mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-15 17:01:51 +00:00
- removed AddScale wrappers.
This commit is contained in:
parent
85b52b1c77
commit
8265239d2d
16 changed files with 81 additions and 91 deletions
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@ -496,16 +496,6 @@ struct spritetypebase
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{
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{
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scale.Y = y;
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scale.Y = y;
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}
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}
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void AddScaleX(double x)
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{
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scale.X += x;
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}
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void AddScaleY(double y)
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{
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scale.Y += y;
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}
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};
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};
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@ -480,13 +480,13 @@ void moveplayers(void)
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if (act->spr.scale.X < 0.65625)
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if (act->spr.scale.X < 0.65625)
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{
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{
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act->spr.AddScaleX(0.0625);
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act->spr.scale.X += (0.0625);
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act->spr.cstat |= CSTAT_SPRITE_TRANSLUCENT;
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act->spr.cstat |= CSTAT_SPRITE_TRANSLUCENT;
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}
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}
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else act->spr.SetScaleX(0.65625);
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else act->spr.SetScaleX(0.65625);
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if (act->spr.scale.Y < 0.5625)
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if (act->spr.scale.Y < 0.5625)
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act->spr.AddScaleY(4);
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act->spr.scale.Y += (4);
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else
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else
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{
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{
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act->spr.SetScaleY(0.5625);
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act->spr.SetScaleY(0.5625);
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@ -2292,16 +2292,16 @@ bool bloodpool(DDukeActor* actor, bool puke)
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{
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{
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if (actor->spr.scale.X < 1 && actor->spr.scale.Y < 1)
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if (actor->spr.scale.X < 1 && actor->spr.scale.Y < 1)
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{
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{
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actor->spr.AddScaleX((krand() & 3) * REPEAT_SCALE);
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actor->spr.scale.X += ((krand() & 3) * REPEAT_SCALE);
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actor->spr.AddScaleY((krand() & 3) * REPEAT_SCALE);
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actor->spr.scale.Y += ((krand() & 3) * REPEAT_SCALE);
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}
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}
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}
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}
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else
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else
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{
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{
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if (actor->spr.scale.X < 0.5 && actor->spr.scale.Y < 0.5)
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if (actor->spr.scale.X < 0.5 && actor->spr.scale.Y < 0.5)
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{
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{
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actor->spr.AddScaleX((krand() & 3) * REPEAT_SCALE);
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actor->spr.scale.X += ((krand() & 3) * REPEAT_SCALE);
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actor->spr.AddScaleY((krand() & 3) * REPEAT_SCALE);
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actor->spr.scale.Y += ((krand() & 3) * REPEAT_SCALE);
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}
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}
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}
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}
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}
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}
