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Blood: rename Ummune to Immune
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dcad616030
commit
1105d52677
4 changed files with 7 additions and 7 deletions
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@ -121,7 +121,7 @@ void aiNewState(spritetype *pSprite, XSPRITE *pXSprite, AISTATE *pAIState)
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pAIState->enterFunc(pSprite, pXSprite);
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}
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bool isUmmune(spritetype* pSprite, int dmgType, int minScale) {
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bool isImmune(spritetype* pSprite, int dmgType, int minScale) {
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if (dmgType >= kDmgFall && dmgType < kDmgMax && pSprite->extra >= 0 && xsprite[pSprite->extra].locked != 1) {
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if (pSprite->type >= kThingBase && pSprite->type < kThingMax)
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@ -212,7 +212,7 @@ bool CanMove(spritetype *pSprite, int a2, int nAngle, int nRange)
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// It makes ignore danger if enemy immune to N damageType. As result Cerberus start acting like
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// in Blood 1.0 so it can move normally to player. It's up to you for adding rest of enemies here as
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// i don't think it will broke something in game.
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if (!VanillaMode() && Crusher && isUmmune(pSprite, pXSector->damageType, 16)) return true;
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if (!VanillaMode() && Crusher && isImmune(pSprite, pXSector->damageType, 16)) return true;
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fallthrough__;
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case kDudeZombieButcher:
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case kDudeSpiderBrown:
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@ -232,7 +232,7 @@ bool CanMove(spritetype *pSprite, int a2, int nAngle, int nRange)
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#ifdef NOONE_EXTENSIONS
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case kDudeModernCustom:
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case kDudeModernCustomBurning:
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if ((Crusher && !nnExtIsUmmune(pSprite, pXSector->damageType)) || ((Water || Underwater) && !canSwim(pSprite))) return false;
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if ((Crusher && !nnExtIsImmune(pSprite, pXSector->damageType)) || ((Water || Underwater) && !canSwim(pSprite))) return false;
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return true;
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fallthrough__;
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#endif
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@ -767,7 +767,7 @@ static void thinkChase( spritetype* pSprite, XSPRITE* pXSprite ) {
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VectorScan(pSprite, 0, 0, Cos(pSprite->ang) >> 16, Sin(pSprite->ang) >> 16, gDudeSlope[pSprite->extra], dist, 1);
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if (pXSprite->target == gHitInfo.hitsprite) break;
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bool immune = nnExtIsUmmune(pHSprite, gVectorData[curWeapon].dmgType);
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bool immune = nnExtIsImmune(pHSprite, gVectorData[curWeapon].dmgType);
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if (!(pXHSprite != NULL && (!immune || (immune && pHSprite->statnum == kStatThing && pXHSprite->Vector)) && !pXHSprite->locked)) {
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if ((approxDist(gHitInfo.hitx - pSprite->x, gHitInfo.hity - pSprite->y) <= 1500 && !blck)
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@ -853,7 +853,7 @@ static void thinkChase( spritetype* pSprite, XSPRITE* pXSprite ) {
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else if (hit == 3 && (failed = (pHSprite->statnum != kStatThing || pXHSprite == NULL || pXHSprite->locked)) == false) {
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// check also for damage resistance (all possible damages missile can use)
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for (int i = 0; i < kDmgMax; i++) {
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if (gMissileInfoExtra[curWeapon - kMissileBase].dmgType[i] && (failed = nnExtIsUmmune(pHSprite, i)) == false)
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if (gMissileInfoExtra[curWeapon - kMissileBase].dmgType[i] && (failed = nnExtIsImmune(pHSprite, i)) == false)
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break;
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}
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}
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@ -108,7 +108,7 @@ THINGINFO_EXTRA gThingInfoExtra[] = {
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// for actor.cpp
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//-------------------------------------------------------------------------
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bool nnExtIsUmmune(spritetype* pSprite, int dmgType, int minScale) {
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bool nnExtIsImmune(spritetype* pSprite, int dmgType, int minScale) {
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if (dmgType >= kDmgFall && dmgType < kDmgMax && pSprite->extra >= 0 && xsprite[pSprite->extra].locked != 1) {
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if (pSprite->type >= kThingBase && pSprite->type < kThingMax)
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@ -162,7 +162,7 @@ extern short gPhysSpritesCount;
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bool nnExtEraseModernStuff(spritetype* pSprite, XSPRITE* pXSprite);
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void nnExtInitModernStuff(bool bSaveLoad);
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void nnExtProcessSuperSprites(void);
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bool nnExtIsUmmune(spritetype* pSprite, int dmgType, int minScale = 16);
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bool nnExtIsImmune(spritetype* pSprite, int dmgType, int minScale = 16);
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int nnExtRandom(int a, int b);
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// ------------------------------------------------------------------------- //
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spritetype* randomDropPickupObject(spritetype* pSprite, short prevItem);
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