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https://github.com/DrBeef/Raze.git
synced 2025-01-19 15:40:58 +00:00
- comparison with zero replacements
This commit is contained in:
parent
ac84e3f045
commit
4af3f6e731
5 changed files with 32 additions and 36 deletions
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@ -4150,7 +4150,7 @@ static void checkCeilHit(DBloodActor* actor)
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auto actor2 = coll.actor();
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if (actor2 && actor2->hasX())
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{
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if ((actor2->spr.statnum == kStatThing || actor2->spr.statnum == kStatDude) && (actor->int_vel().X != 0 || actor->int_vel().Y != 0 || actor->int_vel().Z != 0))
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if ((actor2->spr.statnum == kStatThing || actor2->spr.statnum == kStatDude) && (actor->vel.X != 0 || actor->vel.Y != 0 || actor->vel.Z != 0))
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{
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auto adelta = actor2->spr.pos - actor->spr.pos;
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if (actor2->spr.statnum == kStatThing)
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@ -4258,7 +4258,7 @@ static void checkHit(DBloodActor* actor)
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// add size shroom abilities
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if ((actor2->IsPlayerActor() && isShrinked(actor2)) || (actor->IsPlayerActor() && isGrown(actor)))
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{
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if (actor->int_vel().X != 0 && actor2->IsDudeActor())
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if (actor->vel.X != 0 && actor2->IsDudeActor())
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{
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int mass1 = getDudeInfo(actor->spr.type)->mass;
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int mass2 = getDudeInfo(actor2->spr.type)->mass;
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@ -4526,7 +4526,7 @@ static Collision MoveThing(DBloodActor* actor)
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lhit.setNone();
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GetActorExtents(actor, &top, &bottom);
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const int bakCompat = enginecompatibility_mode;
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if (actor->int_vel().X != 0 || actor->int_vel().Y)
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if (actor->vel.X != 0 || actor->int_vel().Y)
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{
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auto bakCstat = actor->spr.cstat;
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actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
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@ -4631,7 +4631,7 @@ static Collision MoveThing(DBloodActor* actor)
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switch (actor->spr.type)
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{
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case kThingNapalmBall:
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if (actor->int_vel().Z == 0 || Chance(0xA000)) actNapalmMove(actor);
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if (actor->vel.Z == 0 || Chance(0xA000)) actNapalmMove(actor);
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break;
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case kThingZombieHead:
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@ -4650,7 +4650,7 @@ static Collision MoveThing(DBloodActor* actor)
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lhit.setSector(pSector);
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}
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else if (actor->int_vel().Z == 0)
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else if (actor->vel.Z == 0)
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actor->spr.flags &= ~4;
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}
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@ -4666,7 +4666,7 @@ static Collision MoveThing(DBloodActor* actor)
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{
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actor->hit.ceilhit = ceilColl;
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actor->add_int_z(ClipLow(ceilZ - top, 0));
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if (actor->int_vel().Z < 0)
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if (actor->vel.Z < 0)
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{
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actor->set_int_bvel_x(MulScale(actor->int_vel().X, 0xc000, 16));
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actor->set_int_bvel_y(MulScale(actor->int_vel().Y, 0xc000, 16));
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@ -4714,7 +4714,7 @@ static Collision MoveThing(DBloodActor* actor)
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actor->add_int_bvel_y(-MulScale(t, actor->int_vel().Y, 16));
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}
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}
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if (actor->int_vel().X != 0 || actor->int_vel().Y)
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if (actor->vel.X != 0 || actor->int_vel().Y)
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actor->spr.angle = VecToAngle(actor->int_vel().X, actor->int_vel().Y);
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return lhit;
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}
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@ -4746,7 +4746,7 @@ void MoveDude(DBloodActor* actor)
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assert(pSector);
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if (actor->int_vel().X != 0 || actor->int_vel().Y)
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if (actor->vel.X != 0 || actor->int_vel().Y)
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{
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if (pPlayer && gNoClip)
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{
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@ -4913,7 +4913,7 @@ void MoveDude(DBloodActor* actor)
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actor->add_int_bvel_z(vc);
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}
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}
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if (pPlayer && actor->int_vel().Z > 0x155555 && !pPlayer->fallScream && actor->xspr.height > 0)
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if (pPlayer && actor->vel.Z > 0x155555 && !pPlayer->fallScream && actor->xspr.height > 0)
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{
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const bool playerAlive = (actor->xspr.health > 0) || VanillaMode(); // only trigger falling scream if player is alive or vanilla mode
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if (playerAlive)
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@ -5156,7 +5156,7 @@ void MoveDude(DBloodActor* actor)
