mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-15 08:52:00 +00:00
Improved GetClosestSpriteSectors() detection
Enables/disables new sector searching behavior for dude owned explosions Added new CVAR cl_bloodvanillaexplosions Swap ExplosBehavior menu settings
This commit is contained in:
parent
adf9747e5b
commit
6606f0bc5a
17 changed files with 114 additions and 48 deletions
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@ -76,7 +76,7 @@ CVARD(Bool, cl_interpolate, true, CVAR_ARCHIVE, "enable/disable view interpolati
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CVARD(Bool, cl_slopetilting, false, CVAR_ARCHIVE, "enable/disable slope tilting") // only implemented in Blood
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CVARD(Int, cl_showweapon, 1, CVAR_ARCHIVE, "enable/disable show weapons") // only implemented in Blood
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CVARD(Bool, cl_sointerpolation, true, CVAR_ARCHIVE, "enable/disable sector object interpolation") // only implemented in SW
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CVARD(Bool, cl_syncinput, false, CVAR_ARCHIVE, "enable/disable synchronized input with game's ticrate") // only implemented in Duke
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CVARD(Bool, cl_syncinput, false, CVAR_ARCHIVE, "enable/disable synchronized input with game's tickrate") // only implemented in Duke
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CVARD(Bool, cl_swsmoothsway, true, CVAR_ARCHIVE, "move SW weapon left and right smoothly while bobbing")
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CVARD(Bool, cl_showmagamt, false, CVAR_ARCHIVE, "show the amount of rounds left in the magazine of your weapon on the modern HUD")
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CVARD(Bool, cl_nomeleeblur, false, CVAR_ARCHIVE, "enable/disable blur effect with melee weapons in SW")
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@ -84,6 +84,7 @@ CVARD(Bool, cl_exhumedoldturn, false, CVAR_ARCHIVE, "enable/disable legacy turni
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CVARD(Bool, cl_hudinterpolation, true, CVAR_ARCHIVE, "enable/disable HUD (weapon drawer) interpolation")
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CVARD(Bool, cl_bloodvanillarun, true, CVAR_ARCHIVE, "enable/disable Blood's vanilla run mode")
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CVARD(Bool, cl_bloodvanillabobbing, true, CVAR_ARCHIVE, "enable/disable Blood's vanilla bobbing while not using vanilla run mode")
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CVARD(Bool, cl_bloodvanillaexplosions, false, CVAR_ARCHIVE, "enable/disable Blood's original explosion behavior")
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CVARD(Bool, cl_bloodhudinterp, false, CVAR_ARCHIVE, "enable/disable Blood's HUD interpolation")
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CVARD(Bool, cl_bloodoldweapbalance, false, CVAR_ARCHIVE, "enable/disable legacy 1.0 weapon handling for Blood")
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@ -29,6 +29,7 @@ EXTERN_CVAR(Bool, cl_exhumedoldturn)
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EXTERN_CVAR(Bool, cl_hudinterpolation)
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EXTERN_CVAR(Bool, cl_bloodvanillarun)
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EXTERN_CVAR(Bool, cl_bloodvanillabobbing)
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EXTERN_CVAR(Bool, cl_bloodvanillaexplosions)
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EXTERN_CVAR(Bool, cl_bloodhudinterp)
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EXTERN_CVAR(Bool, cl_bloodoldweapbalance)
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@ -2661,7 +2661,8 @@ void actRadiusDamage(DBloodActor* source, int x, int y, int z, int nSector, int
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{
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uint8_t sectmap[(kMaxSectors + 7) >> 3];
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auto pOwner = source->GetOwner();
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GetClosestSpriteSectors(nSector, x, y, nDist, sectmap);
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const bool newSectCheckMethod = !cl_bloodvanillaexplosions && pOwner && pOwner->IsDudeActor() && !VanillaMode() && !DemoRecordStatus(); // use new sector checking logic
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GetClosestSpriteSectors(nSector, x, y, nDist, sectmap, nullptr, newSectCheckMethod);
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nDist <<= 4;
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if (flags & 2)
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{
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@ -5011,7 +5012,7 @@ void MoveDude(spritetype *pSprite)
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}
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if (pPlayer && zvel[nSprite] > 0x155555 && !pPlayer->fallScream && pXSprite->height > 0)
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{
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const bool playerAlive = (pXSprite->health > 0) || VanillaMode() || DemoRecordStatus(); // only trigger falling scream if player is alive
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const bool playerAlive = (pXSprite->health > 0) || VanillaMode() || DemoRecordStatus(); // only trigger falling scream if player is alive or vanilla mode
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if (playerAlive)
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{
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pPlayer->fallScream = 1;
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@ -5973,7 +5974,7 @@ void actProcessSprites(void)
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it.Reset(kStatExplosion);
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while ((nSprite = it.NextIndex()) >= 0)
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{
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uint8_t v24c[(kMaxSectors+7)>>3];
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uint8_t sectmap[(kMaxSectors+7)>>3];
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spritetype *pSprite = &sprite[nSprite];
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if (pSprite->flags & 32)
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@ -5999,8 +6000,12 @@ void actProcessSprites(void)
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radius = pXSprite->data4;
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#endif
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// GetClosestSpriteSectors() has issues checking some sectors due to optimizations
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// the new flag newSectCheckMethod for GetClosestSpriteSectors() does rectify these issues, but this may cause unintended side effects for level scripted explosions
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// so only allow this new checking method for dude spawned explosions
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short gAffectedXWalls[kMaxXWalls];
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GetClosestSpriteSectors(nSector, x, y, radius, v24c, gAffectedXWalls);
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const bool newSectCheckMethod = !cl_bloodvanillaexplosions && pOwner && pOwner->IsDudeActor() && !VanillaMode() && !DemoRecordStatus(); // use new sector checking logic
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GetClosestSpriteSectors(nSector, x, y, radius, sectmap, gAffectedXWalls, newSectCheckMethod);
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for (int i = 0; i < kMaxXWalls; i++)
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{
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@ -6020,7 +6025,7 @@ void actProcessSprites(void)
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if (pDude->flags & 32)
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continue;
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if (TestBitString(v24c, pDude->sectnum))
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if (TestBitString(sectmap, pDude->sectnum))
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{
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if (pXSprite->data1 && CheckProximity(pDude, x, y, z, nSector, radius))
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{
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@ -6051,7 +6056,7 @@ void actProcessSprites(void)
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if (pThing->flags & 32)
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continue;
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if (TestBitString(v24c, pThing->sectnum))
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if (TestBitString(sectmap, pThing->sectnum))
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{
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if (pXSprite->data1 && CheckProximity(pThing, x, y, z, nSector, radius))
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{
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@ -6095,7 +6100,7 @@ void actProcessSprites(void)
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continue;
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spritetype* pDebris = &sprite[gPhysSpritesList[i]];
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if (!TestBitString(v24c, pDebris->sectnum) || !CheckProximity(pDebris, x, y, z, nSector, radius)) continue;
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if (!TestBitString(sectmap, pDebris->sectnum) || !CheckProximity(pDebris, x, y, z, nSector, radius)) continue;
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else debrisConcuss(nOwner, i, x, y, z, pExplodeInfo->dmgType);
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}
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}
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@ -6111,7 +6116,7 @@ void actProcessSprites(void)
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if (pImpact->extra <= 0)
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continue;
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XSPRITE* pXImpact = &xsprite[pImpact->extra];
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if (/*pXImpact->state == pXImpact->restState ||*/ !TestBitString(v24c, pImpact->sectnum) || !CheckProximity(pImpact, x, y, z, nSector, radius))
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if (/*pXImpact->state == pXImpact->restState ||*/ !TestBitString(sectmap, pImpact->sectnum) || !CheckProximity(pImpact, x, y, z, nSector, radius))
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continue;
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trTriggerSprite(pImpact->index, pXImpact, kCmdSpriteImpact);
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@ -1441,7 +1441,7 @@ void aiThinkTarget(DBloodActor* actor)
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}
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}
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void sub_5F15C(spritetype *pSprite, XSPRITE *pXSprite)
