mirror of
https://github.com/DrBeef/Raze.git
synced 2025-04-08 00:31:04 +00:00
- renamed yvel to yint in Duke.
It's never used as velocity, but as an auxiliary parameter so name it appropriately.
This commit is contained in:
parent
5f4a0cf208
commit
9ba03ac53f
21 changed files with 117 additions and 117 deletions
|
@ -464,8 +464,8 @@ struct spritetypebase
|
|||
int16_t picnum;
|
||||
int16_t statnum;
|
||||
int16_t intangle; // needs to be kept for SW's SP_TAG4
|
||||
int16_t xint;
|
||||
union { int16_t yvel, yint; }; // alternative names are for refactoring and later use where repurposed.
|
||||
int16_t xint; // formerly known as xvel and yvel
|
||||
int16_t yint;
|
||||
int16_t inittype; // was zvel. All accesses for that have been wrapped. inittype, type and flags are for Blood.
|
||||
union { int16_t lotag, type; };
|
||||
union { int16_t hitag, flags; };
|
||||
|
|
|
@ -210,7 +210,7 @@ void clearcamera(player_struct* ps)
|
|||
while (auto k = it.Next())
|
||||
{
|
||||
if (actorflag(k, SFLAG2_CAMERA))
|
||||
k->spr.yvel = 0;
|
||||
k->spr.yint = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -947,7 +947,7 @@ void detonate(DDukeActor *actor, int explosion)
|
|||
|
||||
void movemasterswitch(DDukeActor *actor)
|
||||
{
|
||||
if (actor->spr.yvel == 1)
|
||||
if (actor->spr.yint == 1)
|
||||
{
|
||||
actor->spr.hitag--;
|
||||
if (actor->spr.hitag <= 0)
|
||||
|
@ -1545,9 +1545,9 @@ bool queball(DDukeActor *actor, int pocket, int queball, int stripeball)
|
|||
void forcesphere(DDukeActor* actor, int forcesphere)
|
||||
{
|
||||
auto sectp = actor->sector();
|
||||
if (actor->spr.yvel == 0)
|
||||
if (actor->spr.yint == 0)
|
||||
{
|
||||
actor->spr.yvel = 1;
|
||||
actor->spr.yint = 1;
|
||||
|
||||
for (int l = 512; l < (2048 - 512); l += 128)
|
||||
for (int j = 0; j < 2048; j += 128)
|
||||
|
@ -1897,8 +1897,8 @@ void reactor(DDukeActor* const actor, int REACTOR, int REACTOR2, int REACTORBURN
|
|||
{
|
||||
if (a2->spr.picnum == MASTERSWITCH)
|
||||
if (a2->spr.hitag == actor->spr.hitag)
|
||||
if (a2->spr.yvel == 0)
|
||||
a2->spr.yvel = 1;
|
||||
if (a2->spr.yint == 0)
|
||||
a2->spr.yint = 1;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
@ -2498,9 +2498,9 @@ void scrap(DDukeActor* actor, int SCRAP1, int SCRAP6)
|
|||
}
|
||||
else
|
||||
{
|
||||
if (actor->spr.picnum == SCRAP1 && actor->spr.yvel > 0)
|
||||
if (actor->spr.picnum == SCRAP1 && actor->spr.yint > 0)
|
||||
{
|
||||
auto spawned = spawn(actor, actor->spr.yvel);
|
||||
auto spawned = spawn(actor, actor->spr.yint);
|
||||
if (spawned)
|
||||
{
|
||||
SetActor(spawned, actor->spr.pos);
|
||||
|
@ -3514,7 +3514,7 @@ void handle_se11(DDukeActor *actor)
|
|||
}
|
||||
}
|
||||
|
||||
int k = (actor->spr.yvel >> 3) * actor->temp_data[3];
|
||||
int k = (actor->spr.yint >> 3) * actor->temp_data[3];
|
||||
actor->temp_data[2] += k;
|
||||
actor->temp_data[4] += k;
|
||||
ms(actor);
|
||||
|
@ -3637,7 +3637,7 @@ void handle_se13(DDukeActor* actor)
|
|||
auto sc = actor->sector();
|
||||
if (actor->temp_data[2])
|
||||
{
|
||||
int j = (actor->spr.yvel << 5) | 1;
|
||||
int j = (actor->spr.yint << 5) | 1;
|
||||
|
||||
if (actor->int_ang() == 512)
|
||||
{
|
||||
|
@ -3712,7 +3712,7 @@ void handle_se15(DDukeActor* actor)
|
|||
|
||||
if (actor->temp_data[4] == 1) //Opening
|
||||
{
|
||||
if (actor->temp_data[3] >= (actor->spr.yvel >> 3))
|
||||
if (actor->temp_data[3] >= (actor->spr.yint >> 3))
|
||||
{
|
||||
actor->temp_data[4] = 0; //Turn off the sliders
|
||||
callsound(actor->sector(), actor);
|
||||
|
@ -3790,7 +3790,7 @@ void handle_se17(DDukeActor* actor)
|
|||
auto sc = actor->sector();
|
||||
int sh = actor->spr.hitag;
|
||||
|
||||
double q = actor->temp_data[0] * actor->spr.yvel * (1 / 64.);
|
||||
double q = actor->temp_data[0] * actor->spr.yint * (1 / 64.);
|
||||
|
||||
sc->addceilingz(q);
|
||||
sc->addfloorz(q);
|
||||
|
@ -3800,7 +3800,7 @@ void handle_se17(DDukeActor* actor)
|
|||
{
|
||||
if (act1->spr.statnum == STAT_PLAYER && act1->GetOwner())
|
||||
{
|
||||
int p = act1->spr.yvel;
|
||||
int p = act1->spr.yint;
|
||||
if (numplayers < 2) ps[p].backupz();
|
||||
ps[p].pos.Z += q;
|
||||
ps[p].truefz += q;
|
||||
|
@ -3819,7 +3819,7 @@ void handle_se17(DDukeActor* actor)
|
|||
|
||||
if (actor->temp_data[0]) //If in motion
|
||||
{
|
||||
if (abs(sc->int_floorz() - actor->temp_data[2]) <= actor->spr.yvel)
|
||||
if (abs(sc->int_floorz() - actor->temp_data[2]) <= actor->spr.yint)
|
||||
{
|
||||
activatewarpelevators(actor, 0);
|
||||
return;
|
||||
|
@ -4040,7 +4040,7 @@ void handle_se19(DDukeActor *actor, int BIGFORCE)
|
|||
}
|
||||
|
||||
if (sc->ceilingz < sc->floorz)
|
||||
sc->add_int_ceilingz(actor->spr.yvel);
|
||||
sc->add_int_ceilingz(actor->spr.yint);
|
||||
else
|
||||
{
|
||||
sc->setceilingz(sc->floorz);
|
||||
|
@ -4125,7 +4125,7 @@ void handle_se20(DDukeActor* actor)
|
|||
|
||||
actor->add_int_pos({ x, l, 0 });
|
||||
|
||||
if (actor->temp_data[3] <= 0 || (actor->temp_data[3] >> 6) >= (actor->spr.yvel >> 6))
|
||||
if (actor->temp_data[3] <= 0 || (actor->temp_data[3] >> 6) >= (actor->spr.yint >> 6))
|
||||
{
|
||||
actor->add_int_pos({ -x, -l, 0 });
|
||||
actor->temp_data[0] = 0;
|
||||
|
@ -4186,7 +4186,7 @@ void handle_se21(DDukeActor* actor)
|
|||
|
||||
if (actor->temp_data[0] == 1) //Decide if the sector should go up or down
|
||||
{
|
||||
actor->set_int_zvel(Sgn(actor->int_pos().Z - lp) * (actor->spr.yvel << 4));
|
||||
actor->set_int_zvel(Sgn(actor->int_pos().Z - lp) * (actor->spr.yint << 4));
|
||||
actor->temp_data[0]++;
|
||||
}
|
||||
|
||||
|
@ -4304,7 +4304,7 @@ void handle_se27(DDukeActor* actor)
|
|||
ud.cameraactor = actor;
|
||||
actor->temp_data[0] = 999;
|
||||
actor->add_int_ang(getincangle(actor->int_ang(), getangle(ps[p].pos.XY() - actor->spr.pos.XY())) >> 3);
|
||||
actor->spr.yvel = 100 + int((actor->spr.pos.Z - ps[p].pos.Z) * (256. / 257.));
|
||||
actor->spr.yint = 100 + int((actor->spr.pos.Z - ps[p].pos.Z) * (256. / 257.));
|
||||
|
||||
}
|
||||
else if (actor->temp_data[0] == 999)
|
||||
|
@ -4342,8 +4342,8 @@ void handle_se24(DDukeActor *actor, bool scroll, int shift)
|
|||
{
|
||||
if (actor->temp_data[4]) return;
|
||||
|
||||
int x = MulScale(actor->spr.yvel, bcos(actor->int_ang()), 18);
|
||||
int y = MulScale(actor->spr.yvel, bsin(actor->int_ang()), 18);
|
||||
int x = MulScale(actor->spr.yint, bcos(actor->int_ang()), 18);
|
||||
int y = MulScale(actor->spr.yint, bsin(actor->int_ang()), 18);
|
||||
|
||||
DukeSectIterator it(actor->sector());
|
||||
while (auto a2 = it.Next())
|
||||
|
@ -4392,7 +4392,7 @@ void handle_se24(DDukeActor *actor, bool scroll, int shift)
|
|||
}
|
||||
}
|
||||
}
|
||||
if (scroll) actor->sector()->addfloorxpan(actor->spr.yvel / 128.f);
|
||||
if (scroll) actor->sector()->addfloorxpan(actor->spr.yint / 128.f);
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
@ -4412,7 +4412,7 @@ void handle_se25(DDukeActor* actor, int t_index, int snd1, int snd2)
|
|||
|
||||
if (actor->spr.shade)
|
||||
{
|
||||
sec->addceilingz(actor->spr.yvel);
|
||||
sec->addceilingz(actor->spr.yint);
|
||||
if (sec->ceilingz > sec->floorz)
|
||||
{
|
||||
sec->setceilingz(sec->floorz);
|
||||
|
@ -4422,7 +4422,7 @@ void handle_se25(DDukeActor* actor, int t_index, int snd1, int snd2)
|
|||
}
|
||||
else
|
||||
{
|
||||
sec->addceilingz(-actor->spr.yvel);
|
||||
sec->addceilingz(-actor->spr.yint);
|
||||
if (sec->int_ceilingz() < actor->temp_data[t_index])
|
||||
{
|
||||
sec->set_int_ceilingz(actor->temp_data[t_index]);
|
||||
|
@ -4450,49 +4450,49 @@ void handle_se32(DDukeActor *actor)
|
|||
{
|
||||
if (actor->int_ang() != 1536)
|
||||
{
|
||||
if (abs(sc->int_ceilingz() - actor->int_pos().Z) < (actor->spr.yvel << 1))
|
||||
if (abs(sc->int_ceilingz() - actor->int_pos().Z) < (actor->spr.yint << 1))
|
||||
{
|
||||
sc->setceilingz(actor->spr.pos.Z);
|
||||
callsound(actor->sector(), actor);
|
||||
actor->temp_data[2] = 0;
|
||||
actor->temp_data[0] = 0;
|
||||
}
|
||||
else sc->add_int_ceilingz(Sgn(actor->spr.pos.Z - sc->ceilingz) * actor->spr.yvel);
|
||||
else sc->add_int_ceilingz(Sgn(actor->spr.pos.Z - sc->ceilingz) * actor->spr.yint);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (abs(sc->int_ceilingz() - actor->temp_data[1]) < (actor->spr.yvel << 1))
|
||||
if (abs(sc->int_ceilingz() - actor->temp_data[1]) < (actor->spr.yint << 1))
|
||||
{
|
||||
sc->set_int_ceilingz(actor->temp_data[1]);
|
||||
callsound(actor->sector(), actor);
|
||||
actor->temp_data[2] = 0;
|
||||
actor->temp_data[0] = 0;
|
||||
}
|
||||
else sc->add_int_ceilingz(Sgn(actor->temp_data[1] - sc->int_ceilingz()) * actor->spr.yvel);
|
||||
else sc->add_int_ceilingz(Sgn(actor->temp_data[1] - sc->int_ceilingz()) * actor->spr.yint);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if ((actor->int_ang() & 2047) == 1536)
|
||||
{
|
||||
if (abs(sc->int_ceilingz() - actor->int_pos().Z) < (actor->spr.yvel << 1))
|
||||
if (abs(sc->int_ceilingz() - actor->int_pos().Z) < (actor->spr.yint << 1))
|
||||
{
|
||||
actor->temp_data[0] = 0;
|
||||
actor->temp_data[2] = !actor->temp_data[2];
|
||||
callsound(actor->sector(), actor);
|
||||
sc->setceilingz(actor->spr.pos.Z);
|
||||
}
|
||||
else sc->add_int_ceilingz(Sgn(actor->spr.pos.Z - sc->ceilingz) * actor->spr.yvel);
|
||||
else sc->add_int_ceilingz(Sgn(actor->spr.pos.Z - sc->ceilingz) * actor->spr.yint);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (abs(sc->int_ceilingz() - actor->temp_data[1]) < (actor->spr.yvel << 1))
|
||||
if (abs(sc->int_ceilingz() - actor->temp_data[1]) < (actor->spr.yint << 1))
|
||||
{
|
||||
actor->temp_data[0] = 0;
|
||||
actor->temp_data[2] = !actor->temp_data[2];
|
||||
callsound(actor->sector(), actor);
|
||||
}
|
||||
else sc->add_int_ceilingz(-Sgn(actor->int_pos().Z - actor->temp_data[1]) * actor->spr.yvel);
|
||||
else sc->add_int_ceilingz(-Sgn(actor->int_pos().Z - actor->temp_data[1]) * actor->spr.yint);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -4526,14 +4526,14 @@ void handle_se35(DDukeActor *actor, int SMALLSMOKE, int EXPLOSION2)
|
|||
switch (actor->temp_data[0])
|
||||
{
|
||||
case 0:
|
||||
sc->add_int_ceilingz(actor->spr.yvel);
|
||||
sc->add_int_ceilingz(actor->spr.yint);
|
||||
if (sc->ceilingz > sc->floorz)
|
||||
sc->setfloorz(sc->ceilingz);
|
||||
if (sc->ceilingz > actor->spr.pos.Z + 32)
|
||||
actor->temp_data[0]++;
|
||||
break;
|
||||
case 1:
|
||||
sc->add_int_ceilingz(-(actor->spr.yvel << 2));
|
||||
sc->add_int_ceilingz(-(actor->spr.yint << 2));
|
||||
if (sc->int_ceilingz() < actor->temp_data[4])
|
||||
{
|
||||
sc->set_int_ceilingz(actor->temp_data[4]);
|
||||
|
@ -4638,7 +4638,7 @@ void handle_se31(DDukeActor* actor, bool choosedir)
|
|||
{
|
||||
if (actor->int_ang() != 1536)
|
||||
{
|
||||
if (abs(sec->int_floorz() - actor->int_pos().Z) < actor->spr.yvel)
|
||||
if (abs(sec->int_floorz() - actor->int_pos().Z) < actor->spr.yint)
|
||||
{
|
||||
sec->setfloorz(actor->spr.pos.Z);
|
||||
actor->temp_data[2] = 0;
|
||||
|
@ -4648,7 +4648,7 @@ void handle_se31(DDukeActor* actor, bool choosedir)
|
|||
}
|
||||
else
|
||||
{
|
||||
int l = Sgn(actor->spr.pos.Z - sec->floorz) * actor->spr.yvel;
|
||||
int l = Sgn(actor->spr.pos.Z - sec->floorz) * actor->spr.yint;
|
||||
sec->add_int_floorz(l);
|
||||
|
||||
DukeSectIterator it(actor->sector());
|
||||
|
@ -4667,7 +4667,7 @@ void handle_se31(DDukeActor* actor, bool choosedir)
|
|||
}
|
||||
else
|
||||
{
|
||||
if (abs(sec->int_floorz() - actor->temp_data[1]) < actor->spr.yvel)
|
||||
if (abs(sec->int_floorz() - actor->temp_data[1]) < actor->spr.yint)
|
||||
{
|
||||
sec->set_int_floorz(actor->temp_data[1]);
|
||||
callsound(actor->sector(), actor);
|
||||
|
@ -4677,7 +4677,7 @@ void handle_se31(DDukeActor* actor, bool choosedir)
|
|||
}
|
||||
else
|
||||
{
|
||||
int l = Sgn(actor->temp_data[1] - sec->int_floorz()) * actor->spr.yvel;
|
||||
int l = Sgn(actor->temp_data[1] - sec->int_floorz()) * actor->spr.yint;
|
||||
sec->add_int_floorz(l);
|
||||
|
||||
DukeSectIterator it(actor->sector());
|
||||
|
@ -4699,7 +4699,7 @@ void handle_se31(DDukeActor* actor, bool choosedir)
|
|||
|
||||
if ((actor->int_ang() & 2047) == 1536)
|
||||
{
|
||||
if (abs(actor->int_pos().Z - sec->int_floorz()) < actor->spr.yvel)
|
||||
if (abs(actor->int_pos().Z - sec->int_floorz()) < actor->spr.yint)
|
||||
{
|
||||
callsound(actor->sector(), actor);
|
||||
actor->temp_data[0] = 0;
|
||||
|
@ -4708,7 +4708,7 @@ void handle_se31(DDukeActor* actor, bool choosedir)
|
|||
}
|
||||
else
|
||||
{
|
||||
int l = Sgn(actor->int_pos().Z - sec->int_floorz()) * actor->spr.yvel;
|
||||
int l = Sgn(actor->int_pos().Z - sec->int_floorz()) * actor->spr.yint;
|
||||
sec->add_int_floorz(l);
|
||||
|
||||
DukeSectIterator it(actor->sector());
|
||||
|
@ -4727,7 +4727,7 @@ void handle_se31(DDukeActor* actor, bool choosedir)
|
|||
}
|
||||
else
|
||||
{
|
||||
if (abs(sec->int_floorz() - actor->temp_data[1]) < actor->spr.yvel)
|
||||
if (abs(sec->int_floorz() - actor->temp_data[1]) < actor->spr.yint)
|
||||
{
|
||||
actor->temp_data[0] = 0;
|
||||
callsound(actor->sector(), actor);
|
||||
|
@ -4736,7 +4736,7 @@ void handle_se31(DDukeActor* actor, bool choosedir)
|
|||
}
|
||||
else
|
||||
{
|
||||
int l = Sgn(actor->int_pos().Z - actor->temp_data[1]) * actor->spr.yvel;
|
||||
int l = Sgn(actor->int_pos().Z - actor->temp_data[1]) * actor->spr.yint;
|
||||
sec->add_int_floorz(-l);
|
||||
|
||||
DukeSectIterator it(actor->sector());
|
||||
|
|
|
@ -407,11 +407,11 @@ void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h
|
|||
{
|
||||
if (act2->spr.picnum == APLAYER)
|
||||
{
|
||||
int p = act2->spr.yvel;
|
||||
int p = act2->spr.yint;
|
||||
|
||||
if (isWorldTour() && act2->attackertype == FLAMETHROWERFLAME && Owner->spr.picnum == APLAYER)
|
||||
{
|
||||
ps[p].numloogs = -1 - actor->spr.yvel;
|
||||
ps[p].numloogs = -1 - actor->spr.yint;
|
||||
}
|
||||
|
||||
if (ps[p].newOwner != nullptr)
|
||||
|
@ -1054,7 +1054,7 @@ static void moveviewscreen(DDukeActor* actor)
|
|||
if (x >= VIEWSCR_DIST && camsprite == actor)
|
||||
{
|
||||
camsprite = nullptr;
|
||||
actor->spr.yvel = 0;
|
||||
actor->spr.yint = 0;
|
||||
actor->temp_data[0] = 0;
|
||||
}
|
||||
}
|
||||
|
@ -1370,12 +1370,12 @@ static bool weaponhitsprite(DDukeActor* proj, DDukeActor *targ, bool fireball)
|
|||
|
||||
if (targ->spr.picnum == APLAYER)
|
||||
{
|
||||
int p = targ->spr.yvel;
|
||||
int p = targ->spr.yint;
|
||||
auto Owner = proj->GetOwner();
|
||||
|
||||
if (ud.multimode >= 2 && fireball && Owner && Owner->spr.picnum == APLAYER)
|
||||
{
|
||||
ps[p].numloogs = -1 - proj->spr.yvel;
|
||||
ps[p].numloogs = -1 - proj->spr.yint;
|
||||
}
|
||||
|
||||
S_PlayActorSound(PISTOL_BODYHIT, targ);
|
||||
|
@ -1432,7 +1432,7 @@ static bool weaponhitwall(DDukeActor *proj, walltype* wal, const DVector3 &oldpo
|
|||
if (wal->overpicnum != MIRROR && wal->picnum != MIRROR)
|
||||
{
|
||||
proj->spr.extra >>= 1;
|
||||
proj->spr.yvel--;
|
||||
proj->spr.yint--;
|
||||
}
|
||||
|
||||
int k = getangle(wal->delta());
|
||||
|
@ -1471,7 +1471,7 @@ static bool weaponhitsector(DDukeActor* proj, const DVector3& oldpos, bool fireb
|
|||
{
|
||||
spawned->SetOwner(proj);
|
||||
spawned->SetHitOwner(proj);
|
||||
spawned->spr.yvel = proj->spr.yvel;
|
||||
spawned->spr.yint = proj->spr.yint;
|
||||
}
|
||||
deletesprite(proj);
|
||||
return true;
|
||||
|
@ -1486,7 +1486,7 @@ static bool weaponhitsector(DDukeActor* proj, const DVector3& oldpos, bool fireb
|
|||
proj->spr.xrepeat -= 2;
|
||||
if (proj->spr.yrepeat > 8)
|
||||
proj->spr.yrepeat -= 2;
|
||||
proj->spr.yvel--;
|
||||
proj->spr.yint--;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
|
@ -1704,7 +1704,7 @@ void moveweapons_d(void)
|
|||
continue;
|
||||
|
||||
case FREEZEBLAST:
|
||||
if (act->spr.yvel < 1 || act->spr.extra < 2 || (act->float_xvel() == 0 && act->float_zvel() == 0))
|
||||
if (act->spr.yint < 1 || act->spr.extra < 2 || (act->float_xvel() == 0 && act->float_zvel() == 0))
|
||||
{
|
||||
auto spawned = spawn(act,TRANSPORTERSTAR);
|
||||
if (spawned)
|
||||
|
@ -2190,7 +2190,7 @@ static void greenslime(DDukeActor *actor)
|
|||
DukeStatIterator it(STAT_ACTOR);
|
||||
while (auto ac = it.Next())
|
||||
{
|
||||
if (actorflag(ac, SFLAG2_CAMERA)) ac->spr.yvel = 0;
|
||||
if (actorflag(ac, SFLAG2_CAMERA)) ac->spr.yint = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2578,14 +2578,14 @@ static void heavyhbomb(DDukeActor *actor)
|
|||
{
|
||||
makeitfall(actor);
|
||||
|
||||
if (sectp->lotag != 1 && actor->spr.pos.Z >= actor->floorz - FOURSLEIGHT_F && actor->spr.yvel < 3)
|
||||
if (sectp->lotag != 1 && actor->spr.pos.Z >= actor->floorz - FOURSLEIGHT_F && actor->spr.yint < 3)
|
||||
{
|
||||
if (actor->spr.yvel > 0 || (actor->spr.yvel == 0 && actor->floorz == sectp->floorz))
|
||||
if (actor->spr.yint > 0 || (actor->spr.yint == 0 && actor->floorz == sectp->floorz))
|
||||
S_PlayActorSound(PIPEBOMB_BOUNCE, actor);
|
||||
actor->set_int_zvel(-((4 - actor->spr.yvel) << 8));
|
||||
actor->set_int_zvel(-((4 - actor->spr.yint) << 8));
|
||||
if (actor->sector()->lotag == 2)
|
||||
actor->mul_int_zvel(0.25);
|
||||
actor->spr.yvel++;
|
||||
actor->spr.yint++;
|
||||
}
|
||||
if (actor->spr.pos.Z < actor->ceilingz) // && sectp->lotag != 2 )
|
||||
{
|
||||
|
@ -3424,7 +3424,7 @@ void moveeffectors_d(void) //STATNUM 3
|
|||
|
||||
case SE_29_WAVES:
|
||||
act->spr.hitag += 64;
|
||||
l = MulScale(act->spr.yvel, bsin(act->spr.hitag), 12);
|
||||
l = MulScale(act->spr.yint, bsin(act->spr.hitag), 12);
|
||||
sc->set_int_floorz(act->int_pos().Z + l);
|
||||
break;
|
||||
case SE_31_FLOOR_RISE_FALL: // True Drop Floor
|
||||
|
@ -3718,7 +3718,7 @@ void respawnhitag_d(DDukeActor* actor)
|
|||
case PODFEM1:
|
||||
case NAKED1:
|
||||
case STATUE:
|
||||
if (actor->spr.yvel) fi.operaterespawns(actor->spr.yvel);
|
||||
if (actor->spr.yint) fi.operaterespawns(actor->spr.yint);
|
||||
break;
|
||||
default:
|
||||
if (actor->spr.hitag >= 0) fi.operaterespawns(actor->spr.hitag);
|
||||
|
|
|
@ -1071,7 +1071,7 @@ static bool weaponhitwall(DDukeActor *proj, walltype* wal, const DVector3& oldpo
|
|||
proj->spr.xrepeat -= 2;
|
||||
if (proj->spr.yrepeat > 8)
|
||||
proj->spr.yrepeat -= 2;
|
||||
proj->spr.yvel--;
|
||||
proj->spr.yint--;
|
||||
}
|
||||
|
||||
int k = getangle(wal->delta());
|
||||
|
@ -1106,7 +1106,7 @@ static bool weaponhitwall(DDukeActor *proj, walltype* wal, const DVector3& oldpo
|
|||
if (wal->overpicnum != MIRROR && wal->picnum != MIRROR)
|
||||
{
|
||||
proj->spr.extra -= 20;
|
||||
proj->spr.yvel--;
|
||||
proj->spr.yint--;
|
||||
}
|
||||
|
||||
int k = getangle(wal->delta());
|
||||
|
@ -1156,7 +1156,7 @@ bool weaponhitsector(DDukeActor *proj, const DVector3& oldpos)
|
|||
proj->spr.xrepeat -= 2;
|
||||
if (proj->spr.yrepeat > 8)
|
||||
proj->spr.yrepeat -= 2;
|
||||
proj->spr.yvel--;
|
||||
proj->spr.yint--;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
|
@ -1349,7 +1349,7 @@ void moveweapons_r(void)
|
|||
continue;
|
||||
|
||||
case FREEZEBLAST:
|
||||
if (proj->spr.yvel < 1 || proj->spr.extra < 2 || (proj->int_xvel() == 0 && proj->int_zvel() == 0))
|
||||
if (proj->spr.yint < 1 || proj->spr.extra < 2 || (proj->int_xvel() == 0 && proj->int_zvel() == 0))
|
||||
{
|
||||
auto star = spawn(proj, TRANSPORTERSTAR);
|
||||
if (star)
|
||||
|
@ -2348,9 +2348,9 @@ static void heavyhbomb(DDukeActor *actor)
|
|||
|
||||
makeitfall(actor);
|
||||
|
||||
if (sectp->lotag != 1 && (!isRRRA() || sectp->lotag != 160) && actor->spr.pos.Z >= actor->floorz - FOURSLEIGHT_F && actor->spr.yvel < 3)
|
||||
if (sectp->lotag != 1 && (!isRRRA() || sectp->lotag != 160) && actor->spr.pos.Z >= actor->floorz - FOURSLEIGHT_F && actor->spr.yint < 3)
|
||||
{
|
||||
if (actor->spr.yvel > 0 || (actor->spr.yvel == 0 && actor->floorz == sectp->floorz))
|
||||
if (actor->spr.yint > 0 || (actor->spr.yint == 0 && actor->floorz == sectp->floorz))
|
||||
{
|
||||
if (actor->spr.picnum != CHEERBOMB)
|
||||
S_PlayActorSound(PIPEBOMB_BOUNCE, actor);
|
||||
|
@ -2362,10 +2362,10 @@ static void heavyhbomb(DDukeActor *actor)
|
|||
goto DETONATEB;
|
||||
}
|
||||
}
|
||||
actor->set_int_zvel(-((4 - actor->spr.yvel) << 8));
|
||||
actor->set_int_zvel(-((4 - actor->spr.yint) << 8));
|
||||
if (actor->sector()->lotag == 2)
|
||||
actor->mul_int_zvel(0.25);
|
||||
actor->spr.yvel++;
|
||||
actor->spr.yint++;
|
||||
}
|
||||
if (actor->spr.picnum != CHEERBOMB && actor->spr.pos.Z < actor->ceilingz + 16 && sectp->lotag != 2)
|
||||
{
|
||||
|
@ -3399,7 +3399,7 @@ void moveeffectors_r(void) //STATNUM 3
|
|||
|
||||
case SE_29_WAVES:
|
||||
act->spr.hitag += 64;
|
||||
l = MulScale(act->spr.yvel, bsin(act->spr.hitag), 12);
|
||||
l = MulScale(act->spr.yint, bsin(act->spr.hitag), 12);
|
||||
sc->set_int_floorz(act->int_pos().Z + l);
|
||||
break;
|
||||
|
||||
|
@ -4008,7 +4008,7 @@ void respawnhitag_r(DDukeActor *actor)
|
|||
case FEM10:
|
||||
case NAKED1:
|
||||
case STATUE:
|
||||
if (actor->spr.yvel) fi.operaterespawns(actor->spr.yvel);
|
||||
if (actor->spr.yint) fi.operaterespawns(actor->spr.yint);
|
||||
break;
|
||||
default:
|
||||
if (actor->spr.hitag >= 0) fi.operaterespawns(actor->spr.hitag);
|
||||
|
|
|
@ -458,8 +458,8 @@ void animatesprites_d(tspriteArray& tsprites, int x, int y, int a, int smoothrat
|
|||
case SCRAP6 + 6:
|
||||
case SCRAP6 + 7:
|
||||
|
||||
if (h->attackertype == BLIMP && t->picnum == SCRAP1 && h->spr.yvel >= 0)
|
||||
t->picnum = h->spr.yvel;
|
||||
if (h->attackertype == BLIMP && t->picnum == SCRAP1 && h->spr.yint >= 0)
|
||||
t->picnum = h->spr.yint;
|
||||
else t->picnum += h->temp_data[0];
|
||||
t->shade -= 6;
|
||||
|
||||
|
|
|
@ -590,8 +590,8 @@ void animatesprites_r(tspriteArray& tsprites, int x, int y, int a, int smoothrat
|
|||
case SCRAP6 + 6:
|
||||
case SCRAP6 + 7:
|
||||
|
||||
if (t->picnum == SCRAP1 && h->spr.yvel >= 0)
|
||||
t->picnum = h->spr.yvel;
|
||||
if (t->picnum == SCRAP1 && h->spr.yint >= 0)
|
||||
t->picnum = h->spr.yint;
|
||||
else t->picnum += h->temp_data[0];
|
||||
|
||||
if (sectp->floorpal)
|
||||
|
|
|
@ -1241,8 +1241,8 @@ void DoActor(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor,
|
|||
else SetGameVarID(lVar2, act->int_xvel(), sActor, sPlayer);
|
||||
break;
|
||||
case ACTOR_YVEL:
|
||||
if (bSet) act->spr.yvel = lValue;
|
||||
else SetGameVarID(lVar2, act->spr.yvel, sActor, sPlayer);
|
||||
if (bSet) act->spr.yint = lValue;
|
||||
else SetGameVarID(lVar2, act->spr.yint, sActor, sPlayer);
|
||||
break;
|
||||
case ACTOR_ZVEL:
|
||||
if (bSet) act->set_int_zvel(lValue);
|
||||
|
@ -1707,8 +1707,8 @@ int ParseState::parse(void)
|
|||
break;
|
||||
case concmd_mikesnd:
|
||||
insptr++;
|
||||
if (!S_CheckActorSoundPlaying(g_ac, g_ac->spr.yvel))
|
||||
S_PlayActorSound(g_ac->spr.yvel, g_ac, CHAN_VOICE);
|
||||
if (!S_CheckActorSoundPlaying(g_ac, g_ac->spr.yint))
|
||||
S_PlayActorSound(g_ac->spr.yint, g_ac, CHAN_VOICE);
|
||||
break;
|
||||
case concmd_pkick:
|
||||
insptr++;
|
||||
|
@ -2050,7 +2050,7 @@ int ParseState::parse(void)
|
|||
while (auto actj = it.Next())
|
||||
{
|
||||
if (actorflag(actj, SFLAG2_CAMERA))
|
||||
actj->spr.yvel = 0;
|
||||
actj->spr.yint = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2170,8 +2170,8 @@ int ParseState::parse(void)
|
|||
if (spawned)
|
||||
{
|
||||
if (weap)
|
||||
spawned->spr.yvel = gs.weaponsandammosprites[j % 14];
|
||||
else spawned->spr.yvel = -1;
|
||||
spawned->spr.yint = gs.weaponsandammosprites[j % 14];
|
||||
else spawned->spr.yint = -1;
|
||||
spawned->spr.pal = g_ac->spr.pal;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -290,7 +290,7 @@ void hud_input(int plnum)
|
|||
p->player_int_pos().Z + (30 << 8), TILE_APLAYER, -64, 0, 0, p->angle.ang.Buildang(), 0, 0, nullptr, 10);
|
||||
pactor->temp_data[3] = pactor->temp_data[4] = 0;
|
||||
p->holoduke_on = pactor;
|
||||
pactor->spr.yvel = plnum;
|
||||
pactor->spr.yint = plnum;
|
||||
pactor->spr.extra = 0;
|
||||
FTA(QUOTE_HOLODUKE_ON, p);
|
||||
S_PlayActorSound(TELEPORTER, p->holoduke_on);
|
||||
|
|
|
@ -397,8 +397,8 @@ void dokneeattack(int snum, const std::initializer_list<int> & respawnlist)
|
|||
S_PlayActorSound(SQUISHED, p->actorsqu);
|
||||
if (isIn(p->actorsqu->spr.picnum, respawnlist))
|
||||
{
|
||||
if (p->actorsqu->spr.yvel)
|
||||
fi.operaterespawns(p->actorsqu->spr.yvel);
|
||||
if (p->actorsqu->spr.yint)
|
||||
fi.operaterespawns(p->actorsqu->spr.yint);
|
||||
}
|
||||
|
||||
if (p->actorsqu->isPlayer())
|
||||
|
|
|
@ -134,7 +134,7 @@ static void shootfireball(DDukeActor *actor, int p, int sx, int sy, int sz, int
|
|||
spawned->spr.xrepeat = 40;
|
||||
spawned->spr.yrepeat = 40;
|
||||
}
|
||||
spawned->spr.yvel = p;
|
||||
spawned->spr.yint = p;
|
||||
spawned->spr.cstat = CSTAT_SPRITE_YCENTER;
|
||||
spawned->spr.clipdist = 4;
|
||||
}
|
||||
|
@ -207,7 +207,7 @@ static void shootflamethrowerflame(DDukeActor* actor, int p, DVector3 spos, DAng
|
|||
spawned->spr.xrepeat = 2;
|
||||
spawned->spr.yrepeat = 2;
|
||||
spawned->spr.clipdist = 40;
|
||||
spawned->spr.yvel = p;
|
||||
spawned->spr.yint = p;
|
||||
spawned->SetOwner(actor);
|
||||
|
||||
if (p == -1)
|
||||
|
@ -740,7 +740,7 @@ static void shootrpg(DDukeActor *actor, int p, int sx, int sy, int sz, int sa, i
|
|||
spawned->temp_actor = aimed;
|
||||
else
|
||||
{
|
||||
spawned->spr.yvel = gs.numfreezebounces;
|
||||
spawned->spr.yint = gs.numfreezebounces;
|
||||
spawned->spr.xrepeat >>= 1;
|
||||
spawned->spr.yrepeat >>= 1;
|
||||
spawned->add_int_zvel(- (2 << 4));
|
||||
|
@ -2218,7 +2218,7 @@ static void operateweapon(int snum, ESyncBits actions)
|
|||
|
||||
if (k == 15)
|
||||
{
|
||||
spawned->spr.yvel = 3;
|
||||
spawned->spr.yint = 3;
|
||||
spawned->spr.pos.Z += 8;
|
||||
}
|
||||
|
||||
|
|
|
@ -692,7 +692,7 @@ static void shootrpg(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, i
|
|||
spawned->temp_actor = aimed;
|
||||
else
|
||||
{
|
||||
spawned->spr.yvel = gs.numfreezebounces;
|
||||
spawned->spr.yint = gs.numfreezebounces;
|
||||
spawned->spr.xrepeat >>= 1;
|
||||
spawned->spr.yrepeat >>= 1;
|
||||
spawned->add_int_zvel(- (2 << 4));
|
||||
|
@ -2755,7 +2755,7 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
|
|||
{
|
||||
if (k == 15)
|
||||
{
|
||||
spawned->spr.yvel = 3;
|
||||
spawned->spr.yint = 3;
|
||||
spawned->spr.pos.Z += 8;
|
||||
}
|
||||
|
||||
|
|
|
@ -359,7 +359,7 @@ void operateweapon_ww(int snum, ESyncBits actions)
|
|||
|
||||
if (k == 15)
|
||||
{
|
||||
j->spr.yvel = 3;
|
||||
j->spr.yint = 3;
|
||||
j->spr.pos.Z += 8;
|
||||
}
|
||||
|
||||
|
|
|
@ -637,7 +637,7 @@ void resetpspritevars(int g)
|
|||
}
|
||||
else act->spr.extra = ps[j].last_extra;
|
||||
|
||||
act->spr.yvel = j;
|
||||
act->spr.yint = j;
|
||||
|
||||
if (ud.last_level == -1)
|
||||
{
|
||||
|
|
|
@ -255,12 +255,12 @@ void displayrooms(int snum, double smoothratio, bool sceneonly)
|
|||
{
|
||||
auto act = ud.cameraactor;
|
||||
|
||||
if (act->spr.yvel < 0) act->spr.yvel = -100;
|
||||
else if (act->spr.yvel > 199) act->spr.yvel = 300;
|
||||
if (act->spr.yint < 0) act->spr.yint = -100;
|
||||
else if (act->spr.yint > 199) act->spr.yint = 300;
|
||||
|
||||
cang = interpolatedangle(DAngle::fromBuild(ud.cameraactor->tempang), act->spr.angle, smoothratio);
|
||||
|
||||
auto bh = buildhoriz(act->spr.yvel);
|
||||
auto bh = buildhoriz(act->spr.yint);
|
||||
auto cstat = act->spr.cstat;
|
||||
act->spr.cstat = CSTAT_SPRITE_INVISIBLE;
|
||||
renderView(act, act->sector(), act->int_pos().X, act->int_pos().Y, act->int_pos().Z - (4 << 8), cang, bh, nullAngle, smoothratio, sceneonly, fov);
|
||||
|
|
|
@ -498,7 +498,7 @@ bool activatewarpelevators(DDukeActor* actor, int d) //Parm = sectoreffectornum
|
|||
{
|
||||
if (act2->spr.lotag == SE_17_WARP_ELEVATOR || (isRRRA() && act2->spr.lotag == SE_18_INCREMENTAL_SECTOR_RISE_FALL))
|
||||
if (act2->spr.hitag == actor->spr.hitag)
|
||||
if ((abs(sect->int_floorz() - actor->temp_data[2]) > act2->spr.yvel) ||
|
||||
if ((abs(sect->int_floorz() - actor->temp_data[2]) > act2->spr.yint) ||
|
||||
(act2->sector()->hitag == (sect->hitag - d)))
|
||||
break;
|
||||
}
|
||||
|
@ -1216,8 +1216,8 @@ void operatemasterswitches(int low)
|
|||
DukeStatIterator it(STAT_STANDABLE);
|
||||
while (auto act2 = it.Next())
|
||||
{
|
||||
if (act2->spr.picnum == MASTERSWITCH && act2->spr.lotag == low && act2->spr.yvel == 0)
|
||||
act2->spr.yvel = 1;
|
||||
if (act2->spr.picnum == MASTERSWITCH && act2->spr.lotag == low && act2->spr.yint == 0)
|
||||
act2->spr.yint = 1;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1429,7 +1429,7 @@ void checkhitsprite_d(DDukeActor* targ, DDukeActor* proj)
|
|||
|
||||
if (targ->spr.statnum == 10)
|
||||
{
|
||||
p = targ->spr.yvel;
|
||||
p = targ->spr.yint;
|
||||
if (ps[p].newOwner != nullptr)
|
||||
{
|
||||
ps[p].newOwner = nullptr;
|
||||
|
@ -1441,7 +1441,7 @@ void checkhitsprite_d(DDukeActor* targ, DDukeActor* proj)
|
|||
DukeStatIterator it(STAT_ACTOR);
|
||||
while (auto itActor = it.Next())
|
||||
{
|
||||
if (actorflag(itActor, SFLAG2_CAMERA)) itActor->spr.yvel = 0;
|
||||
if (actorflag(itActor, SFLAG2_CAMERA)) itActor->spr.yint = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1477,7 +1477,7 @@ void clearcameras(int i, player_struct* p)
|
|||
DukeStatIterator it(STAT_ACTOR);
|
||||
while (auto act = it.Next())
|
||||
{
|
||||
if (actorflag(act, SFLAG2_CAMERA)) act->spr.yvel = 0;
|
||||
if (actorflag(act, SFLAG2_CAMERA)) act->spr.yint = 0;
|
||||
}
|
||||
}
|
||||
else if (p->newOwner != nullptr)
|
||||
|
@ -1707,13 +1707,13 @@ void checksectors_d(int snum)
|
|||
DukeStatIterator it(STAT_ACTOR);
|
||||
while (auto acti = it.Next())
|
||||
{
|
||||
if (actorflag(acti, SFLAG2_CAMERA) && acti->spr.yvel == 0 && neartagsprite->spr.hitag == acti->spr.lotag)
|
||||
if (actorflag(acti, SFLAG2_CAMERA) && acti->spr.yint == 0 && neartagsprite->spr.hitag == acti->spr.lotag)
|
||||
{
|
||||
acti->spr.yvel = 1; //Using this camera
|
||||
acti->spr.yint = 1; //Using this camera
|
||||
if (snum == screenpeek) S_PlaySound(MONITOR_ACTIVE);
|
||||
|
||||
neartagsprite->SetOwner(acti);
|
||||
neartagsprite->spr.yvel = 1;
|
||||
neartagsprite->spr.yint = 1;
|
||||
camsprite = neartagsprite;
|
||||
|
||||
p->newOwner = acti;
|
||||
|
|
|
@ -2381,7 +2381,7 @@ void checkhitsprite_r(DDukeActor* targ, DDukeActor* proj)
|
|||
DukeStatIterator it(STAT_EFFECTOR);
|
||||
while (auto act = it.Next())
|
||||
{
|
||||
if (actorflag(act, SFLAG2_CAMERA)) act->spr.yvel = 0;
|
||||
if (actorflag(act, SFLAG2_CAMERA)) act->spr.yint = 0;
|
||||
}
|
||||
}
|
||||
auto Owner = targ->GetHitOwner();
|
||||
|
|
|
@ -75,7 +75,7 @@ DDukeActor* CreateActor(sectortype* whatsectp, const DVector3& pos, int s_pn, in
|
|||
act->set_int_zvel(s_zv);
|
||||
act->spr.xoffset = 0;
|
||||
act->spr.yoffset = 0;
|
||||
act->spr.yvel = 0;
|
||||
act->spr.yint = 0;
|
||||
act->spr.clipdist = 0;
|
||||
act->spr.pal = 0;
|
||||
act->spr.lotag = 0;
|
||||
|
@ -605,7 +605,7 @@ void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
|
|||
auto sectp = actor->sector();
|
||||
int d, clostest = 0;
|
||||
|
||||
actor->spr.yvel = sectp->extra;
|
||||
actor->spr.yint = sectp->extra;
|
||||
actor->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
|
||||
actor->spr.xrepeat = actor->spr.yrepeat = 0;
|
||||
|
||||
|
@ -770,7 +770,7 @@ void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
|
|||
|
||||
case SE_24_CONVEYOR:
|
||||
StartInterpolation(sectp, Interp_Sect_FloorPanX);
|
||||
actor->spr.yvel <<= 1;
|
||||
actor->spr.yint <<= 1;
|
||||
case SE_36_PROJ_SHOOTER:
|
||||
break;
|
||||
|
||||
|
|
|
@ -480,7 +480,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
|
|||
case NAKED1:
|
||||
case STATUE:
|
||||
case TOUGHGAL:
|
||||
act->spr.yvel = act->spr.hitag;
|
||||
act->spr.yint = act->spr.hitag;
|
||||
act->spr.hitag = -1;
|
||||
if (act->spr.picnum == PODFEM1) act->spr.extra <<= 1;
|
||||
[[fallthrough]];
|
||||
|
@ -536,7 +536,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
|
|||
[[fallthrough]];
|
||||
case MIKE:
|
||||
if (act->spr.picnum == MIKE)
|
||||
act->spr.yvel = act->spr.hitag;
|
||||
act->spr.yint = act->spr.hitag;
|
||||
[[fallthrough]];
|
||||
case WEATHERWARN:
|
||||
ChangeActorStat(act, 1);
|
||||
|
@ -763,7 +763,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
|
|||
case MASTERSWITCH:
|
||||
if (act->spr.picnum == MASTERSWITCH)
|
||||
act->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
|
||||
act->spr.yvel = 0;
|
||||
act->spr.yint = 0;
|
||||
ChangeActorStat(act, 6);
|
||||
break;
|
||||
case TARGET:
|
||||
|
@ -951,7 +951,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
|
|||
else act->SetOwner(act);
|
||||
|
||||
act->spr.xrepeat = act->spr.yrepeat = 9;
|
||||
act->spr.yvel = 4;
|
||||
act->spr.yint = 4;
|
||||
[[fallthrough]];
|
||||
case REACTOR2:
|
||||
case REACTOR:
|
||||
|
|
|
@ -438,7 +438,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
|
|||
case NAKED1:
|
||||
case STATUE:
|
||||
case TOUGHGAL:
|
||||
act->spr.yvel = act->spr.hitag;
|
||||
act->spr.yint = act->spr.hitag;
|
||||
act->spr.hitag = -1;
|
||||
[[fallthrough]];
|
||||
case QUEBALL:
|
||||
|
@ -564,7 +564,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
|
|||
[[fallthrough]];
|
||||
case MIKE:
|
||||
if (act->spr.picnum == MIKE)
|
||||
act->spr.yvel = act->spr.hitag;
|
||||
act->spr.yint = act->spr.hitag;
|
||||
ChangeActorStat(act, 1);
|
||||
break;
|
||||
|
||||
|
@ -739,7 +739,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
|
|||
case MASTERSWITCH:
|
||||
if (act->spr.picnum == MASTERSWITCH)
|
||||
act->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
|
||||
act->spr.yvel = 0;
|
||||
act->spr.yint = 0;
|
||||
ChangeActorStat(act, 6);
|
||||
break;
|
||||
|
||||
|
@ -1102,7 +1102,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
|
|||
case HEAVYHBOMB:
|
||||
act->SetOwner(act);
|
||||
act->spr.xrepeat = act->spr.yrepeat = 9;
|
||||
act->spr.yvel = 4;
|
||||
act->spr.yint = 4;
|
||||
[[fallthrough]];
|
||||
case REACTOR2:
|
||||
case REACTOR:
|
||||
|
@ -1276,7 +1276,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
|
|||
case POWDERKEG:
|
||||
act->spr.xrepeat = 11;
|
||||
act->spr.yrepeat = 11;
|
||||
act->spr.yvel = 4;
|
||||
act->spr.yint = 4;
|
||||
act->set_int_xvel(32);
|
||||
break;
|
||||
case RPGSPRITE:
|
||||
|
|
|
@ -114,7 +114,7 @@ public:
|
|||
int PlayerIndex() const
|
||||
{
|
||||
// only valid for real players - just here to abstract yvel.
|
||||
return spr.yvel;
|
||||
return spr.yint;
|
||||
}
|
||||
|
||||
bool isPlayer() const
|
||||
|
|
Loading…
Reference in a new issue