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https://github.com/DrBeef/Raze.git
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- fixed fxSpawnActor calls
This commit is contained in:
parent
d41e370aad
commit
a5afbce59d
9 changed files with 60 additions and 52 deletions
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@ -111,15 +111,23 @@ void setVideoMode();
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class F2DDrawer;
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void getzrange(const vec3_t& pos, sectortype* sect, int32_t* ceilz, CollisionBase& ceilhit, int32_t* florz,
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void getzrange_(const vec3_t& pos, sectortype* sect, int32_t* ceilz, CollisionBase& ceilhit, int32_t* florz,
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CollisionBase& florhit, int32_t walldist, uint32_t cliptype);
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[[deprecated]]
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inline void getzrange(const vec3_t& pos, sectortype* sect, int32_t* ceilz, CollisionBase& ceilhit, int32_t* florz,
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CollisionBase& florhit, int32_t walldist, uint32_t cliptype)
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{
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getzrange_(pos, sect, ceilz, ceilhit, florz, florhit, walldist, cliptype);
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}
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[[deprecated]]
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inline void getzrange(const vec3_t& pos, sectortype* sect, double* ceilz, CollisionBase& ceilhit, double* florz,
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CollisionBase& florhit, int32_t walldist, uint32_t cliptype)
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{
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int c = int(*ceilz * zworldtoint);
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int f = int(*florz * zworldtoint);
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getzrange(pos, sect, &c, ceilhit, &f, florhit, walldist, cliptype);
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getzrange_(pos, sect, &c, ceilhit, &f, florhit, walldist, cliptype);
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*ceilz = c * zinttoworld;
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*florz = f * zinttoworld;
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}
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@ -131,7 +139,7 @@ inline void getzrange(const DVector3& pos, sectortype* sect, double* ceilz, Coll
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int c = int(*ceilz * zworldtoint);
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int f = int(*florz * zworldtoint);
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getzrange(ipos, sect, &c, ceilhit, &f, florhit, walldist, cliptype);
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getzrange_(ipos, sect, &c, ceilhit, &f, florhit, walldist, cliptype);
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*ceilz = c * zinttoworld;
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*florz = f * zinttoworld;
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}
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@ -887,7 +887,7 @@ int pushmove_(vec3_t *const vect, int *const sectnum,
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// getzrange
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//
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void getzrange(const vec3_t& pos, sectortype* sect, int32_t* ceilz, CollisionBase& ceilhit, int32_t* florz, CollisionBase& florhit, int32_t walldist, uint32_t cliptype)
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void getzrange_(const vec3_t& pos, sectortype* sect, int32_t* ceilz, CollisionBase& ceilhit, int32_t* florz, CollisionBase& florhit, int32_t walldist, uint32_t cliptype)
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{
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if (sect == nullptr)
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{
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@ -3857,7 +3857,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode)
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case 4:
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if (pWallHit)
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{
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auto pFX = gFX.fxSpawnActor(FX_52, missileActor->sector(), missileActor->spr.pos, 0);
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auto pFX = gFX.fxSpawnActor(FX_52, missileActor->sector(), missileActor->spr.pos);
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if (pFX) pFX->spr.angle = (pWallHit->delta().Angle() + DAngle90).Normalized360();
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}
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break;
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@ -4560,7 +4560,7 @@ static Collision MoveThing(DBloodActor* actor)
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actor->vel.Z += FixedToFloat(58254);
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if (actor->spr.type == kThingZombieHead)
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{
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auto* fxActor = gFX.fxSpawnActor(FX_27, actor->sector(), actor->spr.pos, nullAngle);
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auto* fxActor = gFX.fxSpawnActor(FX_27, actor->sector(), actor->spr.pos);
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if (fxActor)
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{
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auto vect1 = DVector2(64./15., 0.).Rotated(DAngle::fromBuild((PlayClock * 11) & 2047));
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@ -5095,16 +5095,16 @@ void MoveDude(DBloodActor* actor)
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switch (tileGetSurfType(floorColl))
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{
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case kSurfWater:
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gFX.fxSpawnActor(FX_9, actor->sector(), DVector3(actor->spr.pos, floorZ), 0);
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gFX.fxSpawnActor(FX_9, actor->sector(), DVector3(actor->spr.pos, floorZ));
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break;
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case kSurfLava:
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{
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auto pFX = gFX.fxSpawnActor(FX_10, actor->sector(), DVector3(actor->spr.pos, floorZ), 0);
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auto pFX = gFX.fxSpawnActor(FX_10, actor->sector(), DVector3(actor->spr.pos, floorZ));
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if (pFX)
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{
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for (int i = 0; i < 7; i++)
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{
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auto pFX2 = gFX.fxSpawnActor(FX_14, pFX->sector(), pFX->spr.pos, 0);
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auto pFX2 = gFX.fxSpawnActor(FX_14, pFX->sector(), pFX->spr.pos);
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if (pFX2)
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{
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pFX2->vel.X = Random2F(0x6aaaa);
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@ -5899,7 +5899,7 @@ static void actCheckTraps()
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auto vec = actor->spr.angle.ToVector() * t;
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for (int i = 0; i < 2; i++)
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{
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auto pFX = gFX.fxSpawnActor(FX_32, actor->sector(), pos, 0);
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auto pFX = gFX.fxSpawnActor(FX_32, actor->sector(), pos);
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if (pFX)
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{
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pFX->vel.X = vec.X + Random2F(0x8888);
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@ -6665,7 +6665,7 @@ void actFireVector(DBloodActor* shooter, double offset, double zoffset, DVector3
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assert(nnSurf < kSurfMax);
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if (pVectorData->surfHit[nnSurf].fx1 >= 0)
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{
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auto pFX = gFX.fxSpawnActor(pVectorData->surfHit[nnSurf].fx1, pSector, ppos, 0);
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auto pFX = gFX.fxSpawnActor(pVectorData->surfHit[nnSurf].fx1, pSector, ppos);
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if (pFX)
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{
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pFX->spr.angle = pWall->normalAngle();
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@ -6760,8 +6760,8 @@ void actFireVector(DBloodActor* shooter, double offset, double zoffset, DVector3
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FX_ID t3 = pVectorData1->surfHit[nnSurf].fx3;
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DBloodActor* pFX = nullptr;
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if (t2 > FX_NONE && (t3 == FX_NONE || Chance(0x4000))) pFX = gFX.fxSpawnActor(t2, pSector1, ppos, 0);
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else if (t3 > FX_NONE) pFX = gFX.fxSpawnActor(t3, pSector1, ppos, 0);
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if (t2 > FX_NONE && (t3 == FX_NONE || Chance(0x4000))) pFX = gFX.fxSpawnActor(t2, pSector1, ppos);
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else if (t3 > FX_NONE) pFX = gFX.fxSpawnActor(t3, pSector1, ppos);
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if (pFX)
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{
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pFX->vel.Z = FixedToFloat(0x2222);
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@ -6815,14 +6815,14 @@ void actFireVector(DBloodActor* shooter, double offset, double zoffset, DVector3
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if (pVectorData->surfHit[nSurf].fx2 >= 0) {
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auto pFX2 = gFX.fxSpawnActor(pVectorData->surfHit[nSurf].fx2, pSector, pos, 0);
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auto pFX2 = gFX.fxSpawnActor(pVectorData->surfHit[nSurf].fx2, pSector, pos);
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if (pFX2 && gModernMap)
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pFX2->SetOwner(shooter);
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}
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if (pVectorData->surfHit[nSurf].fx3 >= 0) {
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auto pFX3 = gFX.fxSpawnActor(pVectorData->surfHit[nSurf].fx3, pSector, pos, 0);
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auto pFX3 = gFX.fxSpawnActor(pVectorData->surfHit[nSurf].fx3, pSector, pos);
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if (pFX3 && gModernMap)
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pFX3->SetOwner(shooter);
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@ -6830,9 +6830,9 @@ void actFireVector(DBloodActor* shooter, double offset, double zoffset, DVector3
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#else
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if (pVectorData->surfHit[nSurf].fx2 >= 0)
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gFX.fxSpawnActor(pVectorData->surfHit[nSurf].fx2, pSector, pos, 0);
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gFX.fxSpawnActor(pVectorData->surfHit[nSurf].fx2, pSector, pos);
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if (pVectorData->surfHit[nSurf].fx3 >= 0)
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gFX.fxSpawnActor(pVectorData->surfHit[nSurf].fx3, pSector, pos, 0);
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gFX.fxSpawnActor(pVectorData->surfHit[nSurf].fx3, pSector, pos);