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@ -2333,8 +2333,8 @@ bool bloodpool(DDukeActor* actor, bool puke)
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if (actor->temp_data[2] == 32)
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if (actor->temp_data[2] == 32)
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{
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{
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actor->spr.AddScaleX(-6);
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actor->spr.scale.X += (-6);
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actor->spr.AddScaleY(-6);
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actor->spr.scale.Y += (-6);
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}
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}
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}
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}
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else actor->temp_data[1] = 0;
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else actor->temp_data[1] = 0;
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@ -1480,9 +1480,9 @@ static bool weaponhitsector(DDukeActor* proj, const DVector3& oldpos, bool fireb
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ssp(proj, CLIPMASK1);
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ssp(proj, CLIPMASK1);
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proj->spr.extra >>= 1;
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proj->spr.extra >>= 1;
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if (proj->spr.scale.X > 0.125 )
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if (proj->spr.scale.X > 0.125 )
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proj->spr.AddScaleX(-0.03125);
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proj->spr.scale.X += (-0.03125);
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if (proj->spr.scale.Y > 0.125 )
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if (proj->spr.scale.Y > 0.125 )
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proj->spr.AddScaleY(-0.03125);
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proj->spr.scale.Y += (-0.03125);
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proj->spr.yint--;
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proj->spr.yint--;
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return true;
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return true;
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}
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}
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@ -2275,8 +2275,8 @@ static void greenslime(DDukeActor *actor)
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actor->spr.cstat &= ~CSTAT_SPRITE_YFLIP;
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actor->spr.cstat &= ~CSTAT_SPRITE_YFLIP;
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actor->spr.picnum = GREENSLIME + 4;
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actor->spr.picnum = GREENSLIME + 4;
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if (actor->spr.scale.X > 0.5 ) actor->spr.AddScaleX(-(krand() & 7) * REPEAT_SCALE);
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if (actor->spr.scale.X > 0.5 ) actor->spr.scale.X += (-(krand() & 7) * REPEAT_SCALE);
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if (actor->spr.scale.Y > 0.25 ) actor->spr.AddScaleY(-(krand() & 7) * REPEAT_SCALE);
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if (actor->spr.scale.Y > 0.25 ) actor->spr.scale.Y += (-(krand() & 7) * REPEAT_SCALE);
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else
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else
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{
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{
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actor->spr.SetScale(0.625, 0.25);
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actor->spr.SetScale(0.625, 0.25);
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@ -2299,10 +2299,10 @@ static void greenslime(DDukeActor *actor)
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actor->spr.pos = s5->spr.pos + s5->spr.angle.ToVector() * 0.5;
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actor->spr.pos = s5->spr.pos + s5->spr.angle.ToVector() * 0.5;
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actor->spr.picnum = GREENSLIME + 2 + (global_random & 1);
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actor->spr.picnum = GREENSLIME + 2 + (global_random & 1);
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if (actor->spr.scale.Y < 1) actor->spr.AddScaleY(0.03125);
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if (actor->spr.scale.Y < 1) actor->spr.scale.Y += (0.03125);
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else
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else
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{
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{
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if (actor->spr.scale.X < 0.5) actor->spr.AddScaleY(0.0625);
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if (actor->spr.scale.X < 0.5) actor->spr.scale.Y += (0.0625);
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else
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else
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{
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{
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actor->temp_data[0] = -1;
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actor->temp_data[0] = -1;
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@ -2393,8 +2393,8 @@ static void greenslime(DDukeActor *actor)
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if (actor->temp_data[0] == 1)
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if (actor->temp_data[0] == 1)
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{
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{
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actor->spr.picnum = GREENSLIME;
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actor->spr.picnum = GREENSLIME;
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if (actor->spr.scale.Y < 0.625) actor->spr.AddScaleY(0.125);
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if (actor->spr.scale.Y < 0.625) actor->spr.scale.Y += (0.125);
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if (actor->spr.scale.X > 0.125 ) actor->spr.AddScaleX(-0.0625);
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if (actor->spr.scale.X > 0.125 ) actor->spr.scale.X += (-0.0625);
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if (actor->vel.Z > -12)
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if (actor->vel.Z > -12)
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actor->vel.Z -= 348 / 256.;
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actor->vel.Z -= 348 / 256.;
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actor->spr.pos.Z += actor->vel.Z;
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actor->spr.pos.Z += actor->vel.Z;
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@ -2414,13 +2414,13 @@ static void greenslime(DDukeActor *actor)
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if (actor->spr.pos.Z > actor->floorz - 8)
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if (actor->spr.pos.Z > actor->floorz - 8)
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{
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{
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actor->spr.AddScaleY(-0.0625);
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actor->spr.scale.Y += (-0.0625);
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actor->spr.AddScaleX(0.03125);
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actor->spr.scale.X += (0.03125);
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}
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}
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else
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else
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{
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{
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if (actor->spr.scale.Y < 0.5625) actor->spr.AddScaleY(0.125);
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if (actor->spr.scale.Y < 0.5625) actor->spr.scale.Y += (0.125);
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if (actor->spr.scale.X > 0.125 ) actor->spr.AddScaleX(-0.0625);
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if (actor->spr.scale.X > 0.125 ) actor->spr.scale.X += (-0.0625);
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}
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}
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if (actor->spr.pos.Z > actor->floorz - 8)
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if (actor->spr.pos.Z > actor->floorz - 8)
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@ -2459,7 +2459,7 @@ static void flamethrowerflame(DDukeActor *actor)
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int ds = actor->temp_data[0] / 6;
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int ds = actor->temp_data[0] / 6;
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if (actor->spr.scale.X < 0.1250)
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if (actor->spr.scale.X < 0.1250)
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{
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{
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actor->spr.AddScaleX(ds * REPEAT_SCALE);
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actor->spr.scale.X += (ds * REPEAT_SCALE);
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actor->spr.SetScaleY(actor->spr.scale.X);
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actor->spr.SetScaleY(actor->spr.scale.X);
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}
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}
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actor->clipdist += ds * 0.25;
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actor->clipdist += ds * 0.25;
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@ -3005,7 +3005,7 @@ void moveexplosions_d(void) // STATNUM 5
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if (act->temp_data[0] == 7 * 26) continue;
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if (act->temp_data[0] == 7 * 26) continue;
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act->spr.pos.Z += 1 / 16. + krandf(1 / 16.);
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act->spr.pos.Z += 1 / 16. + krandf(1 / 16.);
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act->temp_data[0]++;
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act->temp_data[0]++;
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if ((act->temp_data[0] % 9) == 0) act->spr.AddScaleY(REPEAT_SCALE);
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if ((act->temp_data[0] % 9) == 0) act->spr.scale.Y += (REPEAT_SCALE);
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continue;
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continue;
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case NUKEBUTTON:
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case NUKEBUTTON:
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@ -1054,9 +1054,9 @@ static bool weaponhitwall(DDukeActor *proj, walltype* wal, const DVector3& oldpo
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{
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{
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proj->spr.extra >>= 1;
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proj->spr.extra >>= 1;
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if (proj->spr.scale.X > 0.125 )
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if (proj->spr.scale.X > 0.125 )
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proj->spr.AddScaleX(-0.03125);
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proj->spr.scale.X += (-0.03125);
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if (proj->spr.scale.Y > 0.125 )
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if (proj->spr.scale.Y > 0.125 )
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proj->spr.AddScaleY(-0.03125);
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proj->spr.scale.Y += (-0.03125);
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proj->spr.yint--;
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proj->spr.yint--;
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}
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}
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@ -1138,9 +1138,9 @@ bool weaponhitsector(DDukeActor *proj, const DVector3& oldpos)
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ssp(proj, CLIPMASK1);
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ssp(proj, CLIPMASK1);
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proj->spr.extra >>= 1;
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proj->spr.extra >>= 1;
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if (proj->spr.scale.X > 0.125 )
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if (proj->spr.scale.X > 0.125 )
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proj->spr.AddScaleX(-0.03125);
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proj->spr.scale.X += (-0.03125);
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if (proj->spr.scale.Y > 0.125 )
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if (proj->spr.scale.Y > 0.125 )
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proj->spr.AddScaleY(-0.03125);
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proj->spr.scale.Y += (-0.03125);
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proj->spr.yint--;
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proj->spr.yint--;
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return true;
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return true;
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}
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}
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@ -2907,7 +2907,7 @@ void moveexplosions_r(void) // STATNUM 5
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if (act->temp_data[0] == 7 * 26) continue;
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if (act->temp_data[0] == 7 * 26) continue;
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act->spr.pos.Z += 1 / 16. + krandf(1 / 16.);
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act->spr.pos.Z += 1 / 16. + krandf(1 / 16.);
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act->temp_data[0]++;
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act->temp_data[0]++;
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if ((act->temp_data[0] % 9) == 0) act->spr.AddScaleY(REPEAT_SCALE);
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if ((act->temp_data[0] % 9) == 0) act->spr.scale.Y += (REPEAT_SCALE);
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continue;
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continue;
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@ -241,8 +241,8 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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{
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{
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t->picnum = STATIC;
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t->picnum = STATIC;
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t->cstat |= randomFlip();
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t->cstat |= randomFlip();
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t->AddScaleX(0.125);
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t->scale.X += (0.125);
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t->AddScaleY(0.125);
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t->scale.Y += (0.125);
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}
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}
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else if (camsprite && camsprite == h->GetHitOwner())
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else if (camsprite && camsprite == h->GetHitOwner())
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{
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{
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@ -2296,8 +2296,8 @@ int ParseState::parse(void)
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parseifelse(ps[g_p].OnBoat == 1);
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parseifelse(ps[g_p].OnBoat == 1);
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break;
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break;
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case concmd_ifsizedown:
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case concmd_ifsizedown:
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g_ac->spr.AddScaleX(-REPEAT_SCALE);
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g_ac->spr.scale.X -= REPEAT_SCALE;
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g_ac->spr.AddScaleY(-REPEAT_SCALE);
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g_ac->spr.scale.Y -= REPEAT_SCALE;
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parseifelse(g_ac->spr.scale.X <= 5 * REPEAT_SCALE);
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parseifelse(g_ac->spr.scale.X <= 5 * REPEAT_SCALE);
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break;
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break;
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case concmd_ifwind:
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case concmd_ifwind:
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@ -347,8 +347,8 @@ int MoveBullet(int nBullet)
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{
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{
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if (pBullet->field_E < 8)
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if (pBullet->field_E < 8)
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{
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{
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pActor->spr.AddScaleX(-REPEAT_SCALE);
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pActor->spr.scale.X -= REPEAT_SCALE;
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pActor->spr.AddScaleY(0.125);
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pActor->spr.scale.Y += (0.125);
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pBullet->vect.Z -= 200/256.;
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pBullet->vect.Z -= 200/256.;
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@ -367,8 +367,8 @@ int MoveBullet(int nBullet)
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}
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}
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else
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else
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{
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{
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pActor->spr.AddScaleX(0.0625);
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pActor->spr.scale.X += (0.0625);
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pActor->spr.AddScaleY(0.0625);
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pActor->spr.scale.Y += (0.0625);
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}
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}
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}
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}
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@ -492,8 +492,8 @@ void DoRegenerates()
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{
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{
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if (pActor->spr.scale.X < s)
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if (pActor->spr.scale.X < s)
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{
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{
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pActor->spr.AddScaleX(0.03125);
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pActor->spr.scale.X += (0.03125);
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pActor->spr.AddScaleY(0.03125);
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pActor->spr.scale.Y += (0.03125);
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continue;
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continue;
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}
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}
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}
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}
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@ -1461,11 +1461,11 @@ void AISpark::Tick(RunListEvent* ev)
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if (!pActor) return;
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if (!pActor) return;
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pActor->spr.shade += 3;
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pActor->spr.shade += 3;
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pActor->spr.AddScaleX(-0.03125);
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pActor->spr.scale.X += (-0.03125);
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if (pActor->spr.scale.X >= 0.0625 && pActor->spr.shade <= 100)
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if (pActor->spr.scale.X >= 0.0625 && pActor->spr.shade <= 100)
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{
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{
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pActor->spr.AddScaleY(-0.03125);
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pActor->spr.scale.Y += (-0.03125);
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// calling BuildSpark() with 2nd parameter as '1' will set kTile986
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// calling BuildSpark() with 2nd parameter as '1' will set kTile986
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if (pActor->spr.picnum == kTile986 && int((pActor->spr.scale.X * INV_REPEAT_SCALE)) & 2) // hack alert
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if (pActor->spr.picnum == kTile986 && int((pActor->spr.scale.X * INV_REPEAT_SCALE)) & 2) // hack alert
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@ -383,13 +383,13 @@ void DoSpiritHead()
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{
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{
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if (pSpiritSpr->spr.scale.X > nSpiritScale.X)
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if (pSpiritSpr->spr.scale.X > nSpiritScale.X)
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{
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{
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pSpiritSpr->spr.AddScaleX(-0.03125);
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pSpiritSpr->spr.scale.X += (-0.03125);
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if (pSpiritSpr->spr.scale.X < nSpiritScale.X)
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if (pSpiritSpr->spr.scale.X < nSpiritScale.X)
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pSpiritSpr->spr.SetScaleX(nSpiritScale.X);
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pSpiritSpr->spr.SetScaleX(nSpiritScale.X);
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}
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}
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if (pSpiritSpr->spr.scale.Y > nSpiritScale.Y)
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if (pSpiritSpr->spr.scale.Y > nSpiritScale.Y)
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{
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{
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pSpiritSpr->spr.AddScaleY(-0.03125);
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pSpiritSpr->spr.scale.Y += (-0.03125);
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if (pSpiritSpr->spr.scale.Y < nSpiritScale.Y)
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if (pSpiritSpr->spr.scale.Y < nSpiritScale.Y)
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pSpiritSpr->spr.SetScaleY(nSpiritScale.Y);
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pSpiritSpr->spr.SetScaleY(nSpiritScale.Y);
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}
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}
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@ -146,8 +146,8 @@ void AISoul::Tick(RunListEvent* ev)
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if (pActor->spr.scale.X < 0.5)
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if (pActor->spr.scale.X < 0.5)
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{
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{
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pActor->spr.AddScaleX(REPEAT_SCALE);
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pActor->spr.scale.X += (REPEAT_SCALE);
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pActor->spr.AddScaleY(REPEAT_SCALE);
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pActor->spr.scale.Y += (REPEAT_SCALE);
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}
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}
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pActor->spr.extra += (pActor->nPhase & 0x0F) + 5;
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pActor->spr.extra += (pActor->nPhase & 0x0F) + 5;
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@ -1460,8 +1460,8 @@ int DoBunnyGrowUp(DSWActor* actor)
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if ((actor->user.Counter -= ACTORMOVETICS) <= 0)
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if ((actor->user.Counter -= ACTORMOVETICS) <= 0)
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{
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{
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actor->spr.AddScaleX(REPEAT_SCALE);
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actor->spr.scale.X += (REPEAT_SCALE);
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actor->spr.AddScaleY(REPEAT_SCALE);
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actor->spr.scale.Y += (REPEAT_SCALE);
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if ((actor->spr.scale.X) > 1) actor->spr.SetScaleX(1);
|
if ((actor->spr.scale.X) > 1) actor->spr.SetScaleX(1);
|
||||||
if ((actor->spr.scale.Y) > 1) actor->spr.SetScaleY(1);
|
if ((actor->spr.scale.Y) > 1) actor->spr.SetScaleY(1);
|
||||||
actor->user.Counter = 60;
|
actor->user.Counter = 60;
|
||||||
|
|
|
@ -870,7 +870,7 @@ int DoCoolgMove(DSWActor* actor)
|
||||||
|
|
||||||
if (actor->user.FlagOwner-1 == 0)
|
if (actor->user.FlagOwner-1 == 0)
|
||||||
{
|
{
|
||||||
actor->spr.AddScaleX(-REPEAT_SCALE);
|
actor->spr.scale.X -= REPEAT_SCALE;
|
||||||
actor->spr.shade++;
|
actor->spr.shade++;
|
||||||
if (actor->spr.scale.X < 0.0625) actor->spr.SetScaleX(0.0625);
|
if (actor->spr.scale.X < 0.0625) actor->spr.SetScaleX(0.0625);
|
||||||
if (actor->spr.shade > 126)
|
if (actor->spr.shade > 126)
|
||||||
|
@ -882,7 +882,7 @@ int DoCoolgMove(DSWActor* actor)
|
||||||
else if (actor->user.FlagOwner-1 == 2)
|
else if (actor->user.FlagOwner-1 == 2)
|
||||||
{
|
{
|
||||||
actor->spr.hitag = 0;
|
actor->spr.hitag = 0;
|
||||||
actor->spr.AddScaleX(REPEAT_SCALE);
|
actor->spr.scale.X += (REPEAT_SCALE);
|
||||||
actor->spr.shade--;
|
actor->spr.shade--;
|
||||||
if (actor->spr.scale.X > 0.65625) actor->spr.SetScaleX(0.65625);
|
if (actor->spr.scale.X > 0.65625) actor->spr.SetScaleX(0.65625);
|
||||||
if (actor->spr.shade < -10) actor->spr.shade = -10;
|
if (actor->spr.shade < -10) actor->spr.shade = -10;
|
||||||
|
|
|
@ -909,8 +909,8 @@ int SetupRipper2(DSWActor* actor)
|
||||||
if (actor->spr.pal == PALETTE_BROWN_RIPPER)
|
if (actor->spr.pal == PALETTE_BROWN_RIPPER)
|
||||||
{
|
{
|
||||||
EnemyDefaults(actor, &Ripper2BrownActionSet, &Ripper2Personality);
|
EnemyDefaults(actor, &Ripper2BrownActionSet, &Ripper2Personality);
|
||||||
actor->spr.AddScaleX(0.625);
|
actor->spr.scale.X += (0.625);
|
||||||
actor->spr.AddScaleY(0.625);
|
actor->spr.scale.Y += (0.625);
|
||||||
|
|
||||||
if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE))
|
if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE))
|
||||||
actor->user.Health = HEALTH_MOMMA_RIPPER;
|
actor->user.Health = HEALTH_MOMMA_RIPPER;
|
||||||
|
|
|
@ -923,8 +923,8 @@ void SectorExp(DSWActor* actor, sectortype* sectp, double zh)
|
||||||
auto exp = SpawnSectorExp(actor);
|
auto exp = SpawnSectorExp(actor);
|
||||||
if (!exp) return;
|
if (!exp) return;
|
||||||
|
|
||||||
exp->spr.AddScaleX(((RANDOM_P2(32 << 8) >> 8) - 16) * REPEAT_SCALE);
|
exp->spr.scale.X += (((RANDOM_P2(32 << 8) >> 8) - 16) * REPEAT_SCALE);
|
||||||
exp->spr.AddScaleY(((RANDOM_P2(32 << 8) >> 8) - 16) * REPEAT_SCALE);
|
exp->spr.scale.Y += (((RANDOM_P2(32 << 8) >> 8) - 16) * REPEAT_SCALE);
|
||||||
exp->user.change.XY() = exp->spr.angle.ToVector(5.75);
|
exp->user.change.XY() = exp->spr.angle.ToVector(5.75);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -4583,8 +4583,8 @@ int DoFireballFlames(DSWActor* actor)
|
||||||
if ((actor->user.WaitTics += MISSILEMOVETICS) > 4 * 120)
|
if ((actor->user.WaitTics += MISSILEMOVETICS) > 4 * 120)
|
||||||
{
|
{
|
||||||
// shrink and go away
|
// shrink and go away
|
||||||
actor->spr.AddScaleX(-REPEAT_SCALE);
|
actor->spr.scale.X -= REPEAT_SCALE;
|
||||||
actor->spr.AddScaleY(-REPEAT_SCALE);
|
actor->spr.scale.Y -= REPEAT_SCALE;
|
||||||
|
|
||||||
if (actor->spr.scale.X <= 0)
|
if (actor->spr.scale.X <= 0)
|
||||||
{
|
{
|
||||||
|
@ -4602,8 +4602,8 @@ int DoFireballFlames(DSWActor* actor)
|
||||||
// grow until the right size
|
// grow until the right size
|
||||||
if (actor->spr.scale.X <= actor->user.Counter * REPEAT_SCALE)
|
if (actor->spr.scale.X <= actor->user.Counter * REPEAT_SCALE)
|
||||||
{
|
{
|
||||||
actor->spr.AddScaleX(3 * REPEAT_SCALE);
|
actor->spr.scale.X += (3 * REPEAT_SCALE);
|
||||||
actor->spr.AddScaleY(3 * REPEAT_SCALE);
|
actor->spr.scale.Y += (3 * REPEAT_SCALE);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -4661,8 +4661,8 @@ int DoBreakFlames(DSWActor* actor)
|
||||||
if ((actor->user.WaitTics += MISSILEMOVETICS) > 4 * 120)
|
if ((actor->user.WaitTics += MISSILEMOVETICS) > 4 * 120)
|
||||||
{
|
{
|
||||||
// shrink and go away
|
// shrink and go away
|
||||||
actor->spr.AddScaleX(-REPEAT_SCALE);
|
actor->spr.scale.X -= REPEAT_SCALE;
|
||||||
actor->spr.AddScaleY(-REPEAT_SCALE);
|
actor->spr.scale.Y -= REPEAT_SCALE;
|
||||||
|
|
||||||
if (actor->spr.scale.X <= 0)
|
if (actor->spr.scale.X <= 0)
|
||||||
{
|
{
|
||||||
|
@ -4680,8 +4680,8 @@ int DoBreakFlames(DSWActor* actor)
|
||||||
// grow until the right size
|
// grow until the right size
|
||||||
if (actor->spr.scale.X <= actor->user.Counter * REPEAT_SCALE)
|
if (actor->spr.scale.X <= actor->user.Counter * REPEAT_SCALE)
|
||||||
{
|
{
|
||||||
actor->spr.AddScaleX(3 * REPEAT_SCALE);
|
actor->spr.scale.X += (3 * REPEAT_SCALE);
|
||||||
actor->spr.AddScaleY(3 * REPEAT_SCALE);
|
actor->spr.scale.Y += (3 * REPEAT_SCALE);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (actor->user.WaitTics + MISSILEMOVETICS > 4 * 120)
|
if (actor->user.WaitTics + MISSILEMOVETICS > 4 * 120)
|
||||||
|
@ -7638,8 +7638,8 @@ int DoStar(DSWActor* actor)
|
||||||
{
|
{
|
||||||
actor->user.motion_blur_num = 0;
|
actor->user.motion_blur_num = 0;
|
||||||
ChangeState(actor, s_StarStuck);
|
ChangeState(actor, s_StarStuck);
|
||||||
actor->spr.AddScaleX(-0.25);
|
actor->spr.scale.X += (-0.25);
|
||||||
actor->spr.AddScaleY(-0.25);
|
actor->spr.scale.Y += (-0.25);
|
||||||
actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||||
actor->clipdist = 1;
|
actor->clipdist = 1;
|
||||||
actor->user.ceiling_dist = 2;
|
actor->user.ceiling_dist = 2;
|
||||||
|
@ -7804,8 +7804,8 @@ int DoCrossBolt(DSWActor* actor)
|
||||||
|
|
||||||
int DoPlasmaDone(DSWActor* actor)
|
int DoPlasmaDone(DSWActor* actor)
|
||||||
{
|
{
|
||||||
actor->spr.AddScaleX(actor->user.Counter * REPEAT_SCALE);
|
actor->spr.scale.X += (actor->user.Counter * REPEAT_SCALE);
|
||||||
actor->spr.AddScaleY(-0.0625);
|
actor->spr.scale.Y += (-0.0625);
|
||||||
actor->user.Counter += 2;
|
actor->user.Counter += 2;
|
||||||
|
|
||||||
if (actor->spr.scale.Y < 0.09375)
|
if (actor->spr.scale.Y < 0.09375)
|
||||||
|
@ -9145,8 +9145,8 @@ int DoPuff(DSWActor* actor)
|
||||||
|
|
||||||
int DoRailPuff(DSWActor* actor)
|
int DoRailPuff(DSWActor* actor)
|
||||||
{
|
{
|
||||||
actor->spr.AddScaleX(0.0625);
|
actor->spr.scale.X += (0.0625);
|
||||||
actor->spr.AddScaleY(0.0625);
|
actor->spr.scale.Y += (0.0625);
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
@ -10943,8 +10943,8 @@ int DoFireball(DSWActor* actor)
|
||||||
{
|
{
|
||||||
if (actor->user.Flags & (SPR_UNDERWATER))
|
if (actor->user.Flags & (SPR_UNDERWATER))
|
||||||
{
|
{
|
||||||
actor->spr.AddScaleX(-REPEAT_SCALE);
|
actor->spr.scale.X -= REPEAT_SCALE;
|
||||||
actor->spr.AddScaleY(-REPEAT_SCALE);
|
actor->spr.scale.Y -= REPEAT_SCALE;
|
||||||
if (actor->spr.scale.X <= 0.578125)
|
if (actor->spr.scale.X <= 0.578125)
|
||||||
{
|
{
|
||||||
SpawnSmokePuff(actor);
|
SpawnSmokePuff(actor);
|
||||||
|
@ -11124,8 +11124,8 @@ int DoNapalm(DSWActor* actor)
|
||||||
|
|
||||||
if (actor->user.Flags & (SPR_UNDERWATER))
|
if (actor->user.Flags & (SPR_UNDERWATER))
|
||||||
{
|
{
|
||||||
actor->spr.AddScaleX(-REPEAT_SCALE);
|
actor->spr.scale.X -= REPEAT_SCALE;
|
||||||
actor->spr.AddScaleY(-REPEAT_SCALE);
|
actor->spr.scale.Y -= REPEAT_SCALE;
|
||||||
if (actor->spr.scale.X <= 0.46875)
|
if (actor->spr.scale.X <= 0.46875)
|
||||||
{
|
{
|
||||||
SpawnSmokePuff(actor);
|
SpawnSmokePuff(actor);
|
||||||
|
@ -11295,7 +11295,7 @@ int DoSerpMeteor(DSWActor* actor)
|
||||||
{
|
{
|
||||||
auto oldv = actor->spr.pos;
|
auto oldv = actor->spr.pos;
|
||||||
|
|
||||||
actor->spr.AddScaleX(MISSILEMOVETICS * 2 * REPEAT_SCALE);
|
actor->spr.scale.X += (MISSILEMOVETICS * 2 * REPEAT_SCALE);
|
||||||
if (actor->spr.scale.X > 1.25)
|
if (actor->spr.scale.X > 1.25)
|
||||||
actor->spr.SetScaleX(1.25);
|
actor->spr.SetScaleX(1.25);
|
||||||
|
|
||||||
|
@ -11340,7 +11340,7 @@ int DoSerpMeteor(DSWActor* actor)
|
||||||
|
|
||||||
int DoMirvMissile(DSWActor* actor)
|
int DoMirvMissile(DSWActor* actor)
|
||||||
{
|
{
|
||||||
actor->spr.AddScaleX(MISSILEMOVETICS * 2 * REPEAT_SCALE);
|
actor->spr.scale.X += (MISSILEMOVETICS * 2 * REPEAT_SCALE);
|
||||||
if (actor->spr.scale.X > 1.25)
|
if (actor->spr.scale.X > 1.25)
|
||||||
actor->spr.SetScaleX(1.25);
|
actor->spr.SetScaleX(1.25);
|
||||||
|
|
||||||
|
@ -11525,8 +11525,8 @@ int DoRing(DSWActor* actor)
|
||||||
if (actor->user.Flags & (SPR_UNDERWATER))
|
if (actor->user.Flags & (SPR_UNDERWATER))
|
||||||
{
|
{
|
||||||
|
|
||||||
actor->spr.AddScaleX(-REPEAT_SCALE);
|
actor->spr.scale.X -= REPEAT_SCALE;
|
||||||
actor->spr.AddScaleY(-REPEAT_SCALE);
|
actor->spr.scale.Y -= REPEAT_SCALE;
|
||||||
if (actor->spr.scale.X <= 0.46875)
|
if (actor->spr.scale.X <= 0.46875)
|
||||||
{
|
{
|
||||||
SpawnSmokePuff(actor);
|
SpawnSmokePuff(actor);
|
||||||
|
@ -14947,8 +14947,8 @@ int InitSkelSpell(DSWActor* actor)
|
||||||
actor->spr.pos.plusZ(-(ActorSizeZ(actor) * 0.5)), actor->user.targetActor->spr.angle, SKEL_ELECTRO_VELOCITY);
|
actor->spr.pos.plusZ(-(ActorSizeZ(actor) * 0.5)), actor->user.targetActor->spr.angle, SKEL_ELECTRO_VELOCITY);
|
||||||
|
|
||||||
SetOwner(actor, actorNew);
|
SetOwner(actor, actorNew);
|
||||||
actorNew->spr.AddScaleX(-0.3125);
|
actorNew->spr.scale.X += (-0.3125);
|
||||||
actorNew->spr.AddScaleY(-0.3125);
|
actorNew->spr.scale.Y += (-0.3125);
|
||||||
actorNew->spr.shade = -40;
|
actorNew->spr.shade = -40;
|
||||||
actorNew->vel.Z = 0;
|
actorNew->vel.Z = 0;
|
||||||
actorNew->spr.angle = actor->spr.angle;
|
actorNew->spr.angle = actor->spr.angle;
|
||||||
|
@ -15155,8 +15155,8 @@ void InitFireballTrap(DSWActor* actor)
|
||||||
|
|
||||||
actorNew->spr.hitag = LUMINOUS; //Always full brightness
|
actorNew->spr.hitag = LUMINOUS; //Always full brightness
|
||||||
SetOwner(actor, actorNew);
|
SetOwner(actor, actorNew);
|
||||||
actorNew->spr.AddScaleX(-0.3125);
|
actorNew->spr.scale.X += (-0.3125);
|
||||||
actorNew->spr.AddScaleY(-0.3125);
|
actorNew->spr.scale.Y += (-0.3125);
|
||||||
actorNew->spr.shade = -40;
|
actorNew->spr.shade = -40;
|
||||||
actorNew->clipdist = 2;
|
actorNew->clipdist = 2;
|
||||||
actorNew->vel.Z = 0;
|
actorNew->vel.Z = 0;
|
||||||
|
@ -18249,12 +18249,12 @@ int DoFloorBlood(DSWActor* actor)
|
||||||
// Make pool of blood seem to grow
|
// Make pool of blood seem to grow
|
||||||
if (actor->spr.scale.X < scale && actor->spr.scale.X > 0.0625)
|
if (actor->spr.scale.X < scale && actor->spr.scale.X > 0.0625)
|
||||||
{
|
{
|
||||||
actor->spr.AddScaleX(REPEAT_SCALE);
|
actor->spr.scale.X += (REPEAT_SCALE);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (actor->spr.scale.Y < scale && actor->spr.scale.X < scale && actor->spr.scale.X > 0.0625)
|
if (actor->spr.scale.Y < scale && actor->spr.scale.X < scale && actor->spr.scale.X > 0.0625)
|
||||||
{
|
{
|
||||||
actor->spr.AddScaleY(REPEAT_SCALE);
|
actor->spr.scale.Y += (REPEAT_SCALE);
|
||||||
}
|
}
|
||||||
|
|
||||||
// See if any players stepped in blood
|
// See if any players stepped in blood
|
||||||
|
@ -18277,7 +18277,7 @@ int DoFloorBlood(DSWActor* actor)
|
||||||
// If blood has already grown to max size, we can shrink it
|
// If blood has already grown to max size, we can shrink it
|
||||||
if (actor->spr.scale.X == 0.625 && actor->spr.scale.Y > 0.15625)
|
if (actor->spr.scale.X == 0.625 && actor->spr.scale.Y > 0.15625)
|
||||||
{
|
{
|
||||||
actor->spr.AddScaleY(-0.15625);
|
actor->spr.scale.Y += (-0.15625);
|
||||||
if (actor->spr.scale.Y <= 0.15625) // Shrink it down and don't use it anymore
|
if (actor->spr.scale.Y <= 0.15625) // Shrink it down and don't use it anymore
|
||||||
actor->spr.SetScale(0.0625, 0.0625);
|
actor->spr.SetScale(0.0625, 0.0625);
|
||||||
}
|
}
|
||||||
|
@ -18299,7 +18299,7 @@ int DoWallBlood(DSWActor* actor)
|
||||||
// Make blood drip down the wall
|
// Make blood drip down the wall
|
||||||
if (actor->spr.scale.Y < 1.25)
|
if (actor->spr.scale.Y < 1.25)
|
||||||
{
|
{
|
||||||
actor->spr.AddScaleY(REPEAT_SCALE);
|
actor->spr.scale.Y += (REPEAT_SCALE);
|
||||||
actor->spr.pos.Z += 0.5;
|
actor->spr.pos.Z += 0.5;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue