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- BuildAnim in Exhumed
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parent
f30a76dfc9
commit
2ceb41fcf4
12 changed files with 35 additions and 37 deletions
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@ -30,10 +30,6 @@ BEGIN_PS_NS
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void InitAnims();
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void DestroyAnim(DExhumedActor* nAnim);
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DExhumedActor* BuildAnim(DExhumedActor* actor, int val, int val2, const DVector3& pos, sectortype* pSector, double nScale, int nFlag);
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DExhumedActor* BuildAnimI(DExhumedActor* actor, int val, int val2, const DVector3& pos, sectortype* pSector, int nRepeat, int nFlag)
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{
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return BuildAnim(actor, val, val2, pos, pSector, nRepeat * REPEAT_SCALE, nFlag);
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}
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void FuncAnim(int, int, int, int);
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void BuildExplosion(DExhumedActor* actor);
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@ -268,7 +268,7 @@ void BuildExplosion(DExhumedActor* pActor)
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edx = 34;
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}
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BuildAnimI(nullptr, edx, 0, pActor->spr.pos, pActor->sector(), pActor->spr.ScaleX() * INV_REPEAT_SCALE, 4);
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BuildAnim(nullptr, edx, 0, pActor->spr.pos, pActor->sector(), pActor->spr.ScaleX(), 4);
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}
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//---------------------------------------------------------------------------
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@ -279,17 +279,18 @@ void BuildExplosion(DExhumedActor* pActor)
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void BuildSplash(DExhumedActor* pActor, sectortype* pSector)
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{
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int nRepeat, nSound;
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int nSound;
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double nScale;
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if (pActor->spr.statnum != 200)
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{
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int rep = int(pActor->spr.ScaleX() * INV_REPEAT_SCALE);
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nRepeat = rep + (RandomWord() % rep);
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double rep = pActor->spr.ScaleX();
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nScale = rep + RandomFloat(rep);
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nSound = kSound0;
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}
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else
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{
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nRepeat = 20;
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nScale = 0.3125;
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nSound = kSound1;
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}
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@ -308,7 +309,7 @@ void BuildSplash(DExhumedActor* pActor, sectortype* pSector)
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nFlag = 0;
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}
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auto pSpawned = BuildAnimI(nullptr, edx, 0, DVector3(pActor->spr.pos.XY(), pSector->floorz), pSector, nRepeat, nFlag);
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auto pSpawned = BuildAnim(nullptr, edx, 0, DVector3(pActor->spr.pos.XY(), pSector->floorz), pSector, nScale, nFlag);
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if (!bIsLava)
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{
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@ -113,7 +113,7 @@ void AIBubble::Tick(RunListEvent* ev)
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auto pSectAbove = pSector->pAbove;
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if (pActor->spr.hitag > -1 && pSectAbove != nullptr) {
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BuildAnimI(nullptr, 70, 0, DVector3(pActor->spr.pos.XY(), pSectAbove->floorz), pSectAbove, 64, 0);
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BuildAnim(nullptr, 70, 0, DVector3(pActor->spr.pos.XY(), pSectAbove->floorz), pSectAbove, 1., 0);
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}
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DestroyBubble(pActor);
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@ -177,7 +177,7 @@ void IgniteSprite(DExhumedActor* pActor)
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{
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pActor->spr.hitag += 2;
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auto pAnimActor = BuildAnimI(nullptr, 38, 0, pActor->spr.pos, pActor->sector(), 40, 20);
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auto pAnimActor = BuildAnim(nullptr, 38, 0, pActor->spr.pos, pActor->sector(), 0.625, 20);
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if (pAnimActor)
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{
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@ -216,7 +216,7 @@ void BulletHitsSprite(Bullet *pBullet, DExhumedActor* pBulletActor, DExhumedActo
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}
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if (!RandomSize(2)) {
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BuildAnimI(nullptr, pBulletInfo->field_C, 0, pos, pSector, 40, pBulletInfo->nFlags);
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BuildAnim(nullptr, pBulletInfo->field_C, 0, pos, pSector, 0.625, pBulletInfo->nFlags);
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}
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return;
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@ -279,7 +279,7 @@ void BulletHitsSprite(Bullet *pBullet, DExhumedActor* pBulletActor, DExhumedActo
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if (nStat <= 90 || nStat >= 199)
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{
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BuildAnimI(nullptr, pBulletInfo->field_C, 0, pos, pSector, 40, pBulletInfo->nFlags);
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BuildAnim(nullptr, pBulletInfo->field_C, 0, pos, pSector, 0.625, pBulletInfo->nFlags);
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return;
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}
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@ -291,13 +291,13 @@ void BulletHitsSprite(Bullet *pBullet, DExhumedActor* pBulletActor, DExhumedActo
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case 102:
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case kStatExplodeTrigger:
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case kStatExplodeTarget:
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BuildAnimI(nullptr, 12, 0, pos, pSector, 40, 0);
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BuildAnim(nullptr, 12, 0, pos, pSector, 0.625, 0);
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break;
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default:
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BuildAnimI(nullptr, 39, 0, pos, pSector, 40, 0);
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BuildAnim(nullptr, 39, 0, pos, pSector, 0.625, 0);
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if (pBullet->nType > 2)
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{
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BuildAnimI(nullptr, pBulletInfo->field_C, 0, pos, pSector, 40, pBulletInfo->nFlags);
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BuildAnim(nullptr, pBulletInfo->field_C, 0, pos, pSector, 0.625, pBulletInfo->nFlags);
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}
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break;
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}
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@ -491,7 +491,7 @@ HITSPRITE:
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}
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else
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{
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BuildAnimI(nullptr, pBulletInfo->field_C, 0, pos, pHitSect, 40, pBulletInfo->nFlags);
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BuildAnim(nullptr, pBulletInfo->field_C, 0, pos, pHitSect, 0.625, pBulletInfo->nFlags);
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}
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}
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else
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@ -510,7 +510,7 @@ HITSPRITE:
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}
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// draws bullet puff on walls when they're shot
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BuildAnimI(nullptr, pBulletInfo->field_C, 0, pos.plusZ(zOffset - 16), pHitSect, 40, pBulletInfo->nFlags);
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BuildAnim(nullptr, pBulletInfo->field_C, 0, pos.plusZ(zOffset - 16), pHitSect, 0.625, pBulletInfo->nFlags);
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}
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}
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else
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@ -807,7 +807,7 @@ void AIBullet::Tick(RunListEvent* ev)
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if (nFlag & 0x80)
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{
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BuildAnimI(nullptr, 45, 0, pActor->spr.pos, pActor->sector(), pActor->spr.ScaleX() * REPEAT_SCALE, 0);
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BuildAnim(nullptr, 45, 0, pActor->spr.pos, pActor->sector(), pActor->spr.ScaleX(), 0);
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}
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BulletList[nBullet].nFrame++;
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@ -78,7 +78,7 @@ void BuildFishLimb(DExhumedActor* pActor, int anim)
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void BuildBlood(const DVector3& pos, sectortype* pSector)
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{
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BuildAnimI(nullptr, kSeqFish, 36, pos, pSector, 75, 128);
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BuildAnim(nullptr, kSeqFish, 36, pos, pSector, 1.171875, 128);
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}
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//---------------------------------------------------------------------------
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@ -166,7 +166,8 @@ void BuildGrenade(int nPlayer)
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void ExplodeGrenade(DExhumedActor* pActor)
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{
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int var_28, var_20;
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int var_28;
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double scale;
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int nPlayer = pActor->spr.intowner;
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auto pGrenadeSect = pActor->sector();
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@ -176,13 +177,13 @@ void ExplodeGrenade(DExhumedActor* pActor)
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if (pGrenadeSect->Flag & kSectUnderwater)
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{
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var_28 = 75;
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var_20 = 60;
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scale = 0.9375;
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}
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else
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{
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if (pActor->spr.pos.Z < pGrenadeSect->floorz)
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{
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var_20 = 200;
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scale = 3.125;
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var_28 = 36;
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// TODO MonoOut("GRENPOW\n");
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@ -190,7 +191,7 @@ void ExplodeGrenade(DExhumedActor* pActor)
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else
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{
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var_28 = 34;
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var_20 = 150;
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scale = 2.3475;
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// TODO MonoOut("GRENBOOM\n");
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}
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@ -219,7 +220,7 @@ void ExplodeGrenade(DExhumedActor* pActor)
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runlist_RadialDamageEnemy(pActor, nDamage, BulletInfo[kWeaponGrenade].nRadius);
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BuildAnimI(nullptr, var_28, 0, pActor->spr.pos, pActor->sector(), var_20, 4);
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BuildAnim(nullptr, var_28, 0, pActor->spr.pos, pActor->sector(), scale, 4);
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AddFlash(pActor->sector(), pActor->spr.pos, 128);
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DestroyGrenade(pActor);
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@ -777,7 +777,7 @@ loc_flag:
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else if (pActor2->spr.statnum == 102)
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{
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// loc_27370:
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BuildAnimI(nullptr, 12, 0, thePos, pSectorB, 30, 0);
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BuildAnim(nullptr, 12, 0, thePos, pSectorB, 0.46875, 0);
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}
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else if (pActor2->spr.statnum == kStatExplodeTrigger) {
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var_28 += 2;
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@ -789,7 +789,7 @@ loc_flag:
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else
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{
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// loc_27370:
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BuildAnimI(nullptr, 12, 0, thePos, pSectorB, 30, 0);
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BuildAnim(nullptr, 12, 0, thePos, pSectorB, 0.46875, 0);
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}
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}
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}
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@ -135,7 +135,7 @@ void BuildItemAnim(DExhumedActor* pActor)
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if (nItemAnimInfo[nItem].a >= 0)
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{
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auto pAnimActor = BuildAnimI(pActor, 41, nItemAnimInfo[nItem].a, pActor->spr.pos, pActor->sector(), nItemAnimInfo[nItem].repeat, 20);
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auto pAnimActor = BuildAnim(pActor, 41, nItemAnimInfo[nItem].a, pActor->spr.pos, pActor->sector(), nItemAnimInfo[nItem].repeat * REPEAT_SCALE, 20);
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if (nItem == 44) {
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pAnimActor->spr.cstat |= CSTAT_SPRITE_TRANSLUCENT;
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@ -404,13 +404,13 @@ void DropMagic(DExhumedActor* pActor)
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if (nMagicCount <= 0)
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{
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auto pAnimActor = BuildAnimI(
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auto pAnimActor = BuildAnim(
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nullptr,
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64,
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0,
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pActor->spr.pos,
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pActor->sector(),
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48,
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0.75,
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4);
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if (pAnimActor)
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@ -481,7 +481,7 @@ void DoRegenerates()
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if (pActor->spr.extra <= 0)
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{
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BuildAnimI(nullptr, 38, 0, pActor->spr.pos, pActor->sector(), 64, 4);
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BuildAnim(nullptr, 38, 0, pActor->spr.pos, pActor->sector(), 1, 4);
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D3PlayFX(StaticSound[kSoundTorchOn], pActor);
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}
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else {
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@ -2023,7 +2023,7 @@ void AIObject::Tick(RunListEvent* ev)
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}
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AddFlash(pActor->sector(), pActor->spr.pos, 128);
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BuildAnimI(nullptr, var_18, 0, DVector3(pActor->spr.pos.XY(), pActor->sector()->floorz), pActor->sector(), 240, 4);
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BuildAnim(nullptr, var_18, 0, DVector3(pActor->spr.pos.XY(), pActor->sector()->floorz), pActor->sector(), 3.75, 4);
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// int edi = nSprite | 0x4000;
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@ -2585,7 +2585,7 @@ sectdone:
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sectortype* mouthSect;
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auto pos = WheresMyMouth(nPlayer, &mouthSect);
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BuildAnimI(nullptr, 71, 0, DVector3(pos.XY(), pPlayerActor->spr.pos.Z + 15), mouthSect, 75, 128);
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BuildAnim(nullptr, 71, 0, DVector3(pos.XY(), pPlayerActor->spr.pos.Z + 15), mouthSect, 1.171875, 128);
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}
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break;
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case 17:
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@ -269,7 +269,7 @@ void DestroyEgg(int nEgg)
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if (QueenEgg[nEgg].nAction != 4)
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{
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BuildAnimI(nullptr, 34, 0, pActor->spr.pos, pActor->sector(), pActor->spr.xrepeat, 4);
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BuildAnim(nullptr, 34, 0, pActor->spr.pos, pActor->sector(), pActor->spr.ScaleX(), 4);
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}
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else
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{
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@ -1531,7 +1531,7 @@ void AIQueen::Damage(RunListEvent* ev)
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QueenList[nQueen].nHealth = 4000;
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QueenList[nQueen].nAction = 7;
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BuildAnimI(nullptr, 36, 0, pActor->spr.pos.plusZ(-30), pActor->sector(), pActor->spr.xrepeat, 4);
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BuildAnim(nullptr, 36, 0, pActor->spr.pos.plusZ(-30), pActor->sector(), pActor->spr.ScaleX(), 4);
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break;
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case 2:
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QueenList[nQueen].nHealth = 4000;
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@ -146,7 +146,7 @@ void ExplodeSnakeSprite(DExhumedActor* pActor, int nPlayer)
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pActor->pTarget = nOwner;
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BuildAnimI(nullptr, 23, 0, pActor->spr.pos, pActor->sector(), 40, 4);
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BuildAnim(nullptr, 23, 0, pActor->spr.pos, pActor->sector(), 0.625, 4);
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AddFlash(pActor->sector(), pActor->spr.pos, 128);
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