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- replaced most native_clipdist() calls
Only those in nnext using internal int storage remain.
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e80c32cfd4
commit
9f19a1315b
7 changed files with 11 additions and 29 deletions
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@ -4166,7 +4166,7 @@ static void checkCeilHit(DBloodActor* actor)
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}
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if (mass1 > mass2)
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{
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int dmg = abs((mass1 - mass2) * (actor2->native_clipdist()) - actor->native_clipdist());
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int dmg = 4 * (abs((mass1 - mass2) * actor2->clipdist) - actor->clipdist);
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if (actor2->IsDudeActor())
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{
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if (dmg > 0) actDamageSprite(actor2, actor, (Chance(0x2000)) ? kDamageFall : (Chance(0x4000)) ? kDamageExplode : kDamageBullet, dmg);
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@ -4330,7 +4330,7 @@ static void checkFloorHit(DBloodActor* actor)
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if ((actor2->IsPlayerActor() && Chance(0x500)) || !actor2->IsPlayerActor())
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actKickObject(actor, actor2);
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int dmg = (mass1 - mass2) + actor->native_clipdist();
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int dmg = (mass1 - mass2) + actor->clipdist * 4;
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if (dmg > 0) actDamageSprite(actor, actor2, (Chance(0x2000)) ? kDamageFall : kDamageBullet, dmg);
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}
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}
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@ -487,7 +487,7 @@ static void unicultThinkChase(DBloodActor* actor)
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// so i use fake velocity with fixed value and pass it as argument.
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auto velocity = actor->vel;
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if (inAttack(actor->xspr.aiState))
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velocity.X = velocity.Y = FixedToFloat(ClipLow(actor->native_clipdist() >> 1, 1));
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velocity.X = velocity.Y = max(actor->clipdist, 0.5) / 32768;
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aiGenDudeChooseDirection(actor, nAngle, velocity);
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@ -1895,7 +1895,7 @@ DBloodActor* genDudeSpawn(DBloodActor* source, DBloodActor* actor, double nDist)
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spawned->xspr.busyTime = source->xspr.busyTime;
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// inherit clipdist?
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if (source->native_clipdist() > 0)
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if (source->clipdist > 0)
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spawned->copy_clipdist(source);
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// inherit custom hp settings
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@ -2261,7 +2261,7 @@ bool genDudePrepare(DBloodActor* actor, int propId)
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pExtra->moveSpeed = getGenDudeMoveSpeed(actor, 0, true, false);
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pExtra->initVals[0] = actor->spr.xrepeat;
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pExtra->initVals[1] = actor->spr.yrepeat;
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pExtra->initVals[2] = actor->native_clipdist();
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pExtra->initVals[2] = actor->spr.clipdist;
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if (propId) break;
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[[fallthrough]];
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@ -1170,7 +1170,7 @@ void nnExtProcessSuperSprites()
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if (!pProx->xspr.Proximity || (!pProx->xspr.Interrutable && pProx->xspr.state != pProx->xspr.restState) || pProx->xspr.locked == 1
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|| pProx->xspr.isTriggered) continue; // don't process locked or triggered sprites
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int okDist = (pProx->IsDudeActor()) ? 96 : ClipLow(pProx->native_clipdist() * 3, 32);
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int okDist = (pProx->IsDudeActor()) ? 96 : max(int(pProx->clipdist * 12), 32);
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auto pos = pProx->spr.pos;
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auto pSect = pProx->sector();
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@ -4575,7 +4575,7 @@ bool condCheckSprite(DBloodActor* aCond, int cmpOp, bool PUSH)
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case 5: return condCmp(objActor->spr.statnum, arg1, arg2, cmpOp);
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case 6: return ((objActor->spr.flags & kHitagRespawn) || objActor->spr.statnum == kStatRespawn);
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case 7: return condCmp(spriteGetSlope(objActor), arg1, arg2, cmpOp);
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case 10: return condCmp(objActor->native_clipdist(), arg1, arg2, cmpOp);
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case 10: return condCmp(int(objActor->clipdist * 4), arg1, arg2, cmpOp);
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case 15:
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if (!objActor->GetOwner()) return false;
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else if (PUSH) condPush(aCond, objActor->GetOwner());
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@ -3395,7 +3395,7 @@ void processinput_r(int snum)
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shrunk = (pact->spr.yrepeat < 8);
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double tempfz;
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if (pact->native_clipdist() == 64)
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if (pact->clipdist == 16)
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{
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getzrange(p->pos, psectp, &ceilingz, chz, &floorz, clz, 10.1875, CLIPMASK0);
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tempfz = getflorzofslopeptr(psectp, p->pos);
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@ -3918,7 +3918,7 @@ HORIZONLY:
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while (ud.clipping == 0)
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{
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int blocked;
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if (pact->native_clipdist() == 64)
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if (pact->clipdist == 16)
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blocked = (pushmove(p->pos, &p->cursector, 8, 4, 4, CLIPMASK0) < 0 && furthestangle(p->GetActor(), 8) < DAngle90);
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else
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blocked = (pushmove(p->pos, &p->cursector, 1, 4, 4, CLIPMASK0) < 0 && furthestangle(p->GetActor(), 8) < DAngle90);
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@ -705,24 +705,6 @@ loc_flag:
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DAngle nAngle = pPlayerActor->spr.angle;
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auto thePos = pPlayerActor->spr.pos;
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int ebp = nAngle.Cos() * (1 << 14) * (pPlayerActor->native_clipdist() << 3);
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int ebx = nAngle.Sin() * (1 << 14) * (pPlayerActor->native_clipdist() << 3);
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if (WeaponInfo[nWeapon].c)
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{
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int ecx;
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int theVal = (totalmoves + 101) & (WeaponInfo[nWeapon].c - 1);
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if (theVal & 1)
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ecx = -theVal;
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else
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ecx = theVal;
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DAngle angle = (nAngle + DAngle90).Normalized360();
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ebp += angle.Cos() * (1 << 3) * ecx;
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ebx += angle.Sin() * (1 << 3) * ecx;
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}
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double nHeight = GetActorHeight(pPlayerActor) * -0.5;
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if (nAction < 6)
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@ -1744,7 +1744,7 @@ int InitPhosphorus(DSWActor* actor)
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actorNew->spr.xrepeat = 64;
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actorNew->spr.shade = -15;
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// !FRANK - clipbox must be <= weapon otherwise can clip thru walls
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if (actor->native_clipdist() > 0)
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if (actor->clipdist > 0)
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actorNew->clipdist -= 0.25;
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else
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actorNew->copy_clipdist(actor);
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@ -5409,7 +5409,7 @@ int GetDamage(DSWActor* actor, DSWActor* weapActor, int DamageNdx)
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// take off the box around the player or else you'll never get
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// the max_damage;
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dist -= (((int)actor->native_clipdist())<(2));
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dist -= int(actor->clipdist * worldtoint);
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if (dist < 0) dist = 0;
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