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https://github.com/DrBeef/Raze.git
synced 2024-11-15 08:52:00 +00:00
- some automatic replacements.
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parent
730c0ef66d
commit
a11a366697
12 changed files with 30 additions and 30 deletions
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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.yrepeat < 32)
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if (act->spr.yrepeat > 32 && 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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@ -2289,7 +2289,7 @@ bool bloodpool(DDukeActor* actor, bool puke)
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actor->temp_data[2]++;
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if (attackerflag(actor, SFLAG_FLAMMABLEPOOLEFFECT))
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{
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if (actor->spr.xrepeat < 64 && actor->spr.yrepeat < 64)
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if (actor->spr.ScaleX() < 1 && actor->spr.ScaleY() < 1)
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{
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actor->spr.xrepeat += krand() & 3;
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actor->spr.yrepeat += krand() & 3;
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@ -2297,7 +2297,7 @@ bool bloodpool(DDukeActor* actor, bool puke)
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}
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else
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{
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if (actor->spr.xrepeat < 32 && actor->spr.yrepeat < 32)
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if (actor->spr.ScaleX() < 0.5 && actor->spr.ScaleY() < 0.5)
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{
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actor->spr.xrepeat += krand() & 3;
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actor->spr.yrepeat += krand() & 3;
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@ -2509,7 +2509,7 @@ void gutsdir(DDukeActor* actor, int gtype, int n, int p)
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{
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int sx, sy;
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if (badguy(actor) && actor->spr.xrepeat < 16)
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if (badguy(actor) && actor->spr.ScaleX() < 0.25)
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sx = sy = 8;
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else sx = sy = 32;
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@ -439,7 +439,7 @@ int movesprite_ex_d(DDukeActor* actor, const DVector3& change, unsigned int clip
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{
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int bg = badguy(actor);
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if (actor->spr.statnum == STAT_MISC || (bg && actor->spr.xrepeat < 4))
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if (actor->spr.statnum == STAT_MISC || (bg && actor->spr.ScaleX() < 0.0625))
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{
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actor->spr.pos += change;
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if (bg)
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@ -540,7 +540,7 @@ void guts_d(DDukeActor* actor, int gtype, int n, int p)
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int sx, sy;
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uint8_t pal;
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if (badguy(actor) && actor->spr.xrepeat < 16)
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if (badguy(actor) && actor->spr.ScaleX() < 0.25)
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sx = sy = 8;
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else sx = sy = 32;
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@ -2300,10 +2300,10 @@ 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.picnum = GREENSLIME + 2 + (global_random & 1);
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if (actor->spr.yrepeat < 64) actor->spr.yrepeat += 2;
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if (actor->spr.ScaleY() < 1) actor->spr.yrepeat += 2;
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else
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{
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if (actor->spr.xrepeat < 32) actor->spr.xrepeat += 4;
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if (actor->spr.ScaleX() < 0.5) actor->spr.xrepeat += 4;
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else
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{
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actor->temp_data[0] = -1;
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@ -2458,7 +2458,7 @@ static void flamethrowerflame(DDukeActor *actor)
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getglobalz(actor);
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int ds = actor->temp_data[0] / 6;
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if (actor->spr.xrepeat < 80)
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if (actor->spr.ScaleX() < 0.1250)
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actor->spr.yrepeat = actor->spr.xrepeat += ds;
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actor->clipdist += ds * 0.25;
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if (actor->temp_data[0] <= 2)
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@ -367,7 +367,7 @@ int movesprite_ex_r(DDukeActor* actor, const DVector3& change, unsigned int clip
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{
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int bg = badguy(actor);
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if (actor->spr.statnum == 5 || (bg && actor->spr.xrepeat < 4))
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if (actor->spr.statnum == 5 || (bg && actor->spr.ScaleX() < 0.0625))
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{
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actor->spr.pos += change;
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if (bg)
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@ -446,7 +446,7 @@ void guts_r(DDukeActor* actor, int gtype, int n, int p)
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int sx, sy;
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uint8_t pal;
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if (badguy(actor) && actor->spr.xrepeat < 16)
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if (badguy(actor) && actor->spr.ScaleX() < 0.25)
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sx = sy = 4;
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else sx = sy = 16;
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@ -323,7 +323,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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newtspr->statnum = 99;
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newtspr->yrepeat = (t->yrepeat >> 3);
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if (t->yrepeat < 4) t->yrepeat = 4;
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if (t->ScaleY() < 0.0625) t->yrepeat = 4;
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newtspr->shade = t->shade;
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newtspr->cstat = 0;
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@ -418,7 +418,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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if (!h->GetOwner()) continue;
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if (t->pos.Z > h->floorz && t->xrepeat < 32)
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if (t->pos.Z > h->floorz && t->ScaleX() < 0.5)
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t->pos.Z = h->floorz;
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break;
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@ -574,7 +574,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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shadowspr->statnum = 99;
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shadowspr->yrepeat = (t->yrepeat >> 3);
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if (t->yrepeat < 4) t->yrepeat = 4;
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if (t->ScaleY() < 0.0625) t->yrepeat = 4;
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shadowspr->shade = 127;
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shadowspr->cstat |= CSTAT_SPRITE_TRANSLUCENT;
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@ -363,7 +363,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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newtspr->statnum = 99;
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newtspr->yrepeat = (t->yrepeat >> 3);
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if (t->yrepeat < 4) t->yrepeat = 4;
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if (t->ScaleY() < 0.0625) t->yrepeat = 4;
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newtspr->shade = t->shade;
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newtspr->cstat = 0;
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@ -459,7 +459,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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if (!h->GetOwner()) continue;
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if (t->pos.Z > h->floorz && t->xrepeat < 32)
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if (t->pos.Z > h->floorz && t->ScaleX() < 0.5)
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t->pos.Z = h->floorz;
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if (ps[p].OnMotorcycle && p == screenpeek)
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@ -723,7 +723,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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shadowspr->statnum = 99;
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shadowspr->yrepeat = (t->yrepeat >> 3);
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if (t->yrepeat < 4) t->yrepeat = 4;
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if (t->ScaleY() < 0.0625) t->yrepeat = 4;
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shadowspr->shade = 127;
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shadowspr->cstat |= CSTAT_SPRITE_TRANSLUCENT;
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@ -236,7 +236,7 @@ void displayweapon_d(int snum, double interpfrac)
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looking_arc = p->angle.looking_arc(interpfrac);
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hard_landing *= 8.;
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gun_pos -= fabs(p->GetActor()->spr.xrepeat < 32 ? BobVal(weapon_sway * 4.) * 32 : BobVal(weapon_sway * 0.5) * 16);
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gun_pos -= fabs(p->GetActor()->spr.ScaleX() < 0.5 ? BobVal(weapon_sway * 4.) * 32 : BobVal(weapon_sway * 0.5) * 16);
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gun_pos -= hard_landing;
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weapon_xoffset = (160)-90;
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@ -137,7 +137,7 @@ void displayweapon_r(int snum, double interpfrac)
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looking_arc = p->angle.looking_arc(interpfrac);
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hard_landing *= 8.;
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gun_pos -= fabs(p->GetActor()->spr.xrepeat < 8 ? BobVal(weapon_sway * 4.) * 32 : BobVal(weapon_sway * 0.5) * 16);
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gun_pos -= fabs(p->GetActor()->spr.ScaleX() < 0.125 ? BobVal(weapon_sway * 4.) * 32 : BobVal(weapon_sway * 0.5) * 16);
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gun_pos -= hard_landing;
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weapon_xoffset = (160)-90;
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@ -289,7 +289,7 @@ void displayweapon_r(int snum, double interpfrac)
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return;
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}
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if (p->GetActor()->spr.xrepeat < 8)
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if (p->GetActor()->spr.ScaleX() < 0.125)
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{
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animateshrunken(p, weapon_xoffset, looking_arc, look_anghalf, FIST, shade, o, interpfrac);
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}
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@ -2562,7 +2562,7 @@ static void operateweapon(int snum, ESyncBits actions)
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fi.shoot(pact, FREEZEBLAST);
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checkavailweapon(p);
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}
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if (pact->spr.xrepeat < 32)
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if (pact->spr.ScaleX() < 0.5)
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{
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p->okickback_pic = p->kickback_pic = 0; break;
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}
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@ -2660,7 +2660,7 @@ static void processweapon(int snum, ESyncBits actions)
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{
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auto p = &ps[snum];
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auto pact = p->GetActor();
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int shrunk = (pact->spr.yrepeat < 32);
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int shrunk = (pact->spr.ScaleY() < 0.5);
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if (isNamWW2GI() && (actions & SB_HOLSTER)) // 'Holster Weapon
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{
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@ -2770,7 +2770,7 @@ void processinput_d(int snum)
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psectlotag = psectp->lotag;
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p->spritebridge = 0;
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shrunk = (pact->spr.yrepeat < 32);
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shrunk = (pact->spr.ScaleY() < 0.5);
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getzrange(p->pos, psectp, &ceilingz, chz, &floorz, clz, 10.1875, CLIPMASK0);
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p->truefz = getflorzofslopeptr(psectp, p->pos);
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@ -3274,7 +3274,7 @@ static void processweapon(int snum, ESyncBits actions, sectortype* psectp)
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{
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auto p = &ps[snum];
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auto pact = p->GetActor();
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int shrunk = (pact->spr.yrepeat < 8);
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int shrunk = (pact->spr.ScaleY() < 0.125);
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if (p->detonate_count > 0)
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{
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@ -3388,7 +3388,7 @@ void processinput_r(int snum)
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p->spritebridge = 0;
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shrunk = (pact->spr.yrepeat < 8);
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shrunk = (pact->spr.ScaleY() < 0.125);
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double tempfz;
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if (pact->clipdist == 16)
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{
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@ -3533,7 +3533,7 @@ void processinput_r(int snum)
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return;
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}
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if (p->GetActor()->spr.xrepeat < 8 && p->jetpack_on == 0)
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if (p->GetActor()->spr.ScaleX() < 0.125 && p->jetpack_on == 0)
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{
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p->ofistsign = p->fistsign;
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p->fistsign += p->GetActor()->vel.X * 16;
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@ -146,7 +146,7 @@ void AISoul::Tick(RunListEvent* ev)
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seq_MoveSequence(pActor, SeqOffsets[kSeqSet] + 75, 0);
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if (pActor->spr.xrepeat < 32)
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if (pActor->spr.ScaleX() < 0.5)
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{
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pActor->spr.xrepeat++;
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pActor->spr.yrepeat++;
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@ -873,7 +873,7 @@ int DoCoolgMove(DSWActor* actor)
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{
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actor->spr.xrepeat--;
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actor->spr.shade++;
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if (actor->spr.xrepeat < 4) actor->spr.xrepeat = 4;
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if (actor->spr.ScaleX() < 0.0625) actor->spr.xrepeat = 4;
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if (actor->spr.shade > 126)
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{
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actor->spr.shade = 127;
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@ -10919,7 +10919,7 @@ void SpawnMeteorExp(DSWActor* actor)
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expActor->spr.hitag = LUMINOUS; //Always full brightness
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expActor->spr.shade = -40;
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if (actor->spr.yrepeat < 64)
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if (actor->spr.ScaleY() < 1)
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{
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// small
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expActor->spr.SetScale(1, 1);
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@ -18364,7 +18364,7 @@ int DoFloorBlood(DSWActor* actor)
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int DoWallBlood(DSWActor* actor)
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{
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// Make blood drip down the wall
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if (actor->spr.yrepeat < 80)
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if (actor->spr.ScaleY() < 1.25)
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{
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actor->spr.yrepeat++;
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actor->spr.pos.Z += 0.5;
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