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https://github.com/DrBeef/Raze.git
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- wrap clipdist copy
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parent
51c059657b
commit
3fc592c505
5 changed files with 17 additions and 12 deletions
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@ -281,6 +281,11 @@ public:
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spr. clipdist = val;
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spr. clipdist = val;
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}
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}
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void copy_clipdist(DCoreActor* other)
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{
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spr. clipdist = other->spr. clipdist;
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}
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};
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};
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// holds pointers to the game-side actors.
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// holds pointers to the game-side actors.
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@ -1190,7 +1190,7 @@ int SpawnRadiationCloud(DSWActor* actor)
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actorNew->spr.shade = -40;
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actorNew->spr.shade = -40;
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actorNew->spr.xrepeat = 32;
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actorNew->spr.xrepeat = 32;
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actorNew->spr.yrepeat = 32;
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actorNew->spr.yrepeat = 32;
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actorNew->spr.clipdist = actor->spr.clipdist;
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actorNew->copy_clipdist(actor);
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actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
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actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
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actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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actorNew->user.spal = actorNew->spr.pal = PALETTE_PLAYER6;
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actorNew->user.spal = actorNew->spr.pal = PALETTE_PLAYER6;
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@ -1695,7 +1695,7 @@ int InitCaltrops(DSWActor* actor)
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actorNew->spr.xrepeat = 64;
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actorNew->spr.xrepeat = 64;
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actorNew->spr.shade = -15;
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actorNew->spr.shade = -15;
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// !FRANK - clipbox must be <= weapon otherwise can clip thru walls
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// !FRANK - clipbox must be <= weapon otherwise can clip thru walls
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actorNew->spr.clipdist = actor->spr.clipdist;
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actorNew->copy_clipdist(actor);
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actorNew->user.WeaponNum = actor->user.WeaponNum;
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actorNew->user.WeaponNum = actor->user.WeaponNum;
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actorNew->user.Radius = 200;
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actorNew->user.Radius = 200;
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actorNew->user.ceiling_dist = 3;
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actorNew->user.ceiling_dist = 3;
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@ -1738,7 +1738,7 @@ int InitPhosphorus(DSWActor* actor)
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if (actor->spr.clipdist > 0)
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if (actor->spr.clipdist > 0)
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actorNew->spr.clipdist = actor->spr.clipdist-1;
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actorNew->spr.clipdist = actor->spr.clipdist-1;
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else
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else
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actorNew->spr.clipdist = actor->spr.clipdist;
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actorNew->copy_clipdist(actor);
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actorNew->user.WeaponNum = actor->user.WeaponNum;
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actorNew->user.WeaponNum = actor->user.WeaponNum;
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actorNew->user.Radius = 600;
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actorNew->user.Radius = 600;
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actorNew->user.ceiling_dist = 3;
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actorNew->user.ceiling_dist = 3;
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@ -1808,7 +1808,7 @@ int InitBloodSpray(DSWActor* actor, bool dogib, short velocity)
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actorNew->spr.yrepeat = 64-RandomRange(35);
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actorNew->spr.yrepeat = 64-RandomRange(35);
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actorNew->spr.xrepeat = 64-RandomRange(35);
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actorNew->spr.xrepeat = 64-RandomRange(35);
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actorNew->spr.shade = -15;
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actorNew->spr.shade = -15;
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actorNew->spr.clipdist = actor->spr.clipdist;
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actorNew->copy_clipdist(actor);
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actorNew->user.WeaponNum = actor->user.WeaponNum;
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actorNew->user.WeaponNum = actor->user.WeaponNum;
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actorNew->user.Radius = 600;
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actorNew->user.Radius = 600;
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actorNew->user.ceiling_dist = 3;
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actorNew->user.ceiling_dist = 3;
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@ -9663,7 +9663,7 @@ int SpawnExtraMicroMini(DSWActor* actor)
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SetOwner(GetOwner(actor), actorNew);
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SetOwner(GetOwner(actor), actorNew);
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actorNew->spr.yrepeat = actorNew->spr.xrepeat = actor->spr.xrepeat;
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actorNew->spr.yrepeat = actorNew->spr.xrepeat = actor->spr.xrepeat;
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actorNew->spr.shade = actor->spr.shade;
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actorNew->spr.shade = actor->spr.shade;
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actorNew->spr.clipdist = actor->spr.clipdist;
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actorNew->copy_clipdist(actor);
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actorNew->user.RotNum = 5;
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actorNew->user.RotNum = 5;
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NewStateGroup(actorNew, &sg_MicroMini[0]);
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NewStateGroup(actorNew, &sg_MicroMini[0]);
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@ -10352,7 +10352,7 @@ void SpawnNuclearSecondaryExp(DSWActor* actor, DAngle ang)
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expActor->spr.shade = -128;
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expActor->spr.shade = -128;
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expActor->spr.xrepeat = 218;
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expActor->spr.xrepeat = 218;
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expActor->spr.yrepeat = 152;
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expActor->spr.yrepeat = 152;
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expActor->spr.clipdist = actor->spr.clipdist;
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expActor->copy_clipdist(actor);
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expActor->user.ceiling_dist = (16);
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expActor->user.ceiling_dist = (16);
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expActor->user.floor_dist = (16);
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expActor->user.floor_dist = (16);
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expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
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expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
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@ -10415,7 +10415,7 @@ void SpawnNuclearExp(DSWActor* actor)
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expActor->spr.shade = -128;
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expActor->spr.shade = -128;
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expActor->spr.xrepeat = 255;
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expActor->spr.xrepeat = 255;
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expActor->spr.yrepeat = 255;
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expActor->spr.yrepeat = 255;
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expActor->spr.clipdist = actor->spr.clipdist;
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expActor->copy_clipdist(actor);
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expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
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expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
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expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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expActor->user.spal = expActor->spr.pal = PALETTE_PLAYER1; // Set nuke puff to gray
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expActor->user.spal = expActor->spr.pal = PALETTE_PLAYER1; // Set nuke puff to gray
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@ -10646,7 +10646,7 @@ void SpawnGrenadeSecondaryExp(DSWActor* actor, DAngle ang)
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expActor->spr.shade = -40;
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expActor->spr.shade = -40;
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expActor->spr.xrepeat = 32;
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expActor->spr.xrepeat = 32;
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expActor->spr.yrepeat = 32;
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expActor->spr.yrepeat = 32;
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expActor->spr.clipdist = actor->spr.clipdist;
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expActor->copy_clipdist(actor);
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expActor->user.ceiling_dist = (16);
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expActor->user.ceiling_dist = (16);
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expActor->user.floor_dist = (16);
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expActor->user.floor_dist = (16);
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expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
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expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
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@ -10721,7 +10721,7 @@ void SpawnGrenadeExp(DSWActor* actor)
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expActor->spr.shade = -40;
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expActor->spr.shade = -40;
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expActor->spr.xrepeat = 64 + 32;
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expActor->spr.xrepeat = 64 + 32;
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expActor->spr.yrepeat = 64 + 32;
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expActor->spr.yrepeat = 64 + 32;
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expActor->spr.clipdist = actor->spr.clipdist;
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expActor->copy_clipdist(actor);
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expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
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expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
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expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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expActor->user.Radius = DamageData[DMG_GRENADE_EXP].radius;
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expActor->user.Radius = DamageData[DMG_GRENADE_EXP].radius;
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@ -13107,7 +13107,7 @@ int InitStar(PLAYER* pp)
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actorNew2->spr.shade = actorNew->spr.shade;
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actorNew2->spr.shade = actorNew->spr.shade;
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actorNew2->spr.extra = actorNew->spr.extra;
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actorNew2->spr.extra = actorNew->spr.extra;
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actorNew2->spr.clipdist = actorNew->spr.clipdist;
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actorNew2->copy_clipdist(actorNew);
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actorNew2->user.WeaponNum = actorNew->user.WeaponNum;
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actorNew2->user.WeaponNum = actorNew->user.WeaponNum;
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actorNew2->user.Radius = actorNew->user.Radius;
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actorNew2->user.Radius = actorNew->user.Radius;
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actorNew2->user.ceiling_dist = actorNew->user.ceiling_dist;
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actorNew2->user.ceiling_dist = actorNew->user.ceiling_dist;
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