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https://github.com/DrBeef/Raze.git
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- one more batch of trivial replacements
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parent
6111b11359
commit
766ddeb445
7 changed files with 23 additions and 23 deletions
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@ -746,8 +746,8 @@ void nnExtInitModernStuff(TArray<DBloodActor*>& actors)
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// very quick fix for floor sprites with Touch trigger flag if their Z is equals sector florz / ceilgz
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if (actor->insector() && actor->xspr.Touch && (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)) {
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if (actor->int_pos().Z == actor->sector()->int_floorz()) actor->spr.pos.Z -= zmaptoworld;
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else if (actor->int_pos().Z == actor->sector()->int_ceilingz()) actor->spr.pos.Z += zmaptoworld;
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if (actor->spr.pos.Z == actor->sector()->floorz) actor->spr.pos.Z -= zmaptoworld;
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else if (actor->spr.pos.Z == actor->sector()->ceilingz) actor->spr.pos.Z += zmaptoworld;
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}
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// make Proximity flag work not just for dudes and things...
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@ -2821,7 +2821,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6)
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if (actor->spr.xvel <= 64 && statstate)
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S_StopSound(actor->tempsound, actor);
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if ((sc->int_floorz() - sc->int_ceilingz()) < (108 << 8))
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if ((sc->floorz - sc->ceilingz) < 108)
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{
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if (ud.clipping == 0 && actor->spr.xvel >= 192)
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for (int p = connecthead; p >= 0; p = connectpoint2[p])
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@ -2910,7 +2910,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6)
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// I have no idea why this is here, but the SE's sector must never, *EVER* change, or the map will corrupt.
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//SetActor(actor, actor->spr.pos);
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if ((sc->int_floorz() - sc->int_ceilingz()) < (108 << 8))
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if ((sc->floorz - sc->ceilingz) < 108)
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{
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if (ud.clipping == 0 && actor->spr.xvel >= 192)
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for (int p = connecthead; p >= 0; p = connectpoint2[p])
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@ -3011,7 +3011,7 @@ void handle_se30(DDukeActor *actor, int JIBS6)
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int l = MulScale(actor->spr.xvel, bcos(actor->int_ang()), 14);
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int x = MulScale(actor->spr.xvel, bsin(actor->int_ang()), 14);
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if ((sc->int_floorz() - sc->int_ceilingz()) < (108 << 8))
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if ((sc->floorz - sc->ceilingz) < 108)
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if (ud.clipping == 0)
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for (int p = connecthead; p >= 0; p = connectpoint2[p])
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{
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@ -3775,7 +3775,7 @@ void handle_se16(DDukeActor* actor, int REACTOR, int REACTOR2)
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auto sc = actor->sector();
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actor->temp_data[2] += 32;
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if (sc->int_floorz() < sc->int_ceilingz()) actor->spr.shade = 0;
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if (sc->floorz < sc->ceilingz) actor->spr.shade = 0;
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else if (sc->int_ceilingz() < actor->temp_data[3])
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{
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@ -3800,8 +3800,8 @@ void handle_se16(DDukeActor* actor, int REACTOR, int REACTOR2)
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else actor->spr.shade = 1;
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}
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if (actor->spr.shade) sc->add_int_ceilingz(1024);
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else sc->add_int_ceilingz(-512);
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if (actor->spr.shade) sc->addceilingz(4);
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else sc->addceilingz(-2);
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ms(actor);
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//SetActor(actor, actor->spr.pos);
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@ -4062,11 +4062,11 @@ void handle_se19(DDukeActor *actor, int BIGFORCE)
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}
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}
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if (sc->int_ceilingz() < sc->int_floorz())
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if (sc->ceilingz < sc->floorz)
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sc->add_int_ceilingz(actor->spr.yvel);
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else
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{
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sc->set_int_ceilingz(sc->int_floorz());
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sc->setceilingz(sc->floorz);
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DukeStatIterator it(STAT_EFFECTOR);
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while (auto a2 = it.Next())
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@ -3167,7 +3167,7 @@ void handle_se06_r(DDukeActor *actor)
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auto ns = spawn(actor, HULK);
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if (ns)
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{
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ns->set_int_z(ns->sector()->int_ceilingz());
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ns->spr.pos.Z = ns->sector()->ceilingz;
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ns->spr.pal = 33;
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}
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if (!hulkspawn)
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@ -3225,7 +3225,7 @@ void handle_se06_r(DDukeActor *actor)
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}
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else pn = UFO1_RRRA;
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auto ns = spawn(actor, pn);
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if (ns) ns->set_int_z(ns->sector()->int_ceilingz());
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if (ns) ns->spr.pos.Z = ns->sector()->ceilingz;
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}
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}
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}