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}
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}
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}
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else if (actor->int_vel().Z == 0)
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else if (actor->vel.Z == 0)
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actor->spr.flags &= ~4;
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}
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@ -5181,7 +5181,7 @@ void MoveDude(DBloodActor* actor)
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GetActorExtents(actor, &top, &bottom);
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actor->xspr.height = ClipLow(floorZ - bottom, 0) >> 8;
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if (actor->int_vel().X != 0 || actor->int_vel().Y)
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if (actor->vel.X != 0 || actor->int_vel().Y)
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{
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if (floorColl.type == kHitSprite)
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{
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@ -5230,7 +5230,7 @@ int MoveMissile(DBloodActor* actor)
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gHitInfo.clearObj();
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if (actor->spr.type == kMissileFlameSpray) actAirDrag(actor, 0x1000);
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if (actor->GetTarget() != nullptr && (actor->int_vel().X != 0 || actor->int_vel().Y != 0 || actor->int_vel().Z))
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if (actor->GetTarget() != nullptr && (actor->vel.X != 0 || actor->vel.Y != 0 || actor->int_vel().Z))
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{
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auto target = actor->GetTarget();
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@ -5686,7 +5686,7 @@ static void actCheckThings()
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actAirDrag(actor, 128);
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if (((actor->GetIndex() >> 8) & 15) == (gFrameCount & 15) && (actor->spr.flags & 2)) actor->spr.flags |= 4;
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if ((actor->spr.flags & 4) || actor->int_vel().X != 0 || actor->int_vel().Y != 0 || actor->int_vel().Z != 0 || actor->sector()->velFloor || actor->sector()->velCeil)
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if ((actor->spr.flags & 4) || actor->vel.X != 0 || actor->vel.Y != 0 || actor->vel.Z != 0 || actor->sector()->velFloor || actor->sector()->velCeil)
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{
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Collision hit = MoveThing(actor);
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if (hit.type)
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@ -6062,7 +6062,7 @@ static void actCheckDudes()
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else
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pPlayer->chokeEffect = 0;
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if (actor->int_vel().X != 0 || actor->int_vel().Y)
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if (actor->vel.X != 0 || actor->int_vel().Y)
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sfxPlay3DSound(actor, 709, 100, 2);
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pPlayer->bubbleTime = ClipLow(pPlayer->bubbleTime - 4, 0);
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@ -6114,7 +6114,7 @@ static void actCheckDudes()
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if (pXSector && pXSector->Underwater) actAirDrag(actor, 5376);
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else actAirDrag(actor, 128);
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if ((actor->spr.flags & 4) || actor->int_vel().X != 0 || actor->int_vel().Y != 0 || actor->int_vel().Z != 0 || actor->sector()->velFloor || actor->sector()->velCeil)
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if ((actor->spr.flags & 4) || actor->vel.X != 0 || actor->vel.Y != 0 || actor->vel.Z != 0 || actor->sector()->velFloor || actor->sector()->velCeil)
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MoveDude(actor);
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}
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}
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@ -199,9 +199,7 @@ void fxBloodSpurt(DBloodActor* actor, sectortype*) // 6
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if (pFX)
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{
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pFX->set_int_ang(0);
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pFX->set_int_bvel_x(actor->int_vel().X >> 8);
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pFX->set_int_bvel_y(actor->int_vel().Y >> 8);
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pFX->set_int_bvel_z(actor->int_vel().Z >> 8);
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pFX->vel = actor->vel * (1./256);
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}
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evPostActor(actor, 6, kCallbackFXBloodSpurt);
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}
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@ -521,7 +519,7 @@ void fxBouncingSleeve(DBloodActor* actor, sectortype*) // 16
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int zv = actor->int_vel().Z - actor->sector()->velFloor;
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if (actor->int_vel().Z == 0) sleeveStopBouncing(actor);
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if (actor->vel.Z == 0) sleeveStopBouncing(actor);
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else if (zv > 0)
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{
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auto vec4 = actFloorBounceVector(actor, FixedToFloat(zv), actor->sector(), FixedToFloat(0x9000));
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@ -626,9 +624,7 @@ void fxPodBloodSpray(DBloodActor* actor, sectortype*) // 18
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if (pFX)
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{
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pFX->set_int_ang(0);
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pFX->set_int_bvel_x(actor->int_vel().X >> 8);
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pFX->set_int_bvel_y(actor->int_vel().Y >> 8);
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pFX->set_int_bvel_z(actor->int_vel().Z >> 8);
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pFX->vel = actor->vel * (1./256);
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}
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evPostActor(actor, 6, kCallbackFXPodBloodSpray);
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}
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@ -216,7 +216,7 @@ void CFX::fxProcess(void)
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actAirDrag(actor, pFXData->drag);
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actor->add_int_pos({ actor->int_vel().X >> 12, actor->int_vel().Y >> 12, actor->int_vel().Z >> 8 });
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// Weird...
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if (actor->int_vel().X != 0 || (actor->int_vel().Y != 0 && actor->spr.pos.Z >= actor->sector()->floorz))
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if (actor->vel.X != 0 || (actor->vel.Y != 0 && actor->spr.pos.Z >= actor->sector()->floorz))
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{
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updatesector(actor->spr.pos, &pSector);
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if (pSector == nullptr)
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@ -240,7 +240,7 @@ void CFX::fxProcess(void)
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ChangeActorSect(actor, pSector);
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}
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}
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if (actor->int_vel().X != 0 || actor->int_vel().Y != 0 || actor->int_vel().Z)
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if (actor->vel.X != 0 || actor->vel.Y != 0 || actor->int_vel().Z)
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{
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int32_t floorZ, ceilZ;
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getzsofslopeptr(pSector, actor->spr.pos, &ceilZ, &floorZ);
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@ -1054,7 +1054,7 @@ static void windGenDoVerticalWind(int factor, sectortype* pSector)
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if (maxZfound && actor->int_pos().Z <= maxZ)
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{
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zdiff = actor->int_pos().Z - maxZ;
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if (actor->int_vel().Z < 0) actor->add_int_bvel_z(MulScale(actor->int_vel().Z >> 4, zdiff, 16));
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if (actor->vel.Z < 0) actor->add_int_bvel_z(MulScale(actor->int_vel().Z >> 4, zdiff, 16));
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continue;
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}
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@ -1343,17 +1343,17 @@ void nnExtProcessSuperSprites()
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}
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if (debrisactor->xspr.physAttr & kPhysGravity) debrisactor->xspr.physAttr |= kPhysFalling;
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if ((debrisactor->xspr.physAttr & kPhysFalling) || debrisactor->int_vel().X != 0 || debrisactor->int_vel().Y != 0 || debrisactor->int_vel().Z != 0 || debrisactor->sector()->velFloor || debrisactor->sector()->velCeil)
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if ((debrisactor->xspr.physAttr & kPhysFalling) || debrisactor->vel.X != 0 || debrisactor->vel.Y != 0 || debrisactor->vel.Z != 0 || debrisactor->sector()->velFloor || debrisactor->sector()->velCeil)
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debrisMove(i);
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if (debrisactor->int_vel().X != 0 || debrisactor->int_vel().Y)
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if (debrisactor->vel.X != 0 || debrisactor->int_vel().Y)
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debrisactor->xspr.goalAng = getangle(debrisactor->int_vel().X, debrisactor->int_vel().Y) & 2047;
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int ang = debrisactor->int_ang() & 2047;
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if ((uwater = spriteIsUnderwater(debrisactor)) == false) evKillActor(debrisactor, kCallbackEnemeyBubble);
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else if (Chance(0x1000 - mass))
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{
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if (debrisactor->int_vel().Z > 0x100) debrisBubble(debrisactor);
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if (debrisactor->vel.Z > 0x100) debrisBubble(debrisactor);
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if (ang == debrisactor->xspr.goalAng)
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{
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debrisactor->xspr.goalAng = (debrisactor->int_ang() + Random3(kAng60)) & 2047;
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@ -1662,7 +1662,7 @@ void debrisMove(int listIndex)
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uwater = true;
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}
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if (actor->int_vel().X != 0 || actor->int_vel().Y)
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if (actor->vel.X != 0 || actor->int_vel().Y)
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{
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auto oldcstat = actor->spr.cstat;
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@ -1816,7 +1816,7 @@ void debrisMove(int listIndex)
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}
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}
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else if (actor->int_vel().Z == 0)
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else if (actor->vel.Z == 0)
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{
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actor->xspr.physAttr &= ~kPhysFalling;
