- these are the final repeats

This commit is contained in:
Christoph Oelckers 2022-10-07 23:00:52 +02:00
parent 854c42e4ca
commit 2df12e7961

View file

@ -17940,7 +17940,7 @@ int QueueFloorBlood(DSWActor* actor)
spawnedActor->spr.hitag = 9995;
else
spawnedActor->spr.hitag = 0;
spawnedActor->spr.xrepeat = spawnedActor->spr.yrepeat = 8;
spawnedActor->spr.SetScale(0.125, 0.125);
spawnedActor->spr.cstat = 0;
spawnedActor->spr.pal = 0;
spawnedActor->spr.shade = 0;
@ -18238,29 +18238,23 @@ int DoFloorBlood(DSWActor* actor)
short pnum;
PLAYER* pp;
short xsiz,ysiz;
double scale;
if (actor->spr.hitag == 9995)
{
xsiz = 12;
ysiz = 12;
}
scale = 0.1875;
else
{
xsiz = 40;
ysiz = 40;
}
scale = 0.625;
// Make pool of blood seem to grow
if (actor->spr.xrepeat < xsiz && actor->spr.xrepeat != 4)
if (actor->spr.ScaleX() < scale && actor->spr.ScaleX() > 0.0625)
{
actor->spr.xrepeat++;
actor->spr.AddScaleX(REPEAT_SCALE);
}
if (actor->spr.yrepeat < ysiz && actor->spr.xrepeat < xsiz && actor->spr.xrepeat != 4)
if (actor->spr.ScaleY() < scale && actor->spr.ScaleX() < scale && actor->spr.ScaleX() > 0.0625)
{
actor->spr.yrepeat++;
actor->spr.AddScaleY(REPEAT_SCALE);
}
// See if any players stepped in blood
@ -18305,7 +18299,7 @@ int DoWallBlood(DSWActor* actor)
// Make blood drip down the wall
if (actor->spr.ScaleY() < 1.25)
{
actor->spr.yrepeat++;
actor->spr.AddScaleY(REPEAT_SCALE);
actor->spr.pos.Z += 0.5;
}
@ -18338,8 +18332,7 @@ void QueueGeneric(DSWActor* actor, short pic)
return;
}
auto xrepeat = actor->spr.xrepeat;
auto yrepeat = actor->spr.yrepeat;
auto scale = actor->spr.Scale();
// can and should kill the user portion
if (GenericQueue[GenericQueueHead] == nullptr)
@ -18360,8 +18353,7 @@ void QueueGeneric(DSWActor* actor, short pic)
}
actor->spr.picnum = pic;
actor->spr.xrepeat = xrepeat;
actor->spr.yrepeat = yrepeat;
actor->spr.SetScale(scale);
actor->spr.cstat = 0;
switch (actor->spr.picnum)
{
@ -18825,8 +18817,7 @@ void QueueLoWangs(DSWActor* actor)
// Point passed in sprite to ps
spawnedActor->spr.cstat = 0;
spawnedActor->spr.xrepeat = actor->spr.xrepeat;
spawnedActor->spr.yrepeat = actor->spr.yrepeat;
spawnedActor->spr.CopyScale(&actor->spr);
spawnedActor->spr.shade = actor->spr.shade;
spawnedActor->user.spal = spawnedActor->spr.pal = actor->spr.pal;
change_actor_stat(spawnedActor, STAT_DEFAULT); // Breakable