mirror of
https://github.com/DrBeef/Raze.git
synced 2025-01-19 15:40:58 +00:00
- unwrapped SetScaleX/Y.
This commit is contained in:
parent
8265239d2d
commit
15db7a7143
24 changed files with 70 additions and 80 deletions
|
@ -486,16 +486,6 @@ struct spritetypebase
|
|||
{
|
||||
scale = p;
|
||||
}
|
||||
|
||||
void SetScaleX(double x)
|
||||
{
|
||||
scale.X = x;
|
||||
}
|
||||
|
||||
void SetScaleY(double y)
|
||||
{
|
||||
scale.Y = y;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -447,7 +447,7 @@ DEFINE_PROPERTY(clipdist, I, CoreActor)
|
|||
DEFINE_PROPERTY(scalex, I, CoreActor)
|
||||
{
|
||||
PROP_INT_PARM(i, 0);
|
||||
bag.Info->ActorInfo()->defsprite.SetScaleX(i);
|
||||
bag.Info->ActorInfo()->defsprite.scale.X = (i);
|
||||
bag.Info->ActorInfo()->DefaultFlags |= DEFF_XREPEAT;
|
||||
}
|
||||
|
||||
|
@ -457,7 +457,7 @@ DEFINE_PROPERTY(scalex, I, CoreActor)
|
|||
DEFINE_PROPERTY(scaley, I, CoreActor)
|
||||
{
|
||||
PROP_INT_PARM(i, 0);
|
||||
bag.Info->ActorInfo()->defsprite.SetScaleY(i);
|
||||
bag.Info->ActorInfo()->defsprite.scale.Y = (i);
|
||||
bag.Info->ActorInfo()->DefaultFlags |= DEFF_YREPEAT;
|
||||
}
|
||||
|
||||
|
|
|
@ -6249,8 +6249,8 @@ DBloodActor* actSpawnThing(sectortype* pSector, const DVector3& pos, int nThingT
|
|||
actor->spr.picnum = pThingInfo->picnum;
|
||||
actor->spr.shade = pThingInfo->shade;
|
||||
actor->spr.pal = pThingInfo->pal;
|
||||
if (pThingInfo->_xrepeat) actor->spr.SetScaleX(pThingInfo->_xrepeat * REPEAT_SCALE);
|
||||
if (pThingInfo->_yrepeat) actor->spr.SetScaleY(pThingInfo->_yrepeat * REPEAT_SCALE);
|
||||
if (pThingInfo->_xrepeat) actor->spr.scale.X = (pThingInfo->_xrepeat * REPEAT_SCALE);
|
||||
if (pThingInfo->_yrepeat) actor->spr.scale.Y = (pThingInfo->_yrepeat * REPEAT_SCALE);
|
||||
actor->spr.cstat2 |= CSTAT2_SPRITE_MAPPED;
|
||||
switch (nThingType)
|
||||
{
|
||||
|
|
|
@ -795,7 +795,7 @@ void viewProcessSprites(tspriteArray& tsprites, const DVector3& cPos, DAngle cA,
|
|||
case kStatProjectile: {
|
||||
switch (pTSprite->type) {
|
||||
case kMissileTeslaAlt:
|
||||
pTSprite->SetScaleY(2);
|
||||
pTSprite->scale.Y = (2);
|
||||
pTSprite->cstat |= CSTAT_SPRITE_ALIGNMENT_FLOOR;
|
||||
break;
|
||||
case kMissileTeslaRegular:
|
||||
|
|
|
@ -172,9 +172,9 @@ DBloodActor* CFX::fxSpawnActor(FX_ID nFx, sectortype* pSector, const DVector3& p
|
|||
actor->spr.pal = pFX->pal;
|
||||
actor->spr.detail = pFX->detail;
|
||||
if (pFX->_xrepeat > 0)
|
||||
actor->spr.SetScaleX(pFX->_xrepeat * REPEAT_SCALE);
|
||||
actor->spr.scale.X = (pFX->_xrepeat * REPEAT_SCALE);
|
||||
if (pFX->_yrepeat > 0)
|
||||
actor->spr.SetScaleY(pFX->_yrepeat * REPEAT_SCALE);
|
||||
actor->spr.scale.Y = (pFX->_yrepeat * REPEAT_SCALE);
|
||||
if ((pFX->flags & 1) && Chance(0x8000))
|
||||
actor->spr.cstat |= CSTAT_SPRITE_XFLIP;
|
||||
if ((pFX->flags & 2) && Chance(0x8000))
|
||||
|
|
|
@ -2450,13 +2450,13 @@ void useObjResizer(DBloodActor* sourceactor, int targType, sectortype* targSect,
|
|||
{
|
||||
if (valueIsBetween(sourceactor->xspr.data1, -1, 32767))
|
||||
{
|
||||
targetactor->spr.SetScaleX(ClipRange(sourceactor->xspr.data1, 0, 255) * REPEAT_SCALE);
|
||||
targetactor->spr.scale.X = (ClipRange(sourceactor->xspr.data1, 0, 255) * REPEAT_SCALE);
|
||||
fit = true;
|
||||
}
|
||||
|
||||
if (valueIsBetween(sourceactor->xspr.data2, -1, 32767))
|
||||
{
|
||||
targetactor->spr.SetScaleY(ClipRange(sourceactor->xspr.data2, 0, 255) * REPEAT_SCALE);
|
||||
targetactor->spr.scale.Y = (ClipRange(sourceactor->xspr.data2, 0, 255) * REPEAT_SCALE);
|
||||
fit = true;
|
||||
}
|
||||
}
|
||||
|
@ -6526,10 +6526,10 @@ void useUniMissileGen(DBloodActor* sourceactor, DBloodActor* actor)
|
|||
if (canInherit != 0)
|
||||
{
|
||||
if (canInherit & 0x2)
|
||||
missileactor->spr.SetScaleX((from == kModernTypeFlag1) ? sourceactor->spr.scale.X : actor->spr.scale.X);
|
||||
missileactor->spr.scale.X = ((from == kModernTypeFlag1) ? sourceactor->spr.scale.X : actor->spr.scale.X);
|
||||
|
||||
if (canInherit & 0x1)
|
||||
missileactor->spr.SetScaleY((from == kModernTypeFlag1) ? sourceactor->spr.scale.Y : actor->spr.scale.Y);
|
||||
missileactor->spr.scale.Y = ((from == kModernTypeFlag1) ? sourceactor->spr.scale.Y : actor->spr.scale.Y);
|
||||
|
||||
if (canInherit & 0x4)
|
||||
missileactor->spr.pal = (from == kModernTypeFlag1) ? sourceactor->spr.pal : actor->spr.pal;
|
||||
|
|
|
@ -259,14 +259,14 @@ void UpdateSprite(DBloodActor* actor, SEQFRAME* pFrame)
|
|||
int s;
|
||||
if (scale) s = ClipRange(MulScale(pFrame->scalex, scale, 8), 0, 255);
|
||||
else s = pFrame->scalex;
|
||||
actor->spr.SetScaleX(s * REPEAT_SCALE);
|
||||
actor->spr.scale.X = (s * REPEAT_SCALE);
|
||||
}
|
||||
|
||||
if (pFrame->scaley) {
|
||||
int s;
|
||||
if (scale) s = ClipRange(MulScale(pFrame->scaley, scale, 8), 0, 255);
|
||||
else s = pFrame->scaley;
|
||||
actor->spr.SetScaleY(s * REPEAT_SCALE);
|
||||
actor->spr.scale.Y = (s * REPEAT_SCALE);
|
||||
}
|
||||
|
||||
if (pFrame->transparent)
|
||||
|
|
|
@ -483,13 +483,13 @@ void moveplayers(void)
|
|||
act->spr.scale.X += (0.0625);
|
||||
act->spr.cstat |= CSTAT_SPRITE_TRANSLUCENT;
|
||||
}
|
||||
else act->spr.SetScaleX(0.65625);
|
||||
else act->spr.scale.X = (0.65625);
|
||||
|
||||
if (act->spr.scale.Y < 0.5625)
|
||||
act->spr.scale.Y += (4);
|
||||
else
|
||||
{
|
||||
act->spr.SetScaleY(0.5625);
|
||||
act->spr.scale.Y = (0.5625);
|
||||
if (act->sector()->lotag != ST_2_UNDERWATER)
|
||||
makeitfall(act);
|
||||
if (act->vel.Z == 0 && act->sector()->lotag == ST_1_ABOVE_WATER)
|
||||
|
@ -874,7 +874,7 @@ void moveflammable(DDukeActor* actor, int pool)
|
|||
return;
|
||||
