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https://github.com/DrBeef/Raze.git
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- mostly '>' comparisons with scale values.
This commit is contained in:
parent
f5e1709c37
commit
8a8ef22e53
13 changed files with 38 additions and 38 deletions
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@ -350,9 +350,9 @@ static void ThrowThing(DBloodActor* actor, bool impact)
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if (Chance(0x5000)) spawned->spr.cstat |= CSTAT_SPRITE_XFLIP;
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if (Chance(0x5000)) spawned->spr.cstat |= CSTAT_SPRITE_YFLIP;
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if (spawned->spr.xrepeat > 60) spawned->xspr.data1 = 43;
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else if (spawned->spr.xrepeat > 40) spawned->xspr.data1 = 33;
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else if (spawned->spr.xrepeat > 30) spawned->xspr.data1 = 23;
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if (spawned->spr.ScaleX() > 0.9375 ) spawned->xspr.data1 = 43;
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else if (spawned->spr.ScaleX() > 0.625) spawned->xspr.data1 = 33;
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else if (spawned->spr.ScaleX() > 0.46875) spawned->xspr.data1 = 23;
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else spawned->xspr.data1 = 12;
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return;
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case kThingTNTBarrel:
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@ -421,7 +421,7 @@ void moveplayers(void)
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auto psp = ps[otherp].GetActor();
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if (psp->spr.extra > 0)
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{
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if (act->spr.yrepeat > 32 && psp->spr.ScaleY() < 0.5)
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if (act->spr.ScaleY() > 0.5 && psp->spr.ScaleY() < 0.5)
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{
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if (other < 1400/16. && p->knee_incs == 0)
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{
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@ -1195,7 +1195,7 @@ void moveooz(DDukeActor* actor, int seenine, int seeninedead, int ooz, int explo
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}
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else
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{
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if (actor->spr.xrepeat > 0)
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if (actor->spr.ScaleX() > 0)
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{
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actor->temp_data[2]++;
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if (actor->temp_data[2] == 3)
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@ -2305,7 +2305,7 @@ bool bloodpool(DDukeActor* actor, bool puke)
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}
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}
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if (xx < 844 / 16. && actor->spr.xrepeat > 6 && actor->spr.yrepeat > 6)
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if (xx < 844 / 16. && actor->spr.ScaleX() > 0.09375 && actor->spr.yrepeat > 6)
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{
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if (actor->spr.pal == 0 && (krand() & 255) < 16 && !puke)
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{
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@ -454,7 +454,7 @@ int movesprite_ex_d(DDukeActor* actor, const DVector3& change, unsigned int clip
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if (bg)
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{
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if (actor->spr.xrepeat > 60)
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if (actor->spr.ScaleX() > 0.9375 )
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clipmove(ppos, &dasectp, change * 0.5, 64., 4., 4., cliptype, result);
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else
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{
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@ -1481,9 +1481,9 @@ static bool weaponhitsector(DDukeActor* proj, const DVector3& oldpos, bool fireb
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bounce(proj);
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ssp(proj, CLIPMASK1);
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proj->spr.extra >>= 1;
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if (proj->spr.xrepeat > 8)
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if (proj->spr.ScaleX() > 0.125 )
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proj->spr.xrepeat -= 2;
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if (proj->spr.yrepeat > 8)
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if (proj->spr.ScaleY() > 0.125 )
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proj->spr.yrepeat -= 2;
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proj->spr.yint--;
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return true;
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@ -2276,8 +2276,8 @@ static void greenslime(DDukeActor *actor)
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actor->spr.cstat &= ~CSTAT_SPRITE_YFLIP;
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actor->spr.picnum = GREENSLIME + 4;
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if (actor->spr.xrepeat > 32) actor->spr.xrepeat -= krand() & 7;
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if (actor->spr.yrepeat > 16) actor->spr.yrepeat -= krand() & 7;
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if (actor->spr.ScaleX() > 0.5 ) actor->spr.xrepeat -= krand() & 7;
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if (actor->spr.ScaleY() > 0.25 ) actor->spr.yrepeat -= krand() & 7;
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else
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{
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actor->spr.SetScale(0.625, 0.25);
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@ -2395,7 +2395,7 @@ static void greenslime(DDukeActor *actor)
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{
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actor->spr.picnum = GREENSLIME;
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if (actor->spr.yrepeat < 40) actor->spr.yrepeat += 8;