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#endif
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if (pVectorData->surfHit[nSurf].fxSnd >= 0)
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@ -6847,7 +6847,7 @@ void actFireVector(DBloodActor* shooter, double offset, double zoffset, DVector3
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void FireballSeqCallback(int, DBloodActor* actor)
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{
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auto pFX = gFX.fxSpawnActor(FX_11, actor->sector(), actor->spr.pos, 0);
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auto pFX = gFX.fxSpawnActor(FX_11, actor->sector(), actor->spr.pos);
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if (pFX)
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{
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pFX->vel = actor->vel;
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@ -6856,7 +6856,7 @@ void FireballSeqCallback(int, DBloodActor* actor)
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void NapalmSeqCallback(int, DBloodActor* actor)
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{
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auto pFX = gFX.fxSpawnActor(FX_12, actor->sector(), actor->spr.pos, 0);
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auto pFX = gFX.fxSpawnActor(FX_12, actor->sector(), actor->spr.pos);
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if (pFX)
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{
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pFX->vel = actor->vel;
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@ -6865,7 +6865,7 @@ void NapalmSeqCallback(int, DBloodActor* actor)
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void Fx32Callback(int, DBloodActor* actor)
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{
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auto pFX = gFX.fxSpawnActor(FX_32, actor->sector(), actor->spr.pos, 0);
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auto pFX = gFX.fxSpawnActor(FX_32, actor->sector(), actor->spr.pos);
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if (pFX)
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{
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pFX->vel = actor->vel;
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@ -6874,7 +6874,7 @@ void Fx32Callback(int, DBloodActor* actor)
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void Fx33Callback(int, DBloodActor* actor)
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{
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auto pFX = gFX.fxSpawnActor(FX_33, actor->sector(), actor->spr.pos, 0);
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auto pFX = gFX.fxSpawnActor(FX_33, actor->sector(), actor->spr.pos);
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if (pFX)
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{
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pFX->vel = actor->vel;
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@ -49,7 +49,7 @@ void fxFlameLick(DBloodActor* actor, sectortype*) // 0
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DVector2 pos = actor->spr.pos.XY() + dv;
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double z = bottom - RandomD(bottom - top, 8);
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auto pFX = gFX.fxSpawnActor(FX_32, actor->sector(), DVector3(pos, z), 0);
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auto pFX = gFX.fxSpawnActor(FX_32, actor->sector(), DVector3(pos, z));
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if (pFX)
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{
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pFX->vel.X = actor->vel.X + Random2F(-int(16 * dv.X));
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@ -114,7 +114,7 @@ void FlareBurst(DBloodActor* actor, sectortype*) // 2
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void fxFlareSpark(DBloodActor* actor, sectortype*) // 3
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{
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if (!actor) return;
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auto pFX = gFX.fxSpawnActor(FX_28, actor->sector(), actor->spr.pos, 0);
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auto pFX = gFX.fxSpawnActor(FX_28, actor->sector(), actor->spr.pos);
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if (pFX)
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{
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pFX->vel.X = actor->vel.X + Random2F(0x1aaaa);
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@ -133,7 +133,7 @@ void fxFlareSpark(DBloodActor* actor, sectortype*) // 3
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void fxFlareSparkLite(DBloodActor* actor, sectortype*) // 4
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{
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if (!actor) return;
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auto pFX = gFX.fxSpawnActor(FX_28, actor->sector(), actor->spr.pos, 0);
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auto pFX = gFX.fxSpawnActor(FX_28, actor->sector(), actor->spr.pos);
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if (pFX)
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{
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pFX->vel.X = actor->vel.X + Random2F(0x1aaaa);
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@ -155,7 +155,7 @@ void fxZombieBloodSpurt(DBloodActor* actor, sectortype*) // 5
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assert(actor->hasX());
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double top, bottom;
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GetActorExtents(actor, &top, &bottom);
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auto pFX = gFX.fxSpawnActor(FX_27, actor->sector(), DVector3(actor->spr.pos.XY(), top), 0);
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auto pFX = gFX.fxSpawnActor(FX_27, actor->sector(), DVector3(actor->spr.pos.XY(), top));
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if (pFX)
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{
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pFX->vel.X = actor->vel.X + Random2F(0x11111);
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@ -184,7 +184,7 @@ void fxZombieBloodSpurt(DBloodActor* actor, sectortype*) // 5
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void fxBloodSpurt(DBloodActor* actor, sectortype*) // 6
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{
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if (!actor) return;
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auto pFX = gFX.fxSpawnActor(FX_27, actor->sector(), actor->spr.pos, 0);
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auto pFX = gFX.fxSpawnActor(FX_27, actor->sector(), actor->spr.pos);
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if (pFX)
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{
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pFX->spr.angle = nullAngle;
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@ -202,7 +202,7 @@ void fxBloodSpurt(DBloodActor* actor, sectortype*) // 6
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void fxArcSpark(DBloodActor* actor, sectortype*) // 7
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{
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if (!actor) return;
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auto pFX = gFX.fxSpawnActor(FX_15, actor->sector(), actor->spr.pos, 0);
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auto pFX = gFX.fxSpawnActor(FX_15, actor->sector(), actor->spr.pos);
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if (pFX)
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{
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pFX->vel.X = actor->vel.X + Random2F(0x10000);
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@ -225,7 +225,7 @@ void fxDynPuff(DBloodActor* actor, sectortype*) // 8
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{
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double nDist = (actor->spr.xrepeat * tileWidth(actor->spr.picnum)) * (REPEAT_SCALE / 2);
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DVector3 pos = actor->spr.pos + (actor->spr.angle - DAngle90).ToVector() * nDist;
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auto pFX = gFX.fxSpawnActor(FX_7, actor->sector(), pos, 0);
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auto pFX = gFX.fxSpawnActor(FX_7, actor->sector(), pos);
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if (pFX)
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{
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pFX->vel = actor->vel;
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@ -317,7 +317,7 @@ void Respawn(DBloodActor* actor, sectortype*) // 9
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actor->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE;
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}
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gFX.fxSpawnActor(FX_29, actor->sector(), actor->spr.pos, 0);
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gFX.fxSpawnActor(FX_29, actor->sector(), actor->spr.pos);
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sfxPlay3DSound(actor, 350, -1, 0);
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break;
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}
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@ -345,7 +345,7 @@ void PlayerBubble(DBloodActor* actor, sectortype*) // 10
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double nDist = (actor->spr.xrepeat * tileWidth(actor->spr.picnum)) * (REPEAT_SCALE / 2);
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DVector2 pos = actor->spr.pos.XY() + actor->spr.angle.ToVector() * nDist;
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double z = bottom - RandomD(bottom - top, 8);
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auto pFX = gFX.fxSpawnActor((FX_ID)(FX_23 + Random(3)), actor->sector(), DVector3(pos, z), 0);
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auto pFX = gFX.fxSpawnActor((FX_ID)(FX_23 + Random(3)), actor->sector(), DVector3(pos, z));
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if (pFX)
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{
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pFX->vel.X = actor->vel.X + Random2F(0x1aaaa);
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@ -375,7 +375,7 @@ void EnemyBubble(DBloodActor* actor, sectortype*) // 11
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DVector2 pos = actor->spr.pos.XY() + nAngle.ToVector() * nDist;
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double z = bottom - RandomD(bottom - top, 8);
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auto pFX = gFX.fxSpawnActor((FX_ID)(FX_23 + Random(3)), actor->sector(), DVector3(pos, z), 0);
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auto pFX = gFX.fxSpawnActor((FX_ID)(FX_23 + Random(3)), actor->sector(), DVector3(pos, z));
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if (pFX)
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{
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pFX->vel.X = actor->vel.X + Random2F(0x1aaaa);
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@ -446,7 +446,7 @@ void fxBloodBits(DBloodActor* actor, sectortype*) // 14
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DAngle nAngle = RandomAngle();
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int nDist = Random(16);
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auto pos = nAngle.ToVector() * nDist * 4;
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gFX.fxSpawnActor(FX_48, actor->sector(), DVector3(pos, actor->spr.pos.Z), 0);
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gFX.fxSpawnActor(FX_48, actor->sector(), DVector3(pos, actor->spr.pos.Z));
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if (actor->spr.angle == DAngle180)
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{
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int nChannel = 28 + (actor->GetIndex() & 2); // this is a little stupid...