}
|
||||
|
||||
actor->spr.SetScaleX(scale);
|
||||
actor->spr.scale.X = (scale);
|
||||
|
||||
scale = actor->spr.scale.Y - (krand() & 7) * REPEAT_SCALE;
|
||||
if (scale < 0.0625)
|
||||
|
@ -882,7 +882,7 @@ void moveflammable(DDukeActor* actor, int pool)
|
|||
deletesprite(actor);
|
||||
return;
|
||||
}
|
||||
actor->spr.SetScaleY(scale);
|
||||
actor->spr.scale.Y = (scale);
|
||||
}
|
||||
if (actorflag(actor, SFLAG_FALLINGFLAMMABLE))
|
||||
{
|
||||
|
|
|
@ -902,7 +902,7 @@ static void movetripbomb(DDukeActor *actor)
|
|||
|
||||
if (x < 64)
|
||||
{
|
||||
spawned->spr.SetScaleX(x * (REPEAT_SCALE / 2));
|
||||
spawned->spr.scale.X = (x * (REPEAT_SCALE / 2));
|
||||
break;
|
||||
}
|
||||
x -= 64;
|
||||
|
@ -1141,7 +1141,7 @@ CLEAR_THE_BOLT:
|
|||
actor->spr.picnum++;
|
||||
|
||||
int l = global_random & 7;
|
||||
actor->spr.SetScaleX(0.125 + l * REPEAT_SCALE);
|
||||
actor->spr.scale.X = (0.125 + l * REPEAT_SCALE);
|
||||
|
||||
if (l & 1) actor->spr.cstat ^= CSTAT_SPRITE_TRANSLUCENT;
|
||||
|
||||
|
@ -2308,7 +2308,7 @@ static void greenslime(DDukeActor *actor)
|
|||
actor->temp_data[0] = -1;
|
||||
double dist = (actor->spr.pos.XY() - s5->spr.pos.XY()).LengthSquared();
|
||||
if (dist < 48*48) {
|
||||
s5->spr.SetScaleX(0);
|
||||
s5->spr.scale.X = (0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -2378,8 +2378,8 @@ static void greenslime(DDukeActor *actor)
|
|||
// TJR
|
||||
}
|
||||
|
||||
actor->spr.SetScaleX(0.5625 + BobVal(512 + actor->temp_data[1]) * 0.125);
|
||||
actor->spr.SetScaleY(0.25 + BobVal(actor->temp_data[1]) * 0.03125);
|
||||
actor->spr.scale.X = (0.5625 + BobVal(512 + actor->temp_data[1]) * 0.125);
|
||||
actor->spr.scale.Y = (0.25 + BobVal(actor->temp_data[1]) * 0.03125);
|
||||
|
||||
if (rnd(4) && (sectp->ceilingstat & CSTAT_SECTOR_SKY) == 0 &&
|
||||
abs(actor->floorz - actor->ceilingz) < 192)
|
||||
|
@ -2460,7 +2460,7 @@ static void flamethrowerflame(DDukeActor *actor)
|
|||
if (actor->spr.scale.X < 0.1250)
|
||||
{
|
||||
actor->spr.scale.X += (ds * REPEAT_SCALE);
|
||||
actor->spr.SetScaleY(actor->spr.scale.X);
|
||||
actor->spr.scale.Y = (actor->spr.scale.X);
|
||||
}
|
||||
actor->clipdist += ds * 0.25;
|
||||
if (actor->temp_data[0] <= 2)
|
||||
|
@ -2678,7 +2678,7 @@ DETONATEB:
|
|||
|
||||
if (actor->spr.scale.Y)
|
||||
{
|
||||
actor->spr.SetScaleY(0);
|
||||
actor->spr.scale.Y = (0);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -2694,7 +2694,7 @@ DETONATEB:
|
|||
actor->temp_data[2] = gs.respawnitemtime;
|
||||
spawn(actor, RESPAWNMARKERRED);
|
||||
actor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
|
||||
actor->spr.SetScaleY(0.140625);
|
||||
actor->spr.scale.Y = (0.140625);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -778,7 +778,7 @@ CLEAR_THE_BOLT:
|
|||
actor->spr.picnum++;
|
||||
|