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if (actor->spr.xrepeat > 8) actor->spr.xrepeat -= 4;
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if (actor->spr.ScaleX() > 0.125 ) actor->spr.xrepeat -= 4;
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if (actor->vel.Z > -12)
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actor->vel.Z -= 348 / 256.;
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actor->spr.pos.Z += actor->vel.Z;
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@ -2421,7 +2421,7 @@ static void greenslime(DDukeActor *actor)
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else
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{
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if (actor->spr.yrepeat < (40 - 4)) actor->spr.yrepeat += 8;
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if (actor->spr.xrepeat > 8) actor->spr.xrepeat -= 4;
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if (actor->spr.ScaleX() > 0.125 ) actor->spr.xrepeat -= 4;
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}
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if (actor->spr.pos.Z > actor->floorz - 8)
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@ -3618,7 +3618,7 @@ void move_d(DDukeActor *actor, int playernum, int xvel)
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if (a && actor->spr.picnum != ROTATEGUN)
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{
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if (xvel < 960 && actor->spr.xrepeat > 16)
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if (xvel < 960 && actor->spr.ScaleX() > 0.25 )
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{
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daxvel = -(1024 - xvel) * maptoworld;
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@ -382,7 +382,7 @@ int movesprite_ex_r(DDukeActor* actor, const DVector3& change, unsigned int clip
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if (bg)
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{
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if (actor->spr.xrepeat > 60)
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if (actor->spr.ScaleX() > 0.9375 )
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clipmove(ppos, &dasectp, change * 0.5, 64., 4., 4., cliptype, result);
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else
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{
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@ -1054,9 +1054,9 @@ static bool weaponhitwall(DDukeActor *proj, walltype* wal, const DVector3& oldpo
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if (wal->overpicnum != MIRROR && wal->picnum != MIRROR)
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{
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proj->spr.extra >>= 1;
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if (proj->spr.xrepeat > 8)
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if (proj->spr.ScaleX() > 0.125 )
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proj->spr.xrepeat -= 2;
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if (proj->spr.yrepeat > 8)
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if (proj->spr.ScaleY() > 0.125 )
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proj->spr.yrepeat -= 2;
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proj->spr.yint--;
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}
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@ -1138,9 +1138,9 @@ bool weaponhitsector(DDukeActor *proj, const DVector3& oldpos)
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bounce(proj);
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ssp(proj, CLIPMASK1);
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proj->spr.extra >>= 1;
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if (proj->spr.xrepeat > 8)
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if (proj->spr.ScaleX() > 0.125 )
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proj->spr.xrepeat -= 2;
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if (proj->spr.yrepeat > 8)
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if (proj->spr.ScaleY() > 0.125 )
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proj->spr.yrepeat -= 2;
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proj->spr.yint--;
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return true;
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@ -3619,7 +3619,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel)
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if (a)
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{
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if (xvel < 960 && actor->spr.xrepeat > 16)
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if (xvel < 960 && actor->spr.ScaleX() > 0.25 )
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{
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daxvel = -(1024 - xvel) * maptoworld;
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@ -390,7 +390,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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if (ps[p].on_crane == nullptr && (h->sector()->lotag & 0x7ff) != 1)
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{
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double v = h->spr.pos.Z - ps[p].GetActor()->floorz + 3;
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if (v > 4 && h->spr.yrepeat > 32 && h->spr.extra > 0)
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if (v > 4 && h->spr.ScaleY() > 0.5 && h->spr.extra > 0)
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h->spr.yoffset = (int8_t)(v / h->spr.ScaleY());
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else h->spr.yoffset = 0;
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}
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@ -431,7 +431,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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if (ps[p].on_crane == nullptr && (h->sector()->lotag & 0x7ff) != 1)
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{
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double v = h->spr.pos.Z - ps[p].GetActor()->floorz + 3;
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if (v > 4 && h->spr.yrepeat > 32 && h->spr.extra > 0)
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if (v > 4 && h->spr.ScaleY() > 0.5 && h->spr.extra > 0)
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h->spr.yoffset = (int8_t)(v / h->spr.ScaleY());
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else h->spr.yoffset = 0;
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}
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@ -1386,7 +1386,7 @@ static int ifcanshoottarget(DDukeActor *actor, int g_p, int g_x)
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double sclip;
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DAngle angdif;
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if (badguy(actor) && actor->spr.xrepeat > 56)
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if (badguy(actor) && actor->spr.ScaleX() > 0.875)
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{
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sclip = 3084 / 16.;
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angdif = DAngle22_5 * 3 / 8;
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@ -2419,7 +2419,7 @@ int ParseState::parse(void)
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j = 1;
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else if( (l& ponground) && ps[g_p].on_ground)
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j = 1;
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else if( (l& palive) && ps[g_p].GetActor()->spr.xrepeat > (isRR() ? 8 : 32) && ps[g_p].GetActor()->spr.extra > 0 && ps[g_p].timebeforeexit == 0 )
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else if( (l& palive) && ps[g_p].GetActor()->spr.ScaleX() > (isRR() ? 0.125 : 0.5) && ps[g_p].GetActor()->spr.extra > 0 && ps[g_p].timebeforeexit == 0)
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j = 1;
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else if( (l& pdead) && ps[g_p].GetActor()->spr.extra <= 0)
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j = 1;
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@ -3680,7 +3680,7 @@ void LoadActor(DDukeActor *actor, int p, int x)
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{
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if (badguy(actor))
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{
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if (actor->spr.xrepeat > 60) return;
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if (actor->spr.ScaleX() > 0.9375 ) return;
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if (ud.respawn_monsters == 1 && actor->spr.extra <= 0) return;
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}
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else if (ud.respawn_items == 1 && (actor->spr.cstat & CSTAT_SPRITE_INVISIBLE)) return;
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@ -3763,7 +3763,7 @@ void execute(DDukeActor *actor,int p,double xx)
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{
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if (badguy(actor))
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{
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if (actor->spr.xrepeat > 60) goto quit;
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if (actor->spr.ScaleX() > 0.9375 ) goto quit;
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if (ud.respawn_monsters == 1 && actor->spr.extra <= 0) goto quit;
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}
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else if (ud.respawn_items == 1 && (actor->spr.cstat & CSTAT_SPRITE_INVISIBLE)) goto quit;
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@ -311,7 +311,7 @@ DDukeActor* aim(DDukeActor* actor, int abase)
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DukeStatIterator it(aimstats[k]);
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while (auto act = it.Next())
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{
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if (act->spr.xrepeat > 0 && act->spr.extra >= 0 && (act->spr.cstat & (CSTAT_SPRITE_BLOCK_ALL | CSTAT_SPRITE_INVISIBLE)) == CSTAT_SPRITE_BLOCK_ALL)
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if (act->spr.ScaleX() > 0 && act->spr.extra >= 0 && (act->spr.cstat & (CSTAT_SPRITE_BLOCK_ALL | CSTAT_SPRITE_INVISIBLE)) == CSTAT_SPRITE_BLOCK_ALL)
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if (badguy(act) || k < 2)
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{
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if (badguy(act) || act->isPlayer())
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@ -1213,7 +1213,7 @@ void selectweapon_d(int snum, int weap) // playernum, weaponnum
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{
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int i, j, k;
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auto p = &ps[snum];
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if (p->last_pissed_time <= (26 * 218) && p->show_empty_weapon == 0 && p->kickback_pic == 0 && p->quick_kick == 0 && p->GetActor()->spr.xrepeat > 32 && p->access_incs == 0 && p->knee_incs == 0)
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if (p->last_pissed_time <= (26 * 218) && p->show_empty_weapon == 0 && p->kickback_pic == 0 && p->quick_kick == 0 && p->GetActor()->spr.ScaleX() > 0.5 && p->access_incs == 0 && p->knee_incs == 0)
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{
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if ((p->weapon_pos == 0 || (p->holster_weapon && p->weapon_pos == -9)))
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{
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@ -2806,7 +2806,7 @@ void processinput_d(int snum)
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p->footprintcount = 0;
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p->spritebridge = 1;
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}
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else if (badguy(clz.actor()) && clz.actor()->spr.xrepeat > 24 && abs(pact->spr.pos.Z - clz.actor()->spr.pos.Z) < 84)
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else if (badguy(clz.actor()) && clz.actor()->spr.ScaleX() > 0.375 && abs(pact->spr.pos.Z - clz.actor()->spr.pos.Z) < 84)
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{
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auto ang = (clz.actor()->spr.pos - p->pos).Angle();
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p->vel.XY() -= ang.ToVector();
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@ -977,7 +977,7 @@ void selectweapon_r(int snum, int weap)
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{
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int i, j, k;
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auto p = &ps[snum];
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if (p->last_pissed_time <= (26 * 218) && p->show_empty_weapon == 0 && p->kickback_pic == 0 && p->quick_kick == 0 && p->GetActor()->spr.xrepeat > 8 && p->access_incs == 0 && p->knee_incs == 0)
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if (p->last_pissed_time <= (26 * 218) && p->show_empty_weapon == 0 && p->kickback_pic == 0 && p->quick_kick == 0 && p->GetActor()->spr.ScaleX() > 0.125 && p->access_incs == 0 && p->knee_incs == 0)
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{
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if ((p->weapon_pos == 0 || (p->holster_weapon && p->weapon_pos == -9)))
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{
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@ -3464,7 +3464,7 @@ void processinput_r(int snum)
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{
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doVehicleHit();
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}
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else if (badguy(clz.actor()) && clz.actor()->spr.xrepeat > 24 && abs(pact->spr.pos.Z - clz.actor()->spr.pos.Z) < 84)
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else if (badguy(clz.actor()) && clz.actor()->spr.ScaleX() > 0.375 && abs(pact->spr.pos.Z - clz.actor()->spr.pos.Z) < 84)
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{
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auto ang = (clz.actor()->spr.pos - p->pos).Angle();
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p->vel.XY() -= ang.ToVector();
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@ -121,7 +121,7 @@ void fakedomovethings(void)
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psectlotag = psect->lotag;
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spritebridge = 0;
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shrunk = (p->GetActor()->s.yrepeat < (isRR()? 8 : 32));
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shrunk = (p->GetActor()->s.y_repeat < (isRR()? 8 : 32));
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if( ud.clipping == 0 && ( psect->floorpicnum == MIRROR || psect == nullptr) )
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{
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@ -178,7 +178,7 @@ void fakedomovethings(void)
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psectlotag = 0;
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spritebridge = 1;
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}
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if(badguy(chz.actor) && chz.actor()->s.xrepeat > 24 && abs(p->GetActor()->s.z- chz.actor()->s.z) < (84<<8) )
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if(badguy(chz.actor) && chz.actor()->s.ScaleX() > 0.375 && abs(p->GetActor()->s.z- chz.actor()->s.z) < (84<<8) )
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{
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j = g etangle(chz.actor()->s.x-myx, chz.actor()->s.y-myy);
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myxvel -= b cos(j, 4);
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@ -885,7 +885,7 @@ int DoCoolgMove(DSWActor* actor)
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actor->spr.hitag = 0;
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actor->spr.xrepeat++;
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actor->spr.shade--;
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if (actor->spr.xrepeat > 42) actor->spr.xrepeat = 42;
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if (actor->spr.ScaleX() > 0.65625) actor->spr.xrepeat = 42;
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if (actor->spr.shade < -10) actor->spr.shade = -10;
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}
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else if (actor->user.FlagOwner == 0)
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@ -11319,7 +11319,7 @@ int DoSerpMeteor(DSWActor* actor)
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auto oldv = actor->spr.pos;
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actor->spr.xrepeat += MISSILEMOVETICS * 2;
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if (actor->spr.xrepeat > 80)
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if (actor->spr.ScaleX() > 1.25)
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actor->spr.xrepeat = 80;
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actor->user.coll = move_missile(actor, actor->user.change, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
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@ -11364,7 +11364,7 @@ int DoSerpMeteor(DSWActor* actor)
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int DoMirvMissile(DSWActor* actor)
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{
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actor->spr.xrepeat += MISSILEMOVETICS * 2;
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if (actor->spr.xrepeat > 80)
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if (actor->spr.ScaleX() > 1.25)
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actor->spr.xrepeat = 80;
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actor->user.coll = move_missile(actor, actor->user.change, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
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@ -18325,7 +18325,7 @@ int DoFloorBlood(DSWActor* actor)
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}
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// See if any players stepped in blood
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if (actor->spr.xrepeat != 4 && actor->spr.yrepeat > 4)
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if (actor->spr.xrepeat != 4 && actor->spr.ScaleY() > 0.0625)
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{
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TRAVERSE_CONNECT(pnum)
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{
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@ -18342,7 +18342,7 @@ int DoFloorBlood(DSWActor* actor)
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}
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// If blood has already grown to max size, we can shrink it
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if (actor->spr.xrepeat == 40 && actor->spr.yrepeat > 10)
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if (actor->spr.xrepeat == 40 && actor->spr.ScaleY() > 0.15625)
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{
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actor->spr.yrepeat -= 10;
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if (actor->spr.yrepeat <= 10) // Shrink it down and don't use it anymore
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