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https://github.com/DrBeef/Raze.git
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- some trivial things.
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parent
0577b678d2
commit
32ed2dd596
6 changed files with 25 additions and 32 deletions
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@ -237,6 +237,7 @@ DBloodActor * actSpawnSprite(DBloodActor *pSource, int nStat);
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DBloodActor* actSpawnThing(sectortype* pSector, const DVector3& pos, int nThingType);
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inline DBloodActor* actFireThing(DBloodActor* actor, double xyoff, double zoff, double zvel, int thingType, double nSpeed);
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[[deprecated]]
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inline DBloodActor* actFireThing(DBloodActor* actor, int xyoff_, int zoff_, int zvel_, int thingType, int nSpeed_)
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{
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double xyoff = xyoff_ * inttoworld;
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@ -248,14 +249,6 @@ inline DBloodActor* actFireThing(DBloodActor* actor, int xyoff_, int zoff_, int
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DBloodActor* actFireMissile(DBloodActor* actor, double xyoff, double zoff, DVector3 dc, int nType);
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inline DBloodActor* actFireMissile(DBloodActor* actor, int xyoff_, int zoff_, int dx, int dy, int dz, int nType)
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{
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double xyoff = xyoff_ * inttoworld;
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double zoff = zoff_ * zinttoworld;
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DVector3 dv(FixedToFloat<14>(dx), FixedToFloat<14>(dy), FixedToFloat<14>(dz));
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return actFireMissile(actor, xyoff, zoff, dv, nType);
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}
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void actBurnSprite(DBloodActor* pSource, DBloodActor* pTarget, int nTime);
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int actGetRespawnTime(DBloodActor *pSprite);
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@ -1867,7 +1867,7 @@ bool doExplosion(DBloodActor* actor, int nType)
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//
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//---------------------------------------------------------------------------
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DBloodActor* genDudeSpawn(DBloodActor* source, DBloodActor* actor, int nDist)
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DBloodActor* genDudeSpawn(DBloodActor* source, DBloodActor* actor, double nDist)
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{
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auto spawned = actSpawnSprite(actor, kStatDude);
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int nType = kDudeModernCustom;
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@ -1875,7 +1875,7 @@ DBloodActor* genDudeSpawn(DBloodActor* source, DBloodActor* actor, int nDist)
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auto pos = actor->spr.pos;
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if (nDist > 0)
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{
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pos.XY() += actor->spr.angle.ToVector() * nDist * inttoworld;
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pos.XY() += actor->spr.angle.ToVector() * nDist;
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}
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spawned->spr.type = nType;
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@ -203,7 +203,7 @@ void aiGenDudeChooseDirection(DBloodActor* actor, DAngle a3, const DVector2& vel
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void aiGenDudeNewState(DBloodActor* actor, AISTATE* pAIState);
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int checkAttackState(DBloodActor* actor);
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bool doExplosion(DBloodActor* pSprite, int nType);
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DBloodActor* genDudeSpawn(DBloodActor* source, DBloodActor* pSprite, int nDist);
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DBloodActor* genDudeSpawn(DBloodActor* source, DBloodActor* pSprite, double nDist);
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void genDudeTransform(DBloodActor* pSprite);
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void dudeLeechOperate(DBloodActor* actor, const EVENT& a3);
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int getDodgeChance(DBloodActor* pSprite);
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@ -4583,7 +4583,7 @@ bool condCheckSprite(DBloodActor* aCond, int cmpOp, bool PUSH)
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switch (cond)
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{
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default: break;
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case 0: return condCmp((arg3 == 0) ? (objActor->int_ang() & 2047) : objActor->int_ang(), arg1, arg2, cmpOp);
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case 0: return condCmp((arg3 == 0) ? (objActor->spr.angle.Normalized360().Buildang()) : objActor->spr.angle.Buildang(), arg1, arg2, cmpOp);
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case 5: return condCmp(objActor->spr.statnum, arg1, arg2, cmpOp);
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case 6: return ((objActor->spr.flags & kHitagRespawn) || objActor->spr.statnum == kStatRespawn);
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case 7: return condCmp(spriteGetSlope(objActor), arg1, arg2, cmpOp);
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@ -108,8 +108,8 @@ static void fakeProcessInput(PLAYER* pPlayer, InputPacket* pInput)
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predict.jump = !!(gMe->input.actions & SB_JUMP);
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if (predict.posture == 1)
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{
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int x = predict.angle.Cos();
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int y = predict.angle.Sin();
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int x = predict.angle.Cos_();
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int y = predict.angle.Sin_();
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if (pInput->fvel)
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{
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int forward = pInput->fvel;
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@ -133,8 +133,8 @@ static void fakeProcessInput(PLAYER* pPlayer, InputPacket* pInput)
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int speed = 0x10000;
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if (predict.floordist > 0)
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speed -= DivScale(predict.floordist, 0x100, 16);
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int x = predict.angle.Cos();
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int y = predict.angle.Sin();
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int x = predict.angle.Cos_();
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int y = predict.angle.Sin_();
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if (pInput->fvel)
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{
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int forward = pInput->fvel;
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@ -234,8 +234,8 @@ static void fakeProcessInput(PLAYER* pPlayer, InputPacket* pInput)
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if (va && (sector[nSector].floorstat & 2) != 0)
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{
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int z1 = getflorzofslope(nSector, predict.x, predict.y);
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int x2 = predict.x + MulScale(64, predict.angle.Cos(), 30);
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int y2 = predict.y + MulScale(64, predict.angle.Sin(), 30);
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int x2 = predict.x + MulScale(64, predict.angle.Cos_(), 30);
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int y2 = predict.y + MulScale(64, predict.angle.Sin_(), 30);
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int nSector2 = nSector;
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updatesector(x2, y2, &nSector2);
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if (nSector2 == nSector)
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@ -306,10 +306,10 @@ void fakePlayerProcess(PLAYER* pPlayer, InputPacket* pInput)
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{
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predict.Kills = (predict.Kills + 17) & 2047;
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predict.at14 = (predict.at14 + 17) & 2047;
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predict.bobHeight = MulScale(10 * pPosture->bobV, Sin(predict.Kills * 2), 30);
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predict.bobWidth = MulScale(predict.bobPhase * pPosture->bobH, Sin(predict.Kills - 256), 30);
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predict.shakeBobY = MulScale(predict.bobPhase * pPosture->swayV, Sin(predict.at14 * 2), 30);
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predict.shakeBobX = MulScale(predict.bobPhase * pPosture->swayH, Sin(predict.at14 - 0x155), 30);
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predict.bobHeight = MulScale(10 * pPosture->bobV, Sin_(predict.Kills * 2), 30);
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predict.bobWidth = MulScale(predict.bobPhase * pPosture->bobH, Sin_(predict.Kills - 256), 30);
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predict.shakeBobY = MulScale(predict.bobPhase * pPosture->swayV, Sin_(predict.at14 * 2), 30);
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predict.shakeBobX = MulScale(predict.bobPhase * pPosture->swayH, Sin_(predict.at14 - 0x155), 30);
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}
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else
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{
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@ -328,10 +328,10 @@ void fakePlayerProcess(PLAYER* pPlayer, InputPacket* pInput)
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predict.bobPhase = ClipHigh(predict.bobPhase + nSpeed, 30);
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}
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}
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predict.bobHeight = MulScale(predict.bobPhase * pPosture->bobV, Sin(predict.Kills * 2), 30);
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predict.bobWidth = MulScale(predict.bobPhase * pPosture->bobH, Sin(predict.Kills - 256), 30);
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predict.shakeBobY = MulScale(predict.bobPhase * pPosture->swayV, Sin(predict.at14 * 2), 30);
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predict.shakeBobX = MulScale(predict.bobPhase * pPosture->swayH, Sin(predict.at14 - 0x155), 30);
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predict.bobHeight = MulScale(predict.bobPhase * pPosture->bobV, Sin_(predict.Kills * 2), 30);
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predict.bobWidth = MulScale(predict.bobPhase * pPosture->bobH, Sin_(predict.Kills - 256), 30);
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predict.shakeBobY = MulScale(predict.bobPhase * pPosture->swayV, Sin_(predict.at14 * 2), 30);
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predict.shakeBobX = MulScale(predict.bobPhase * pPosture->swayH, Sin_(predict.at14 - 0x155), 30);
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}
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if (!pXSprite->health)
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return;
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@ -577,8 +577,8 @@ static void fakeActAirDrag(DBloodActor*, int num)
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int vel = pXSector->windVel << 12;
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if (!pXSector->windAlways && pXSector->busy)
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vel = MulScale(vel, pXSector->busy, 16);
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xvec = MulScale(vel, Cos(pXSector->windAng), 30);
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yvec = MulScale(vel, Sin(pXSector->windAng), 30);
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xvec = MulScale(vel, Cos_(pXSector->windAng), 30);
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yvec = MulScale(vel, Sin_(pXSector->windAng), 30);
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}
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}
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predict.xvel += MulScale(xvec - predict.xvel, num, 16);
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@ -614,8 +614,8 @@ void fakeActProcessSprites(void)
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}
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if (pSector->floorstat & 64)
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angle = (GetWallAngle(pSector->firstWall()) + 512) & 2047;
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predict.xvel += MulScale(speed, Cos(angle), 30);
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predict.yvel += MulScale(speed, Sin(angle), 30);
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predict.xvel += MulScale(speed, Cos_(angle), 30);
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predict.yvel += MulScale(speed, Sin_(angle), 30);
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}
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}
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if (pXSector && pXSector->Underwater)
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@ -2527,9 +2527,9 @@ void ActivateGenerator(DBloodActor* actor)
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void FireballTrapSeqCallback(int, DBloodActor* actor)
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{
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if (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)
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actFireMissile(actor, 0, 0, 0, 0, (actor->spr.cstat & CSTAT_SPRITE_YFLIP) ? 0x4000 : -0x4000, kMissileFireball);
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actFireMissile(actor, 0, 0, DVector3(0, 0, (actor->spr.cstat & CSTAT_SPRITE_YFLIP) ? 1 : -1), kMissileFireball);
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else
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actFireMissile(actor, 0, 0, bcos(actor->int_ang()), bsin(actor->int_ang()), 0, kMissileFireball);
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actFireMissile(actor, 0, 0, DVector3(actor->spr.angle.ToVector(), 0), kMissileFireball);
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}
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