||||
int l = global_random & 7;
|
||||
actor->spr.SetScaleX(0.125 + l * REPEAT_SCALE);
|
||||
actor->spr.scale.X = (0.125 + l * REPEAT_SCALE);
|
||||
|
||||
if (l & 1) actor->spr.cstat ^= CSTAT_SPRITE_TRANSLUCENT;
|
||||
|
||||
|
@ -2445,7 +2445,7 @@ DETONATEB:
|
|||
|
||||
if (actor->spr.scale.Y)
|
||||
{
|
||||
actor->spr.SetScaleY(0);
|
||||
actor->spr.scale.Y = (0);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -322,7 +322,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
|
|||
|
||||
newtspr->statnum = 99;
|
||||
|
||||
newtspr->SetScaleY(max(t->scale.Y * 0.125, 0.0625));
|
||||
newtspr->scale.Y = (max(t->scale.Y * 0.125, 0.0625));
|
||||
|
||||
newtspr->shade = t->shade;
|
||||
newtspr->cstat = 0;
|
||||
|
@ -572,7 +572,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
|
|||
|
||||
shadowspr->statnum = 99;
|
||||
|
||||
shadowspr->SetScaleY(max(t->scale.Y * 0.125, 0.0625));
|
||||
shadowspr->scale.Y = (max(t->scale.Y * 0.125, 0.0625));
|
||||
shadowspr->shade = 127;
|
||||
shadowspr->cstat |= CSTAT_SPRITE_TRANSLUCENT;
|
||||
|
||||
|
@ -581,7 +581,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
|
|||
|
||||
if (hw_models && modelManager.CheckModel(t->picnum, t->pal))
|
||||
{
|
||||
shadowspr->SetScaleY(0);
|
||||
shadowspr->scale.Y = (0);
|
||||
// 512:trans reverse
|
||||
//1024:tell MD2SPRITE.C to use Z-buffer hacks to hide overdraw issues
|
||||
shadowspr->clipdist |= TSPR_FLAGS_MDHACK;
|
||||
|
@ -612,7 +612,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
|
|||
if (t->sectp->lotag == 2) t->pal = 8;
|
||||
t->pos.Z = OwnerAc->spr.pos.Z - 3;
|
||||
if (gs.lasermode == 2 && ps[screenpeek].heat_on == 0)
|
||||
t->SetScaleY(0);
|
||||
t->scale.Y = (0);
|
||||
t->shade = -127;
|
||||
break;
|
||||
case EXPLOSION2:
|
||||
|
|
|
@ -362,7 +362,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
|
|||
|
||||
newtspr->statnum = 99;
|
||||
|
||||
newtspr->SetScaleY(max(t->scale.Y * 0.125, 0.0625));
|
||||
newtspr->scale.Y = (max(t->scale.Y * 0.125, 0.0625));
|
||||
|
||||
newtspr->shade = t->shade;
|
||||
newtspr->cstat = 0;
|
||||
|
@ -721,7 +721,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
|
|||
|
||||
shadowspr->statnum = 99;
|
||||
|
||||
shadowspr->SetScaleY(max(t->scale.Y * 0.125, 0.0625));
|
||||
shadowspr->scale.Y = (max(t->scale.Y * 0.125, 0.0625));
|
||||
shadowspr->shade = 127;
|
||||
shadowspr->cstat |= CSTAT_SPRITE_TRANSLUCENT;
|
||||
|
||||
|
|
|
@ -1201,11 +1201,11 @@ void DoActor(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor,
|
|||
else SetGameVarID(lVar2, act->spriteextra, sActor, sPlayer);
|
||||
break;
|
||||
case ACTOR_XREPEAT:
|
||||
if (bSet) act->spr.SetScaleX(lValue * REPEAT_SCALE);
|
||||
if (bSet) act->spr.scale.X = (lValue * REPEAT_SCALE);
|
||||
else SetGameVarID(lVar2, int(act->spr.scale.X * INV_REPEAT_SCALE), sActor, sPlayer);
|
||||
break;
|
||||
case ACTOR_YREPEAT:
|
||||
if (bSet) act->spr.SetScaleY(lValue * REPEAT_SCALE);
|
||||
if (bSet) act->spr.scale.Y = (lValue * REPEAT_SCALE);
|
||||
else SetGameVarID(lVar2, int(act->spr.scale.Y * INV_REPEAT_SCALE), sActor, sPlayer);
|
||||
break;
|
||||
case ACTOR_XOFFSET:
|
||||
|
@ -1730,7 +1730,7 @@ int ParseState::parse(void)
|
|||
//if (!isPlutoPak() && *insptr == 0) *insptr = 4;
|
||||
|
||||
double siz = ((*insptr) * REPEAT_SCALE - g_ac->spr.scale.X);
|
||||
g_ac->spr.SetScaleX(clamp(g_ac->spr.scale.X + Sgn(siz) * REPEAT_SCALE, 0., 4.));
|
||||
g_ac->spr.scale.X = (clamp(g_ac->spr.scale.X + Sgn(siz) * REPEAT_SCALE, 0., 4.));
|
||||
|
||||
insptr++;
|
||||
|
||||
|
@ -1738,7 +1738,7 @@ int ParseState::parse(void)
|
|||
if ((g_ac->isPlayer() && scale < 0.5626) || *insptr * REPEAT_SCALE < scale || (scale * (tileHeight(g_ac->spr.picnum) + 8)) < g_ac->floorz - g_ac->ceilingz)
|
||||
{
|
||||
siz = ((*insptr) * REPEAT_SCALE - g_ac->spr.scale.Y);
|
||||
g_ac->spr.SetScaleY(clamp(g_ac->spr.scale.Y + Sgn(siz) * REPEAT_SCALE, 0., 4.));
|
||||
g_ac->spr.scale.Y = (clamp(g_ac->spr.scale.Y + Sgn(siz) * REPEAT_SCALE, 0., 4.));
|
||||
}
|
||||
|
||||
insptr++;
|
||||
|
@ -1748,9 +1748,9 @@ int ParseState::parse(void)
|
|||
}
|
||||
case concmd_sizeat:
|
||||
insptr++;
|
||||
g_ac->spr.SetScaleX((uint8_t)*insptr * REPEAT_SCALE);
|
||||
g_ac->spr.scale.X = ((uint8_t)*insptr * REPEAT_SCALE);
|
||||
insptr++;
|
||||
g_ac->spr.SetScaleY((uint8_t)*insptr * REPEAT_SCALE);
|
||||
g_ac->spr.scale.Y = ((uint8_t)*insptr * REPEAT_SCALE);
|
||||
insptr++;
|
||||
break;
|
||||
case concmd_shoot:
|
||||
|
|
|
@ -1211,7 +1211,7 @@ void checkhitsprite_d(DDukeActor* targ, DDukeActor* proj)
|
|||
break;
|
||||
|
||||
case FORCESPHERE:
|
||||
targ->spr.SetScaleX(0);
|
||||
targ->spr.scale.X = (0);
|
||||
if (targ->GetOwner())
|
||||
{
|
||||
targ->GetOwner()->temp_data[0] = 32;
|
||||
|
|
|
@ -2228,7 +2228,7 @@ void checkhitsprite_r(DDukeActor* targ, DDukeActor* proj)
|
|||
break;
|
||||
case FORCESPHERE:
|
||||
{
|
||||
targ->spr.SetScaleX(0);
|
||||
targ->spr.scale.X = (0);
|
||||
auto Owner = targ->GetOwner();
|
||||
if (Owner)
|
||||
{
|
||||
|
|
|
@ -307,8 +307,8 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
|
|||
case BLOODSPLAT3:
|
||||
case BLOODSPLAT4:
|
||||
act->spr.cstat |= CSTAT_SPRITE_ALIGNMENT_WALL;
|
||||
act->spr.SetScaleX(0.109375 + (krand() & 7) * REPEAT_SCALE);
|
||||
act->spr.SetScaleY(0.109375 + (krand() & 7) * REPEAT_SCALE);
|
||||
act->spr.scale.X = (0.109375 + (krand() & 7) * REPEAT_SCALE);
|
||||
act->spr.scale.Y = (0.109375 + (krand() & 7) * REPEAT_SCALE);
|
||||
act->spr.pos.Z -= 16;
|
||||
if (actj && actj->spr.pal == 6)
|
||||
act->spr.pal = 6;
|
||||
|
|
|