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@ -1728,7 +1728,7 @@ static void operateJetpack(int snum, ESyncBits actions, int psectlotag, int fz,
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if (p->player_int_pos().Z > (fz - (k << 8)))
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p->pos.Z += (((fz - (k << 8)) - p->player_int_pos().Z) >> 1) * zinttoworld;
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if (p->player_int_pos().Z < (pact->actor_int_ceilingz() + (18 << 8)))
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if (p->pos.Z < pact->ceilingz + 18)
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p->pos.Z = pact->ceilingz + 18;
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}
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@ -881,7 +881,7 @@ void MoveSector(sectortype* pSector, int nAngle, int *nXVel, int *nYVel)
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nZVal = pSector->int_ceilingz();
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pos.Z = pNextSector->int_ceilingz() + 256;
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pSector->set_int_ceilingz(pNextSector->int_ceilingz());
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pSector->setceilingz(pNextSector->ceilingz);
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}
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else
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{
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@ -879,7 +879,7 @@ void DoExplodeSector(short match)
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sectp = actor->sector();
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sectp->add_int_ceilingz(-Z(SP_TAG4(actor)));
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sectp->addceilingz(-SP_TAG4(actor));
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if (SP_TAG5(actor))
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{
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@ -1255,7 +1255,7 @@ void DoChangorMatch(short match)
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if (TEST_BOOL1(actor))
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{
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sectp->ceilingpicnum = SP_TAG4(actor);
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sectp->add_int_ceilingz(Z(SP_TAG5(actor)));
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sectp->addceilingz(SP_TAG5(actor));
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sectp->ceilingheinum += SP_TAG6(actor);
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if (sectp->ceilingheinum)
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@ -11937,7 +11937,7 @@ int InitSwordAttack(PLAYER* pp)
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{
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if ((hit.hitWall->nextSector()->ceilingstat & CSTAT_SECTOR_SKY))
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{
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if (hit.int_hitpos().Z < hit.hitWall->nextSector()->int_ceilingz())
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if (hit.hitpos.Z < hit.hitWall->nextSector()->ceilingz)
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{
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return 0;
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}
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@ -12131,7 +12131,7 @@ int InitFistAttack(PLAYER* pp)
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{
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if ((hit.hitWall->nextSector()->ceilingstat & CSTAT_SECTOR_SKY))
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{
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if (hit.int_hitpos().Z < hit.hitWall->nextSector()->int_ceilingz())
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if (hit.hitpos.Z < hit.hitWall->nextSector()->ceilingz)
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{
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return 0;
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}
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@ -12922,7 +12922,7 @@ int InitShotgun(PLAYER* pp)
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{
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if ((hit.hitWall->nextSector()->ceilingstat & CSTAT_SECTOR_SKY))
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{
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if (hit.int_hitpos().Z < hit.hitWall->nextSector()->int_ceilingz())
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if (hit.hitpos.Z < hit.hitWall->nextSector()->ceilingz)
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{
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continue;
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}
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@ -15200,7 +15200,7 @@ int InitUzi(PLAYER* pp)
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{
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if ((hit.hitWall->nextSector()->ceilingstat & CSTAT_SECTOR_SKY))
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{
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if (hit.int_hitpos().Z < hit.hitWall->nextSector()->int_ceilingz())
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if (hit.hitpos.Z < hit.hitWall->nextSector()->ceilingz)
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{
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return 0;
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}
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@ -16056,7 +16056,7 @@ int InitTurretMgun(SECTOR_OBJECT* sop)
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{
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if ((hit.hitWall->nextSector()->ceilingstat & CSTAT_SECTOR_SKY))
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{
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if (hit.int_hitpos().Z < hit.hitWall->nextSector()->int_ceilingz())
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if (hit.hitpos.Z < hit.hitWall->nextSector()->ceilingz)
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{
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return 0;
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}
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@ -16189,7 +16189,7 @@ int InitEnemyUzi(DSWActor* actor)
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{
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if ((hit.hitWall->nextSector()->ceilingstat & CSTAT_SECTOR_SKY))
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{
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if (hit.int_hitpos().Z < hit.hitWall->nextSector()->int_ceilingz())
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if (hit.hitpos.Z < hit.hitWall->nextSector()->ceilingz)
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{
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return 0;
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}
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@ -17189,7 +17189,7 @@ int DoBubble(DSWActor* actor)
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actor->spr.xrepeat = actor->user.pos.X + (RANDOM_P2(8 << 8) >> 8) - 4;
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actor->spr.yrepeat = actor->user.pos.Y + (RANDOM_P2(8 << 8) >> 8) - 4;
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if (actor->int_pos().Z < actor->sector()->int_ceilingz())
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if (actor->spr.pos.Z < actor->sector()->ceilingz)
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{
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if (SectorIsUnderwaterArea(actor->user.hi_sectp))
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{
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