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}
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@ -1849,7 +1849,7 @@ void debrisMove(int listIndex)
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trTriggerSprite(actor, kCmdToggle, actor);
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}
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if (actor->int_vel().X == 0 && actor->int_vel().Y == 0) return;
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if (actor->vel.X == 0 && actor->vel.Y == 0) return;
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else if (floorColl.type == kHitSprite)
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{
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@ -2783,7 +2783,7 @@ void usePropertiesChanger(DBloodActor* sourceactor, int objType, sectortype* pSe
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if (targetactor->spr.statnum == kStatThing) ChangeActorStat(targetactor, 0);
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// set random goal ang for swimming so they start turning
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if ((flags & kPhysDebrisSwim) && targetactor->int_vel().X ==0 && targetactor->int_vel().Y == 0 && targetactor->int_vel().Z == 0)
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if ((flags & kPhysDebrisSwim) && targetactor->int_vel().X ==0 && targetactor->vel.Y == 0 && targetactor->vel.Z == 0)
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targetactor->xspr.goalAng = (targetactor->int_ang() + Random3(kAng45)) & 2047;
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if (targetactor->xspr.physAttr & kPhysDebrisVector)
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@ -4623,7 +4623,7 @@ bool condCheckSprite(DBloodActor* aCond, int cmpOp, bool PUSH)
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else if (arg1 == 2) return condCmp(objActor->int_vel().Y, arg1, arg2, cmpOp);
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else if (arg1 == 3) return condCmp(objActor->int_vel().Z, arg1, arg2, cmpOp);
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}
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else if (arg1 == 0) return (objActor->int_vel().X != 0 || objActor->int_vel().Y != 0 || objActor->int_vel().Z);
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else if (arg1 == 0) return (objActor->vel.X != 0 || objActor->vel.Y != 0 || objActor->int_vel().Z);
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else if (arg1 == 1) return (objActor->int_vel().X);
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else if (arg1 == 2) return (objActor->int_vel().Y);
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else if (arg1 == 3) return (objActor->int_vel().Z);
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@ -8210,7 +8210,7 @@ void aiPatrolMove(DBloodActor* actor)
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if (hitactor->hasX() && hitactor->xspr.health)
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{
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hitactor->xspr.dodgeDir = (actor->xspr.dodgeDir > 0) ? -1 : 1;
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if (hitactor->int_vel().X != 0 || hitactor->int_vel().Y)
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if (hitactor->vel.X != 0 || hitactor->int_vel().Y)
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aiMoveDodge(hitactor);
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}
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}
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@ -8580,7 +8580,7 @@ DBloodActor* aiPatrolSearchTargets(DBloodActor* actor)
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{
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DBloodActor* act = pPlayer->actor;
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itCanHear = (!deaf && (nDist < hearDist || hearChance > 0));
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if (act && itCanHear && nDist < feelDist && (act->int_vel().X != 0 || act->int_vel().Y != 0 || act->int_vel().Z))
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if (act && itCanHear && nDist < feelDist && (act->vel.X != 0 || act->vel.Y != 0 || act->int_vel().Z))
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hearChance += ClipLow(mulscale8(1, ClipLow(((feelDist - nDist) + (abs(act->int_vel().X) + abs(act->int_vel().Y) + abs(act->int_vel().Z))) >> 6, 0)), 0);
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}
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@ -348,7 +348,7 @@ void SEQINST::Update()
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// by NoOne: add surfaceSound trigger feature
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if (!VanillaMode() && pSequence->frames[frameIndex].surfaceSound && actor->int_vel().Z == 0 && actor->int_vel().X != 0) {
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if (!VanillaMode() && pSequence->frames[frameIndex].surfaceSound && actor->vel.Z == 0 && actor->vel.X != 0) {
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if (actor->sector()->upperLink) break; // don't play surface sound for stacked sectors
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int surf = tileGetSurfType(actor->sector()->floorpicnum);
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