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void aiLookForTarget(spritetype *pSprite, XSPRITE *pXSprite)
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{
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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@ -1479,8 +1479,9 @@ void sub_5F15C(spritetype *pSprite, XSPRITE *pXSprite)
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}
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if (pXSprite->state)
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{
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uint8_t va4[(kMaxSectors+7)>>3];
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GetClosestSpriteSectors(pSprite->sectnum, pSprite->x, pSprite->y, 400, va4);
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uint8_t sectmap[(kMaxSectors+7)>>3];
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const bool newSectCheckMethod = !VanillaMode() && !DemoRecordStatus(); // use new sector checking logic
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GetClosestSpriteSectors(pSprite->sectnum, pSprite->x, pSprite->y, 400, sectmap, nullptr, newSectCheckMethod);
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int nSprite2;
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StatIterator it(kStatDude);
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@ -101,7 +101,7 @@ void aiSetTarget(XSPRITE *pXSprite, int x, int y, int z);
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void aiSetTarget(XSPRITE *pXSprite, int nTarget);
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int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType, int nDamage);
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void aiThinkTarget(DBloodActor* actor);
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void sub_5F15C(spritetype *pSprite, XSPRITE *pXSprite);
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void aiLookForTarget(spritetype *pSprite, XSPRITE *pXSprite);
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void aiProcessDudes(void);
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void aiInit(void);
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void aiInitSprite(spritetype *pSprite);
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@ -82,7 +82,7 @@ void SlashSeqCallback(int, DBloodActor* actor)
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void StompSeqCallback(int, DBloodActor* actor1)
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{
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uint8_t vb8[(kMaxSectors+7)>>3];
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uint8_t sectmap[(kMaxSectors+7)>>3];
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XSPRITE* pXSprite = &actor1->x();
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int nSprite = pXSprite->reference;
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spritetype *pSprite = &actor1->s();
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@ -95,7 +95,8 @@ void StompSeqCallback(int, DBloodActor* actor1)
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int nSector = pSprite->sectnum;
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int v1c = 5+2*gGameOptions.nDifficulty;
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int v10 = 25+30*gGameOptions.nDifficulty;
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GetClosestSpriteSectors(nSector, x, y, vc, vb8);
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const bool newSectCheckMethod = !VanillaMode() && !DemoRecordStatus(); // use new sector checking logic
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GetClosestSpriteSectors(nSector, x, y, vc, sectmap, nullptr, newSectCheckMethod);
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char v4 = 0;
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int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
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DBloodActor* actor2 = nullptr;
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@ -119,7 +120,7 @@ void StompSeqCallback(int, DBloodActor* actor1)
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continue;
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if (pSprite2->flags&32)
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continue;
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if (TestBitString(vb8, pSprite2->sectnum) && CheckProximity(pSprite2, x, y, z, nSector, vc))
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if (TestBitString(sectmap, pSprite2->sectnum) && CheckProximity(pSprite2, x, y, z, nSector, vc))
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{
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int top, bottom;
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GetSpriteExtents(pSprite, &top, &bottom);
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@ -150,7 +151,7 @@ void StompSeqCallback(int, DBloodActor* actor1)
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spritetype *pSprite2 = &sprite[nSprite2];
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if (pSprite2->flags&32)
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continue;
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if (TestBitString(vb8, pSprite2->sectnum) && CheckProximity(pSprite2, x, y, z, nSector, vc))
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if (TestBitString(sectmap, pSprite2->sectnum) && CheckProximity(pSprite2, x, y, z, nSector, vc))
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{
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XSPRITE *pXSprite = &xsprite[pSprite2->extra];
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if (pXSprite->locked)
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@ -202,7 +202,7 @@ static void cultThinkSearch(DBloodActor* actor)
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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aiChooseDirection(pSprite, pXSprite, pXSprite->goalAng);
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sub_5F15C(pSprite, pXSprite);
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aiLookForTarget(pSprite, pXSprite);
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}
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static void cultThinkGoto(DBloodActor* actor)
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@ -269,7 +269,7 @@ static void gargThinkSearch(DBloodActor* actor)
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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aiChooseDirection(pSprite, pXSprite, pXSprite->goalAng);
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sub_5F15C(pSprite, pXSprite);
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aiLookForTarget(pSprite, pXSprite);
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}
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static void gargThinkGoto(DBloodActor* actor)
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@ -382,7 +382,7 @@ static void unicultThinkSearch(DBloodActor* actor)
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//viewSetSystemMessage("IN SEARCH");
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aiChooseDirection(pSprite, pXSprite, pXSprite->goalAng);
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sub_5F15C(pSprite, pXSprite);
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aiLookForTarget(pSprite, pXSprite);
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}
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static void unicultThinkGoto(DBloodActor* actor)
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@ -88,7 +88,7 @@ static void zombaThinkSearch(DBloodActor* actor)
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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aiChooseDirection(pSprite, pXSprite, pXSprite->goalAng);
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sub_5F15C(pSprite, pXSprite);
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aiLookForTarget(pSprite, pXSprite);
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}
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static void zombaThinkGoto(DBloodActor* actor)
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@ -172,9 +172,12 @@ bool CheckProximityPoint(int nX1, int nY1, int nZ1, int nX2, int nY2, int nZ2, i
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int oY = abs(nY2-nY1)>>4;
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if (oY >= nDist)
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return 0;
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int oZ = abs(nZ2-nZ1)>>4;
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if (nZ2 != nZ1)
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{
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int oZ = abs(nZ2-nZ1)>>8;
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if (oZ >= nDist)
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return 0;
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}
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if (approxDist(oX, oY) >= nDist) return 0;
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return 1;
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}
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@ -834,8 +837,12 @@ int GetClosestSectors(int nSector, int x, int y, int nDist, short *pSectors, cha
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return n;
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}
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int GetClosestSpriteSectors(int nSector, int x, int y, int nDist, uint8_t *pSectBit, short *walls)
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int GetClosestSpriteSectors(int nSector, int x, int y, int nDist, uint8_t *pSectBit, short *pWalls, bool newSectCheckMethod)
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{
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// by default this function fails with sectors that linked with wide spans, or there was more than one link to the same sector. for example...
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// E6M1: throwing TNT on the stone footpath while standing on the brown road will fail due to the start/end points of the span being too far away. it'll only do damage at one end of the road
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// E1M2: throwing TNT at the double doors while standing on the train platform
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// by setting newSectCheckMethod to true these issues will be resolved
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static short pSectors[kMaxSectors];
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uint8_t sectbits[(kMaxSectors+7)>>3];
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memset(sectbits, 0, sizeof(sectbits));
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@ -848,36 +855,76 @@ int GetClosestSpriteSectors(int nSector, int x, int y, int nDist, uint8_t *pSect
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memset(pSectBit, 0, (kMaxSectors+7)>>3);
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SetBitString(pSectBit, nSector);
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}
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while (i < n)
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while (i < n) // scan through sectors
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{
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int nCurSector = pSectors[i];
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int nStartWall = sector[nCurSector].wallptr;
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int nEndWall = nStartWall + sector[nCurSector].wallnum;
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walltype *pWall = &wall[nStartWall];
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for (int j = nStartWall; j < nEndWall; j++, pWall++)
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const int nCurSector = pSectors[i];
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const int nStartWall = sector[nCurSector].wallptr;
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const int nEndWall = nStartWall + sector[nCurSector].wallnum;
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for (int j = nStartWall; j < nEndWall; j++) // scan each wall of current sector for new sectors
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{
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int nNextSector = pWall->nextsector;
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if (nNextSector < 0)
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const walltype *pWall = &wall[j];
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const int nNextSector = pWall->nextsector;
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if (nNextSector < 0) // if next wall isn't linked to a sector, skip
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continue;
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if (TestBitString(sectbits, nNextSector))
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if (TestBitString(sectbits, nNextSector)) // if we've already checked this sector, skip
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continue;
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SetBitString(sectbits, nNextSector);
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if (CheckProximityWall(wall[j].point2, x, y, nDist))
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bool setSectBit = true;
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bool withinRange = CheckProximityWall(pWall->point2, x, y, nDist);
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if (newSectCheckMethod && !withinRange) // if range check failed, try comparing midpoints/subdivides of wall span
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{
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for (int k = (j+1); k < nEndWall; k++) // scan through the rest of the sector's walls
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{
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if (wall[k].nextsector == nNextSector) // if the next walls still reference the sector, then don't flag the sector as checked (yet)
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{
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setSectBit = false;
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break;
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}
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}
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const int nWallA = j;
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const int nWallB = wall[nWallA].point2;
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int x1 = wall[nWallA].x, y1 = wall[nWallA].y;
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int x2 = wall[nWallB].x, y2 = wall[nWallB].y;
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int nLength = approxDist(x1-x2, y1-x2);
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const int nDist2 = (nDist+(nDist>>1))<<4;
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if (nLength > nDist2) // if span is greater than range * 1.5, test midsection
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{
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nLength = ClipRange(nLength / nDist2, 1, 4); // never split more than 4 times
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for (int k = 0; k < nLength; k++) // subdivide span into smaller chunks towards direction
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{
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const int xcenter = (x1+x2)>>1, ycenter = (y1+y2)>>1;
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withinRange = CheckProximityPoint(xcenter, ycenter, 0, x, y, 0, nDist);
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if (withinRange)
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break;
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if ((k+1) == nLength) // reached end, no point in calculating direction/center again
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break;
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const bool bDir = approxDist(x-x1, y-y1) < approxDist(x-x2, y-y2);
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if (bDir) // step closer and check again
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x2 = xcenter, y2 = ycenter;
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else
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x1 = xcenter, y1 = ycenter;
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}
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}
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}
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if (withinRange) // if new sector is within range, set to current sector and test walls
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{
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setSectBit = true; // sector is within range, set as checked
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if (pSectBit)
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SetBitString(pSectBit, nNextSector);
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pSectors[n++] = nNextSector;
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if (walls && pWall->extra > 0)
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if (pWalls && pWall->extra > 0)
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{
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XWALL *pXWall = &xwall[pWall->extra];
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if (pXWall->triggerVector && !pXWall->isTriggered && !pXWall->state)
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walls[m++] = j;
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pWalls[m++] = j;
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}
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}
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if (setSectBit)
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SetBitString(sectbits, nNextSector);
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}
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i++;
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}
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if (walls) walls[m] = -1;
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pSectors[n] = -1;
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if (pWalls) pWalls[m] = -1;
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return n;
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}
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@ -82,7 +82,7 @@ void GetZRangeAtXYZ(int x, int y, int z, int nSector, int *ceilZ, int *ceilHit,
|
|||
int GetDistToLine(int x1, int y1, int x2, int y2, int x3, int y3);
|
||||
unsigned int ClipMove(int *x, int *y, int *z, int *nSector, int xv, int yv, int wd, int cd, int fd, unsigned int nMask);
|
||||
int GetClosestSectors(int nSector, int x, int y, int nDist, short *pSectors, char *pSectBit);
|
||||
int GetClosestSpriteSectors(int nSector, int x, int y, int nDist, uint8_t *pSectBit, short *affx = nullptr);
|
||||
int GetClosestSpriteSectors(int nSector, int x, int y, int nDist, uint8_t *pSectBit, short *pWalls = nullptr, bool newSectCheckMethod = false);
|
||||
int picWidth(short nPic, short repeat);
|
||||
int picHeight(short nPic, short repeat);
|
||||
|
||||
|
|
|
@ -118,7 +118,7 @@ void viewDrawAimedPlayerName(void)
|
|||
if (!cl_idplayers || (gView->aim.dx == 0 && gView->aim.dy == 0))
|
||||
return;
|
||||
|
||||
int hit = HitScan(gView->pSprite, gView->pSprite->z, gView->aim.dx, gView->aim.dy, gView->aim.dz, CLIPMASK0, 512);
|
||||
int hit = HitScan(gView->pSprite, gView->zView, gView->aim.dx, gView->aim.dy, gView->aim.dz, CLIPMASK0, 512);
|
||||
if (hit == 3)
|
||||
{
|
||||
spritetype* pSprite = &sprite[gHitInfo.hitsprite];
|
||||
|
|
|
@ -2618,14 +2618,15 @@ void WeaponProcess(PLAYER *pPlayer) {
|
|||
|
||||
void teslaHit(spritetype *pMissile, int a2)
|
||||
{
|
||||
uint8_t va4[(kMaxSectors+7)>>3];
|
||||
uint8_t sectmap[(kMaxSectors+7)>>3];
|
||||
int x = pMissile->x;
|
||||
int y = pMissile->y;
|
||||
int z = pMissile->z;
|
||||
int nDist = 300;
|
||||
int nSector = pMissile->sectnum;
|
||||
int nOwner = pMissile->owner;
|
||||
GetClosestSpriteSectors(nSector, x, y, nDist, va4);
|
||||
const bool newSectCheckMethod = !VanillaMode() && !DemoRecordStatus(); // use new sector checking logic
|
||||
GetClosestSpriteSectors(nSector, x, y, nDist, sectmap, nullptr, newSectCheckMethod);
|
||||
bool v4 = true;
|
||||
DBloodActor* actor = nullptr;
|
||||
actHitcodeToData(a2, &gHitInfo, &actor);
|
||||
|
@ -2640,7 +2641,7 @@ void teslaHit(spritetype *pMissile, int a2)
|
|||
spritetype *pSprite = &sprite[nSprite];
|
||||
if (pSprite->flags&32)
|
||||
continue;
|
||||
if (TestBitString(va4, pSprite->sectnum) && CheckProximity(pSprite, x, y, z, nSector, nDist))
|
||||
if (TestBitString(sectmap, pSprite->sectnum) && CheckProximity(pSprite, x, y, z, nSector, nDist))
|
||||
{
|
||||
int dx = pMissile->x-pSprite->x;
|
||||
int dy = pMissile->y-pSprite->y;
|
||||
|
@ -2657,7 +2658,7 @@ void teslaHit(spritetype *pMissile, int a2)
|
|||
spritetype *pSprite = &sprite[nSprite];
|
||||
if (pSprite->flags&32)
|
||||
continue;
|
||||
if (TestBitString(va4, pSprite->sectnum) && CheckProximity(pSprite, x, y, z, nSector, nDist))
|
||||
if (TestBitString(sectmap, pSprite->sectnum) && CheckProximity(pSprite, x, y, z, nSector, nDist))
|
||||
{
|
||||
XSPRITE *pXSprite = &xsprite[pSprite->extra];
|
||||
if (!pXSprite->locked)
|
||||
|
|
|
@ -339,6 +339,7 @@ Touchscreen-like,OPTVAL_TOUCHSCREENLIKE,,,,Jako dotyková obrazovka,Wie auf eine
|
|||
Simple arrow,OPTSTR_SIMPLEARROW,,,,Jednoduchý kurzor,Einfacher Pfeil,,Simpla sago,Flecha simple,,Yksinkertainen nuoli,Flèche simple,Sima nyíl,Freccia semplice,シンプル,기본 커서,Eenvoudige pijl,Prosta strzałka,Flecha simples,Cursor simples,Săgeată simplă,Стрелка,Стрелица
|
||||
System cursor,OPTSTR_SYSTEMCURSOR,,,,Systémový kurzor,Systemcursor,,Sistema kursoro,Cursor del sistema,,Järjestelmän osoitin,Curseur Système,Rendszer egérmutatója,Cursore di sistema,システム,시스템 커서,Systeemcursor,Kursor systemu,Cursor do sistema,,Cursor simplu,Системный курсор,Системска стрелица
|
||||
Default,OPTVAL_DEFAULT,,,,Výchozí,Standard,,Defaŭlta,Por defecto,,Oletus,Défaut,Alapbeállítás,,デフォルト,기본 설정,Standaard,Domyślne,Padrão,,Implicit,По умолчанию,Подраз.
|
||||
Old,OPTVAL_OLD,,,,Starší,Alt,Παλίο,Malnova,Antíguo,,Vanha,Ancien,Régi,Vecchio,旧,구형,Oud,Stare,Antigo,,Vechiul,Старый,Стари
|
||||
,,Controller,,,,,,,,,,,,,,,,,,,,,
|
||||
Configure Controller,JOYMNU_TITLE,,,,Konfigurovat ovladač,Controller konfigurieren,,Agordi Ludregilon,Configurar Mando,,Peliohjainasetukset,Configurer Mannette,Kontroller testreszabása,Configura il controller,コントローラー構成:,컨트롤러 구성,Controller configureren,Konfiguruj Kontroler,Configurar controle,Configurar Comando,Configurare controller,Настроить контроллер,Конфигурација контролера
|
||||
Controller Options,JOYMNU_OPTIONS,,,,Nastavení ovladače,Controlleroptionen,,Ludregilo-Agordoj,Opciones del mando,,Peliohjainasetukset,Options Mannette,Kontroller beállításai,Opzioni del controller,コントローラー設定,컨트롤러 설정,Controller opties,Opcje Kontrolera,Opções de controle,Opções do Comando,Setări controller,Настройки контроллера,Подешавања контролера
|
||||
|
|
|
@ -119,6 +119,7 @@ Allow Toggle,PLRMNU_TOGGLE,,,,,Umschalten erlauben,,,Permitir Alternado,,Salli v
|
|||
Override Toggle,PLRMNU_OVERRIDE,,,,,Umschalten blockieren,,,Anular Alternado,,Kumoa vaihtokytkeminen,Ignorer On/off,Futás sebesség változtatható,,,,,Nadpisz Przełączenie,Ignorar Ativar/Desativar,,Suprascriere comutare,,
|
||||
If New,PLRMNU_IFNEW,,,,Pokud je nová,Wenn neu,,,Si Nuevo,,Jos uusi,Si nouveau,Ha új,,,,,Jeśli Nowe,Quando Novo,,Dacă e nouă,,
|
||||
Equip Weapon Pickups,PLRMNU_EQUIP,,,,Přepnout na sebranou zbraň,Waffen sofort aktivieren,,,Equipar Armas Recogidas,,Vaihda poimittuun aseeseen,Equiper armes ramassées,Felvett fegyver használata,,,,,Wybierz Broń,Equipar Armas,,Echipează armele ridicate,,
|
||||
Explosions Behavior,EXPLOS_BEHAVIOR,,,,Chování při výbuchu,Explosionsverhalten,,,Comportamiento de explosiones,,Räjähdykset Käyttäytyminen,Comportement des explosions,Robbanások Viselkedés,,,,,Zachowanie wybuchów,Comportamiento de explosiones,,Comportament cu explozii,,
|
||||
Parental Lock,PLRMNU_PLOCK,,,,Rodičovský zámek,Kindersicherung,,,Bloqueo Parental,,Lapsilukko,Contrôle Parental,Szülői zár,,,,,Blokada Rodzicielska,Bloqueio Parental,,Control Parental,,
|
||||
Only preferred,PLRMNU_PREFERRED,,,,Pouze preferované,Nur bevorzugte,,,Solo preferido,,Vain parempaan,Seulement si Préféré,Csak a preferált,,,,,Tylko wybrane,Somente preferido,,Doar preferate,,
|
||||
Vanilla Keyboard Turning Speed,PLRMNU_EXHUMEDOLDTURN,,,,,,,,Velocidad de Giro del Teclado como en Vanilla,,,,Eredeti billentyűs fordulás sebesség,,,,,Oryginalna prędkość rozglądania się na klawiaturze,,,Viteză Rotire cu Tastatură,,
|
||||
|
|
|
|
@ -950,6 +950,12 @@ OptionValue "WeapSwitch"
|
|||
3, "$PLRMNU_PREFERRED"
|
||||
}
|
||||
|
||||
OptionValue "ExplosBehavior"
|
||||
{
|
||||
0, "$OPTVAL_DEFAULT"
|
||||
1, "$OPTVAL_OLD"
|
||||
}
|
||||
|
||||
|
||||
OptionMenu GameplayOptions protected
|
||||
{
|
||||
|
@ -971,6 +977,7 @@ OptionMenu GameplayOptions protected
|
|||
ifgame(Blood)
|
||||
{
|
||||
Option "$PLRMNU_EQUIP", "cl_weaponswitch", "WeapSwitch"
|
||||
Option "$EXPLOS_BEHAVIOR", "cl_bloodvanillaexplosions", "ExplosBehavior"
|
||||
}
|
||||
ifgame(Exhumed)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue