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https://github.com/DrBeef/Raze.git
synced 2025-01-19 07:31:03 +00:00
- use symbolic STAT_ constants in spawninit where available.
This commit is contained in:
parent
2c7cf5564f
commit
15fc9e47fd
2 changed files with 38 additions and 38 deletions
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@ -96,10 +96,10 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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if (actj) {
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act->timetosleep = 0;
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check_fta_sounds_d(act);
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ChangeActorStat(act, 1);
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ChangeActorStat(act, STAT_ACTOR);
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}
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else
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ChangeActorStat(act, 2);
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ChangeActorStat(act, STAT_ZOMBIEACTOR);
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}
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return act;
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case FIREFLYFLYINGEFFECT:
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@ -123,7 +123,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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act->spr.scale = DVector2(0.3125, 0.3125);
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return act;
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case SERIOUSSAM:
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ChangeActorStat(act, 2);
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ChangeActorStat(act, STAT_ZOMBIEACTOR);
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act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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act->spr.extra = 150;
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return act;
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@ -206,7 +206,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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act->spr.pos.Z -= gs.playerheight;
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act->vel.Z = 1 - krandf(2);
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act->vel.X = 4 - krandf(8);
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ChangeActorStat(act, 4);
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ChangeActorStat(act, STAT_PROJECTILE);
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break;
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case NATURALLIGHTNING:
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act->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
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@ -249,7 +249,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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if (!actj)
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{
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act->spr.cstat = CSTAT_SPRITE_INVISIBLE;
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ChangeActorStat(act, 2);
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ChangeActorStat(act, STAT_ZOMBIEACTOR);
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}
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else
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{
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@ -343,7 +343,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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act->spr.extra = 20;
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act->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL;
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}
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ChangeActorStat(act, 2);
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ChangeActorStat(act, STAT_ZOMBIEACTOR);
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break;
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case HYDRENT:
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@ -495,7 +495,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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act->clipdist = 8;
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}
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ChangeActorStat(act, 2);
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ChangeActorStat(act, STAT_ZOMBIEACTOR);
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break;
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case DUKELYINGDEAD:
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@ -532,7 +532,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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act->spr.yint = act->spr.hitag;
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[[fallthrough]];
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case WEATHERWARN:
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ChangeActorStat(act, 1);
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ChangeActorStat(act, STAT_ACTOR);
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break;
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case SPOTLITE:
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@ -560,7 +560,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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act->SetOwner(act);
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act->spr.lotag = 1;
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act->spr.extra = 1;
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ChangeActorStat(act, 6);
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ChangeActorStat(act, STAT_STANDABLE);
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break;
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case SHELL: //From the player
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@ -579,7 +579,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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break;
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}
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act->spr.cstat = CSTAT_SPRITE_INVISIBLE;
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ChangeActorStat(act, 11);
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ChangeActorStat(act, STAT_FX);
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break;
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case ONFIRE:
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@ -874,9 +874,9 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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{
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act->timetosleep = 0;
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check_fta_sounds_d(act);
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ChangeActorStat(act, 1);
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ChangeActorStat(act, STAT_ACTOR);
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}
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else ChangeActorStat(act, 2);
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else ChangeActorStat(act, STAT_ZOMBIEACTOR);
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}
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if (act->spr.picnum == ROTATEGUN)
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@ -886,7 +886,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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case LOCATORS:
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act->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
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ChangeActorStat(act, 7);
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ChangeActorStat(act, STAT_LOCATOR);
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break;
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case ACTIVATORLOCKED:
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@ -894,13 +894,13 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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act->spr.cstat = CSTAT_SPRITE_INVISIBLE;
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if (act->spr.picnum == ACTIVATORLOCKED)
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act->sector()->lotag |= 16384;
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ChangeActorStat(act, 8);
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ChangeActorStat(act, STAT_ACTIVATOR);
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break;
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case DOORSHOCK:
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act->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL;
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act->spr.shade = -12;
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ChangeActorStat(act, 6);
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ChangeActorStat(act, STAT_STANDABLE);
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break;
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case OOZ:
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@ -915,7 +915,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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insertspriteq(act);
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}
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ChangeActorStat(act, 1);
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ChangeActorStat(act, STAT_ACTOR);
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getglobalz(act);
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@ -1079,7 +1079,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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else act->spr.pal = 0;
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if (act->spr.picnum == CAMERAPOLE || act->spr.picnum == GENERICPOLE) break;
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act->spr.picnum = CAMERA1;
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ChangeActorStat(act, 1);
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ChangeActorStat(act, STAT_ACTOR);
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break;
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case STEAM:
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if (actj)
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@ -92,7 +92,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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if (!isRRRA()) goto default_case;
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act->spr.extra = 0;
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act->spr.scale = DVector2(0, 0);
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ChangeActorStat(act, 11);
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ChangeActorStat(act, STAT_FX);
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break;
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case RRTILE7936:
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if (!isRRRA()) goto default_case;
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@ -278,7 +278,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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act->spr.pos.Z -= gs.playerheight;
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act->vel.Z = 1 - krandf(2);
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act->vel.X = 4 - krandf(8);
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ChangeActorStat(act, 4);
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ChangeActorStat(act, STAT_PROJECTILE);
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break;
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case TRANSPORTERSTAR:
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case TRANSPORTERBEAM:
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@ -303,7 +303,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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if (!actj)
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{
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act->spr.cstat = CSTAT_SPRITE_INVISIBLE;
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ChangeActorStat(act, 2);
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ChangeActorStat(act, STAT_ZOMBIEACTOR);
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}
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else
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{
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@ -443,19 +443,19 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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act->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL;
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act->clipdist = 8;
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}
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ChangeActorStat(act, 2);
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ChangeActorStat(act, STAT_ZOMBIEACTOR);
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break;
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case BOWLINGBALL:
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act->spr.cstat = CSTAT_SPRITE_BLOCK_HITSCAN;
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act->clipdist = 16;
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act->spr.scale = DVector2(0.171875, 0.140625);
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ChangeActorStat(act, 2);
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ChangeActorStat(act, STAT_ZOMBIEACTOR);
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break;
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case HENSTAND:
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act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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act->clipdist = 12;
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act->spr.scale = DVector2(0.328125, 0.234375);
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ChangeActorStat(act, 2);
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ChangeActorStat(act, STAT_ZOMBIEACTOR);
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break;
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case RRTILE295:
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act->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
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@ -474,48 +474,48 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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act->clipdist = 2;
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act->spr.scale = DVector2(0.5, 0.40625);
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act->vel.X = 2;
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ChangeActorStat(act, 1);
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ChangeActorStat(act, STAT_ACTOR);
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break;
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case RRTILE3120:
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act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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act->clipdist = 2;
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act->spr.scale = DVector2(0.1875, 0.15625);
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act->vel.X = 2;
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ChangeActorStat(act, 1);
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ChangeActorStat(act, STAT_ACTOR);
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break;
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case RRTILE3122:
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act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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act->clipdist = 0.5;
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act->spr.scale = DVector2(0.125, 0.09375);
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act->vel.X = 1;
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ChangeActorStat(act, 1);
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ChangeActorStat(act, STAT_ACTOR);
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break;
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case RRTILE3123:
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act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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act->clipdist = 2;
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act->spr.scale = DVector2(0.203125, 0.203125);
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act->vel.X = 1;
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ChangeActorStat(act, 1);
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ChangeActorStat(act, STAT_ACTOR);
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break;
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case RRTILE3124:
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act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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act->clipdist = 2;
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act->spr.scale = DVector2(0.265625, 0.1875);
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act->vel.X = 2;
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ChangeActorStat(act, 1);
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ChangeActorStat(act, STAT_ACTOR);
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break;
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case RRTILE3132:
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act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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act->clipdist = 2;
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act->spr.scale = DVector2(0.203125, 0.15625);
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act->vel.X = 0;
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ChangeActorStat(act, 1);
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ChangeActorStat(act, STAT_ACTOR);
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break;
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case BOWLINGPIN:
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act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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act->clipdist = 12;
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act->spr.scale = DVector2(0.359375, 0.359375);
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ChangeActorStat(act, 2);
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ChangeActorStat(act, STAT_ZOMBIEACTOR);
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break;
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case DUKELYINGDEAD:
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if (actj && actj->spr.picnum == APLAYER)
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@ -544,7 +544,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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case MIKE:
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if (act->spr.picnum == MIKE)
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act->spr.yint = act->spr.hitag;
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ChangeActorStat(act, 1);
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ChangeActorStat(act, STAT_ACTOR);
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break;
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case SPOTLITE:
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@ -639,7 +639,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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if (act->sector()->lotag != 2)
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act->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
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}
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ChangeActorStat(act, 13);
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ChangeActorStat(act, STAT_DUMMYPLAYER);
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break;
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case APLAYER:
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@ -651,7 +651,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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if (ud.multimode < 2 || (ud.multimode > 1 && j != act->spr.lotag))
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ChangeActorStat(act, STAT_MISC);
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else
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ChangeActorStat(act, 10);
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ChangeActorStat(act, STAT_PLAYER);
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break;
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}
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case WATERBUBBLE:
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@ -679,12 +679,12 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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if (act->spr.picnum != WATERDRIP) act->spr.angle = randomAngle();
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act->spr.scale = DVector2(0.375, 0.375);
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ChangeActorStat(act, 6);
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ChangeActorStat(act, STAT_STANDABLE);
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break;
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case PLUG:
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act->spr.lotag = 9999;
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ChangeActorStat(act, 6);
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ChangeActorStat(act, STAT_STANDABLE);
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break;
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case TOUCHPLATE:
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act->temp_pos.Z = sectp->floorz;
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@ -1241,7 +1241,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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case TIRE:
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act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; // Make it hitable
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act->spr.extra = 1;
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ChangeActorStat(act, 6);
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ChangeActorStat(act, STAT_STANDABLE);
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break;
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case CAMERA1:
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@ -1264,7 +1264,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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else act->spr.pal = 0;
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if (act->spr.picnum == CAMERAPOLE) break;
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act->spr.picnum = CAMERA1;
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ChangeActorStat(act, 1);
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ChangeActorStat(act, STAT_ACTOR);
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break;
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case STEAM:
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if (actj)
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@ -1346,7 +1346,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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act->saved_ammo = 20;
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act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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act->spr.lotag = 1;
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ChangeActorStat(act, 1);
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ChangeActorStat(act, STAT_ACTOR);
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break;
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case TOILET:
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