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@ -454,7 +454,7 @@ void fxBloodBits(DBloodActor* actor, sectortype*) // 14
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}
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if (Chance(0x5000))
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{
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auto pFX = gFX.fxSpawnActor(FX_36, actor->sector(), DVector3(pos, floorZ - 0.25), 0);
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auto pFX = gFX.fxSpawnActor(FX_36, actor->sector(), DVector3(pos, floorZ - 0.25));
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if (pFX)
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pFX->spr.angle = nAngle;
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}
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@ -471,7 +471,7 @@ void fxBloodBits(DBloodActor* actor, sectortype*) // 14
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void fxTeslaAlt(DBloodActor* actor, sectortype*) // 15
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{
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if (!actor) return;
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auto pFX = gFX.fxSpawnActor(FX_49, actor->sector(), actor->spr.pos, 0);
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auto pFX = gFX.fxSpawnActor(FX_49, actor->sector(), actor->spr.pos);
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if (pFX)
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{
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pFX->vel.X = actor->vel.X + Random2F(0x1aaaa);
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@ -606,9 +606,9 @@ void fxPodBloodSpray(DBloodActor* actor, sectortype*) // 18
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if (!actor) return;
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DBloodActor* pFX;
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if (actor->spr.type == 53)
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pFX = gFX.fxSpawnActor(FX_53, actor->sector(), actor->spr.pos, 0);
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pFX = gFX.fxSpawnActor(FX_53, actor->sector(), actor->spr.pos);
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else
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pFX = gFX.fxSpawnActor(FX_54, actor->sector(), actor->spr.pos, 0);
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pFX = gFX.fxSpawnActor(FX_54, actor->sector(), actor->spr.pos);
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if (pFX)
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{
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pFX->spr.angle = nullAngle;
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@ -647,13 +647,13 @@ void fxPodBloodSplat(DBloodActor* actor, sectortype*) // 19
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if (actor->spr.type == 53 || actor->spr.type == kThingPodGreenBall)
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{
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if (Chance(0x500) || actor->spr.type == kThingPodGreenBall)
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pFX = gFX.fxSpawnActor(FX_55, actor->sector(), DVector3(pos, floorZ - 0.25), 0);
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pFX = gFX.fxSpawnActor(FX_55, actor->sector(), DVector3(pos, floorZ - 0.25));
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if (pFX)
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pFX->spr.angle = nAngle;
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}
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else
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{
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pFX = gFX.fxSpawnActor(FX_32, actor->sector(), DVector3(pos, floorZ - 0.25), 0);
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pFX = gFX.fxSpawnActor(FX_32, actor->sector(), DVector3(pos, floorZ - 0.25));
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if (pFX)
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pFX->spr.angle = nAngle;
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}
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@ -273,7 +273,7 @@ void fxSpawnBlood(DBloodActor* actor, int)
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|||
if (!pSector) return;
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||||
if (adult_lockout && gGameOptions.nGameType <= 0)
|
||||
return;
|
||||
auto bloodactor = gFX.fxSpawnActor(FX_27, actor->sector(), actor->spr.pos, 0);
|
||||
auto bloodactor = gFX.fxSpawnActor(FX_27, actor->sector(), actor->spr.pos);
|
||||
if (bloodactor)
|
||||
{
|
||||
bloodactor->spr.angle = DAngle180;
|
||||
|
@ -301,9 +301,9 @@ void fxSpawnPodStuff(DBloodActor* actor, int)
|
|||
return;
|
||||
DBloodActor* spawnactor;
|
||||
if (actor->spr.type == kDudePodGreen)
|
||||
spawnactor = gFX.fxSpawnActor(FX_53, actor->sector(), actor->spr.pos, 0);
|
||||
spawnactor = gFX.fxSpawnActor(FX_53, actor->sector(), actor->spr.pos);
|
||||
else
|
||||
spawnactor = gFX.fxSpawnActor(FX_54, actor->sector(), actor->spr.pos, 0);
|
||||
spawnactor = gFX.fxSpawnActor(FX_54, actor->sector(), actor->spr.pos);
|
||||
if (spawnactor)
|
||||
{
|
||||
spawnactor->spr.angle = DAngle180;
|
||||
|
@ -324,7 +324,7 @@ void fxSpawnEjectingBrass(DBloodActor* actor, double z, double dist, int rdist)
|
|||
{
|
||||
DVector3 pos(actor->spr.pos.XY() + actor->fClipdist() * actor->spr.angle.ToVector() + (actor->spr.angle + DAngle90).ToVector() * dist, z);
|
||||
|
||||
auto pBrass = gFX.fxSpawnActor((FX_ID)(FX_37 + Random(3)), actor->sector(), pos, 0);
|
||||
auto pBrass = gFX.fxSpawnActor((FX_ID)(FX_37 + Random(3)), actor->sector(), pos);
|
||||
if (pBrass)
|
||||
{
|
||||
if (!VanillaMode())
|
||||
|
@ -346,7 +346,7 @@ void fxSpawnEjectingShell(DBloodActor* actor, double z, double dist, int rdist)
|
|||
{
|
||||
DVector3 pos(actor->spr.pos.XY() + actor->fClipdist() * actor->spr.angle.ToVector() + (actor->spr.angle + DAngle90).ToVector() * dist, z);
|
||||
|
||||
auto pShell = gFX.fxSpawnActor((FX_ID)(FX_40 + Random(3)), actor->sector(), pos, 0);
|
||||
auto pShell = gFX.fxSpawnActor((FX_ID)(FX_40 + Random(3)), actor->sector(), pos);
|
||||
if (pShell)
|
||||
{
|
||||
if (!VanillaMode())
|
||||
|
|
|
@ -93,7 +93,7 @@ class CFX {
|
|||
public:
|
||||
void destroy(DBloodActor*);
|
||||
void remove(DBloodActor*);
|
||||
DBloodActor* fxSpawnActor(FX_ID a, sectortype* b, const DVector3& pos, DAngle f);
|
||||
DBloodActor* fxSpawnActor(FX_ID a, sectortype* b, const DVector3& pos, DAngle f = nullAngle);
|
||||
void fxProcess(void);
|
||||
};
|
||||
|
||||
|
|
|
@ -291,7 +291,7 @@ void GibFX(DBloodActor* actor, GIBFX* pGFX, DVector3* pPos, DVector3* pVel)
|
|||
DAngle nAngle = RandomAngle();
|
||||
gPos = DVector3(actor->spr.pos.XY() + actor->fClipdist() * nAngle.ToVector(), bottom - RandomD(bottom - top, 8));
|
||||
}
|
||||
auto pFX = gFX.fxSpawnActor(pGFX->fxId, pSector, gPos, 0);
|
||||
auto pFX = gFX.fxSpawnActor(pGFX->fxId, pSector, gPos);
|
||||
if (pFX)
|
||||
{
|
||||
if (pGFX->at1 < 0)
|
||||
|
@ -448,7 +448,7 @@ void GibFX(walltype* pWall, GIBFX* pGFX, double ceilZ, const DVector3& spread, D
|
|||
r.Z = RandomD(spread.Z, 8) + ceilZ;
|
||||
r.Y = RandomD(spread.Y, 4) + pWall->pos.Y;
|
||||
r.X = RandomD(spread.X, 4) + pWall->pos.X;
|
||||
auto pGib = gFX.fxSpawnActor(pGFX->fxId, pSector, r, 0);
|
||||
auto pGib = gFX.fxSpawnActor(pGFX->fxId, pSector, r);
|
||||
if (pGib)
|
||||
{
|
||||
if (pGFX->at1 < 0)
|
||||
|
|
|
@ -1790,17 +1790,17 @@ void debrisMove(int listIndex)
|
|||
switch (tileGetSurfType(floorColl))
|
||||
{
|
||||
case kSurfLava:
|
||||
if ((pFX = gFX.fxSpawnActor(FX_10, actor->sector(), DVector3(actor->spr.pos.XY(), floorZ), 0)) == NULL) break;
|
||||
if ((pFX = gFX.fxSpawnActor(FX_10, actor->sector(), DVector3(actor->spr.pos.XY(), floorZ))) == NULL) break;
|
||||
for (i = 0; i < 7; i++)
|
||||
{
|
||||
if ((pFX2 = gFX.fxSpawnActor(FX_14, pFX->sector(), pFX->spr.pos, 0)) == NULL) continue;
|
||||
if ((pFX2 = gFX.fxSpawnActor(FX_14, pFX->sector(), pFX->spr.pos)) == NULL) continue;
|
||||
pFX2->vel.X = Random2F(0x6aaaa);
|
||||
pFX2->vel.Y = Random2F(0x6aaaa);
|
||||
pFX2->vel.Z = -Random2F(0xd5555);
|
||||
}
|
||||
break;
|
||||
case kSurfWater:
|
||||
gFX.fxSpawnActor(FX_9, actor->sector(), DVector3(actor->spr.pos.XY(), floorZ), 0);
|
||||
gFX.fxSpawnActor(FX_9, actor->sector(), DVector3(actor->spr.pos.XY(), floorZ));
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -3354,7 +3354,7 @@ void useEffectGen(DBloodActor* sourceactor, DBloodActor* actor)
|
|||
break;
|
||||
}
|
||||
|
||||
if ((pEffect = gFX.fxSpawnActor((FX_ID)fxId, actor->sector(), DVector3(actor->spr.pos.XY(), pos), 0)) != nullptr)
|
||||
if ((pEffect = gFX.fxSpawnActor((FX_ID)fxId, actor->sector(), DVector3(actor->spr.pos.XY(), pos))) != nullptr)
|
||||
{
|
||||
pEffect->SetOwner(sourceactor);
|
||||
|
||||
|
@ -6456,7 +6456,7 @@ void useRandomItemGen(DBloodActor* actor)
|
|||
{
|
||||
if ((unsigned int)iactor->spr.type == actor->xspr.dropMsg && iactor->spr.pos == actor->spr.pos)
|
||||
{
|
||||
gFX.fxSpawnActor((FX_ID)29, actor->sector(), actor->spr.pos, 0);
|
||||
gFX.fxSpawnActor((FX_ID)29, actor->sector(), actor->spr.pos);
|
||||
iactor->spr.type = kSpriteDecoration;
|
||||
actPostSprite(iactor, kStatFree);
|
||||
break;
|
||||
|
|
|
@ -2499,7 +2499,7 @@ void ActivateGenerator(DBloodActor* actor)
|
|||
case kGenBubbleMulti: {
|
||||
double top, bottom;
|
||||
GetActorExtents(actor, &top, &bottom);
|
||||
gFX.fxSpawnActor((actor->spr.type == kGenBubble) ? FX_23 : FX_26, actor->sector(), DVector3(actor->spr.pos.XY(), top), 0);
|
||||
gFX.fxSpawnActor((actor->spr.type == kGenBubble) ? FX_23 : FX_26, actor->sector(), DVector3(actor->spr.pos.XY(), top));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue