTILE_COWPIE:
case RTILE_HOLODUKE:
case FIRSTGUNSPRITE:
case RIFLEGUNSPRITE:
case SHOTGUNSPRITE:
case CROSSBOWSPRITE:
case RIPSAWSPRITE:
case TITSPRITE:
case ALIENBLASTERSPRITE:
case RTILE_FIRSTGUNSPRITE:
case RTILE_RIFLEGUNSPRITE:
case RTILE_SHOTGUNSPRITE:
case RTILE_CROSSBOWSPRITE:
case RTILE_RIPSAWSPRITE:
case RTILE_TITSPRITE:
case RTILE_ALIENBLASTERSPRITE:
case SHOTGUNAMMO:
case FREEZEAMMO:
case HBOMBAMMO:
case CRYSTALAMMO:
case GROWAMMO:
case BATTERYAMMO:
case DEVISTATORAMMO:
case RPGAMMO:
case BOOTS:
case AMMO:
case AMMOLOTS:
case BEER:
case FIRSTAID:
case SIXPAK:
case RTILE_SHOTGUNAMMO:
case RTILE_FREEZEAMMO:
case RTILE_HBOMBAMMO:
case RTILE_CRYSTALAMMO:
case RTILE_GROWAMMO:
case RTILE_BATTERYAMMO:
case RTILE_DEVISTATORAMMO:
case RTILE_RPGAMMO:
case RTILE_BOOTS:
case RTILE_AMMO:
case RTILE_AMMOLOTS:
case RTILE_BEER:
case RTILE_FIRSTAID:
case RTILE_SIXPAK:
case SAWAMMO:
case BOWLINGBALLSPRITE:
case RTILE_SAWAMMO:
case RTILE_BOWLINGBALLSPRITE:
if (actj)
{
act->spr.lotag = 0;
if (act->spr.picnum != BOWLINGBALLSPRITE)
if (act->spr.picnum != RTILE_BOWLINGBALLSPRITE)
{
act->spr.pos.Z -= 32;
act->vel.Z = -4;
@ -531,12 +531,12 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
act->spr.pal = 0;
[[fallthrough]];
case ACCESSCARD:
case RTILE_ACCESSCARD:
if (act->spr.picnum == ATOMICHEALTH)
if (act->spr.picnum == RTILE_ATOMICHEALTH)
act->spr.cstat |= CSTAT_SPRITE_YCENTER;
if (ud.multimode > 1 && ud.coop != 1 && act->spr.picnum == ACCESSCARD)
if (ud.multimode > 1 && ud.coop != 1 && act->spr.picnum == RTILE_ACCESSCARD)
{
act->spr.scale = DVector2(0, 0);
ChangeActorStat(act, STAT_MISC);
@ -544,7 +544,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
}
else
{
if (act->spr.picnum == AMMO)
if (act->spr.picnum == RTILE_AMMO)
act->spr.scale = DVector2(0.25, 0.25);
else act->spr.scale = DVector2(0.5, 0.5);
}
@ -559,92 +559,92 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
}
switch (act->spr.picnum)
{
case FIRSTGUNSPRITE:
case RTILE_FIRSTGUNSPRITE:
act->spr.scale = DVector2(0.25, 0.25);
break;
case SHOTGUNAMMO:
case RTILE_SHOTGUNAMMO:
act->spr.scale = DVector2(0.28125, 0.265625);
if (isRRRA()) act->spr.cstat = CSTAT_SPRITE_BLOCK_HITSCAN;
break;
case SIXPAK:
case RTILE_SIXPAK:
act->spr.scale = DVector2(0.203125, 0.140625);
if (isRRRA()) act->spr.cstat = CSTAT_SPRITE_BLOCK_HITSCAN;
break;
case FIRSTAID:
case RTILE_FIRSTAID:
act->spr.scale = DVector2(0.125, 0.125);
break;
case BEER:
case RTILE_BEER:
act->spr.scale = DVector2(0.078125, 0.0625);
break;
case AMMO:
case RTILE_AMMO:
act->spr.scale = DVector2(0.140625, 0.140625);
break;
case MOTOAMMO:
case RTILE_MOTOAMMO:
if (!isRRRA()) goto default_case;
act->spr.scale = DVector2(0.359375, 0.359375);
break;
case BOATAMMO:
case RTILE_BOATAMMO:
if (!isRRRA()) goto default_case;
act->spr.scale = DVector2(0.25, 0.25);
break;
case COWPIE:
case RTILE_COWPIE:
act->spr.scale = DVector2(0.125, 0.09375);
break;
case STEROIDS:
case RTILE_STEROIDS:
act->spr.scale = DVector2(0.203125, 0.140625);
break;
case ACCESSCARD:
case RTILE_ACCESSCARD:
act->spr.scale = DVector2(0.171875, 0.1875);
break;
case HEATSENSOR:
case RTILE_HEATSENSOR:
act->spr.scale = DVector2(0.09375, 0.0625);
break;
case AIRTANK:
case RTILE_AIRTANK:
act->spr.scale = DVector2(0.296875, 0.25);
break;
case BATTERYAMMO:
case RTILE_BATTERYAMMO:
act->spr.scale = DVector2(0.234375, 0.234375);
break;
case BOWLINGBALLSPRITE:
case RTILE_BOWLINGBALLSPRITE:
act->spr.scale = DVector2(0.171875, 0.171875);
break;
case POWDERKEG:
case RTILE_POWDERKEG:
act->spr.scale = DVector2(0.171875, 0.171875);
act->spr.yint = 4;
act->vel.X = 2;
break;
case CROSSBOWSPRITE:
case RTILE_CROSSBOWSPRITE:
act->spr.scale = DVector2(0.25, 0.21875);
break;
case RPG2SPRITE:
case RTILE_RPG2SPRITE:
if (!isRRRA()) goto default_case;
act->spr.scale = DVector2(0.34375, 0.3125);
break;
case RIPSAWSPRITE:
case RTILE_RIPSAWSPRITE:
act->spr.scale = DVector2(0.34375, 0.203125);
break;
case ALIENBLASTERSPRITE:
case RTILE_ALIENBLASTERSPRITE:
act->spr.scale = DVector2(0.28125, 0.265625);
break;
case SAWAMMO:
case RTILE_SAWAMMO:
act->spr.scale = DVector2(0.1875, 0.109375);
break;
case GROWSPRITEICON:
case RTILE_GROWSPRITEICON:
act->spr.scale = DVector2(0.15625, 0.140625);
break;
case DEVISTATORAMMO:
case RTILE_DEVISTATORAMMO:
act->spr.scale = DVector2(0.15625, 0.140625);
break;
case ATOMICHEALTH:
case RTILE_ATOMICHEALTH:
act->spr.scale = DVector2(0.125, 0.125);
break;
case TITSPRITE:
case RTILE_TITSPRITE:
act->spr.scale = DVector2(0.265625, 0.25);
break;
}
act->spr.shade = act->sector()->floorshade;
break;
case STEAM:
case RTILE_STEAM:
if (actj)
{
act->spr.Angles.Yaw = actj->spr.Angles.Yaw;
@ -654,24 +654,24 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
ssp(act, CLIPMASK0);
}
[[fallthrough]];
case CEILINGSTEAM:
case RTILE_CEILINGSTEAM:
ChangeActorStat(act, STAT_STANDABLE);
break;
case SECTOREFFECTOR:
spawneffector(act, actors);
break;
case RUBBERCAN:
case RTILE_RUBBERCAN:
act->spr.extra = 0;
[[fallthrough]];
case EXPLODINGBARREL:
case HORSEONSIDE:
case FIREBARREL:
case NUKEBARREL:
case FIREVASE:
case NUKEBARRELDENTED:
case NUKEBARRELLEAKED:
case WOODENHORSE:
case RTILE_EXPLODINGBARREL:
case RTILE_HORSEONSIDE:
case RTILE_FIREBARREL:
case RTILE_NUKEBARREL:
case RTILE_FIREVASE:
case RTILE_NUKEBARRELDENTED:
case RTILE_NUKEBARRELLEAKED:
case RTILE_WOODENHORSE:
if (actj)
act->spr.scale = DVector2(0.5, 0.5);
@ -681,25 +681,25 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
else act->SetOwner(act);
[[fallthrough]];
case EGG:
if (ud.monsters_off == 1 && act->spr.picnum == EGG)
case RTILE_EGG:
if (ud.monsters_off == 1 && act->spr.picnum == RTILE_EGG)
{
act->spr.scale = DVector2(0, 0);
ChangeActorStat(act, STAT_MISC);
}
else
{
if (act->spr.picnum == EGG)
if (act->spr.picnum == RTILE_EGG)
act->clipdist = 6;
act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL | randomXFlip();
ChangeActorStat(act, STAT_ZOMBIEACTOR);
}
break;
case TOILETWATER:
case RTILE_TOILETWATER:
act->spr.shade = -16;
ChangeActorStat(act, STAT_STANDABLE);
break;
case RRTILE63:
case RTILE_RRTILE63:
act->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
act->spr.scale = DVector2(REPEAT_SCALE, REPEAT_SCALE);
act->clipdist = 0.25;