@ -341,8 +341,8 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
|
|||
case BLOODSPLAT3:
|
||||
case BLOODSPLAT4:
|
||||
act->spr.cstat |= CSTAT_SPRITE_ALIGNMENT_WALL;
|
||||
act->spr.SetScaleX(0.109375 + (krand() & 7) * REPEAT_SCALE);
|
||||
act->spr.SetScaleY(0.109375 + (krand() & 7) * REPEAT_SCALE);
|
||||
act->spr.scale.X = (0.109375 + (krand() & 7) * REPEAT_SCALE);
|
||||
act->spr.scale.Y = (0.109375 + (krand() & 7) * REPEAT_SCALE);
|
||||
act->spr.pos.Z -= 16;
|
||||
if (actj && actj->spr.pal == 6)
|
||||
act->spr.pal = 6;
|
||||
|
|
|
@ -183,7 +183,7 @@ void IgniteSprite(DExhumedActor* pActor)
|
|||
{
|
||||
pAnimActor->pTarget = pActor;
|
||||
ChangeActorStat(pAnimActor, kStatIgnited);
|
||||
pAnimActor->spr.SetScaleY(max(1, (tileHeight(pAnimActor->spr.picnum) * 32) / nFlameHeight) * REPEAT_SCALE);
|
||||
pAnimActor->spr.scale.Y = (max(1, (tileHeight(pAnimActor->spr.picnum) * 32) / nFlameHeight) * REPEAT_SCALE);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -385,13 +385,13 @@ void DoSpiritHead()
|
|||
{
|
||||
pSpiritSpr->spr.scale.X += (-0.03125);
|
||||
if (pSpiritSpr->spr.scale.X < nSpiritScale.X)
|
||||
pSpiritSpr->spr.SetScaleX(nSpiritScale.X);
|
||||
pSpiritSpr->spr.scale.X = (nSpiritScale.X);
|
||||
}
|
||||
if (pSpiritSpr->spr.scale.Y > nSpiritScale.Y)
|
||||
{
|
||||
pSpiritSpr->spr.scale.Y += (-0.03125);
|
||||
if (pSpiritSpr->spr.scale.Y < nSpiritScale.Y)
|
||||
pSpiritSpr->spr.SetScaleY(nSpiritScale.Y);
|
||||
pSpiritSpr->spr.scale.Y = (nSpiritScale.Y);
|
||||
}
|
||||
|
||||
int nCount = 0;
|
||||
|
|
|
@ -1462,8 +1462,8 @@ int DoBunnyGrowUp(DSWActor* actor)
|
|||
{
|
||||
actor->spr.scale.X += (REPEAT_SCALE);
|
||||
actor->spr.scale.Y += (REPEAT_SCALE);
|
||||
if ((actor->spr.scale.X) > 1) actor->spr.SetScaleX(1);
|
||||
if ((actor->spr.scale.Y) > 1) actor->spr.SetScaleY(1);
|
||||
if ((actor->spr.scale.X) > 1) actor->spr.scale.X = (1);
|
||||
if ((actor->spr.scale.Y) > 1) actor->spr.scale.Y = (1);
|
||||
actor->user.Counter = 60;
|
||||
}
|
||||
|
||||
|
|
|
@ -792,7 +792,7 @@ int DoCoolgDeath(DSWActor* actor)
|
|||
{
|
||||
actor->spr.cstat &= ~(CSTAT_SPRITE_TRANSLUCENT);
|
||||
actor->spr.cstat &= ~(CSTAT_SPRITE_INVISIBLE);
|
||||
actor->spr.SetScaleX(0.65625);
|
||||
actor->spr.scale.X = (0.65625);
|
||||
actor->spr.shade = -10;
|
||||
|
||||
if (actor->user.Flags & (SPR_FALLING))
|
||||
|
@ -872,7 +872,7 @@ int DoCoolgMove(DSWActor* actor)
|
|||
{
|
||||
actor->spr.scale.X -= REPEAT_SCALE;
|
||||
actor->spr.shade++;
|
||||
if (actor->spr.scale.X < 0.0625) actor->spr.SetScaleX(0.0625);
|
||||
if (actor->spr.scale.X < 0.0625) actor->spr.scale.X = (0.0625);
|
||||
if (actor->spr.shade > 126)
|
||||
{
|
||||
actor->spr.shade = 127;
|
||||
|
@ -884,12 +884,12 @@ int DoCoolgMove(DSWActor* actor)
|
|||
actor->spr.hitag = 0;
|
||||
actor->spr.scale.X += (REPEAT_SCALE);
|
||||
actor->spr.shade--;
|
||||
if (actor->spr.scale.X > 0.65625) actor->spr.SetScaleX(0.65625);
|
||||
if (actor->spr.scale.X > 0.65625) actor->spr.scale.X = (0.65625);
|
||||
if (actor->spr.shade < -10) actor->spr.shade = -10;
|
||||
}
|
||||
else if (actor->user.FlagOwner == 0)
|
||||
{
|
||||
actor->spr.SetScaleX(0.65625);
|
||||
actor->spr.scale.X = (0.65625);
|
||||
actor->spr.shade = -10;
|
||||
actor->spr.hitag = 0;
|
||||
}
|
||||
|
|
|
@ -353,7 +353,7 @@ void DoShadows(tspriteArray& tsprites, tspritetype* tsp, double viewz)
|
|||
|
||||
if (tilehasmodelorvoxel(tsp->picnum,tsp->pal))
|
||||
{
|
||||
tSpr->SetScaleY(0);
|
||||
tSpr->scale.Y = (0);
|
||||
// cstat: trans reverse
|
||||
// clipdist: tell mdsprite.cpp to use Z-buffer hacks to hide overdraw issues
|
||||
tSpr->clipdist |= TSPR_FLAGS_MDHACK;
|
||||
|
|
|
@ -306,8 +306,8 @@ void SpawnMidSplash(DSWActor* actor)
|
|||
DVector3(actor->spr.pos.XY(), ActorZOfMiddle(actor)), actor->spr.angle);
|
||||
|
||||
actorNew->spr.shade = -12;
|
||||
actorNew->spr.SetScaleX((70 - RandomRange(20)) * REPEAT_SCALE);
|
||||
actorNew->spr.SetScaleY((70 - RandomRange(20)) * REPEAT_SCALE);
|
||||
actorNew->spr.scale.X = ((70 - RandomRange(20)) * REPEAT_SCALE);
|
||||
actorNew->spr.scale.Y = ((70 - RandomRange(20)) * REPEAT_SCALE);
|
||||
actorNew->opos = actor->opos;
|
||||
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
||||
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
|
@ -332,8 +332,8 @@ void SpawnFloorSplash(DSWActor* actor)
|
|||
auto actorNew = SpawnActor(STAT_MISSILE, GOREDrip, s_GoreFloorSplash, actor->sector(), actor->spr.pos, actor->spr.angle);
|
||||
|
||||
actorNew->spr.shade = -12;
|
||||
actorNew->spr.SetScaleX((70 - RandomRange(20)) * REPEAT_SCALE);
|
||||
actorNew->spr.SetScaleY((70 - RandomRange(20)) * REPEAT_SCALE);
|
||||
actorNew->spr.scale.X = ((70 - RandomRange(20)) * REPEAT_SCALE);
|
||||
actorNew->spr.scale.Y = ((70 - RandomRange(20)) * REPEAT_SCALE);
|
||||
actorNew->opos = actor->opos;
|
||||
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
||||
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
|
@ -534,8 +534,8 @@ int DoBloodSpray(DSWActor* actor)
|
|||
|
||||
SetOwner(actor, actorNew);
|
||||
actorNew->spr.shade = -12;
|
||||
actorNew->spr.SetScaleX((40 - RandomRange(30))* REPEAT_SCALE);
|
||||
actorNew->spr.SetScaleY((40 - RandomRange(30))* REPEAT_SCALE);
|
||||
actorNew->spr.scale.X = ((40 - RandomRange(30))* REPEAT_SCALE);
|
||||
actorNew->spr.scale.Y = ((40 - RandomRange(30))* REPEAT_SCALE);
|
||||
actorNew->opos = actor->opos;
|
||||
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
||||
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
|
@ -732,8 +732,8 @@ int DoPhosphorus(DSWActor* actor)
|
|||
actorNew->spr.hitag = LUMINOUS; // Always full brightness
|
||||
SetOwner(actor, actorNew);
|
||||
actorNew->spr.shade = -40;
|
||||
actorNew->spr.SetScaleX((12 + RandomRange(10))* REPEAT_SCALE);
|
||||
actorNew->spr.SetScaleY((12 + RandomRange(10))* REPEAT_SCALE);
|
||||
actorNew->spr.scale.X = ((12 + RandomRange(10))* REPEAT_SCALE);
|
||||
actorNew->spr.scale.Y = ((12 + RandomRange(10))* REPEAT_SCALE);
|
||||
actorNew->opos = actor->opos;
|
||||
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
||||
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
|
@ -1806,8 +1806,8 @@ int InitBloodSpray(DSWActor* actor, bool dogib, short velocity)
|
|||
actorNew->spr.shade = -12;
|
||||
|
||||
SetOwner(actor, actorNew);
|
||||
actorNew->spr.SetScaleX((64 - RandomRange(35)) * REPEAT_SCALE);
|
||||
actorNew->spr.SetScaleY((64 - RandomRange(35)) * REPEAT_SCALE);
|
||||
actorNew->spr.scale.X = ((64 - RandomRange(35)) * REPEAT_SCALE);
|
||||
actorNew->spr.scale.Y = ((64 - RandomRange(35)) * REPEAT_SCALE);
|
||||
actorNew->spr.shade = -15;
|
||||
actorNew->copy_clipdist(actor);
|
||||
actorNew->user.WeaponNum = actor->user.WeaponNum;
|
||||
|
|
|
@ -8105,7 +8105,7 @@ int InitPlasmaFountain(DSWActor* wActor, DSWActor* sActor)
|
|||
if (wActor)
|
||||
SetOwner(GetOwner(wActor), actorNew);
|
||||
SetAttach(sActor, actorNew);
|
||||
actorNew->spr.SetScaleY(0);
|
||||
actorNew->spr.scale.Y = (0);
|
||||
actorNew->clipdist = 0.5;
|
||||
|
||||
actorNew->user.WaitTics = 120+60;
|
||||
|
@ -11297,7 +11297,7 @@ int DoSerpMeteor(DSWActor* actor)
|
|||
|
||||
actor->spr.scale.X += (MISSILEMOVETICS * 2 * REPEAT_SCALE);
|
||||
if (actor->spr.scale.X > 1.25)
|
||||
actor->spr.SetScaleX(1.25);
|
||||
actor->spr.scale.X = (1.25);
|
||||
|
||||
actor->user.coll = move_missile(actor, actor->user.change, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
|
||||
|
||||
|
@ -11342,7 +11342,7 @@ int DoMirvMissile(DSWActor* actor)
|
|||
{
|
||||
actor->spr.scale.X += (MISSILEMOVETICS * 2 * REPEAT_SCALE);
|
||||
if (actor->spr.scale.X > 1.25)
|
||||
actor->spr.SetScaleX(1.25);
|
||||
actor->spr.scale.X = (1.25);
|
||||
|
||||
actor->user.coll = move_missile(actor, actor->user.change, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
|
||||
|
||||
|
@ -17636,8 +17636,8 @@ int DoBubble(DSWActor* actor)
|
|||
actor->user.pos.Y = 0.5;
|
||||
}
|
||||
|
||||
actor->spr.SetScaleX(actor->user.pos.X + ((RANDOM_P2(8 << 8) >> 8) - 4) * REPEAT_SCALE);
|
||||
actor->spr.SetScaleY(actor->user.pos.Y + ((RANDOM_P2(8 << 8) >> 8) - 4) * REPEAT_SCALE);
|
||||
actor->spr.scale.X = (actor->user.pos.X + ((RANDOM_P2(8 << 8) >> 8) - 4) * REPEAT_SCALE);
|
||||
actor->spr.scale.Y = (actor->user.pos.Y + ((RANDOM_P2(8 << 8) >> 8) - 4) * REPEAT_SCALE);
|
||||
|
||||
if (actor->spr.pos.Z < actor->sector()->ceilingz)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue